//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 Nuke.YKT 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. */ //------------------------------------------------------------------------- #pragma once BEGIN_BLD_NS class DBloodActor; enum DAMAGE_TYPE { kDamageFall = 0, kDamageBurn, kDamageBullet, kDamageExplode, kDamageDrown, kDamageSpirit, kDamageTesla, kDamageMax = 7, }; enum VECTOR_TYPE { kVectorTine = 0, kVectorShell, kVectorBullet, kVectorTommyAP, kVectorShellAP, kVectorTommyRegular, kVectorBatBite, kVectorBoneelBite, kVectorGillBite, kVectorBeastSlash, kVectorAxe, kVectorCleaver, kVectorGhost, kVectorGargSlash, kVectorCerberusHack, kVectorHoundBite, kVectorRatBite, kVectorSpiderBite, VECTOR_TYPE_18, VECTOR_TYPE_19, kVectorTchernobogBurn, kVectorVoodoo10, #ifdef NOONE_EXTENSIONS kVectorGenDudePunch, #endif kVectorMax, }; struct THINGINFO { int16_t startHealth; int16_t mass; uint8_t clipdist; int16_t flags; int32_t elastic; // elasticity int32_t dmgResist; // damage resistance int16_t cstat; int16_t picnum; int8_t shade; uint8_t pal; uint8_t xrepeat; // xrepeat uint8_t yrepeat; // yrepeat int dmgControl[kDamageMax]; // damage }; struct AMMOITEMDATA { int16_t cstat; int16_t picnum; int8_t shade; uint8_t pal; uint8_t xrepeat; uint8_t yrepeat; int16_t count; uint8_t type; uint8_t weaponType; }; struct WEAPONITEMDATA { int16_t cstat; int16_t picnum; int8_t shade; uint8_t pal; uint8_t xrepeat; uint8_t yrepeat; int16_t type; int16_t ammoType; int16_t count; }; struct ITEMDATA { int16_t cstat; int16_t picnum; int8_t shade; uint8_t pal; uint8_t xrepeat; uint8_t yrepeat; int16_t packSlot; }; struct MissileType { int16_t picnum; int velocity; int angleOfs; uint8_t xrepeat; uint8_t yrepeat; int8_t shade; uint8_t clipDist; }; struct EXPLOSION { uint8_t repeat; uint8_t dmg; uint8_t dmgRng; int radius; int dmgType; int burnTime; int ticks; int quakeEffect; int flashEffect; }; struct SURFHIT { FX_ID fx1; FX_ID fx2; FX_ID fx3; int fxSnd; }; struct VECTORDATA { DAMAGE_TYPE dmgType; int dmg; // damage int impulse; int maxDist; int fxChance; int burnTime; // burn int bloodSplats; // blood splats int splatChance; // blood splat chance SURFHIT surfHit[15]; }; extern const AMMOITEMDATA gAmmoItemData[]; extern const WEAPONITEMDATA gWeaponItemData[]; extern const ITEMDATA gItemData[]; extern const MissileType missileInfo[]; extern const EXPLOSION explodeInfo[]; extern const THINGINFO thingInfo[]; extern VECTORDATA gVectorData[]; const int gDudeDrag = 0x2a00; template bool IsPlayerSprite(T const * const pSprite) { return pSprite->type >= kDudePlayer1 && pSprite->type <= kDudePlayer8; } template bool IsDudeSprite(T const * const pSprite) { return pSprite->type >= kDudeBase && pSprite->type < kDudeMax; } template bool IsItemSprite(T const * const pSprite) { return pSprite->type >= kItemBase && pSprite->type < kItemMax; } template bool IsWeaponSprite(T const * const pSprite) { return pSprite->type >= kItemWeaponBase && pSprite->type < kItemWeaponMax; } template bool IsAmmoSprite(T const * const pSprite) { return pSprite->type >= kItemAmmoBase && pSprite->type < kItemAmmoMax; } #ifdef POLYMER void actAddGameLight(int lightRadius, int spriteNum, int zOffset, int lightRange, int lightColor, int lightPrio); void actDoLight(int spriteNum); #endif void FireballSeqCallback(int, int); void sub_38938(int, int); void NapalmSeqCallback(int, int); void sub_3888C(int, int); void TreeToGibCallback(int, int); bool IsUnderwaterSector(sectortype* pSector); void actInit(); int actWallBounceVector(int *x, int *y, walltype* pWall, int a4); int actFloorBounceVector(int *x, int *y, int *z, int nSector, int a5); void actRadiusDamage(DBloodActor* source, int x, int y, int z, sectortype* pSector, int nDist, int a7, int a8, DAMAGE_TYPE a9, int a10, int a11); DBloodActor *actDropObject(DBloodActor *pSprite, int nType); bool actHealDude(DBloodActor* pXDude, int a2, int a3); void actKillDude(DBloodActor* a1, DBloodActor* pSprite, DAMAGE_TYPE a3, int a4); int actDamageSprite(DBloodActor* pSource, DBloodActor* pTarget, DAMAGE_TYPE damageType, int damage); void actHitcodeToData(int a1, HITINFO *pHitInfo, DBloodActor **actor, walltype **a7 = nullptr); void actAirDrag(DBloodActor *pSprite, int a2); void actExplodeSprite(DBloodActor *pSprite); void actActivateGibObject(DBloodActor *actor); void actProcessSprites(void); DBloodActor* actSpawnSprite(sectortype* pSector, int x, int y, int z, int nStat, bool a6); DBloodActor* actSpawnDude(DBloodActor* pSource, int nType, int a3, int a4); DBloodActor * actSpawnSprite(DBloodActor *pSource, int nStat); DBloodActor * actSpawnThing(sectortype* pSector, int x, int y, int z, int nThingType); DBloodActor* actFireThing(DBloodActor* pSprite, int a2, int a3, int a4, int thingType, int a6); DBloodActor* actFireMissile(DBloodActor *pSprite, int a2, int a3, int a4, int a5, int a6, int nType); void actBurnSprite(DBloodActor* pSource, DBloodActor* pTarget, int nTime); int actGetRespawnTime(DBloodActor *pSprite); bool actCheckRespawn(DBloodActor *pSprite); void actFireVector(DBloodActor *pShooter, int a2, int a3, int a4, int a5, int a6, VECTOR_TYPE vectorType); void actPostSprite(DBloodActor* actor, int status); void actPostProcess(void); void MakeSplash(DBloodActor *actor); void actBuildMissile(DBloodActor* spawned, DBloodActor* actor); extern const int16_t DudeDifficulty[]; END_BLD_NS