raze/source/games/duke/src/flags_d.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
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Copyright (C) 2020 - Christoph Oelckers
This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
Duke Nukem 3D is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
EDuke enhancements integrated: 04/13/2003 - Matt Saettler
Note: EDuke source was in transition. Changes are in-progress in the
source as it is released.
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "global.h"
#include "names_d.h"
BEGIN_DUKE_NS
void initactorflags_d()
{
gs.actorinfo[COMMANDER].gutsoffset = -(24 << 8);
for (auto &fa : gs.actorinfo)
{
fa.falladjustz = 24 << 8;
}
gs.actorinfo[OCTABRAIN].falladjustz = gs.actorinfo[COMMANDER].falladjustz = gs.actorinfo[DRONE].falladjustz = 0;
setflag(SFLAG_INTERNAL_BADGUY, {
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SHARK,
RECON,
DRONE,
LIZTROOPONTOILET,
LIZTROOPJUSTSIT,
LIZTROOPSTAYPUT,
LIZTROOPSHOOT,
LIZTROOPJETPACK,
LIZTROOPDUCKING,
LIZTROOPRUNNING,
LIZTROOP,
OCTABRAIN,
COMMANDER,
COMMANDERSTAYPUT,
PIGCOP,
EGG,
PIGCOPSTAYPUT,
PIGCOPDIVE,
LIZMAN,
LIZMANSPITTING,
LIZMANFEEDING,
LIZMANJUMP,
ORGANTIC,
BOSS1,
BOSS2,
BOSS3,
BOSS4,
GREENSLIME,
GREENSLIME+1,
GREENSLIME+2,
GREENSLIME+3,
GREENSLIME+4,
GREENSLIME+5,
GREENSLIME+6,
GREENSLIME+7,
RAT,
ROTATEGUN });
// Some flags taken from RedNukem's init code. This is a good start as any to reduce the insane dependency on tile numbers for making decisions in the play code. A lot more will be added here later.
setflag(SFLAG_NODAMAGEPUSH, { TANK, BOSS1, BOSS2, BOSS3, BOSS4, RECON, ROTATEGUN });
setflag(SFLAG_BOSS, { BOSS1, BOSS2, BOSS3, BOSS4, BOSS4STAYPUT, BOSS1STAYPUT });
if (isWorldTour()) setflag(SFLAG_BOSS, { BOSS2STAYPUT, BOSS3STAYPUT, BOSS5, BOSS5STAYPUT });
setflag(SFLAG_NOWATERDIP, { OCTABRAIN, COMMANDER, DRONE });
setflag(SFLAG_GREENSLIMEFOOD, { LIZTROOP, LIZMAN, PIGCOP, NEWBEAST });
if (isWorldTour())
{
setflag(SFLAG_INTERNAL_BADGUY, { FIREFLY });
setflag(SFLAG_INTERNAL_BADGUY|SFLAG_NODAMAGEPUSH|SFLAG_BOSS, { BOSS5 });
}
settileflag(TFLAG_WALLSWITCH, {
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HANDPRINTSWITCH,
HANDPRINTSWITCH+1,
ALIENSWITCH,
ALIENSWITCH+1,
MULTISWITCH,
MULTISWITCH+1,
MULTISWITCH+2,
MULTISWITCH+3,
ACCESSSWITCH,
ACCESSSWITCH2,
PULLSWITCH,
PULLSWITCH+1,
HANDSWITCH,
HANDSWITCH+1,
SLOTDOOR,
SLOTDOOR+1,
LIGHTSWITCH,
LIGHTSWITCH+1,
SPACELIGHTSWITCH,
SPACELIGHTSWITCH+1,
SPACEDOORSWITCH,
SPACEDOORSWITCH+1,
FRANKENSTINESWITCH,
FRANKENSTINESWITCH+1,
LIGHTSWITCH2,
LIGHTSWITCH2+1,
POWERSWITCH1,
POWERSWITCH1+1,
LOCKSWITCH1,
LOCKSWITCH1+1,
POWERSWITCH2,
POWERSWITCH2+1,
DIPSWITCH,
DIPSWITCH+1,
DIPSWITCH2,
DIPSWITCH2+1,
TECHSWITCH,
TECHSWITCH+1,
DIPSWITCH3,
DIPSWITCH3+1});
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setflag(SFLAG_INVENTORY, {
FIRSTAID,
STEROIDS,
HEATSENSOR,
BOOTS,
JETPACK,
HOLODUKE,
AIRTANK });
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setflag(SFLAG_ADULT, {
FEM1,
FEM2,
FEM3,
FEM4,
FEM5,
FEM6,
FEM7,
FEM8,
FEM9,
FEM10,
MAN,
MAN2,
WOMAN,
NAKED1,
PODFEM1,
FEMMAG1,
FEMMAG2,
FEMPIC1,
FEMPIC2,
FEMPIC3,
FEMPIC4,
FEMPIC5,
FEMPIC6,
FEMPIC7,
BLOODYPOLE,
FEM6PAD,
STATUE,
STATUEFLASH,
OOZ,
OOZ2,
WALLBLOOD1,
WALLBLOOD2,
WALLBLOOD3,
WALLBLOOD4,
WALLBLOOD5,
WALLBLOOD7,
WALLBLOOD8,
SUSHIPLATE1,
SUSHIPLATE2,
SUSHIPLATE3,
SUSHIPLATE4,
FETUS,
FETUSJIB,
FETUSBROKE,
HOTMEAT,
FOODOBJECT16,
DOLPHIN1,
DOLPHIN2,
TOUGHGAL,
TAMPON,
XXXSTACY,
4946,
4947,
693,
2254,
4560,
4561,
4562,
4498,
4957 });
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setflag(SFLAG_SHRINKAUTOAIM, {
GREENSLIME,
GREENSLIME + 1,
GREENSLIME + 2,
GREENSLIME + 3,
GREENSLIME + 4,
GREENSLIME + 5,
GREENSLIME + 6,
GREENSLIME + 7,
});
gs.actorinfo[ORGANTIC].aimoffset = 32 << 8;
gs.actorinfo[ROTATEGUN].aimoffset = 32 << 8;
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gs.weaponsandammosprites[0] = RPGSPRITE;
gs.weaponsandammosprites[1] = CHAINGUNSPRITE;
gs.weaponsandammosprites[2] = DEVISTATORAMMO;
gs.weaponsandammosprites[3] = RPGAMMO;
gs.weaponsandammosprites[4] = RPGAMMO;
gs.weaponsandammosprites[5] = JETPACK;
gs.weaponsandammosprites[6] = SHIELD;
gs.weaponsandammosprites[7] = FIRSTAID;
gs.weaponsandammosprites[8] = STEROIDS;
gs.weaponsandammosprites[9] = RPGAMMO;
gs.weaponsandammosprites[10] = RPGAMMO;
gs.weaponsandammosprites[11] = RPGSPRITE;
gs.weaponsandammosprites[12] = RPGAMMO;
gs.weaponsandammosprites[13] = FREEZESPRITE;
gs.weaponsandammosprites[14] = FREEZEAMMO;
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TILE_BOX = BOX;
TILE_TREE1 = TREE1;
TILE_TREE2 = TREE2;
TILE_TIRE = TIRE;
TILE_CONE = CONE;
TILE_W_FORCEFIELD = W_FORCEFIELD;
TILE_CAMERA1 = CAMERA1;
TILE_SCRAP6 = SCRAP6;
TILE_APLAYER = APLAYER;
TILE_DRONE = DRONE;
TILE_MENUSCREEN = MENUSCREEN;
TILE_SCREENBORDER = BIGHOLE;
TILE_VIEWBORDER = VIEWBORDER;
TILE_LASERLINE = LASERLINE;
TILE_APLAYERTOP = APLAYERTOP;
TILE_CAMCORNER = CAMCORNER;
TILE_CAMLIGHT = CAMLIGHT;
TILE_STATIC = STATIC;
TILE_BOTTOMSTATUSBAR = isWorldTour()? WIDESCREENSTATUSBAR : BOTTOMSTATUSBAR;
TILE_ATOMICHEALTH = ATOMICHEALTH;
TILE_FLOORSLIME = FLOORSLIME;
TILE_JIBS6 = JIBS6;
TILE_FIRE = FIRE;
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TILE_WATERBUBBLE = WATERBUBBLE;
TILE_SMALLSMOKE = SMALLSMOKE;
TILE_BLOODPOOL = BLOODPOOL;
TILE_FOOTPRINTS = FOOTPRINTS;
TILE_FOOTPRINTS2 = FOOTPRINTS2;
TILE_FOOTPRINTS3 = FOOTPRINTS3;
TILE_FOOTPRINTS4 = FOOTPRINTS4;
TILE_CLOUDYSKIES = CLOUDYSKIES;
TILE_ARROW = ARROW;
TILE_ACCESSSWITCH = ACCESSSWITCH;
TILE_ACCESSSWITCH2 = ACCESSSWITCH2;
TILE_GLASSPIECES = GLASSPIECES;
TILE_BETAVERSION = BETAVERSION;
TILE_MIRROR = MIRROR;
TILE_CLOUDYOCEAN = CLOUDYOCEAN;
TILE_MOONSKY1 = MOONSKY1;
TILE_LA = LA;
TILE_LOADSCREEN = LOADSCREEN;
TILE_CROSSHAIR = CROSSHAIR;
TILE_BIGORBIT1 = BIGORBIT1;
TILE_HURTRAIL = HURTRAIL;
TILE_FLOORPLASMA = FLOORPLASMA;
TILE_EGG = EGG;
}
END_DUKE_NS