2020-02-07 19:47:43 +00:00
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//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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Copyright (C) NoOne
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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////////////////////////////////////////////////////////////////////////////////////
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// This file provides modern features for mappers.
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// For full documentation please visit http://cruo.bloodgame.ru/xxsystem
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/////////////////////////////////////////////////////////////////////////
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#pragma once
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#include "common_game.h"
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#ifdef NOONE_EXTENSIONS
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#include "eventq.h"
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#include "qav.h"
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#include "actor.h"
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#include "dude.h"
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#include "player.h"
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#include "warp.h"
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BEGIN_BLD_NS
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// CONSTANTS
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// additional non-thing proximity, sight and physics sprites
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#define kMaxSuperXSprites 128
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#define kMaxTrackingConditions 64
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#define kMaxTracedObjects 32 // per one tracking condition
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2020-02-07 19:47:43 +00:00
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// additional physics attributes for debris sprites
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#define kPhysDebrisFly 0x0008 // *debris* affected by negative gravity (fly instead of falling, DO NOT mess with kHitagAutoAim)
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#define kPhysDebrisSwim 0x0016 // *debris* can swim underwater (instead of drowning)
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#define kPhysDebrisVector 0x0400 // *debris* can be affected by vector weapons
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#define kPhysDebrisExplode 0x0800 // *debris* can be affected by explosions
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// *modern types only hitag*
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#define kModernTypeFlag0 0x0000
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#define kModernTypeFlag1 0x0001
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#define kModernTypeFlag2 0x0002
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#define kModernTypeFlag3 0x0003
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#define kModernTypeFlag4 0x0004
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#define kMaxRandomizeRetries 16
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#define kPercentFull 100
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#define kCondRange 100
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2020-03-01 20:36:28 +00:00
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// modern statnums
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enum {
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kStatModernBase = 20,
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kStatModernDudeTargetChanger = kStatModernBase,
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kStatModernCondition = 21,
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kStatModernEventRedirector = 22,
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kStatModernPlayerLinker = 23,
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kStatModernSeqSpawner = 24,
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kStatModernQavScene = 25,
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kStatModernTmp = 39,
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kStatModernMax = 40,
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};
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// modern sprite types
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enum {
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kModernCustomDudeSpawn = 24,
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kModernRandomTX = 25,
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kModernSequentialTX = 26,
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kModernSeqSpawner = 27,
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kModernObjPropertiesChanger = 28,
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kModernObjPicnumChanger = 29,
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kModernObjSizeChanger = 31,
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kModernDudeTargetChanger = 33,
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kModernSectorFXChanger = 34,
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kModernObjDataChanger = 35,
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kModernSpriteDamager = 36,
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kModernObjDataAccumulator = 37,
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kModernEffectSpawner = 38,
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kModernWindGenerator = 39,
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kModernRandom = 40,
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kModernRandom2 = 80,
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kItemShroomGrow = 129,
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kItemShroomShrink = 130,
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kItemModernMapLevel = 150, // once picked up, draws whole minimap
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kDudeModernCustom = kDudeVanillaMax,
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kDudeModernCustomBurning = 255,
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kModernThingTNTProx = 433, // detects only players
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kModernThingThrowableRock = 434, // does small damage if hits target
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kModernThingEnemyLifeLeech = 435, // the same as normal, except it aims in specified target only
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kModernPlayerControl = 500, /// WIP
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kModernCondition = 501, /// WIP, sends command only if specified conditions == true
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kModernConditionFalse = 502, /// WIP, sends command only if specified conditions != true
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kGenModernMissileUniversal = 704,
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kGenModernSound = 708,
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};
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// type of random
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enum {
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kRandomizeItem = 0,
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kRandomizeDude = 1,
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kRandomizeTX = 2,
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};
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// type of object
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enum {
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OBJ_WALL = 0,
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OBJ_SPRITE = 3,
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OBJ_SECTOR = 6,
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};
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enum {
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kCondMixedBase = 100,
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kCondMixedMax = 200,
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kCondWallBase = 200,
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kCondWallMax = 300,
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kCondSectorBase = 300,
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kCondSectorMax = 400,
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kCondPlayerBase = 400,
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kCondPlayerMax = 450,
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kCondDudeBase = 450,
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kCondDudeMax = 500,
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kCondSpriteBase = 500,
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kCondSpriteMax = 600,
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};
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enum {
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kCondSerialSector = 100000,
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kCondSerialWall = 200000,
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kCondSerialSprite = 300000,
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kCondSerialMax = 400000,
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};
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2020-02-07 19:47:43 +00:00
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// - STRUCTS ------------------------------------------------------------------
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struct SPRITEMASS { // sprite mass info for getSpriteMassBySize();
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int seqId;
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short picnum; // mainly needs for moving debris
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short xrepeat;
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short yrepeat;
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short clipdist; // mass multiplier
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int mass;
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short airVel; // mainly needs for moving debris
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int fraction; // mainly needs for moving debris
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};
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struct QAVSCENE { // this one stores qavs anims that can be played by trigger
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short index = -1; // index of sprite which triggered qav scene
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QAV* qavResrc = NULL;
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short dummy = -1;
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};
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struct THINGINFO_EXTRA {
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bool allowThrow; // indicates if kDudeModernCustom can throw it
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};
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struct VECTORINFO_EXTRA {
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int fireSound[2]; // predefined fire sounds. used by kDudeModernCustom, but can be used for something else.
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};
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struct MISSILEINFO_EXTRA {
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int fireSound[2]; // predefined fire sounds. used by kDudeModernCustom, but can be used for something else.
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bool dmgType[kDamageMax]; // list of damages types missile can use
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bool allowImpact; // allow to trigger object with Impact flag enabled with this missile
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};
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struct DUDEINFO_EXTRA {
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bool flying; // used by kModernDudeTargetChanger (ai fight)
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bool melee; // used by kModernDudeTargetChanger (ai fight)
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bool annoying; // used by kModernDudeTargetChanger (ai fight)
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};
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struct TRPLAYERCTRL { // this one for controlling the player using triggers (movement speed, jumps and other stuff)
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QAVSCENE qavScene;
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};
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2020-03-13 20:59:13 +00:00
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struct OBJECTS_TO_TRACK {
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signed int type: 3;
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unsigned int index: 16;
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unsigned int cmd: 8;
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};
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struct TRCONDITION {
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unsigned int length: 8;
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OBJECTS_TO_TRACK obj[kMaxTracedObjects];
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};
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2020-02-07 19:47:43 +00:00
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// - VARIABLES ------------------------------------------------------------------
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extern bool gModernMap;
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extern bool gTeamsSpawnUsed;
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extern bool gEventRedirectsUsed;
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extern ZONE gStartZoneTeam1[kMaxPlayers];
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extern ZONE gStartZoneTeam2[kMaxPlayers];
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extern THINGINFO_EXTRA gThingInfoExtra[kThingMax];
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extern VECTORINFO_EXTRA gVectorInfoExtra[kVectorMax];
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extern MISSILEINFO_EXTRA gMissileInfoExtra[kMissileMax];
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extern DUDEINFO_EXTRA gDudeInfoExtra[kDudeMax];
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extern TRPLAYERCTRL gPlayerCtrl[kMaxPlayers];
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extern SPRITEMASS gSpriteMass[kMaxXSprites];
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extern TRCONDITION gCondition[kMaxTrackingConditions];
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extern short gProxySpritesList[kMaxSuperXSprites];
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extern short gSightSpritesList[kMaxSuperXSprites];
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extern short gPhysSpritesList[kMaxSuperXSprites];
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extern short gImpactSpritesList[kMaxSuperXSprites];
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extern short gProxySpritesCount;
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extern short gSightSpritesCount;
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extern short gPhysSpritesCount;
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extern short gImpactSpritesCount;
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extern short gTrackingCondsCount;
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// - FUNCTIONS ------------------------------------------------------------------
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bool nnExtEraseModernStuff(spritetype* pSprite, XSPRITE* pXSprite);
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void nnExtInitModernStuff(bool bSaveLoad);
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void nnExtProcessSuperSprites(void);
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2020-02-15 21:53:21 +00:00
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bool nnExtIsImmune(spritetype* pSprite, int dmgType, int minScale = 16);
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int nnExtRandom(int a, int b);
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void nnExtResetGlobals();
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void nnExtTriggerObject(int objType, int objIndex, int command);
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// ------------------------------------------------------------------------- //
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spritetype* randomDropPickupObject(spritetype* pSprite, short prevItem);
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spritetype* randomSpawnDude(spritetype* pSprite);
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int GetDataVal(spritetype* pSprite, int data);
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int randomGetDataValue(XSPRITE* pXSprite, int randType);
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void sfxPlayMissileSound(spritetype* pSprite, int missileId);
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void sfxPlayVectorSound(spritetype* pSprite, int vectorId);
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// ------------------------------------------------------------------------- //
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int debrisGetIndex(int nSprite);
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int debrisGetFreeIndex(void);
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void debrisMove(int listIndex);
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void debrisConcuss(int nOwner, int listIndex, int x, int y, int z, int dmg);
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// ------------------------------------------------------------------------- //
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void aiSetGenIdleState(spritetype* pSprite, XSPRITE* pXSprite);
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// triggers related
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// ------------------------------------------------------------------------- //
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int aiFightGetTargetDist(spritetype* pSprite, DUDEINFO* pDudeInfo, spritetype* pTarget);
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int aiFightGetFineTargetDist(spritetype* pSprite, spritetype* pTarget);
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bool aiFightDudeCanSeeTarget(XSPRITE* pXDude, DUDEINFO* pDudeInfo, spritetype* pTarget);
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bool aiFightIsAnnoyingUnit(spritetype* pDude);
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bool aiFightUnitCanFly(spritetype* pDude);
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bool aiFightIsMeleeUnit(spritetype* pDude);
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bool aiFightDudeIsAffected(XSPRITE* pXDude);
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bool aiFightMatesHaveSameTarget(XSPRITE* pXLeader, spritetype* pTarget, int allow);
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bool aiFightGetDudesForBattle(XSPRITE* pXSprite);
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bool aiFightIsMateOf(XSPRITE* pXDude, XSPRITE* pXSprite);
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void aiFightAlarmDudesInSight(spritetype* pSprite, int max);
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void aiFightActivateDudes(int rx);
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void aiFightFreeTargets(int nSprite);
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void aiFightFreeAllTargets(XSPRITE* pXSource);
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spritetype* aiFightGetTargetInRange(spritetype* pSprite, int minDist, int maxDist, short data, short teamMode);
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spritetype* aiFightTargetIsPlayer(XSPRITE* pXSprite);
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spritetype* aiFightGetMateTargets(XSPRITE* pXSprite);
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// ------------------------------------------------------------------------- //
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void useSectorWindGen(XSPRITE* pXSource, sectortype* pSector);
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void useEffectGen(XSPRITE* pXSource, spritetype* pSprite);
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void useSeqSpawnerGen(XSPRITE* pXSource, int objType, int index);
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void useSpriteDamager(XSPRITE* pXSource, spritetype* pSprite);
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void useTeleportTarget(XSPRITE* pXSource, spritetype* pSprite);
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void useObjResizer(XSPRITE* pXSource, short objType, int objIndex);
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void useRandomItemGen(spritetype* pSource, XSPRITE* pXSource);
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void useUniMissileGen(int, int nXSprite);
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void useSoundGen(spritetype* pSource, XSPRITE* pXSource);
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void useIncDecGen(XSPRITE* pXSource, short objType, int objIndex);
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void useDataChanger(XSPRITE* pXSource, int objType, int objIndex);
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void useSectorLigthChanger(XSPRITE* pXSource, XSECTOR* pXSector);
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void useTargetChanger(XSPRITE* pXSource, spritetype* pSprite);
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void usePictureChanger(XSPRITE* pXSource, int objType, int objIndex);
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void usePropertiesChanger(XSPRITE* pXSource, short objType, int objIndex);
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void useSequentialTx(XSPRITE* pXSource, COMMAND_ID cmd, bool setState);
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void useRandomTx(XSPRITE* pXSource, COMMAND_ID cmd, bool setState);
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bool txIsRanged(XSPRITE* pXSource);
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void seqTxSendCmdAll(XSPRITE* pXSource, int nIndex, COMMAND_ID cmd, bool modernSend);
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// ------------------------------------------------------------------------- //
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2020-04-04 19:48:23 +00:00
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void trPlayerCtrlLink(XSPRITE* pXSource, PLAYER* pPlayer, bool checkCondition);
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2020-02-07 19:47:43 +00:00
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void trPlayerCtrlSetRace(XSPRITE* pXSource, PLAYER* pPlayer);
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void trPlayerCtrlStartScene(XSPRITE* pXSource, PLAYER* pPlayer);
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2020-05-05 18:50:14 +00:00
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void trPlayerCtrlStopScene(PLAYER* pPlayer);
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2020-02-07 19:47:43 +00:00
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void trPlayerCtrlSetMoveSpeed(XSPRITE* pXSource, PLAYER* pPlayer);
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void trPlayerCtrlSetJumpHeight(XSPRITE* pXSource, PLAYER* pPlayer);
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void trPlayerCtrlSetScreenEffect(XSPRITE* pXSource, PLAYER* pPlayer);
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void trPlayerCtrlSetLookAngle(XSPRITE* pXSource, PLAYER* pPlayer);
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void trPlayerCtrlEraseStuff(XSPRITE* pXSource, PLAYER* pPlayer);
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void trPlayerCtrlGiveStuff(XSPRITE* pXSource, PLAYER* pPlayer, TRPLAYERCTRL* pCtrl);
|
2020-05-05 18:50:14 +00:00
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void trPlayerCtrlUsePackItem(XSPRITE* pXSource, PLAYER* pPlayer, int evCmd);
|
2020-02-07 19:47:43 +00:00
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// ------------------------------------------------------------------------- //
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void modernTypeTrigger(int type, int nDest, EVENT event);
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char modernTypeSetSpriteState(int nSprite, XSPRITE* pXSprite, int nState);
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bool modernTypeOperateSprite(int nSprite, spritetype* pSprite, XSPRITE* pXSprite, EVENT event);
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bool modernTypeOperateWall(int nWall, walltype* pWall, XWALL* pXWall, EVENT event);
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void modernTypeSendCommand(int nSprite, int channel, COMMAND_ID command);
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// ------------------------------------------------------------------------- //
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bool playerSizeShrink(PLAYER* pPlayer, int divider);
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bool playerSizeGrow(PLAYER* pPlayer, int multiplier);
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bool playerSizeReset(PLAYER* pPlayer);
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void playerDeactivateShrooms(PLAYER* pPlayer);
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// ------------------------------------------------------------------------- //
|
|
|
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QAV* playerQavSceneLoad(int qavId);
|
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void playerQavSceneProcess(PLAYER* pPlayer, QAVSCENE* pQavScene);
|
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void playerQavScenePlay(PLAYER* pPlayer);
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void playerQavSceneDraw(PLAYER* pPlayer, int a2, int a3, int a4, int a5);
|
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void playerQavSceneReset(PLAYER* pPlayer);
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// ------------------------------------------------------------------------- //
|
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void callbackUniMissileBurst(int nSprite);
|
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void callbackMakeMissileBlocking(int nSprite);
|
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void callbackGenDudeUpdate(int nSprite);
|
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// ------------------------------------------------------------------------- //
|
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|
|
PLAYER* getPlayerById(short id);
|
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|
|
bool isGrown(spritetype* pSprite);
|
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|
|
bool isShrinked(spritetype* pSprite);
|
|
|
|
bool valueIsBetween(int val, int min, int max);
|
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|
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bool IsBurningDude(spritetype* pSprite);
|
|
|
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bool IsKillableDude(spritetype* pSprite);
|
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|
|
bool isActive(int nSprite);
|
|
|
|
int getDataFieldOfObject(int objType, int objIndex, int dataIndex);
|
|
|
|
bool setDataValueOfObject(int objType, int objIndex, int dataIndex, int value);
|
|
|
|
bool incDecGoalValueIsReached(XSPRITE* pXSprite);
|
|
|
|
void windGenStopWindOnSectors(XSPRITE* pXSource);
|
|
|
|
int getSpriteMassBySize(spritetype* pSprite);
|
|
|
|
bool ceilIsTooLow(spritetype* pSprite);
|
|
|
|
void levelEndLevelCustom(int nLevel);
|
2020-05-05 18:50:14 +00:00
|
|
|
int useCondition(spritetype* pSource, XSPRITE* pXSource, EVENT event);
|
2020-03-13 20:59:13 +00:00
|
|
|
bool condPush(XSPRITE* pXSprite, int objType, int objIndex);
|
2020-03-30 19:54:28 +00:00
|
|
|
bool condRestore(XSPRITE* pXSprite);
|
|
|
|
bool condCmp(int val, int arg1, int arg2, int comOp);
|
|
|
|
bool condCmpne(int arg1, int arg2, int comOp);
|
2020-05-05 18:50:14 +00:00
|
|
|
void condError(XSPRITE* pXCond, const char* pzFormat, ...);
|
|
|
|
bool condCheckMixed(XSPRITE* pXCond, EVENT event, int cmpOp, bool PUSH);
|
|
|
|
bool condCheckSector(XSPRITE* pXCond, int cmpOp, bool PUSH);
|
|
|
|
bool condCheckWall(XSPRITE* pXCond, int cmpOp, bool PUSH);
|
|
|
|
bool condCheckSprite(XSPRITE* pXCond, int cmpOp, bool PUSH);
|
|
|
|
bool condCheckPlayer(XSPRITE* pXCond, int cmpOp, bool PUSH);
|
|
|
|
bool condCheckDude(XSPRITE* pXCond, int cmpOp, bool PUSH);
|
2020-04-04 19:48:23 +00:00
|
|
|
void condUpdateObjectIndex(int objType, int oldIndex, int newIndex);
|
2020-04-07 20:30:00 +00:00
|
|
|
XSPRITE* evrListRedirectors(int objType, int objXIndex, XSPRITE* pXRedir, int* tx);
|
|
|
|
XSPRITE* evrIsRedirector(int nSprite);
|
|
|
|
int listTx(XSPRITE* pXRedir, int tx);
|
2020-05-05 18:50:14 +00:00
|
|
|
void seqSpawnerOffSameTx(XSPRITE* pXSource);
|
2020-02-07 19:47:43 +00:00
|
|
|
#endif
|
|
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////
|
|
|
|
// This file provides modern features for mappers.
|
|
|
|
// For full documentation please visit http://cruo.bloodgame.ru/xxsystem
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
END_BLD_NS
|