mirror of
https://github.com/ZDoom/raze-gles.git
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0d82280b87
- Added dynamic dispersion for custom dude - Added dynamic attack distance for custom dude - Added dynamic damage resistance scale for custom dude - There was some refactor actions performed - Added player RX channels for triggering the players - Updates for modern types - There was added player control modern type which can do a lot things. It's still WIP - Other updates and fixes mainly related to gModernMap Note that your save games will be no longer compatible # Conflicts: # source/blood/src/actor.h # source/blood/src/aiunicult.h # source/blood/src/db.h # source/blood/src/player.h # source/blood/src/triggers.h # source/blood/src/weapon.cpp
293 lines
8.9 KiB
C
293 lines
8.9 KiB
C
//-------------------------------------------------------------------------
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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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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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#pragma once
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#include "build.h"
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#include "common_game.h"
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#include "blood.h"
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#include "db.h"
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#include "fx.h"
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#include "gameutil.h"
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BEGIN_BLD_NS
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enum DAMAGE_TYPE {
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DAMAGE_TYPE_0 = 0,
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DAMAGE_TYPE_1, // Flame
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DAMAGE_TYPE_2,
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DAMAGE_TYPE_3,
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DAMAGE_TYPE_4,
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DAMAGE_TYPE_5,
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DAMAGE_TYPE_6, // Tesla
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kDamageMax = 7,
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};
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enum VECTOR_TYPE {
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VECTOR_TYPE_0 = 0,
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VECTOR_TYPE_1,
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VECTOR_TYPE_2,
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VECTOR_TYPE_3,
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VECTOR_TYPE_4,
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VECTOR_TYPE_5,
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VECTOR_TYPE_6,
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VECTOR_TYPE_7,
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VECTOR_TYPE_8,
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VECTOR_TYPE_9,
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VECTOR_TYPE_10,
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VECTOR_TYPE_11,
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VECTOR_TYPE_12,
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VECTOR_TYPE_13,
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VECTOR_TYPE_14,
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VECTOR_TYPE_15,
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VECTOR_TYPE_16,
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VECTOR_TYPE_17,
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VECTOR_TYPE_18,
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VECTOR_TYPE_19,
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VECTOR_TYPE_20,
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VECTOR_TYPE_21,
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VECTOR_TYPE_22,
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kVectorMax,
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};
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struct THINGINFO
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{
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short startHealth;
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short mass;
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unsigned char clipdist;
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short flags;
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int elastic; // elasticity
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int dmgResist; // damage resistance
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short cstat;
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short picnum;
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char shade;
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unsigned char pal;
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unsigned char xrepeat; // xrepeat
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unsigned char yrepeat; // yrepeat
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int dmgControl[kDamageMax]; // damage
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bool allowThrow; // By NoOne: indicates if kDudeModernCustom can throw it
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};
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struct AMMOITEMDATA
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{
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short cstat;
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short picnum;
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char shade;
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char pal;
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unsigned char xrepeat;
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unsigned char yrepeat;
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short count;
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unsigned char type;
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unsigned char weaponType;
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};
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struct WEAPONITEMDATA
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{
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short cstat;
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short picnum;
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char shade;
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char pal;
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unsigned char xrepeat;
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unsigned char yrepeat;
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short type;
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short ammoType;
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short count;
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};
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struct ITEMDATA
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{
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short cstat;
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short picnum;
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char shade;
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char pal;
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unsigned char xrepeat;
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unsigned char yrepeat;
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short packSlot;
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};
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struct MissileType
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{
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short picnum;
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int velocity;
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int angleOfs;
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unsigned char xrepeat;
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unsigned char yrepeat;
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char shade;
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unsigned char clipDist;
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int fireSound[2]; // By NoOne: predefined fire sounds. used by kDudeModernCustom, but can be used for something else.
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};
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struct EXPLOSION
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{
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unsigned char repeat;
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char dmg;
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char dmgRng;
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int radius; // radius
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int dmgType;
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int burnTime;
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int ticks;
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int quakeEffect;
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int flashEffect;
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};
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struct SURFHIT {
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FX_ID fx1;
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FX_ID fx2;
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FX_ID fx3;
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int fxSnd;
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};
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struct VECTORDATA {
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DAMAGE_TYPE dmgType;
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int dmg; // damage
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int impulse;
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int maxDist;
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int fxChance;
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int burnTime; // burn
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int bloodSplats; // blood splats
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int splatChance; // blood splat chance
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SURFHIT surfHit[15];
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int fireSound[2]; // By NoOne: predefined fire sounds. used by kDudeModernCustom, but can be used for something else.
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};
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// by NoOne: sprite mass info for getSpriteMassBySize();
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struct SPRITEMASS {
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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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extern AMMOITEMDATA gAmmoItemData[];
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extern WEAPONITEMDATA gWeaponItemData[];
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extern ITEMDATA gItemData[];
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extern MissileType missileInfo[];
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extern EXPLOSION explodeInfo[];
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extern THINGINFO thingInfo[];
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extern VECTORDATA gVectorData[];
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extern int gDudeDrag;
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extern short gAffectedSectors[kMaxSectors];
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extern short gAffectedXWalls[kMaxXWalls];
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inline bool IsPlayerSprite(spritetype *pSprite)
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{
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if (pSprite->type >= kDudePlayer1 && pSprite->type <= kDudePlayer8)
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return 1;
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return 0;
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}
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inline bool IsDudeSprite(spritetype *pSprite)
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{
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if (pSprite->type >= kDudeBase && pSprite->type < kDudeMax)
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return 1;
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return 0;
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}
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inline void actBurnSprite(int nSource, XSPRITE *pXSprite, int nTime)
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{
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pXSprite->burnTime = ClipHigh(pXSprite->burnTime + nTime, sprite[pXSprite->reference].statnum == kStatDude ? 2400 : 1200);
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pXSprite->burnSource = nSource;
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}
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bool IsItemSprite(spritetype *pSprite);
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bool IsWeaponSprite(spritetype *pSprite);
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bool IsAmmoSprite(spritetype *pSprite);
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bool IsUnderwaterSector(int nSector);
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int actSpriteOwnerToSpriteId(spritetype *pSprite);
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void actPropagateSpriteOwner(spritetype *pTarget, spritetype *pSource);
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int actSpriteIdToOwnerId(int nSprite);
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int actOwnerIdToSpriteId(int nSprite);
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bool actTypeInSector(int nSector, int nType);
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void actAllocateSpares(void);
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void actInit(bool bSaveLoad);
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void ConcussSprite(int a1, spritetype *pSprite, int x, int y, int z, int a6);
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int actWallBounceVector(int *x, int *y, int nWall, int a4);
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int actFloorBounceVector(int *x, int *y, int *z, int nSector, int a5);
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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);
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void sub_2AA94(spritetype *pSprite, XSPRITE *pXSprite);
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spritetype *actSpawnFloor(spritetype *pSprite);
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spritetype *actDropAmmo(spritetype *pSprite, int nType);
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spritetype *actDropWeapon(spritetype *pSprite, int nType);
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spritetype *actDropItem(spritetype *pSprite, int nType);
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spritetype *actDropKey(spritetype *pSprite, int nType);
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spritetype *actDropFlag(spritetype *pSprite, int nType);
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spritetype *actDropObject(spritetype *pSprite, int nType);
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bool actHealDude(XSPRITE *pXDude, int a2, int a3);
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void actKillDude(int a1, spritetype *pSprite, DAMAGE_TYPE a3, int a4);
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int actDamageSprite(int nSource, spritetype *pSprite, DAMAGE_TYPE a3, int a4);
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void actHitcodeToData(int a1, HITINFO *pHitInfo, int *a3, spritetype **a4, XSPRITE **a5, int *a6, walltype **a7, XWALL **a8, int *a9, sectortype **a10, XSECTOR **a11);
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void actImpactMissile(spritetype *pMissile, int hitCode);
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void actKickObject(spritetype *pSprite1, spritetype *pSprite2);
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void actTouchFloor(spritetype *pSprite, int nSector);
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void ProcessTouchObjects(spritetype *pSprite, int nXSprite);
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void actAirDrag(spritetype *pSprite, int a2);
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int MoveThing(spritetype *pSprite);
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void MoveDude(spritetype *pSprite);
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int MoveMissile(spritetype *pSprite);
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void actExplodeSprite(spritetype *pSprite);
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void actActivateGibObject(spritetype *pSprite, XSPRITE *pXSprite);
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bool IsUnderWater(spritetype *pSprite);
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void actProcessSprites(void);
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spritetype * actSpawnSprite(int nSector, int x, int y, int z, int nStat, char a6);
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spritetype *actSpawnDude(spritetype *pSource, short nType, int a3, int a4);
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spritetype * actSpawnSprite(spritetype *pSource, int nStat);
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spritetype * actSpawnThing(int nSector, int x, int y, int z, int nThingType);
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spritetype * actFireThing(spritetype *pSprite, int a2, int a3, int a4, int thingType, int a6);
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spritetype* actFireMissile(spritetype *pSprite, int a2, int a3, int a4, int a5, int a6, int nType);
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int actGetRespawnTime(spritetype *pSprite);
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bool actCheckRespawn(spritetype *pSprite);
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bool actCanSplatWall(int nWall);
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void actFireVector(spritetype *pShooter, int a2, int a3, int a4, int a5, int a6, VECTOR_TYPE vectorType);
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void actPostSprite(int nSprite, int nStatus);
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void actPostProcess(void);
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void MakeSplash(spritetype *pSprite, XSPRITE *pXSprite);
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spritetype* DropRandomPickupObject(spritetype* pSprite, short prevItem);
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spritetype* spawnRandomDude(spritetype* pSprite);
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int GetDataVal(spritetype* pSprite, int data);
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int my_random(int a, int b);
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int GetRandDataVal(int *rData, spritetype* pSprite);
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bool sfxPlayMissileSound(spritetype* pSprite, int missileId);
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bool sfxPlayVectorSound(spritetype* pSprite, int vectorId);
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spritetype* actSpawnCustomDude(spritetype* pSprite, int nDist);
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int getSpriteMassBySize(spritetype* pSprite);
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bool ceilIsTooLow(spritetype* pSprite);
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void actBuildMissile(spritetype* pMissile, int nXSprite, int nSprite);
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int isDebris(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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extern SPRITEMASS gSpriteMass[kMaxXSprites];
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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 gProxySpritesCount;
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extern short gSightSpritesCount;
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extern short gPhysSpritesCount;
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extern int DudeDifficulty[];
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END_BLD_NS
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