//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 Nuke.YKT Copyright (C) NoOne 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. */ //------------------------------------------------------------------------- //////////////////////////////////////////////////////////////////////////////////// // This file provides modern features for mappers. // For full documentation please visit http://cruo.bloodgame.ru/xxsystem ///////////////////////////////////////////////////////////////////////// #pragma once #include "common_game.h" #ifdef NOONE_EXTENSIONS #include "eventq.h" #include "qav.h" #include "actor.h" #include "dude.h" #include "player.h" BEGIN_BLD_NS // CONSTANTS // additional non-thing proximity, sight and physics sprites #define kMaxSuperXSprites 128 #define kMaxTrackingConditions 64 #define kMaxTracedObjects 32 // per one tracking condition // additional physics attributes for debris sprites #define kPhysDebrisFly 0x0008 // *debris* affected by negative gravity (fly instead of falling, DO NOT mess with kHitagAutoAim) #define kPhysDebrisSwim 0x0016 // *debris* can swim underwater (instead of drowning) #define kPhysDebrisVector 0x0400 // *debris* can be affected by vector weapons #define kPhysDebrisExplode 0x0800 // *debris* can be affected by explosions // *modern types only hitag* #define kModernTypeFlag0 0x0000 #define kModernTypeFlag1 0x0001 #define kModernTypeFlag2 0x0002 #define kModernTypeFlag3 0x0003 #define kModernTypeFlag4 0x0004 #define kMaxRandomizeRetries 16 #define kPercFull 100 #define kCondRange 100 // modern statnums enum { kStatModernBase = 20, kStatModernDudeTargetChanger = kStatModernBase, kStatModernCondition = 21, kStatModernEventRedirector = 22, kStatModernPlayerLinker = 23, kStatModernBrokenDudeLeech = 24, kStatModernQavScene = 25, kStatModernTmp = 39, kStatModernMax = 40, }; // modern sprite types enum { kModernCustomDudeSpawn = 24, kModernRandomTX = 25, kModernSequentialTX = 26, kModernSeqSpawner = 27, kModernObjPropertiesChanger = 28, kModernObjPicnumChanger = 29, kModernObjSizeChanger = 31, kModernDudeTargetChanger = 33, kModernSectorFXChanger = 34, kModernObjDataChanger = 35, kModernSpriteDamager = 36, kModernObjDataAccumulator = 37, kModernEffectSpawner = 38, kModernWindGenerator = 39, kModernRandom = 40, kModernRandom2 = 80, kItemShroomGrow = 129, kItemShroomShrink = 130, kItemModernMapLevel = 150, // once picked up, draws whole minimap kDudeModernCustom = kDudeVanillaMax, kDudeModernCustomBurning = 255, kModernThingTNTProx = 433, // detects only players kModernThingThrowableRock = 434, // does small damage if hits target kModernThingEnemyLifeLeech = 435, // the same as normal, except it aims in specified target only kModernPlayerControl = 500, /// WIP kModernCondition = 501, /// WIP, sends command only if specified conditions == true kModernConditionFalse = 502, /// WIP, sends command only if specified conditions != true kGenModernMissileUniversal = 704, kGenModernSound = 708, }; // type of random enum { kRandomizeItem = 0, kRandomizeDude = 1, kRandomizeTX = 2, }; // type of object enum { OBJ_WALL = 0, OBJ_SPRITE = 3, OBJ_SECTOR = 6, }; enum { kCondMixedBase = 100, kCondMixedMax = 200, kCondWallBase = 200, kCondWallMax = 300, kCondSectorBase = 300, kCondSectorMax = 400, kCondPlayerBase = 400, kCondPlayerMax = 450, kCondDudeBase = 450, kCondDudeMax = 500, kCondSpriteBase = 500, kCondSpriteMax = 600, }; enum { kCondSerialSector = 100000, kCondSerialWall = 200000, kCondSerialSprite = 300000, kCondSerialMax = 400000, }; // - STRUCTS ------------------------------------------------------------------ struct SPRITEMASS { // sprite mass info for getSpriteMassBySize(); int seqId; short picnum; // mainly needs for moving debris short xrepeat; short yrepeat; short clipdist; // mass multiplier int mass; short airVel; // mainly needs for moving debris int fraction; // mainly needs for moving debris }; struct QAVSCENE { // this one stores qavs anims that can be played by trigger short index = -1; // index of sprite which triggered qav scene QAV* qavResrc = NULL; short dummy = -1; }; struct THINGINFO_EXTRA { bool allowThrow; // indicates if kDudeModernCustom can throw it }; struct VECTORINFO_EXTRA { int fireSound[2]; // predefined fire sounds. used by kDudeModernCustom, but can be used for something else. }; struct MISSILEINFO_EXTRA { int fireSound[2]; // predefined fire sounds. used by kDudeModernCustom, but can be used for something else. bool dmgType[kDamageMax]; // list of damages types missile can use bool allowImpact; // allow to trigger object with Impact flag enabled with this missile }; struct DUDEINFO_EXTRA { bool flying; // used by kModernDudeTargetChanger (ai fight) bool melee; // used by kModernDudeTargetChanger (ai fight) bool annoying; // used by kModernDudeTargetChanger (ai fight) }; struct TRPLAYERCTRL { // this one for controlling the player using triggers (movement speed, jumps and other stuff) QAVSCENE qavScene; }; struct OBJECTS_TO_TRACK { signed int type: 3; unsigned int index: 16; unsigned int cmd: 8; }; struct TRCONDITION { signed int xindex: 16; unsigned int length: 8; OBJECTS_TO_TRACK obj[kMaxTracedObjects]; }; // - VARIABLES ------------------------------------------------------------------ extern bool gModernMap; extern bool gTeamsSpawnUsed; extern bool gEventRedirectsUsed; extern ZONE gStartZoneTeam1[kMaxPlayers]; extern ZONE gStartZoneTeam2[kMaxPlayers]; extern THINGINFO_EXTRA gThingInfoExtra[kThingMax]; extern VECTORINFO_EXTRA gVectorInfoExtra[kVectorMax]; extern MISSILEINFO_EXTRA gMissileInfoExtra[kMissileMax]; extern DUDEINFO_EXTRA gDudeInfoExtra[kDudeMax]; extern TRPLAYERCTRL gPlayerCtrl[kMaxPlayers]; extern SPRITEMASS gSpriteMass[kMaxXSprites]; extern TRCONDITION gCondition[kMaxTrackingConditions]; extern short gProxySpritesList[kMaxSuperXSprites]; extern short gSightSpritesList[kMaxSuperXSprites]; extern short gPhysSpritesList[kMaxSuperXSprites]; extern short gImpactSpritesList[kMaxSuperXSprites]; extern short gProxySpritesCount; extern short gSightSpritesCount; extern short gPhysSpritesCount; extern short gImpactSpritesCount; extern short gTrackingCondsCount; // - FUNCTIONS ------------------------------------------------------------------ bool nnExtEraseModernStuff(spritetype* pSprite, XSPRITE* pXSprite); void nnExtInitModernStuff(bool bSaveLoad); void nnExtProcessSuperSprites(void); bool nnExtIsImmune(spritetype* pSprite, int dmgType, int minScale = 16); int nnExtRandom(int a, int b); void nnExtResetGlobals(); void nnExtTriggerObject(int objType, int objIndex, int command); // ------------------------------------------------------------------------- // spritetype* randomDropPickupObject(spritetype* pSprite, short prevItem); spritetype* randomSpawnDude(spritetype* pSprite); int GetDataVal(spritetype* pSprite, int data); int randomGetDataValue(XSPRITE* pXSprite, int randType); void sfxPlayMissileSound(spritetype* pSprite, int missileId); void sfxPlayVectorSound(spritetype* pSprite, int vectorId); // ------------------------------------------------------------------------- // int debrisGetIndex(int nSprite); int debrisGetFreeIndex(void); void debrisMove(int listIndex); void debrisConcuss(int nOwner, int listIndex, int x, int y, int z, int dmg); // ------------------------------------------------------------------------- // void aiSetGenIdleState(spritetype* pSprite, XSPRITE* pXSprite); // triggers related // ------------------------------------------------------------------------- // int aiFightGetTargetDist(spritetype* pSprite, DUDEINFO* pDudeInfo, spritetype* pTarget); int aiFightGetFineTargetDist(spritetype* pSprite, spritetype* pTarget); bool aiFightDudeCanSeeTarget(XSPRITE* pXDude, DUDEINFO* pDudeInfo, spritetype* pTarget); bool aiFightUnitCanFly(spritetype* pDude); bool aiFightIsMeleeUnit(spritetype* pDude); bool aiFightDudeIsAffected(XSPRITE* pXDude); bool aiFightMatesHaveSameTarget(XSPRITE* pXLeader, spritetype* pTarget, int allow); bool aiFightGetDudesForBattle(XSPRITE* pXSprite); bool aiFightIsMateOf(XSPRITE* pXDude, XSPRITE* pXSprite); void aiFightAlarmDudesInSight(spritetype* pSprite, int max); void aiFightActivateDudes(int rx); void aiFightFreeTargets(int nSprite); void aiFightFreeAllTargets(XSPRITE* pXSource); spritetype* aiFightGetTargetInRange(spritetype* pSprite, int minDist, int maxDist, short data, short teamMode); spritetype* aiFightTargetIsPlayer(XSPRITE* pXSprite); spritetype* aiFightGetMateTargets(XSPRITE* pXSprite); // ------------------------------------------------------------------------- // 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 useObjResizer(XSPRITE* pXSource, short objType, int objIndex); void useRandomItemGen(spritetype* pSource, XSPRITE* pXSource); void useUniMissileGen(int, int nXSprite); void useSoundGen(spritetype* pSource, XSPRITE* pXSource); void useIncDecGen(XSPRITE* pXSource, short objType, int objIndex); void useDataChanger(XSPRITE* pXSource, int objType, int objIndex); void useSectorLigthChanger(XSPRITE* pXSource, XSECTOR* pXSector); void useTargetChanger(XSPRITE* pXSource, spritetype* pSprite); void usePictureChanger(XSPRITE* pXSource, int objType, int objIndex); void usePropertiesChanger(XSPRITE* pXSource, short objType, int objIndex); void useSequentialTx(XSPRITE* pXSource, COMMAND_ID cmd, bool setState); void useRandomTx(XSPRITE* pXSource, COMMAND_ID cmd, bool setState); bool txIsRanged(XSPRITE* pXSource); void seqTxSendCmdAll(XSPRITE* pXSource, int nIndex, COMMAND_ID cmd, bool modernSend); // ------------------------------------------------------------------------- // void trPlayerCtrlLink(XSPRITE* pXSource, PLAYER* pPlayer, bool checkCondition); void trPlayerCtrlSetRace(XSPRITE* pXSource, PLAYER* pPlayer); void trPlayerCtrlStartScene(XSPRITE* pXSource, PLAYER* pPlayer, bool force); void trPlayerCtrlStopScene(PLAYER* pPlayer); void trPlayerCtrlSetMoveSpeed(XSPRITE* pXSource, PLAYER* pPlayer); void trPlayerCtrlSetJumpHeight(XSPRITE* pXSource, PLAYER* pPlayer); void trPlayerCtrlSetScreenEffect(XSPRITE* pXSource, PLAYER* pPlayer); void trPlayerCtrlSetLookAngle(XSPRITE* pXSource, PLAYER* pPlayer); void trPlayerCtrlEraseStuff(XSPRITE* pXSource, PLAYER* pPlayer); void trPlayerCtrlGiveStuff(XSPRITE* pXSource, PLAYER* pPlayer, TRPLAYERCTRL* pCtrl); void trPlayerCtrlUsePackItem(XSPRITE* pXSource, PLAYER* pPlayer, int evCmd); // ------------------------------------------------------------------------- // void modernTypeTrigger(int type, int nDest, EVENT event); char modernTypeSetSpriteState(int nSprite, XSPRITE* pXSprite, int nState); bool modernTypeOperateSprite(int nSprite, spritetype* pSprite, XSPRITE* pXSprite, EVENT event); bool modernTypeOperateWall(int nWall, walltype* pWall, XWALL* pXWall, EVENT event); void modernTypeSendCommand(int nSprite, int channel, COMMAND_ID command); // ------------------------------------------------------------------------- // bool playerSizeShrink(PLAYER* pPlayer, int divider); bool playerSizeGrow(PLAYER* pPlayer, int multiplier); bool playerSizeReset(PLAYER* pPlayer); void playerDeactivateShrooms(PLAYER* pPlayer); // ------------------------------------------------------------------------- // QAV* playerQavSceneLoad(int qavId); void playerQavSceneProcess(PLAYER* pPlayer, QAVSCENE* pQavScene); void playerQavScenePlay(PLAYER* pPlayer); void playerQavSceneDraw(PLAYER* pPlayer, int a2, double a3, double a4, int a5, int basepal); void playerQavSceneReset(PLAYER* pPlayer); // ------------------------------------------------------------------------- // void callbackUniMissileBurst(int nSprite); void callbackMakeMissileBlocking(int nSprite); void callbackGenDudeUpdate(int nSprite); // ------------------------------------------------------------------------- // PLAYER* getPlayerById(short id); bool isGrown(spritetype* pSprite); bool isShrinked(spritetype* pSprite); bool valueIsBetween(int val, int min, int max); bool IsBurningDude(spritetype* pSprite); bool IsKillableDude(spritetype* pSprite); bool isActive(int nSprite); int getDataFieldOfObject(int objType, int objIndex, int dataIndex); bool setDataValueOfObject(int objType, int objIndex, int dataIndex, int value); bool incDecGoalValueIsReached(XSPRITE* pXSprite); void windGenStopWindOnSectors(XSPRITE* pXSource); int getSpriteMassBySize(spritetype* pSprite); bool ceilIsTooLow(spritetype* pSprite); void levelEndLevelCustom(int nLevel); int useCondition(spritetype* pSource, XSPRITE* pXSource, EVENT event); bool condPush(XSPRITE* pXSprite, int objType, int objIndex); bool condRestore(XSPRITE* pXSprite); bool condCmp(int val, int arg1, int arg2, int comOp); bool condCmpne(int arg1, int arg2, int comOp); void condError(XSPRITE* pXCond, const char* pzFormat, ...); bool condCheckMixed(XSPRITE* pXCond, EVENT event, int cmpOp, bool PUSH); bool condCheckSector(XSPRITE* pXCond, int cmpOp, bool PUSH); bool condCheckWall(XSPRITE* pXCond, int cmpOp, bool PUSH); bool condCheckSprite(XSPRITE* pXCond, int cmpOp, bool PUSH); bool condCheckPlayer(XSPRITE* pXCond, int cmpOp, bool PUSH); bool condCheckDude(XSPRITE* pXCond, int cmpOp, bool PUSH); void condUpdateObjectIndex(int objType, int oldIndex, int newIndex); XSPRITE* evrListRedirectors(int objType, int objXIndex, XSPRITE* pXRedir, int* tx); XSPRITE* evrIsRedirector(int nSprite); int listTx(XSPRITE* pXRedir, int tx); void seqSpawnerOffSameTx(XSPRITE* pXSource); #endif //////////////////////////////////////////////////////////////////////// // This file provides modern features for mappers. // For full documentation please visit http://cruo.bloodgame.ru/xxsystem //////////////////////////////////////////////////////////////////////////////////// END_BLD_NS