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https://github.com/ZDoom/raze-gles.git
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f5f012ccb9
- 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
84 lines
3.5 KiB
C
84 lines
3.5 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.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 "eventq.h"
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#include "dude.h"
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BEGIN_BLD_NS
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void trTriggerSector(unsigned int nSector, XSECTOR *pXSector, int a3);
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void trMessageSector(unsigned int nSector, EVENT a2);
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void trTriggerWall(unsigned int nWall, XWALL *pXWall, int a3);
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void trMessageWall(unsigned int nWall, EVENT a2);
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void trTriggerSprite(unsigned int nSprite, XSPRITE *pXSprite, int a3);
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void trMessageSprite(unsigned int nSprite, EVENT a2);
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void trProcessBusy(void);
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void trInit(void);
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void trTextOver(int nId);
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// By NoOne: functions required for new features
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// -------------------------------------------------------
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void pastePropertiesInObj(int type, int nDest, EVENT event);
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spritetype* getTargetInRange(spritetype* pSprite, int minDist, int maxDist, short data, short teamMode);
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bool isMateOf(XSPRITE* pXDude, XSPRITE* pXSprite);
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spritetype* targetIsPlayer(XSPRITE* pXSprite);
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bool isTargetAimsDude(XSPRITE* pXTarget, spritetype* pDude);
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spritetype* getMateTargets(XSPRITE* pXSprite);
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bool isMatesHaveSameTarget(XSPRITE* pXLeader, spritetype* pTarget, int allow);
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bool isActive(int nSprite);
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bool dudeCanSeeTarget(XSPRITE* pXDude, DUDEINFO* pDudeInfo, spritetype* pTarget);
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void disturbDudesInSight(spritetype* pSprite, int max);
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int getTargetDist(spritetype* pSprite, DUDEINFO* pDudeInfo, spritetype* pTarget);
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int getFineTargetDist(spritetype* pSprite, spritetype* pTarget);
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bool IsBurningDude(spritetype* pSprite);
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bool IsKillableDude(spritetype* pSprite);
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bool isAnnoyingUnit(spritetype* pDude);
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bool unitCanFly(spritetype* pDude);
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bool isMeleeUnit(spritetype* pDude);
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void activateDudes(int rx);
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void freeTargets(int nSprite);
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void freeAllTargets(XSPRITE* pXSource);
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bool affectedByTargetChg(XSPRITE* pXDude);
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int getDataFieldOfObject(int objType, int objIndex, int dataIndex);
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bool setDataValueOfObject(int objType, int objIndex, int dataIndex, int value);
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bool goalValueIsReached(XSPRITE* pXSprite);
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bool getDudesForTargetChg(XSPRITE* pXSprite);
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void stopWindOnSectors(XSPRITE* pXSource);
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void useSectorWindGen(XSPRITE* pXSource, sectortype* pSector);
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void useEffectGen(XSPRITE* pXSource, spritetype* pSprite);
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void useSeqSpawnerGen(XSPRITE* pXSource, int objType, int index);
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void useSpriteDamager(XSPRITE* pXSource, spritetype* pSprite);
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void useTeleportTarget(XSPRITE* pXSource, spritetype* pSprite);
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void usePropertiesChanger(XSPRITE* pXSource, short objType, int objIndex);
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void TeleFrag(int nKiller, int nSector);
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bool valueIsBetween(int val, int min, int max);
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// -------------------------------------------------------
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END_BLD_NS
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