raze/source/games/duke/src/flags_d.cpp
Christoph Oelckers db21313c96 - add some hackery to deal with WT's bosses.
This was the result of some gross change to the spawning code which suddenly changed the rules about minibosses.
To reduce the impact, it is only enabled for the "Alien World Order" maps.
2021-05-29 13:12:50 +02:00

296 lines
6.6 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
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, {
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, {
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});
setflag(SFLAG_INVENTORY, {
FIRSTAID,
STEROIDS,
HEATSENSOR,
BOOTS,
JETPACK,
HOLODUKE,
AIRTANK });
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 });
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;
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;
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;
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