//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 Nuke.YKT This file is part of NBlood. NBlood is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. 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. */ //------------------------------------------------------------------------- #pragma once #include "build.h" #include "common_game.h" #include "blood.h" #include "db.h" #include "fx.h" #include "gameutil.h" enum DAMAGE_TYPE { DAMAGE_TYPE_0 = 0, DAMAGE_TYPE_1, // Flame DAMAGE_TYPE_2, DAMAGE_TYPE_3, DAMAGE_TYPE_4, DAMAGE_TYPE_5, DAMAGE_TYPE_6, // Tesla }; enum VECTOR_TYPE { VECTOR_TYPE_0 = 0, VECTOR_TYPE_1, VECTOR_TYPE_2, VECTOR_TYPE_3, VECTOR_TYPE_4, VECTOR_TYPE_5, VECTOR_TYPE_6, VECTOR_TYPE_7, VECTOR_TYPE_8, VECTOR_TYPE_9, VECTOR_TYPE_10, VECTOR_TYPE_11, VECTOR_TYPE_12, VECTOR_TYPE_13, VECTOR_TYPE_14, VECTOR_TYPE_15, VECTOR_TYPE_16, VECTOR_TYPE_17, VECTOR_TYPE_18, VECTOR_TYPE_19, VECTOR_TYPE_20, VECTOR_TYPE_21, VECTOR_TYPE_22, kVectorMax, }; struct THINGINFO { short at0; // health short at2; // mass unsigned char at4; // clipdist short at5; // flags int at7; // elasticity int atb; // damage resistance short atf; // cstat short at11; // picnum char at13; // shade unsigned char at14; // pal unsigned char at15; // xrepeat unsigned char at16; // yrepeat int at17[7]; // damage int allowThrow; // By NoOne: indicates if kGDXCustomDude can throw it }; struct AMMOITEMDATA { short at0; short picnum; // startHealth char shade; // mass char at5; unsigned char xrepeat; // at6 unsigned char yrepeat; // at7 short at8; unsigned char ata; unsigned char atb; }; struct WEAPONITEMDATA { short at0; short picnum; // startHealth char shade; // mass char at5; unsigned char xrepeat; // at6 unsigned char yrepeat; // at7 short at8; short ata; short atc; }; struct ITEMDATA { short at0; // unused? short picnum; // startHealth char shade; // mass char at5; // unused? unsigned char xrepeat; // at6 unsigned char yrepeat; // at7 short at8; }; struct MissileType { short picnum; int at2; // speed int at6; // angle unsigned char ata; // xrepeat unsigned char atb; // yrepeat char atc; // shade unsigned char atd; // clipdist int fireSound[2]; // By NoOne: predefined fire sounds. used by kGDXCustomDude, but can be used for something else. }; struct EXPLOSION { unsigned char at0; char at1; // dmg char at2; // dmg rnd int at3; // radius int at7; int atb; int atf; int at13; int at17; }; struct VECTORDATA_at1d { FX_ID at0; FX_ID at1; FX_ID at2; int at3; }; struct VECTORDATA { DAMAGE_TYPE at0; int at1; // damage int at5; int maxDist; // range int atd; int at11; // burn int at15; // blood splats int at19; // blood splat chance VECTORDATA_at1d at1d[15]; int fireSound[2]; // By NoOne: predefined fire sounds. used by kGDXCustomDude, but can be used for something else. }; extern AMMOITEMDATA gAmmoItemData[]; extern WEAPONITEMDATA gWeaponItemData[]; extern ITEMDATA gItemData[]; extern MissileType missileInfo[]; extern EXPLOSION explodeInfo[]; extern THINGINFO thingInfo[]; extern VECTORDATA gVectorData[]; extern int gDudeDrag; extern short gAffectedSectors[kMaxSectors]; extern short gAffectedXWalls[kMaxXWalls]; inline bool IsPlayerSprite(spritetype *pSprite) { if (pSprite->type >= kDudePlayer1 && pSprite->type <= kDudePlayer8) return 1; return 0; } inline bool IsDudeSprite(spritetype *pSprite) { if (pSprite->type >= kDudeBase && pSprite->type < kDudeMax) return 1; return 0; } inline void actBurnSprite(int nSource, XSPRITE *pXSprite, int nTime) { pXSprite->burnTime = ClipHigh(pXSprite->burnTime + nTime, sprite[pXSprite->reference].statnum == 6 ? 2400 : 1200); pXSprite->burnSource = nSource; } bool IsItemSprite(spritetype *pSprite); bool IsWeaponSprite(spritetype *pSprite); bool IsAmmoSprite(spritetype *pSprite); bool IsUnderwaterSector(int nSector); int actSpriteOwnerToSpriteId(spritetype *pSprite); void actPropagateSpriteOwner(spritetype *pTarget, spritetype *pSource); int actSpriteIdToOwnerId(int nSprite); int actOwnerIdToSpriteId(int nSprite); bool actTypeInSector(int nSector, int nType); void actAllocateSpares(void); void actInit(void); void ConcussSprite(int a1, spritetype *pSprite, int x, int y, int z, int a6); int actWallBounceVector(int *x, int *y, int nWall, int a4); int actFloorBounceVector(int *x, int *y, int *z, int nSector, int a5); void sub_2A620(int nSprite, int x, int y, int z, int nSector, int nDist, int a7, int a8, DAMAGE_TYPE a9, int a10, int a11, int a12, int a13); void sub_2AA94(spritetype *pSprite, XSPRITE *pXSprite); spritetype *actSpawnFloor(spritetype *pSprite); spritetype *actDropAmmo(spritetype *pSprite, int nType); spritetype *actDropWeapon(spritetype *pSprite, int nType); spritetype *actDropItem(spritetype *pSprite, int nType); spritetype *actDropKey(spritetype *pSprite, int nType); spritetype *actDropFlag(spritetype *pSprite, int nType); spritetype *actDropObject(spritetype *pSprite, int nType); bool actHealDude(XSPRITE *pXDude, int a2, int a3); void actKillDude(int a1, spritetype *pSprite, DAMAGE_TYPE a3, int a4); int actDamageSprite(int nSource, spritetype *pSprite, DAMAGE_TYPE a3, int a4); void actHitcodeToData(int a1, HITINFO *pHitInfo, int *a3, spritetype **a4, XSPRITE **a5, int *a6, walltype **a7, XWALL **a8, int *a9, sectortype **a10, XSECTOR **a11); void actImpactMissile(spritetype *pMissile, int a2); void actKickObject(spritetype *pSprite1, spritetype *pSprite2); void actTouchFloor(spritetype *pSprite, int nSector); void ProcessTouchObjects(spritetype *pSprite, int nXSprite); void actAirDrag(spritetype *pSprite, int a2); int MoveThing(spritetype *pSprite); void MoveDude(spritetype *pSprite); int MoveMissile(spritetype *pSprite); void actExplodeSprite(spritetype *pSprite); void actActivateGibObject(spritetype *pSprite, XSPRITE *pXSprite); bool IsUnderWater(spritetype *pSprite); void actProcessSprites(void); spritetype * actSpawnSprite(int nSector, int x, int y, int z, int nStat, char a6); spritetype *actSpawnDude(spritetype *pSource, short nType, int a3, int a4); spritetype * actSpawnSprite(spritetype *pSource, int nStat); spritetype * actSpawnThing(int nSector, int x, int y, int z, int nThingType); spritetype * actFireThing(spritetype *pSprite, int a2, int a3, int a4, int thingType, int a6); spritetype* actFireMissile(spritetype *pSprite, int a2, int a3, int a4, int a5, int a6, int nType); int actGetRespawnTime(spritetype *pSprite); bool actCheckRespawn(spritetype *pSprite); bool actCanSplatWall(int nWall); void actFireVector(spritetype *pShooter, int a2, int a3, int a4, int a5, int a6, VECTOR_TYPE vectorType); void actPostSprite(int nSprite, int nStatus); void actPostProcess(void); void MakeSplash(spritetype *pSprite, XSPRITE *pXSprite); spritetype* DropRandomPickupObject(spritetype* pSprite, short prevItem); spritetype* spawnRandomDude(spritetype* pSprite); int GetDataVal(spritetype* pSprite, int data); int my_random(int a, int b); int GetRandDataVal(int *rData, spritetype* pSprite); bool sfxPlayMissileSound(spritetype* pSprite, int missileId); bool sfxPlayVectorSound(spritetype* pSprite, int vectorId); spritetype* actSpawnCustomDude(spritetype* pSprite, int nDist); int getDudeMassBySpriteSize(spritetype* pSprite); bool ceilIsTooLow(spritetype* pSprite);