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https://github.com/ZDoom/Raze.git
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37067753fc
This is more to clarify intent than to fix things, none of the changes here should change behavior.
421 lines
14 KiB
Text
421 lines
14 KiB
Text
// sector effector lotags. Preferably these should be eliminated once SE's get converted to classes. Until then we still need these.
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enum EEffectorTypes
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{
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SE_0_ROTATING_SECTOR = 0,
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SE_1_PIVOT = 1,
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SE_2_EARTHQUAKE = 2,
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SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT = 3,
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SE_4_RANDOM_LIGHTS = 4,
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SE_5_BOSS = 5,
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SE_6_SUBWAY = 6,
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SE_7_TELEPORT = 7,
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SE_8_UP_OPEN_DOOR_LIGHTS = 8,
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SE_9_DOWN_OPEN_DOOR_LIGHTS = 9,
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SE_10_DOOR_AUTO_CLOSE = 10,
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SE_11_SWINGING_DOOR = 11,
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SE_12_LIGHT_SWITCH = 12,
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SE_13_EXPLOSIVE = 13,
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SE_14_SUBWAY_CAR = 14,
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SE_15_SLIDING_DOOR = 15,
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SE_16_REACTOR = 16,
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SE_17_WARP_ELEVATOR = 17,
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SE_18_INCREMENTAL_SECTOR_RISE_FALL = 18,
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SE_19_EXPLOSION_LOWERS_CEILING = 19,
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SE_20_STRETCH_BRIDGE = 20,
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SE_21_DROP_FLOOR = 21,
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SE_22_TEETH_DOOR = 22,
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SE_23_ONE_WAY_TELEPORT = 23,
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SE_24_CONVEYOR = 24,
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SE_25_PISTON = 25,
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SE_26 = 26,
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SE_27_DEMO_CAM = 27,
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SE_28_LIGHTNING = 28,
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SE_29_WAVES = 29,
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SE_30_TWO_WAY_TRAIN = 30,
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SE_31_FLOOR_RISE_FALL = 31,
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SE_32_CEILING_RISE_FALL = 32,
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SE_33_QUAKE_DEBRIS = 33,
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SE_34 = 34,
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SE_35 = 35,
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SE_36_PROJ_SHOOTER = 36,
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SE_47_LIGHT_SWITCH = 47,
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SE_48_LIGHT_SWITCH = 48,
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SE_49_POINT_LIGHT = 49,
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SE_50_SPOT_LIGHT = 50,
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SE_128_GLASS_BREAKING = 128,
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SE_130 = 130,
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SE_131 = 131,
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SE_156_CONVEYOR_NOSCROLL = 156,
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};
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enum ESectorTriggers
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{
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ST_0_NO_EFFECT = 0,
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ST_1_ABOVE_WATER = 1,
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ST_2_UNDERWATER = 2,
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ST_3 = 3,
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// ^^^ maybe not complete substitution in code
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ST_9_SLIDING_ST_DOOR = 9,
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ST_15_WARP_ELEVATOR = 15,
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ST_16_PLATFORM_DOWN = 16,
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ST_17_PLATFORM_UP = 17,
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ST_18_ELEVATOR_DOWN = 18,
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ST_19_ELEVATOR_UP = 19,
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ST_20_CEILING_DOOR = 20,
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ST_21_FLOOR_DOOR = 21,
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ST_22_SPLITTING_DOOR = 22,
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ST_23_SWINGING_DOOR = 23,
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ST_25_SLIDING_DOOR = 25,
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ST_26_SPLITTING_ST_DOOR = 26,
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ST_27_STRETCH_BRIDGE = 27,
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ST_28_DROP_FLOOR = 28,
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ST_29_TEETH_DOOR = 29,
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ST_30_ROTATE_RISE_BRIDGE = 30,
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ST_31_TWO_WAY_TRAIN = 31,
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ST_41_JAILDOOR = 41,
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ST_42_MINECART = 42,
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ST_160_FLOOR_TELEPORT = 160,
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ST_161_CEILING_TELEPORT = 161,
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// left: ST 32767, 65534, 65535
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};
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class DukeActor : CoreActor native
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{
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enum EStatnums
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{
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STAT_DEFAULT = 0,
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STAT_ACTOR = 1,
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STAT_ZOMBIEACTOR = 2,
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STAT_EFFECTOR = 3,
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STAT_PROJECTILE = 4,
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STAT_MISC = 5,
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STAT_STANDABLE = 6,
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STAT_LOCATOR = 7,
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STAT_ACTIVATOR = 8,
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STAT_TRANSPORT = 9,
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STAT_PLAYER = 10,
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STAT_FX = 11,
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STAT_FALLER = 12,
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STAT_DUMMYPLAYER = 13,
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STAT_LIGHT = 14,
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STAT_RAROR = 15,
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STAT_DESTRUCT = 100,
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STAT_BOWLING = 105,
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STAT_CHICKENPLANT = 106,
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STAT_LUMBERMILL = 107,
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STAT_TELEPORT = 108,
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STAT_BOBBING = 118,
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STAT_RABBITSPAWN = 119,
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STAT_REMOVED = MAXSTATUS-2,
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};
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native void SetSpritesetImage(int index);
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native int GetSpritesetSize();
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native DukeActor ownerActor, hitOwnerActor;
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native uint8 cgg;
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native uint8 spriteextra; // moved here for easier maintenance. This was originally a hacked in field in the sprite structure called 'filler'.
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native int16 /*attackertype, hitang,*/ hitextra, movflag;
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native int16 tempval; /*, dispicnum;*/
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native int16 timetosleep;
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native bool mapSpawned;
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native double floorz, ceilingz;
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native int saved_ammo;
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native int palvals;
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native int temp_data[6];
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native private int flags1, flags2, flags3;
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native walltype temp_walls[2];
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native sectortype temp_sect, actorstayput;
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native DukeActor temp_actor, seek_actor;
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native Vector3 temp_pos, temp_pos2;
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native double temp_angle;
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// this is not really usable unless all actors are properly scriptified.
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flagdef Inventory: flags1, 0;
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flagdef ShrinkAutoaim: flags1, 1;
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flagdef Badguy: flags1, 2;
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flagdef ForceAutoaim: flags1, 3;
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flagdef Boss: flags1, 4;
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flagdef Badguystayput: flags1, 5;
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flagdef GreenSlimeFood: flags1, 6;
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flagdef NoDamagePush: flags1, 7;
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flagdef NoWaterDrip: flags1, 8;
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flagdef InternalBadguy: flags1, 9;
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flagdef Killcount: flags1, 10;
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flagdef NoCanSeeCheck: flags1, 11;
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flagdef HitRadiusCheck: flags1, 12;
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flagdef MoveFTA_CheckSee: flags1, 13;
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flagdef MoveFTA_MakeStandable: flags1, 14;
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flagdef TriggerIfHitSector: flags1, 15;
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//flagdef MoveFTA_WakeupCheck: flags1, 16; // this one needs to be auto-set for RR, not for Duke, should not be exposed unless the feature becomes generally available.
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flagdef CheckSeeWithPal8: flags1, 17;
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flagdef NoShadow: flags1, 18;
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flagdef SE24_NoFloorCheck: flags1, 19;
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flagdef NoInterpolate: flags1, 20;
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native void getglobalz();
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native DukePlayer, double findplayer();
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native DukePlayer GetPlayer();
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native int ifhitbyweapon();
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native int domove(int clipmask);
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native int PlayActorSound(Sound snd, int chan = CHAN_AUTO, int flags = 0);
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native int CheckSoundPlaying(Sound snd, int chan = CHAN_AUTO);
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native void StopSound(Sound snd, int flags = 0);
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native DukeActor spawn(Name type);
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native DukeActor spawnsprite(int type); // for cases where the map has a picnum stored. Avoid when possible.
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native DukeActor spawnweaponorammo(int type);
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native void lotsofglass(int count, walltype wal = null);
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native void lotsofcolourglass(int count, walltype wal = null);
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native void makeitfall();
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native void detonate(name type);
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native void checkhitdefault(DukeActor proj);
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native void operatesectors(sectortype sec);
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native int SpriteWidth();
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native void checkhitsprite(DukeActor hitter);
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virtual native void Tick();
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virtual void BeginPlay() {}
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virtual void StaticSetup() {}
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virtual void Initialize() {}
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virtual void onHit(DukeActor hitter) { checkhitdefault(hitter); }
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virtual void onHurt(DukePlayer p) {}
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virtual bool onUse(DukePlayer user) { return false; }
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virtual void onTouch(DukePlayer toucher) {}
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virtual void onMotoSmash(DukePlayer toucher) {}
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virtual void onRespawn(int tag) { }
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virtual bool animate(tspritetype tspr) { return false; }
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virtual void RunState() {} // this is the CON function.
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virtual void PlayFTASound() {}
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virtual void StandingOn(DukePlayer p) {}
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virtual bool shootthis(DukeActor actor, DukePlayer p, Vector3 pos, double ang) const // this gets called on the defaults.
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{
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return false;
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}
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native void RandomScrap();
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native void hitradius(int r, int hp1, int hp2, int hp3, int hp4);
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native double, DukeActor hitasprite();
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native int badguy();
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native int isplayer();
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native void lotsofstuff(Name type, int count);
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native double gutsoffset();
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native int movesprite(Vector3 move, int clipmask);
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native int movesprite_ex(Vector3 move, int clipmask, CollisionData coll);
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native void shoot(Name spawnclass);
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native void setClipDistFromTile();
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native void insertspriteq();
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native void operateforcefields(int tag);
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native void restoreloc();
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// temporary flag accessors - need to be eliminated once we can have true actor flags
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native int actorflag1(int mask);
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native int actorflag2(int mask);
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native int actorflag3(int mask);
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native int attackerflag1(int mask);
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native int attackerflag2(int mask);
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deprecated("4.9") native bool checktype(String name); // this must not stay in the code, so mark it deprecated to keep the annoying warning at startup.
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void commonEnemySetup(bool countkill = true)
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{
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if (!self.mapSpawned) self.lotag = 0;
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if ((self.lotag > ud.player_skill) || ud.monsters_off == 1)
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{
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self.scale = (0, 0);
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self.ChangeStat(STAT_MISC);
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}
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else
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{
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self.makeitfall();
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self.cstat |= CSTAT_SPRITE_BLOCK_ALL;
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if (countkill)
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Duke.GetLocalPlayer().max_actors_killed++;
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if (!self.mapSpawned)
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{
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self.timetosleep = 0;
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self.PlayFTASound();
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self.ChangeStat(STAT_ACTOR);
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}
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else self.ChangeStat(STAT_ZOMBIEACTOR);
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}
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}
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int checkLocationForFloorSprite(double radius)
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{
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bool away = self.isAwayFromWall(radius);
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if (!away)
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{
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self.scale = (0, 0);
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self.ChangeStat(STAT_MISC);
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return false;
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}
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if (self.sector.lotag == ST_1_ABOVE_WATER)
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{
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self.scale = (0, 0);
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self.ChangeStat(STAT_MISC);
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return false;
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}
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return true;
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}
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}
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extend struct _
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{
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native @DukeGameInfo gs;
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native @DukeUserDefs ud;
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native DukeLevel dlevel;
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native DukeActor camsprite;
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}
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// The level struct is a wrapper to group all level related global variables and static functions into one object.
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// On the script side we do not really want scattered global data that is publicly accessible.
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struct DukeLevel
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{
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enum animtype_t
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{
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anim_floorz,
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anim_ceilingz,
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anim_vertexx,
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anim_vertexy,
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};
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native DukeActor SpawnActor(sectortype sect, Vector3 pos, class<DukeActor> type, int shade, Vector2 scale, double angle, double vel, double zvel, DukeActor owner, int stat = -1);
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native static int check_activator_motion(int lotag);
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native static void operatemasterswitches(int lotag);
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native static void operateactivators(int lotag, DukePlayer p);
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native static int floorflags(sectortype s);
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native static int ceilingflags(sectortype s);
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native static int wallflags(walltype s, int which);
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native static void AddCycler(sectortype sector, int lotag, int shade, int shade2, int hitag, int state);
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native static void addtorch(sectortype sector, int shade, int lotag);
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native static void addlightning(sectortype sector, int shade);
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native static int addambient(int hitag, int lotag);
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native static void resetswitch(int tag); //
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native static bool isMirror(walltype wal);
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native static void checkhitwall(walltype wal, DukeActor hitter, Vector3 hitpos);
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native static void checkhitceiling(sectortype wal, DukeActor hitter);
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native static DukeActor LocateTheLocator(int n, sectortype sect);
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native static int getanimationindex(int type, sectortype sec);
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native static int setanimation(sectortype animsect, int type, sectortype sec, double target, double vel);
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}
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struct DukeStatIterator
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{
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private DukeActor nextp;
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native DukeActor Next();
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native DukeActor First(int stat);
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}
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struct DukeSectIterator
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{
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private DukeActor nextp;
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native DukeActor Next();
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native DukeActor First(sectortype sect);
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}
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struct DukeSpriteIterator
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{
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private DukeActor nextp;
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private int stat;
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native DukeActor Next();
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native DukeActor First();
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}
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// this is only temporary. We cannot check the actor flags as long as we still need to deal with internal actors whose picnum defines their type.
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enum sflags_t
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{
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SFLAG_INVENTORY = 0x00000001,
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SFLAG_SHRINKAUTOAIM = 0x00000002,
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SFLAG_BADGUY = 0x00000004,
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SFLAG_FORCEAUTOAIM = 0x00000008,
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SFLAG_BOSS = 0x00000010,
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SFLAG_BADGUYSTAYPUT = 0x00000020,
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SFLAG_GREENSLIMEFOOD = 0x00800040,
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SFLAG_NODAMAGEPUSH = 0x00000080,
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SFLAG_NOWATERDIP = 0x00000100,
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SFLAG_INTERNAL_BADGUY = 0x00000200, // a separate flag is needed for the internal ones because SFLAG_BADGUY has additional semantics.
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SFLAG_KILLCOUNT = 0x00000400,
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SFLAG_NOCANSEECHECK = 0x00000800,
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SFLAG_HITRADIUSCHECK = 0x00001000,
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SFLAG_MOVEFTA_CHECKSEE = 0x00002000,
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SFLAG_MOVEFTA_MAKESTANDABLE = 0x00004000,
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SFLAG_TRIGGER_IFHITSECTOR = 0x00008000,
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SFLAG_MOVEFTA_WAKEUPCHECK = 0x00010000,
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SFLAG_MOVEFTA_CHECKSEEWITHPAL8 = 0x00020000, // let's hope this can be done better later. For now this was what blocked merging the Duke and RR variants of movefta
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SFLAG_NOSHADOW = 0x00040000,
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SFLAG_SE24_NOCARRY = 0x00080000,
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SFLAG_NOINTERPOLATE = 0x00100000,
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SFLAG_FALLINGFLAMMABLE = 0x00200000,
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SFLAG_FLAMMABLEPOOLEFFECT = 0x00400000,
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SFLAG_INFLAME = 0x00800000,
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SFLAG_NOFLOORFIRE = 0x01000000,
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SFLAG_HITRADIUS_FLAG1 = 0x02000000,
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SFLAG_HITRADIUS_FLAG2 = 0x04000000,
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SFLAG_CHECKSLEEP = 0x08000000,
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SFLAG_NOTELEPORT = 0x10000000,
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SFLAG_SE24_REMOVE = 0x20000000,
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SFLAG_BLOCK_TRIPBOMB = 0x40000000,
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SFLAG_NOFALLER = 0x80000000,
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};
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enum sflags2_t
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{
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SFLAG2_USEACTIVATOR = 0x00000001,
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SFLAG2_NOROTATEWITHSECTOR = 0x00000002,
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SFLAG2_SHOWWALLSPRITEONMAP = 0x00000004,
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SFLAG2_NOFLOORPAL = 0x00000008,
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SFLAG2_EXPLOSIVE = 0x00000010,
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SFLAG2_BRIGHTEXPLODE = 0x00000020,
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SFLAG2_DOUBLEDMGTHRUST = 0x00000040,
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SFLAG2_BREAKMIRRORS = 0x00000080,
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SFLAG2_CAMERA = 0x00000100,
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SFLAG2_DONTANIMATE = 0x00000200,
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//SFLAG2_INTERPOLATEANGLE = 0x00000400,
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SFLAG2_GREENBLOOD = 0x00000800,
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SFLAG2_ALWAYSROTATE1 = 0x00001000,
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SFLAG2_DIENOW = 0x00002000,
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SFLAG2_TRANFERPALTOJIBS = 0x00004000,
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SFLAG2_NORADIUSPUSH = 0x00008000,
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SFLAG2_FREEZEDAMAGE = 0x00010000,
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SFLAG2_REFLECTIVE = 0x00020000,
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SFLAG2_ALWAYSROTATE2 = 0x00040000,
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SFLAG2_SPECIALAUTOAIM = 0x00080000,
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SFLAG2_NODAMAGEPUSH = 0x00100000,
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SFLAG2_IGNOREHITOWNER = 0x00200000,
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SFLAG2_DONTDIVE = 0x00400000,
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SFLAG2_FLOATING = 0x00800000,
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SFLAG2_PAL8OOZ = 0x01000000, // dirty hack - only needed because this needs to work from CON.
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SFLAG2_SPAWNRABBITGUTS = 0x02000000, // this depends on the shooter, not the projectile so it has to be done with a flag.
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SFLAG2_NONSMOKYROCKET = 0x04000000, // same with this one. Flags should later be copied to the projectile once posible.
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SFLAG2_MIRRORREFLECT = 0x08000000,
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SFLAG2_ALTPROJECTILESPRITE = 0x10000000, // yet another shooter flag. RRRA has some projectiles with alternative visuals, again this is on the caller thanks to CON.
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SFLAG2_UNDERWATERSLOWDOWN = 0x20000000,
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};
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enum sflags3_t
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{
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SFLAG3_DONTDIVEALIVE = 0x00000001,
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SFLAG3_BLOODY = 0x00000002,
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SFLAG3_BROWNBLOOD = 0x00000004,
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SFLAG3_LIGHTDAMAGE = 0x00000008,
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};
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