mirror of
https://github.com/ZDoom/raze-gles.git
synced 2025-01-06 00:10:48 +00:00
754554a493
Fix mirror (ROR) intialization so it won't crash if more than 1024 sectors used. Fix random item generator so items that inherits TX ID won't send command at respawn. Fix for things (400 - 433) that affected by modern physics so it won't return to vanilla physics after getting damage. Fix kTeleportTarget so teleported sprites won't stuck in floors or ceilings. Corpses won't gib as gargoyles anymore (gModernMap). kModernCondition: - remove bool comparison (condCmpb). - remove no extra comparison (condCmpne). - remove "else if" search at level start. - add global (game) conditions type. - add more conditions. - make error report a bit more informative. Add more options and damage effects for kModernSpriteDamager. Add more options for kModernMissileGen and allow to spawn projectile on TX ID sprites location. Add more options and vertical wind processing for kModernWindGen. Add more options and effects for kModernEffectGen. Allow kMarkerDudeSpawn to spawn enemies on TX ID sprites location (gModernMap). Allow kModernCustomDudeSpawn to spawn dude on TX ID sprites location. Add Screen and Aim trigger flags for sprites that can be triggered with Sight (gModernMap). Patrolling enemies: - add turn AI state. - add "return back" option for path markers. - add "turning while waiting" option for markers. - make enemies to hear some sounds assuming that player generates and hears it too. - add kModernStealthRegion type to affect current spot progress velocity. - replace AI's CanMove and aiChooseDirection to a better versions. - make flying enemies to not spin around the marker. - treat Phantasm as flying enemy! - allow to continue patrol when falling in water. Fix compile warnings Various minor fixes / cleanup.
239 lines
8.1 KiB
C
239 lines
8.1 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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Copyright (C) NoOne
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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 "nnexts.h"
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#include "ai.h"
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#include "eventq.h"
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BEGIN_BLD_NS
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#ifdef NOONE_EXTENSIONS
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enum
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{
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kGenDudeDefaultSeq = 11520,
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kGenDudeMaxSlaves = 7,
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kGenDudeTransformStatus = -222,
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kGenDudeUpdTimeRate = 10,
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kGenDudeMaxMeleeDist = 2048,
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kGenDudeMinDispesion = 200,
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kGenDudeMaxDispersion = 3500,
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kGenDudeKlabsAng = 56
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};
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enum {
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kGenDudeSeqIdleL = 0,
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kGenDudeSeqDeathDefault = 1,
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kGenDudeSeqDeathExplode = 2,
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kGenDudeSeqBurning = 3,
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kGenDudeSeqElectocuted = 4,
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kGenDudeSeqRecoil = 5,
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kGenDudeSeqAttackNormalL = 6,
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kGenDudeSeqAttackThrow = 7,
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kGenDudeSeqAttackNormalDW = 8,
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kGenDudeSeqMoveL = 9,
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kGenDudeSeqAttackPunch = 10,
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kGenDudeSeqReserved1 = 11,
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kGenDudeSeqReserved2 = 12,
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kGenDudeSeqMoveW = 13,
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kGenDudeSeqMoveD = 14,
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kGenDudeSeqDeathBurn1 = 15,
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kGenDudeSeqDeathBurn2 = 16,
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kGenDudeSeqIdleW = 17,
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kGenDudeSeqTransform = 18,
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kGenDudeSeqReserved3 = 19,
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kGenDudeSeqReserved4 = 20,
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kGenDudeSeqReserved5 = 21,
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kGenDudeSeqReserved6 = 22,
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kGenDudeSeqReserved7 = 23,
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kGenDudeSeqReserved8 = 24,
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kGenDudeSeqMax ,
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};
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enum {
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kGenDudeSndTargetSpot = 0,
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kGenDudeSndGotHit = 1,
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kGenDudeSndDeathNormal = 2,
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kGenDudeSndBurning = 3,
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kGenDudeSndDeathExplode = 4,
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kGenDudeSndTargetDead = 5,
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kGenDudeSndChasing = 6,
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kGenDudeSndAttackNormal = 7,
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kGenDudeSndAttackThrow = 8,
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kGenDudeSndAttackMelee = 9,
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kGenDudeSndTransforming = 10,
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kGenDudeSndMax ,
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};
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enum {
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kGenDudePropertyAll = 0,
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kGenDudePropertyWeapon = 1,
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kGenDudePropertyDmgScale = 2,
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kGenDudePropertyMass = 3,
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kGenDudePropertyAttack = 4,
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kGenDudePropertyStates = 5,
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kGenDudePropertyLeech = 6,
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kGenDudePropertySlaves = 7,
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kGenDudePropertySpriteSize = 8,
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kGenDudePropertyInitVals = 9,
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kGenDudePropertyMax ,
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};
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enum {
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kGenDudeWeaponNone = -1,
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kGenDudeWeaponHitscan = 0,
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kGenDudeWeaponMissile = 1,
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kGenDudeWeaponThrow = 2,
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kGenDudeWeaponSummon = 3,
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kGenDudeWeaponKamikaze = 4,
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kGenDudeWeaponMax ,
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};
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extern AISTATE genDudeIdleL;
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extern AISTATE genDudeIdleW;
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extern AISTATE genDudeSearchL;
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extern AISTATE genDudeSearchW;
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extern AISTATE genDudeGotoL;
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extern AISTATE genDudeGotoW;
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extern AISTATE genDudeDodgeL;
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extern AISTATE genDudeDodgeD;
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extern AISTATE genDudeDodgeW;
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extern AISTATE genDudeDodgeShortL;
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extern AISTATE genDudeDodgeShortD;
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extern AISTATE genDudeDodgeShortW;
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extern AISTATE genDudeDodgeShorterL;
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extern AISTATE genDudeDodgeShorterD;
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extern AISTATE genDudeDodgeShorterW;
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extern AISTATE genDudeChaseL;
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extern AISTATE genDudeChaseD;
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extern AISTATE genDudeChaseW;
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extern AISTATE genDudeFireL;
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extern AISTATE genDudeFireD;
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extern AISTATE genDudeFireW;
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extern AISTATE genDudeRecoilL;
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extern AISTATE genDudeRecoilD;
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extern AISTATE genDudeRecoilW;
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extern AISTATE genDudeThrow;
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extern AISTATE genDudeThrow2;
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extern AISTATE genDudePunch;
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extern AISTATE genDudeRecoilTesla;
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extern AISTATE genDudeSearchNoWalkL;
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extern AISTATE genDudeSearchNoWalkW;
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extern AISTATE genDudeChaseNoWalkL;
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extern AISTATE genDudeChaseNoWalkD;
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extern AISTATE genDudeChaseNoWalkW;
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extern AISTATE genDudeSearchShortL;
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extern AISTATE genDudeSearchShortW;
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struct GENDUDESND
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{
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int defaultSndId;
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int randomRange;
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int sndIdOffset; // relative to data3
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bool aiPlaySound; // false = sfxStart3DSound();
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bool interruptable;
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};
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extern const GENDUDESND gCustomDudeSnd[];
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// temporary, until normal DUDEEXTRA gets refactored
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struct GENDUDEEXTRA
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{
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unsigned short initVals[3]; // xrepeat, yrepeat, clipdist
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unsigned short availDeaths[kDamageMax]; // list of seqs with deaths for each damage type
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unsigned int moveSpeed;
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unsigned int fireDist; // counts from sprite size
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unsigned int throwDist; // counts from sprite size
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unsigned short curWeapon; // data1 duplicate to avoid potential problems when changing data dynamically
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unsigned short weaponType;
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unsigned short baseDispersion;
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unsigned short slaveCount; // how many dudes is summoned
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//unsigned short incarnationsCount;
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signed short nLifeLeech; // spritenum of dropped dude's leech
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signed short slave[kGenDudeMaxSlaves]; // index of the ones dude is summon
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signed short dmgControl[kDamageMax]; // depends of current weapon, drop armor item, sprite yrepeat and surface type
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bool updReq[kGenDudePropertyMax]; // update requests
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union
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{
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struct
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{
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bool sndPlaying : 1; // indicate if sound of AISTATE currently playing
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bool forcePunch : 1; // indicate if there is no fire trigger in punch state seq
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bool isMelee : 1;
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bool canBurn : 1; // can turn in Burning dude or not
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bool canElectrocute : 1;
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bool canAttack : 1;
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bool canRecoil : 1;
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bool canWalk : 1;
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bool canDuck : 1;
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bool canSwim : 1;
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bool canFly : 1;
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};
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int flags;
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};
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};
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extern GENDUDEEXTRA gGenDudeExtra[kMaxSprites];
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GENDUDEEXTRA* genDudeExtra(spritetype* pGenDude);
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XSPRITE* getNextIncarnation(XSPRITE* pXSprite);
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void killDudeLeech(spritetype* pLeech);
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void removeLeech(spritetype* pLeech, bool delSprite = true);
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void removeDudeStuff(spritetype* pSprite);
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spritetype* leechIsDropped(spritetype* pSprite);
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bool spriteIsUnderwater(spritetype* pSprite, bool oldWay = false);
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bool playGenDudeSound(spritetype* pSprite, int mode);
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void aiGenDudeMoveForward(DBloodActor* actor);
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void aiGenDudeChooseDirection(spritetype* pSprite, XSPRITE* pXSprite, int a3, int aXvel = -1, int aYvel = -1);
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void aiGenDudeNewState(spritetype* pSprite, AISTATE* pAIState);
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int getGenDudeMoveSpeed(spritetype* pSprite, int which, bool mul, bool shift);
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int checkAttackState(DBloodActor* actor);
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bool doExplosion(spritetype* pSprite, int nType);
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spritetype* genDudeSpawn(XSPRITE* pXSource, spritetype* pSprite, int nDist);
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void genDudeTransform(spritetype* pSprite);
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void dudeLeechOperate(spritetype* pSprite, XSPRITE* pXSprite, EVENT a3);
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int getDodgeChance(spritetype* pSprite);
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int getRecoilChance(spritetype* pSprite);
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bool dudeIsMelee(XSPRITE* pXSprite);
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void updateTargetOfSlaves(spritetype* pSprite);
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void updateTargetOfLeech(spritetype* pSprite);
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bool canSwim(spritetype* pSprite);
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bool canDuck(spritetype* pSprite);
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bool canWalk(spritetype* pSprite);
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short inDodge(AISTATE* aiState);
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bool inIdle(AISTATE* aiState);
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bool inAttack(AISTATE* aiState);
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short inRecoil(AISTATE* aiState);
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short inSearch(AISTATE* aiState);
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short inChase(AISTATE* aiState);
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short inDuck(AISTATE* aiState);
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int genDudeSeqStartId(XSPRITE* pXSprite);
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int getRangeAttackDist(spritetype* pSprite, int minDist = 3000, int maxDist = 80000);
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int getDispersionModifier(spritetype* pSprite, int minDisp, int maxDisp);
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void scaleDamage(XSPRITE* pXSprite);
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bool genDudePrepare(spritetype* pSprite, int propId);
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void genDudeUpdate(spritetype* pSprite);
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void genDudePostDeath(spritetype* pSprite, DAMAGE_TYPE damageType, int damage);
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void aiGenDudeInitSprite(spritetype* pSprite, XSPRITE* pXSprite);
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#endif
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END_BLD_NS
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