//------------------------------------------------------------------------- /* 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.h" #include "common_game.h" #include "blood.h" #include "db.h" #include "eventq.h" #include "dude.h" void trTriggerSector(unsigned int nSector, XSECTOR *pXSector, int a3); void trMessageSector(unsigned int nSector, EVENT a2); void trTriggerWall(unsigned int nWall, XWALL *pXWall, int a3); void trMessageWall(unsigned int nWall, EVENT a2); void trTriggerSprite(unsigned int nSprite, XSPRITE *pXSprite, int a3); void trMessageSprite(unsigned int nSprite, EVENT a2); void trProcessBusy(void); void trInit(void); void trTextOver(int nId); // By NoOne: functions required for new features // ------------------------------------------------------- void pastePropertiesInObj(int type, int nDest, EVENT event); void trDamageSprite(int type, int nDest, EVENT event); spritetype* getTargetInRange(spritetype* pSprite, int minDist, int maxDist, short data, short teamMode); bool isMateOf(XSPRITE* pXDude, XSPRITE* pXSprite); spritetype* targetIsPlayer(XSPRITE* pXSprite); bool isTargetAimsDude(XSPRITE* pXTarget, spritetype* pDude); spritetype* getMateTargets(XSPRITE* pXSprite); bool isMatesHaveSameTarget(XSPRITE* pXLeader, spritetype* pTarget, int allow); bool isActive(int nSprite); bool dudeCanSeeTarget(XSPRITE* pXDude, DUDEINFO* pDudeInfo, spritetype* pTarget); void disturbDudesInSight(spritetype* pSprite, int max); int getTargetDist(spritetype* pSprite, DUDEINFO* pDudeInfo, spritetype* pTarget); int getFineTargetDist(spritetype* pSprite, spritetype* pTarget); bool IsBurningDude(spritetype* pSprite); bool IsKillableDude(spritetype* pSprite, bool locked); bool isAnnoyingUnit(spritetype* pDude); bool unitCanFly(spritetype* pDude); bool isMeleeUnit(spritetype* pDude); void activateDudes(int rx); bool affectedByTargetChg(XSPRITE* pXDude); int getDataFieldOfObject(int objType, int objIndex, int dataIndex); bool setDataValueOfObject(int objType, int objIndex, int dataIndex, int value); bool goalValueIsReached(XSPRITE* pXSprite); bool getDudesForTargetChg(XSPRITE* pXSprite); void stopWindOnSectors(XSPRITE* pXSource); void useSectorWindGen(XSPRITE* pXSource, sectortype* pSector); void useEffectGen(XSPRITE* pXSource, spritetype* pSprite); void useSeqSpawnerGen(XSPRITE* pXSource, spritetype* pSprite); // -------------------------------------------------------