mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-26 11:40:44 +00:00
b6c16abf6f
- PLAYER.H structs - ACTOR.H structs # Conflicts: # source/blood/src/db.h # source/blood/src/player.h
292 lines
8.9 KiB
C
292 lines
8.9 KiB
C
//-------------------------------------------------------------------------
|
|
/*
|
|
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"
|
|
|
|
BEGIN_BLD_NS
|
|
|
|
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
|
|
kDamageMax = 7,
|
|
};
|
|
|
|
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 startHealth;
|
|
short mass;
|
|
unsigned char clipdist;
|
|
short flags;
|
|
int elastic; // elasticity
|
|
int dmgResist; // damage resistance
|
|
short cstat;
|
|
short picnum;
|
|
char shade;
|
|
unsigned char pal;
|
|
unsigned char xrepeat; // xrepeat
|
|
unsigned char yrepeat; // yrepeat
|
|
int dmgControl[kDamageMax]; // damage
|
|
bool allowThrow; // By NoOne: indicates if kDudeModernCustom can throw it
|
|
};
|
|
|
|
struct AMMOITEMDATA
|
|
{
|
|
short cstat;
|
|
short picnum;
|
|
char shade;
|
|
char pal;
|
|
unsigned char xrepeat;
|
|
unsigned char yrepeat;
|
|
short count;
|
|
unsigned char type;
|
|
unsigned char weaponType;
|
|
};
|
|
|
|
struct WEAPONITEMDATA
|
|
{
|
|
short cstat;
|
|
short picnum;
|
|
char shade;
|
|
char pal;
|
|
unsigned char xrepeat;
|
|
unsigned char yrepeat;
|
|
short type;
|
|
short ammoType;
|
|
short count;
|
|
};
|
|
|
|
struct ITEMDATA
|
|
{
|
|
short cstat;
|
|
short picnum;
|
|
char shade;
|
|
char pal;
|
|
unsigned char xrepeat;
|
|
unsigned char yrepeat;
|
|
short packSlot;
|
|
};
|
|
|
|
struct MissileType
|
|
{
|
|
short picnum;
|
|
int velocity;
|
|
int angleOfs;
|
|
unsigned char xrepeat;
|
|
unsigned char yrepeat;
|
|
char shade;
|
|
unsigned char clipDist;
|
|
int fireSound[2]; // By NoOne: predefined fire sounds. used by kDudeModernCustom, but can be used for something else.
|
|
};
|
|
|
|
struct EXPLOSION
|
|
{
|
|
unsigned char repeat;
|
|
char dmg;
|
|
char dmgRng;
|
|
int radius; // radius
|
|
int dmgType;
|
|
int burnTime;
|
|
int ticks;
|
|
int quakeEffect;
|
|
int flashEffect;
|
|
};
|
|
|
|
struct SURFHIT {
|
|
FX_ID fx1;
|
|
FX_ID fx2;
|
|
FX_ID fx3;
|
|
int fxSnd;
|
|
};
|
|
|
|
struct VECTORDATA {
|
|
DAMAGE_TYPE dmgType;
|
|
int dmg; // damage
|
|
int impulse;
|
|
int maxDist;
|
|
int fxChance;
|
|
int burnTime; // burn
|
|
int bloodSplats; // blood splats
|
|
int splatChance; // blood splat chance
|
|
SURFHIT surfHit[15];
|
|
int fireSound[2]; // By NoOne: predefined fire sounds. used by kDudeModernCustom, but can be used for something else.
|
|
};
|
|
|
|
// by NoOne: sprite mass info for getSpriteMassBySize();
|
|
struct SPRITEMASS {
|
|
int seqId;
|
|
short picnum; // mainly needs for moving debris
|
|
short xrepeat;
|
|
short yrepeat;
|
|
short clipdist; // mass multiplier
|
|
int mass;
|
|
short airVel; // mainly needs for moving debris
|
|
int fraction; // mainly needs for moving debris
|
|
};
|
|
|
|
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 == kStatDude ? 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(bool bSaveLoad);
|
|
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 hitCode);
|
|
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 getSpriteMassBySize(spritetype* pSprite);
|
|
bool ceilIsTooLow(spritetype* pSprite);
|
|
void actBuildMissile(spritetype* pMissile, int nXSprite, int nSprite);
|
|
int isDebris(int nSprite);
|
|
int debrisGetFreeIndex(void);
|
|
void debrisMove(int listIndex);
|
|
void debrisConcuss(int nOwner, int listIndex, int x, int y, int z, int dmg);
|
|
|
|
extern SPRITEMASS gSpriteMass[kMaxXSprites];
|
|
extern short gProxySpritesList[kMaxSuperXSprites];
|
|
extern short gSightSpritesList[kMaxSuperXSprites];
|
|
extern short gPhysSpritesList[kMaxSuperXSprites];
|
|
extern short gProxySpritesCount;
|
|
extern short gSightSpritesCount;
|
|
extern short gPhysSpritesCount;
|
|
extern short gQavPlayerIndex;
|
|
|
|
END_BLD_NS
|