raze-gles/polymer/eduke32/source/sw/src/weapon.h

240 lines
7.7 KiB
C
Raw Normal View History

//-------------------------------------------------------------------------
/*
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
#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
extern short StarQueueHead;
extern short 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 ChangeState(short SpriteNum, STATEp statep);
void DoPlayerBeginRecoil(PLAYERp pp, short pix_amt);
SECTOR_OBJECTp DetectSectorObject(SECTORp);
SECTOR_OBJECTp DetectSectorObjectByWall(WALLp);
VOID ScaleSpriteVector(short SpriteNum, int scale);
int QueueHole(short ang, short hitsect, short hitwall, int hitx, int hity, int hitz);
int QueueWallBlood(short hitsprite,short ang);
BOOL SlopeBounce(short SpriteNum, BOOL *hitwall);
BOOL HitscanSpriteAdjust(short SpriteNum, short hitwall);
int SpawnSwordSparks(PLAYERp pp, short hitsect, short hitwall, int hitx, int hity, int hitz, short hitang);
int SpawnBubble(short SpriteNum);
int SpawnFireballExp(SHORT Weapon);
int SpawnFireballFlames(SHORT SpriteNum,SHORT enemy);
int SpawnRadiationCloud(short SpriteNum);
int SpawnGrenadeExp(SHORT Weapon);
int SpawnSectorExp(SHORT Weapon);
int DoShrapVelocity(SHORT SpriteNum);
int ShrapKillSprite(short SpriteNum);
BOOL MissileSetPos(short Weapon,ANIMATORp DoWeapon,int dist);
int ActorPain(short SpriteNum);
//
// Damage Amounts defined in damage.h
//
extern DAMAGE_DATA DamageData[];
// 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 hitsect, short hitwall, int hitx, int hity, int hitz, short hitang);
int DoActorBeginSlide(short SpriteNum, short ang, short vel, short dec);
int GetOverlapSector(int x, int y, short *over, short *under);
BOOL MissileHitDiveArea(short SpriteNum);
int DoDamageTest(short);
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(short SpriteNum);
int PlayerInitCaltrops(PLAYERp pp);
int InitBloodSpray(SHORT SpriteNum, BOOL dogib, short velocity);
int SpawnBunnyExp(SHORT Weapon);
int InitBunnyRocket(PLAYERp pp);
int GetDamage(short SpriteNum, short Weapon, short DamageNdx);
int DoFlamesDamageTest(short Weapon);
VOID DoActorSpawnIcon(SHORT SpriteNum);
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(short SpriteNum);
VOID UpdateSinglePlayKills(short SpriteNum);
int InitPlasmaFountain(SPRITEp wp, SPRITEp sp);
int InitCoolgDrip(short SpriteNum);
int InitFireball(PLAYERp pp);
void InitSpellRing(PLAYERp pp);
void InitSpellNapalm(PLAYERp pp);
int InitUzi(PLAYERp pp);
int InitSobjGun(PLAYERp pp);
int InitBoltTrap(short SpriteNum);
int InitSpearTrap(short SpriteNum);
int InitTurretMgun(SECTOR_OBJECTp sop);
int InitVulcanBoulder(short SpriteNum);
int DoBladeDamage(short SpriteNum);
int DoFindGround(SHORT SpriteNum);
int DoFindGroundPoint(SHORT SpriteNum);
VOID SpriteQueueDelete(short SpriteNum);
int HelpMissileLateral(SHORT 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,short damage,short ang);
BOOL VehicleMoveHit(short SpriteNum);
int SpawnSplash(short SpriteNum);
int SpawnMineExp(SHORT Weapon);
int SpawnLittleExp(SHORT Weapon);
int SpawnLargeExp(SHORT Weapon);
int SpawnNuclearExp(SHORT Weapon);
int SpawnBoltExp(SHORT Weapon);
int SpawnTracerExp(SHORT Weapon);
int SpawnGoroFireballExp(SHORT Weapon);
BOOL MissileHitMatch(short Weapon,short WeaponNum,short hitsprite);
int DoItemFly(SHORT SpriteNum);
int SpawnVehicleSmoke(short SpriteNum);
short PrevWall(short wall_num);
int DoDamage(short SpriteNum,short Weapon);
#endif