mirror of
https://github.com/ZDoom/raze-gles.git
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0d82280b87
- Added dynamic dispersion for custom dude - Added dynamic attack distance for custom dude - Added dynamic damage resistance scale for custom dude - There was some refactor actions performed - Added player RX channels for triggering the players - Updates for modern types - There was added player control modern type which can do a lot things. It's still WIP - Other updates and fixes mainly related to gModernMap Note that your save games will be no longer compatible # Conflicts: # source/blood/src/actor.h # source/blood/src/aiunicult.h # source/blood/src/db.h # source/blood/src/player.h # source/blood/src/triggers.h # source/blood/src/weapon.cpp
154 lines
5.3 KiB
C
154 lines
5.3 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 "ai.h"
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#include "eventq.h"
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BEGIN_BLD_NS
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#define kDefaultAnimationBase 11520
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#define kGenDudeMaxSlaves 7
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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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kGenDudePropertyDamage = 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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kGenDudePropertyMelee = 8,
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kGenDudePropertyClipdist = 9,
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kGenDudePropertyMax ,
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};
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extern AISTATE GDXGenDudeIdleL;
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extern AISTATE GDXGenDudeIdleW;
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extern AISTATE GDXGenDudeSearchL;
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extern AISTATE GDXGenDudeSearchW;
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extern AISTATE GDXGenDudeGotoL;
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extern AISTATE GDXGenDudeGotoW;
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extern AISTATE GDXGenDudeDodgeL;
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extern AISTATE GDXGenDudeDodgeD;
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extern AISTATE GDXGenDudeDodgeW;
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extern AISTATE GDXGenDudeDodgeDmgL;
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extern AISTATE GDXGenDudeDodgeDmgD;
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extern AISTATE GDXGenDudeDodgeDmgW;
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extern AISTATE GDXGenDudeChaseL;
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extern AISTATE GDXGenDudeChaseD;
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extern AISTATE GDXGenDudeChaseW;
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extern AISTATE GDXGenDudeFireL;
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extern AISTATE GDXGenDudeFireD;
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extern AISTATE GDXGenDudeFireW;
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extern AISTATE GDXGenDudeRecoilL;
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extern AISTATE GDXGenDudeRecoilD;
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extern AISTATE GDXGenDudeRecoilW;
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extern AISTATE GDXGenDudeThrow;
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extern AISTATE GDXGenDudeThrow2;
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extern AISTATE GDXGenDudePunch;
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extern AISTATE GDXGenDudeRTesla;
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extern AISTATE GDXGenDudeTransform;
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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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};
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extern GENDUDESND gCustomDudeSnd[];
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// temporary, until normal DUDEEXTRA gets refactored
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struct GENDUDEEXTRA {
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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 int frontSpeed;
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unsigned short curWeapon; // data1 duplicate to avoid potential problems when changing data dynamically
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unsigned short baseDispersion;
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signed short nLifeLeech; // spritenum of dropped dude's leech
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short dmgControl[kDamageMax]; // depends of current weapon, drop armor item and sprite yrepeat
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short slave[kGenDudeMaxSlaves]; // index of the ones dude is summon
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short slaveCount;
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bool updReq[kGenDudePropertyMax]; // update requests
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bool isMelee;
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bool canWalk;
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bool canDuck;
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bool canSwim;
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bool canFly;
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};
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extern GENDUDEEXTRA gGenDudeExtra[];
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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);
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bool sfxPlayGDXGenDudeSound(spritetype* pSprite, int mode);
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void aiGenDudeMoveForward(spritetype* pSprite, XSPRITE* pXSprite);
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void aiGenDudeChooseDirection(spritetype* pSprite, XSPRITE* pXSprite, int a3, int aXvel = -1, int aYvel = -1);
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int getGenDudeMoveSpeed(spritetype* pSprite, int which, bool mul, bool shift);
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bool TargetNearThing(spritetype* pSprite, int thingType);
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int checkAttackState(spritetype* pSprite, XSPRITE* pXSprite);
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bool doExplosion(spritetype* pSprite, int nType);
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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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bool inDodge(AISTATE* aiState);
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bool inIdle(AISTATE* aiState);
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int getSeqStartId(XSPRITE* pXSprite);
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int getSeeDist(spritetype* pSprite, int startDist, int minDist, int maxDist);
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int getRangeAttackDist(spritetype* pSprite, int minDist = 1200, 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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void genDudePrepare(spritetype* pSprite, int propId = kGenDudePropertyAll);
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void genDudeUpdate(spritetype* pSprite);
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END_BLD_NS
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