//------------------------------------------------------------------------- /* Copyright (C) 1997, 2005 - 3D Realms Entertainment This file is part of Shadow Warrior version 1.2 Shadow Warrior 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. Original Source: 1997 - Frank Maddin and Jim Norwood Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms */ //------------------------------------------------------------------------- #ifndef WEAPON_H #define WEAPON_H BEGIN_SW_NS #define NEW_ELECTRO 1 #define HORIZ_MULT 128L #define ANG2PLAYER(pp,sp) (getangle((pp)->posx - (sp)->x, (pp)->posy - (sp)->y)) #define ANG2SPRITE(sp,op) (getangle((sp)->x - (op)->x, (sp)->y - (op)->y)) #define MAX_HOLE_QUEUE 64 #define MAX_STAR_QUEUE 32 #define MAX_WALLBLOOD_QUEUE 32 #define MAX_FLOORBLOOD_QUEUE 32 #define MAX_GENERIC_QUEUE 32 #define MAX_LOWANGS_QUEUE 16 //#define NUKE_RADIUS 16384 #define NUKE_RADIUS 30000 #define RAIL_RADIUS 3500 // This is how many bullet shells have been spawned since the beginning of the game. extern FOOT_TYPE FootMode; extern int ShellCount; #define MAXSHELLS 32 extern short StarQueueHead; extern short StarQueue[MAX_STAR_QUEUE]; extern short HoleQueueHead; extern short HoleQueue[MAX_HOLE_QUEUE]; extern short WallBloodQueueHead; extern short WallBloodQueue[MAX_WALLBLOOD_QUEUE]; extern short FloorBloodQueueHead; extern short FloorBloodQueue[MAX_FLOORBLOOD_QUEUE]; extern short GenericQueueHead; extern short GenericQueue[MAX_GENERIC_QUEUE]; extern short LoWangsQueueHead; extern short LoWangsQueue[MAX_LOWANGS_QUEUE]; void ChangeState(short SpriteNum, STATEp statep); void DoPlayerBeginRecoil(PLAYERp pp, short pix_amt); SECTOR_OBJECTp DetectSectorObject(SECTORp); SECTOR_OBJECTp DetectSectorObjectByWall(WALLp); void ScaleSpriteVector(short SpriteNum, int scale); int QueueHole(short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_z); int QueueWallBlood(short hit_sprite, short ang); SWBOOL SlopeBounce(short SpriteNum, SWBOOL *hit_wall); SWBOOL HitscanSpriteAdjust(short SpriteNum, short hit_wall); int SpawnSwordSparks(PLAYERp pp, short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_z, short hit_ang); int SpawnBubble(short SpriteNum); int SpawnFireballExp(int16_t Weapon); int SpawnFireballFlames(int16_t SpriteNum,int16_t enemy); int SpawnRadiationCloud(short SpriteNum); int SpawnGrenadeExp(int16_t Weapon); int SpawnSectorExp(int16_t Weapon); int DoShrapVelocity(int16_t SpriteNum); int ShrapKillSprite(short SpriteNum); SWBOOL MissileSetPos(short Weapon,ANIMATORp DoWeapon,int dist); int ActorPain(short SpriteNum); int SpawnBreakFlames(int16_t SpriteNum); const char *DeathString(short SpriteNum); // // Damage Amounts defined in damage.h // extern DAMAGE_DATA DamageData[]; // Damage Times - takes damage after this many tics #define DAMAGE_BLADE_TIME (10) // Player Missile Speeds #define STAR_VELOCITY (1800) #define BOLT_VELOCITY (900) #define ROCKET_VELOCITY (1350) #define BOLT_SEEKER_VELOCITY (820) #define FIREBALL_VELOCITY (2000) #define ELECTRO_VELOCITY (800) #define PLASMA_VELOCITY (1000) #define UZI_BULLET_VELOCITY (2500) #define TRACER_VELOCITY (1200) #define TANK_SHELL_VELOCITY (1200) #define GRENADE_VELOCITY (900) #define MINE_VELOCITY (520) // Was 420 #define CHEMBOMB_VELOCITY (420) // Player Spell Missile Speeds #define BLOOD_WORM_VELOCITY (800) #define NAPALM_VELOCITY (800) #define MIRV_VELOCITY (600) #define SPIRAL_VELOCITY (600) // Trap Speeds #define BOLT_TRAP_VELOCITY (950) #define SPEAR_TRAP_VELOCITY (650) #define FIREBALL_TRAP_VELOCITY (750) // NPC Missile Speeds #define NINJA_STAR_VELOCITY (1800) #define NINJA_BOLT_VELOCITY (500) #define GORO_FIREBALL_VELOCITY (800) #define SKEL_ELECTRO_VELOCITY (850) #define COOLG_FIRE_VELOCITY (400) #define GRENADE_RECOIL_AMT (12) #define ROCKET_RECOIL_AMT (7) #define RAIL_RECOIL_AMT (7) #define SHOTGUN_RECOIL_AMT (12) //#define MICRO_RECOIL_AMT (15) // Damage amounts that determine the type of player death // The standard flip over death is default #define PLAYER_DEATH_CRUMBLE_DAMMAGE_AMT (25) #define PLAYER_DEATH_EXPLODE_DAMMAGE_AMT (65) // electro weapon #define ELECTRO_MAX_JUMP_DIST 25000 extern int WeaponIsAmmo; #define MISSILEMOVETICS 6 #define CLOSE_RANGE_DIST_FUDGE(sp1, sp2, fudge) \ (((int)(sp1)->clipdist<<2) + ((int)(sp2)->clipdist<<2) + (fudge)) #define CLOSE_RANGE_DIST(sp1, sp2) CLOSE_RANGE_DIST_FUDGE(sp1, sp2, 400) extern short target_ang; SWBOOL SpriteOverlap(short, short); int SpawnShotgunSparks(PLAYERp pp, short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_z, short hit_ang); int DoActorBeginSlide(short SpriteNum, short ang, short vel, short dec); int GetOverlapSector(int x, int y, short *over, short *under); SWBOOL MissileHitDiveArea(short SpriteNum); int DoDamageTest(short); extern short StatDamageList[STAT_DAMAGE_LIST_SIZE]; #define RADIATION_CLOUD 3258 #define MUSHROOM_CLOUD 3280 extern STATE s_NukeMushroom[]; void WallBounce(short SpriteNum, short ang); #define PUFF 1748 #define CALTROPS 2218 #define PHOSPHORUS 1397 int PlayerInitChemBomb(PLAYERp pp); int InitChemBomb(short SpriteNum); int PlayerInitCaltrops(PLAYERp pp); int InitBloodSpray(int16_t SpriteNum, SWBOOL dogib, short velocity); int SpawnBunnyExp(int16_t Weapon); int InitBunnyRocket(PLAYERp pp); int GetDamage(short SpriteNum, short Weapon, short DamageNdx); int DoFlamesDamageTest(short Weapon); void DoActorSpawnIcon(int16_t SpriteNum); typedef struct { STATEp state; short id, num, zlevel, min_jspeed, max_jspeed, min_vel, max_vel, random_disperse, ang_range; // state, id, num, min_jspeed, max_jspeed, min_vel, max_vel, size, // random_disperse, ang_range } SHRAP, *SHRAPp; enum ShrapPos { Z_TOP, Z_MID, Z_BOT }; int SetSuicide(short SpriteNum); void UpdateSinglePlayKills(short SpriteNum); int InitPlasmaFountain(SPRITEp wp, SPRITEp sp); int InitCoolgDrip(short SpriteNum); int InitFireball(PLAYERp pp); void InitSpellRing(PLAYERp pp); void InitSpellNapalm(PLAYERp pp); int InitUzi(PLAYERp pp); int InitSobjGun(PLAYERp pp); int InitBoltTrap(short SpriteNum); int InitSpearTrap(short SpriteNum); int InitTurretMgun(SECTOR_OBJECTp sop); int InitVulcanBoulder(short SpriteNum); int DoBladeDamage(short SpriteNum); int DoFindGround(int16_t SpriteNum); int DoFindGroundPoint(int16_t SpriteNum); void SpriteQueueDelete(short SpriteNum); int HelpMissileLateral(int16_t Weapon,int dist); int AddSpriteToSectorObject(short SpriteNum,SECTOR_OBJECTp sop); void QueueReset(void); int PlayerCheckDeath(PLAYERp pp,short Weapon); SWBOOL SpriteWarpToUnderwater(SPRITEp sp); int PlayerDamageSlide(PLAYERp pp,short damage,short ang); SWBOOL VehicleMoveHit(short SpriteNum); int SpawnSplash(short SpriteNum); int SpawnMineExp(int16_t Weapon); int SpawnLittleExp(int16_t Weapon); int SpawnLargeExp(int16_t Weapon); int SpawnNuclearExp(int16_t Weapon); int SpawnBoltExp(int16_t Weapon); int SpawnTracerExp(int16_t Weapon); int SpawnGoroFireballExp(int16_t Weapon); SWBOOL MissileHitMatch(short Weapon,short WeaponNum,short hit_sprite); int DoItemFly(int16_t SpriteNum); int SpawnVehicleSmoke(short SpriteNum); short PrevWall(short wall_num); int DoDamage(short SpriteNum,short Weapon); END_SW_NS #endif