mirror of
https://github.com/ZDoom/raze-gles.git
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0263d8eed0
Fixes #309
525 lines
12 KiB
C
525 lines
12 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 sirlemonhead, Nuke.YKT
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This file is part of PCExhumed.
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PCExhumed 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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#ifndef __aistuff_h__
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#define __aistuff_h__
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#include "compat.h"
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BEGIN_PS_NS
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// anims
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struct Anim
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{
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short nSeq;
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short field_2;
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short field_4;
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short nSprite;
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};
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extern Anim AnimList[];
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extern uint8_t AnimFlags[];
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void InitAnims();
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void DestroyAnim(int nAnim);
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int BuildAnim(int nSprite, int val, int val2, int x, int y, int z, int nSector, int nRepeat, int nFlag);
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short GetAnimSprite(short nAnim);
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void FuncAnim(int, int, int);
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void BuildExplosion(short nSprite);
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int BuildSplash(int nSprite, int nSector);
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// anubis
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void InitAnubis();
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int BuildAnubis(int nSprite, int x, int y, int z, int nSector, int nAngle, uint8_t bIsDrummer);
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void FuncAnubis(int a, int b, int c);
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// bubbles
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void InitBubbles();
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void BuildBubbleMachine(int nSprite);
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void DoBubbleMachines();
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void DoBubbles(int nPlayer);
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void FuncBubble(int, int, int);
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// bullet
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// 32 bytes
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struct bulletInfo
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{
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short nDamage; // 0
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short field_2; // 2
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int field_4; // 4
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short field_8; // 8
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short nSeq; // 10
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short field_C; // 12
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short nFlags;
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short nRadius; // damage radius
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short xyRepeat;
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};
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extern bulletInfo BulletInfo[];
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extern short nRadialBullet;
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extern short lasthitsect;
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extern int lasthitz;
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extern int lasthitx;
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extern int lasthity;
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void InitBullets();
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short GrabBullet();
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void DestroyBullet(short nRun);
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int MoveBullet(short nBullet);
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void SetBulletEnemy(short nBullet, short nEnemy);
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int BuildBullet(short nSprite, int nType, int ebx, int ecx, int val1, int nAngle, int val2, int val3);
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void IgniteSprite(int nSprite);
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void FuncBullet(int, int, int);
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void BackUpBullet(int *x, int *y, short nAngle);
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// fish
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void InitFishes();
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int BuildFish(int nSprite, int x, int y, int z, int nSector, int nAngle);
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void FuncFish(int, int, int);
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void FuncFishLimb(int a, int b, int c);
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// grenade
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#define kMaxGrenades 50
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void InitGrenades();
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int BuildGrenade(int nPlayer);
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void DestroyGrenade(short nGrenade);
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int ThrowGrenade(short nPlayer, int edx, int ebx, int ecx, int push1);
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void FuncGrenade(int, int, int);
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// gun
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#define kMaxWeapons 7
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enum
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{
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kWeaponSword = 0,
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kWeaponPistol,
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kWeaponM60,
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kWeaponFlamer,
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kWeaponGrenade,
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kWeaponStaff,
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kWeaponRing,
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kWeaponMummified
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};
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struct Weapon
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{
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short nSeq;
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short b[12]; // seq offsets?
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short nAmmoType;
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short c;
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short d; // default or min ammo? or ammo used per 'shot' ?
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short bFireUnderwater;
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// short pad[15];
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};
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extern Weapon WeaponInfo[];
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extern short nTemperature[];
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void RestoreMinAmmo(short nPlayer);
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void FillWeapons(short nPlayer);
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void ResetPlayerWeapons(short nPlayer);
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void InitWeapons();
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void SetNewWeapon(short nPlayer, short nWeapon);
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void SetNewWeaponImmediate(short nPlayer, short nWeapon);
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void SetNewWeaponIfBetter(short nPlayer, short nWeapon);
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void SelectNewWeapon(short nPlayer);
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void StopFiringWeapon(short nPlayer);
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void FireWeapon(short nPlayer);
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void CheckClip(short nPlayer);
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void MoveWeapons(short nPlayer);
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void DrawWeapons(double smooth);
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// items
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enum
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{
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kItemHeart = 0,
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kItemInvincibility,
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kItemTorch,
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kItemDoubleDamage,
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kItemInvisibility,
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kItemMask,
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};
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extern short nItemMagic[];
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void BuildItemAnim(short nSprite);
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void DestroyItemAnim(short nSprite);
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void ItemFlash();
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void FillItems(short nPlayer);
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void UseItem(short nPlayer, short nItem);
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void UseCurItem(short nPlayer);
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int GrabItem(short nPlayer, short nItem);
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void DropMagic(short nSprite);
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void InitItems();
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void StartRegenerate(short nSprite);
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void DoRegenerates();
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// lavadude
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void InitLava();
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int BuildLava(short nSprite, int x, int y, int z, short nSector, short nAngle, int nChannel);
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int BuildLavaLimb(int nSprite, int edx, int ebx);
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void FuncLavaLimb(int, int, int);
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void FuncLava(int, int, int);
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// lighting
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extern short nFlashDepth;
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void InitLights();
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void AddFlash(short nSector, int x, int y, int z, int val);
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void SetTorch(int nPlayer, int bTorchOnOff);
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void UndoFlashes();
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void DoLights();
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void AddFlow(int nSprite, int nSpeed, int b);
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void BuildFlash(short nPlayer, short nSector, int nVal);
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void AddGlow(short nSector, int nVal);
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void AddFlicker(short nSector, int nVal);
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extern short bTorch;
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// lion
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void InitLion();
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int BuildLion(short nSprite, int x, int y, int z, short nSector, short nAngle);
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void FuncLion(int, int, int);
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// move
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// 16 bytes
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struct BlockInfo
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{
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int x;
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int y;
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int field_8;
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short nSprite;
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};
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extern BlockInfo sBlockInfo[];
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extern int hihit;
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extern short nChunkSprite[];
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extern short nBodySprite[];
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signed int lsqrt(int a1);
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void MoveThings();
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void ResetMoveFifo();
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void InitChunks();
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void InitPushBlocks();
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void Gravity(short nSprite);
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short UpdateEnemy(short *nEnemy);
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int MoveCreature(short nSprite);
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int MoveCreatureWithCaution(int nSprite);
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void WheresMyMouth(int nPlayer, int *x, int *y, int *z, short *sectnum);
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int GetSpriteHeight(int nSprite);
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int GrabBody();
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int GrabBodyGunSprite();
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void CreatePushBlock(int nSector);
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void FuncCreatureChunk(int a, int, int nRun);
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int FindPlayer(int nSprite, int nDistance);
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int BuildCreatureChunk(int nVal, int nPic);
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void BuildNear(int x, int y, int walldist, int nSector);
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int BelowNear(short nSprite);
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int PlotCourseToSprite(int nSprite1, int nSprite2);
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void CheckSectorFloor(short nSector, int z, int *x, int *y);
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int GetAngleToSprite(int nSprite1, int nSprite2);
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int GetWallNormal(short nWall);
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int GetUpAngle(short nSprite1, int nVal, short nSprite2, int ecx);
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void MoveSector(short nSector, int nAngle, int *nXVel, int *nYVel);
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int AngleChase(int nSprite, int nSprite2, int ebx, int ecx, int push1);
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void SetQuake(short nSprite, int nVal);
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// mummy
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#define kMaxMummies 150
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void InitMummy();
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int BuildMummy(int val, int x, int y, int z, int nSector, int nAngle);
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void FuncMummy(int nSector, int edx, int nRun);
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// object
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#define kMaxPoints 1024
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#define kMaxSlides 128
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#define kMaxElevs 1024
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enum kStatus
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{
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kStatDestructibleSprite = 97,
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kStatAnubisDrum,
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kStatExplodeTrigger = 141,
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kStatExplodeTarget = 152
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};
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extern short nSmokeSparks;
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extern short nDronePitch;
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extern int lFinaleStart;
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extern short nFinaleSpr;
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void InitObjects();
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void InitElev();
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void InitPoint();
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void InitSlide();
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void InitWallFace();
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void DoDrips();
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void DoMovingSects();
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void DoFinale();
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void PostProcess();
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void FuncElev(int, int, int);
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void FuncWallFace(int, int, int);
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void FuncSlide(int, int, int);
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void FuncObject(int, int, int);
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void FuncTrap(int, int, int);
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void FuncEnergyBlock(int, int, int);
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void FuncSpark(int, int, int);
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void SnapBobs(short nSectorA, short nSectorB);
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short FindWallSprites(short nSector);
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void AddMovingSector(int nSector, int edx, int ebx, int ecx);
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int BuildWallSprite(int nSector);
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void ProcessTrailSprite(int nSprite, int nLotag, int nHitag);
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void AddSectorBob(int nSector, int nHitag, int bx);
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int BuildObject(short nSprite, int nOjectType, int nHitag);
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int BuildArrow(int nSprite, int nVal);
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int BuildFireBall(int nSprite, int a, int b);
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void BuildDrip(int nSprite);
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int BuildEnergyBlock(short nSector);
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int BuildElevC(int arg1, int nChannel, int nSector, int nWallSprite, int arg5, int arg6, int nCount, ...);
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int BuildElevF(int nChannel, int nSector, int nWallSprite, int arg_4, int arg_5, int nCount, ...);
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int BuildWallFace(short nChannel, short nWall, int nCount, ...);
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int BuildSlide(int nChannel, int edx, int ebx, int ecx, int arg1, int arg2, int arg3);
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// queen
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void InitQueens();
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int BuildQueen(int nSprite, int x, int y, int z, int nSector, int nAngle, int nVal);
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void FuncQueenEgg(int, int, int);
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void FuncQueenHead(int, int, int);
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void FuncQueen(int, int, int);
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// ra
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struct RA
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{
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short nAction;
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short nFrame;
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short nRun;
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short nSprite;
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short nTarget;
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short field_A;
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short field_C;
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short nPlayer;
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};
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// ra
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extern RA Ra[];
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void FreeRa(short nPlayer);
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int BuildRa(short nPlayer);
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void InitRa();
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void MoveRaToEnemy(short nPlayer);
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void FuncRa(int, int, int);
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// rat
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void InitRats();
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void SetRatVel(short nSprite);
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int BuildRat(short nSprite, int x, int y, int z, short nSector, int nAngle);
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int FindFood(short nSprite);
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void FuncRat(int a, int b, int nRun);
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// rex
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void InitRexs();
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int BuildRex(short nSprite, int x, int y, int z, short nSector, short nAngle, int nChannel);
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void FuncRex(int, int, int);
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// roach
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void InitRoachs();
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int BuildRoach(int nType, int nSprite, int x, int y, int z, short nSector, int angle);
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void FuncRoach(int a, int nDamage, int nRun);
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// runlist
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#define kMaxRuns 25600
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#define kMaxChannels 4096
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struct RunStruct
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{
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union
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{
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int nMoves;
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struct
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{
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short nVal;
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short nRef;
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};
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};
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short _4;
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short _6;
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};
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struct RunChannel
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{
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short a;
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short b;
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short c;
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short d;
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};
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typedef void(*AiFunc)(int, int, int nRun);
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extern RunStruct RunData[kMaxRuns];
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extern RunChannel sRunChannels[kMaxChannels];
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extern short NewRun;
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extern int nRadialOwner;
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extern short nRadialSpr;
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void runlist_InitRun();
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int runlist_GrabRun();
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int runlist_FreeRun(int nRun);
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int runlist_AddRunRec(int a, int b);
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int runlist_HeadRun();
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void runlist_InitChan();
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void runlist_ChangeChannel(int eax, short dx);
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void runlist_ReadyChannel(short eax);
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void runlist_ProcessSectorTag(int nSector, int nLotag, int nHitag);
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int runlist_AllocChannel(int a);
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void runlist_DoSubRunRec(int RunPtr);
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void runlist_SubRunRec(int RunPtr);
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void runlist_ProcessWallTag(int nWall, short nLotag, short nHitag);
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int runlist_CheckRadialDamage(short nSprite);
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void runlist_RadialDamageEnemy(short nSprite, short nDamage, short nRadius);
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void runlist_DamageEnemy(int nSprite, int nSprite2, short nDamage);
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void runlist_SignalRun(int NxtPtr, int edx);
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void runlist_CleanRunRecs();
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void runlist_ExecObjects();
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// scorp
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void InitScorp();
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int BuildScorp(short nSprite, int x, int y, int z, short nSector, short nAngle, int nChannel);
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void FuncScorp(int, int, int);
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// set
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void InitSets();
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int BuildSet(short nSprite, int x, int y, int z, short nSector, short nAngle, int nChannel);
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void FuncSoul(int, int, int);
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void FuncSet(int, int, int);
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// snake
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#define kSnakeSprites 8 // or rename to kSnakeParts?
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// 32bytes
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struct Snake
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{
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short nEnemy; // nRun
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short nSprites[kSnakeSprites];
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short sC;
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short nRun;
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// array?
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char c[8];
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/*
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char c1;
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char c2;
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char c3;
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char c4;
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char c5;
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char c6;
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char c7;
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char c8;
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*/
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short sE;
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};
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extern Snake SnakeList[];
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void InitSnakes();
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short GrabSnake();
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int BuildSnake(short nPlayer, short zVal);
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void FuncSnake(int, int, int);
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// spider
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void InitSpider();
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int BuildSpider(int nSprite, int x, int y, int z, short nSector, int nAngle);
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void FuncSpider(int a, int b, int nRun);
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// switch
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#define kMaxLinks 1024
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#define kMaxSwitches 1024
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void InitLink();
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void InitSwitch();
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void FuncSwReady(int, int, int);
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void FuncSwPause(int, int, int);
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void FuncSwStepOn(int, int, int);
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void FuncSwNotOnPause(int, int, int);
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void FuncSwPressSector(int, int, int);
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void FuncSwPressWall(int, int, int);
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int BuildSwPause(int nChannel, int nLink, int ebx);
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int BuildSwNotOnPause(int nChannel, int nLink, int nSector, int ecx);
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int BuildLink(int nCount, ...);
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int BuildSwPressSector(int nChannel, int nLink, int nSector, int ecx);
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int BuildSwStepOn(int nChannel, int nLink, int nSector);
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int BuildSwReady(int nChannel, short nLink);
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int BuildSwPressWall(short nChannel, short nLink, short nWall);
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// wasp
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extern short nWaspCount;
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void InitWasps();
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int BuildWasp(short nSprite, int x, int y, int z, short nSector, short nAngle);
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void FuncWasp(int eax, int edx, int nRun);
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#define kMessageMask 0x7F0000
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inline int GrabTimeSlot(int nVal) { return -1; }
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END_PS_NS
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#endif
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