mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-17 09:51:39 +00:00
251 lines
7.9 KiB
C
251 lines
7.9 KiB
C
//-------------------------------------------------------------------------
|
|
/*
|
|
Copyright (C) 1997, 2005 - 3D Realms Entertainment
|
|
|
|
This file is part of Shadow Warrior version 1.2
|
|
|
|
Shadow Warrior is free software; you can redistribute it and/or
|
|
modify it under the terms of the GNU General Public License
|
|
as published by the Free Software Foundation; either version 2
|
|
of the License, or (at your option) any later version.
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
|
|
|
See the GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with this program; if not, write to the Free Software
|
|
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|
|
|
Original Source: 1997 - Frank Maddin and Jim Norwood
|
|
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
|
|
*/
|
|
//-------------------------------------------------------------------------
|
|
|
|
#ifndef WEAPON_H
|
|
#define WEAPON_H
|
|
|
|
BEGIN_SW_NS
|
|
|
|
#define NEW_ELECTRO 1
|
|
#define HORIZ_MULT 128L
|
|
|
|
#define ANG2PLAYER(pp,sp) (getangle((pp)->posx - (sp)->x, (pp)->posy - (sp)->y))
|
|
#define ANG2SPRITE(sp,op) (getangle((sp)->x - (op)->x, (sp)->y - (op)->y))
|
|
|
|
#define MAX_HOLE_QUEUE 64
|
|
#define MAX_STAR_QUEUE 32
|
|
#define MAX_WALLBLOOD_QUEUE 32
|
|
#define MAX_FLOORBLOOD_QUEUE 32
|
|
#define MAX_GENERIC_QUEUE 32
|
|
#define MAX_LOWANGS_QUEUE 16
|
|
|
|
//#define NUKE_RADIUS 16384
|
|
#define NUKE_RADIUS 30000
|
|
#define RAIL_RADIUS 3500
|
|
|
|
// This is how many bullet shells have been spawned since the beginning of the game.
|
|
extern FOOT_TYPE FootMode;
|
|
extern int ShellCount;
|
|
#define MAXSHELLS 32
|
|
|
|
enum
|
|
{
|
|
UZI_SHELL = 2152,
|
|
SHOT_SHELL = 2180
|
|
};
|
|
|
|
|
|
extern short StarQueueHead;
|
|
extern DSWActor* StarQueue[MAX_STAR_QUEUE];
|
|
extern short HoleQueueHead;
|
|
extern short HoleQueue[MAX_HOLE_QUEUE];
|
|
extern short WallBloodQueueHead;
|
|
extern short WallBloodQueue[MAX_WALLBLOOD_QUEUE];
|
|
extern short FloorBloodQueueHead;
|
|
extern short FloorBloodQueue[MAX_FLOORBLOOD_QUEUE];
|
|
extern short GenericQueueHead;
|
|
extern short GenericQueue[MAX_GENERIC_QUEUE];
|
|
extern short LoWangsQueueHead;
|
|
extern short LoWangsQueue[MAX_LOWANGS_QUEUE];
|
|
|
|
void ChangeSpriteState(short SpriteNum, STATEp statep);
|
|
void ChangeState(DSWActor* actor, STATEp statep);
|
|
void DoPlayerBeginRecoil(PLAYERp pp, short pix_amt);
|
|
SECTOR_OBJECTp DetectSectorObject(SECTORp);
|
|
SECTOR_OBJECTp DetectSectorObjectByWall(WALLp);
|
|
void ScaleSpriteVector(DSWActor* actor, int scale);
|
|
int QueueHole(short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_z);
|
|
DSWActor* QueueWallBlood(DSWActor* hit, short ang);
|
|
bool SlopeBounce(short SpriteNum, bool *hit_wall);
|
|
bool HitscanSpriteAdjust(short SpriteNum, short hit_wall);
|
|
int SpawnSwordSparks(PLAYERp pp, short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_z, short hit_ang);
|
|
DSWActor* SpawnBubble(DSWActor*);
|
|
int SpawnFireballExp(int16_t Weapon);
|
|
void SpawnFireballFlames(int16_t SpriteNum,int16_t enemy);
|
|
int SpawnRadiationCloud(DSWActor* actor);
|
|
int SpawnGrenadeExp(int16_t Weapon);
|
|
int SpawnSectorExp(int16_t Weapon);
|
|
int DoShrapVelocity(int16_t SpriteNum);
|
|
int ShrapKillSprite(short SpriteNum);
|
|
bool MissileSetPos(short Weapon,ANIMATORp DoWeapon,int dist);
|
|
int ActorPain(short SpriteNum);
|
|
int SpawnBreakFlames(DSWActor*);
|
|
bool PlayerTakeDamage(PLAYERp pp, DSWActor* weapActor);
|
|
const char *DeathString(short SpriteNum);
|
|
|
|
//
|
|
// Damage Amounts defined in damage.h
|
|
//
|
|
|
|
// Damage Times - takes damage after this many tics
|
|
#define DAMAGE_BLADE_TIME (10)
|
|
|
|
// Player Missile Speeds
|
|
#define STAR_VELOCITY (1800)
|
|
#define BOLT_VELOCITY (900)
|
|
#define ROCKET_VELOCITY (1350)
|
|
#define BOLT_SEEKER_VELOCITY (820)
|
|
#define FIREBALL_VELOCITY (2000)
|
|
#define ELECTRO_VELOCITY (800)
|
|
#define PLASMA_VELOCITY (1000)
|
|
#define UZI_BULLET_VELOCITY (2500)
|
|
#define TRACER_VELOCITY (1200)
|
|
#define TANK_SHELL_VELOCITY (1200)
|
|
#define GRENADE_VELOCITY (900)
|
|
#define MINE_VELOCITY (520) // Was 420
|
|
#define CHEMBOMB_VELOCITY (420)
|
|
|
|
// Player Spell Missile Speeds
|
|
#define BLOOD_WORM_VELOCITY (800)
|
|
#define NAPALM_VELOCITY (800)
|
|
#define MIRV_VELOCITY (600)
|
|
#define SPIRAL_VELOCITY (600)
|
|
|
|
// Trap Speeds
|
|
#define BOLT_TRAP_VELOCITY (950)
|
|
#define SPEAR_TRAP_VELOCITY (650)
|
|
#define FIREBALL_TRAP_VELOCITY (750)
|
|
|
|
// NPC Missile Speeds
|
|
#define NINJA_STAR_VELOCITY (1800)
|
|
#define NINJA_BOLT_VELOCITY (500)
|
|
#define GORO_FIREBALL_VELOCITY (800)
|
|
#define SKEL_ELECTRO_VELOCITY (850)
|
|
#define COOLG_FIRE_VELOCITY (400)
|
|
|
|
#define GRENADE_RECOIL_AMT (12)
|
|
#define ROCKET_RECOIL_AMT (7)
|
|
#define RAIL_RECOIL_AMT (7)
|
|
#define SHOTGUN_RECOIL_AMT (12)
|
|
//#define MICRO_RECOIL_AMT (15)
|
|
|
|
// Damage amounts that determine the type of player death
|
|
// The standard flip over death is default
|
|
#define PLAYER_DEATH_CRUMBLE_DAMMAGE_AMT (25)
|
|
#define PLAYER_DEATH_EXPLODE_DAMMAGE_AMT (65)
|
|
|
|
// electro weapon
|
|
#define ELECTRO_MAX_JUMP_DIST 25000
|
|
|
|
extern int WeaponIsAmmo;
|
|
|
|
#define MISSILEMOVETICS 6
|
|
|
|
#define CLOSE_RANGE_DIST_FUDGE(sp1, sp2, fudge) \
|
|
(((int)(sp1)->clipdist<<2) + ((int)(sp2)->clipdist<<2) + (fudge))
|
|
|
|
#define CLOSE_RANGE_DIST(sp1, sp2) CLOSE_RANGE_DIST_FUDGE(sp1, sp2, 400)
|
|
|
|
|
|
extern short target_ang;
|
|
|
|
bool SpriteOverlap(short, short);
|
|
|
|
int SpawnShotgunSparks(PLAYERp pp, short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_z, short hit_ang);
|
|
int DoActorBeginSlide(DSWActor* actor, short ang, short vel, short dec);
|
|
int GetOverlapSector(int x, int y, short *over, short *under);
|
|
bool MissileHitDiveArea(short SpriteNum);
|
|
|
|
int DoDamageTest(DSWActor*);
|
|
|
|
extern short StatDamageList[STAT_DAMAGE_LIST_SIZE];
|
|
|
|
#define RADIATION_CLOUD 3258
|
|
#define MUSHROOM_CLOUD 3280
|
|
extern STATE s_NukeMushroom[];
|
|
|
|
void WallBounce(short SpriteNum, short ang);
|
|
|
|
#define PUFF 1748
|
|
#define CALTROPS 2218
|
|
#define PHOSPHORUS 1397
|
|
|
|
int PlayerInitChemBomb(PLAYERp pp);
|
|
int InitChemBomb(DSWActor*);
|
|
int PlayerInitCaltrops(PLAYERp pp);
|
|
int InitBloodSpray(DSWActor* actor, bool dogib, short velocity);
|
|
int SpawnBunnyExp(int16_t Weapon);
|
|
int InitBunnyRocket(PLAYERp pp);
|
|
|
|
int GetDamage(short SpriteNum, short Weapon, short DamageNdx);
|
|
int DoFlamesDamageTest(short Weapon);
|
|
|
|
typedef struct
|
|
{
|
|
STATEp state;
|
|
short id, num, zlevel, min_jspeed, max_jspeed, min_vel, max_vel, random_disperse, ang_range;
|
|
// state, id, num, min_jspeed, max_jspeed, min_vel, max_vel, size,
|
|
// random_disperse, ang_range
|
|
} SHRAP, *SHRAPp;
|
|
|
|
enum ShrapPos
|
|
{
|
|
Z_TOP,
|
|
Z_MID,
|
|
Z_BOT
|
|
};
|
|
|
|
int SetSuicide(DSWActor*);
|
|
void UpdateSinglePlayKills(DSWActor* actor);
|
|
int InitPlasmaFountain(SPRITEp wp, SPRITEp sp);
|
|
int InitCoolgDrip(DSWActor*);
|
|
int InitFireball(PLAYERp pp);
|
|
void InitSpellRing(PLAYERp pp);
|
|
void InitSpellNapalm(PLAYERp pp);
|
|
int InitUzi(PLAYERp pp);
|
|
int InitSobjGun(PLAYERp pp);
|
|
int InitBoltTrap(DSWActor* actor);
|
|
int InitSpearTrap(short SpriteNum);
|
|
int InitTurretMgun(SECTOR_OBJECTp sop);
|
|
int InitVulcanBoulder(DSWActor* actor);
|
|
int DoBladeDamage(short SpriteNum);
|
|
int DoFindGround(int16_t SpriteNum);
|
|
int DoFindGroundPoint(DSWActor* actor);
|
|
void SpriteQueueDelete(DSWActor* actor);
|
|
int HelpMissileLateral(int16_t Weapon,int dist);
|
|
int AddSpriteToSectorObject(short SpriteNum,SECTOR_OBJECTp sop);
|
|
void QueueReset(void);
|
|
int PlayerCheckDeath(PLAYERp pp,short Weapon);
|
|
bool SpriteWarpToUnderwater(SPRITEp sp);
|
|
int PlayerDamageSlide(PLAYERp pp,int damage,short ang);
|
|
bool VehicleMoveHit(DSWActor*);
|
|
int SpawnSplash(short SpriteNum);
|
|
int SpawnMineExp(int16_t Weapon);
|
|
int SpawnLittleExp(int16_t Weapon);
|
|
int SpawnLargeExp(int16_t Weapon);
|
|
int SpawnNuclearExp(int16_t Weapon);
|
|
int SpawnBoltExp(int16_t Weapon);
|
|
int SpawnTracerExp(int16_t Weapon);
|
|
int SpawnGoroFireballExp(int16_t Weapon);
|
|
bool MissileHitMatch(short Weapon,short WeaponNum,short hit_sprite);
|
|
int DoItemFly(int16_t SpriteNum);
|
|
int SpawnVehicleSmoke(DSWActor* actor);
|
|
short PrevWall(short wall_num);
|
|
int DoDamage(short SpriteNum,short Weapon);
|
|
|
|
END_SW_NS
|
|
|
|
#endif
|