raze-gles/source/blood/src/triggers.h
Grind Core f5f012ccb9 - Added names for statnums
- Added names for system RX/TX channels
- Detect if map requires new features to work properly via special TX and command
- Effect Gen update

# Conflicts:
#	source/blood/src/actor.cpp
#	source/blood/src/eventq.h
#	source/blood/src/triggers.cpp
#	source/blood/src/triggers.h
2019-10-08 22:27:45 +02:00

84 lines
3.5 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.h"
#include "common_game.h"
#include "blood.h"
#include "db.h"
#include "eventq.h"
#include "dude.h"
BEGIN_BLD_NS
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);
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 isAnnoyingUnit(spritetype* pDude);
bool unitCanFly(spritetype* pDude);
bool isMeleeUnit(spritetype* pDude);
void activateDudes(int rx);
void freeTargets(int nSprite);
void freeAllTargets(XSPRITE* pXSource);
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, int objType, int index);
void useSpriteDamager(XSPRITE* pXSource, spritetype* pSprite);
void useTeleportTarget(XSPRITE* pXSource, spritetype* pSprite);
void usePropertiesChanger(XSPRITE* pXSource, short objType, int objIndex);
void TeleFrag(int nKiller, int nSector);
bool valueIsBetween(int val, int min, int max);
// -------------------------------------------------------
END_BLD_NS