mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-28 06:53:29 +00:00
178 lines
5.4 KiB
Text
178 lines
5.4 KiB
Text
class DukeActor : CoreActor native
|
|
{
|
|
enum EStatnums
|
|
{
|
|
STAT_DEFAULT = 0,
|
|
STAT_ACTOR = 1,
|
|
STAT_ZOMBIEACTOR = 2,
|
|
STAT_EFFECTOR = 3,
|
|
STAT_PROJECTILE = 4,
|
|
STAT_MISC = 5,
|
|
STAT_STANDABLE = 6,
|
|
STAT_LOCATOR = 7,
|
|
STAT_ACTIVATOR = 8,
|
|
STAT_TRANSPORT = 9,
|
|
STAT_PLAYER = 10,
|
|
STAT_FX = 11,
|
|
STAT_FALLER = 12,
|
|
STAT_DUMMYPLAYER = 13,
|
|
STAT_LIGHT = 14,
|
|
STAT_RAROR = 15,
|
|
|
|
STAT_DESTRUCT = 100,
|
|
STAT_BOWLING = 105,
|
|
};
|
|
|
|
native void SetSpritesetImage(int index);
|
|
|
|
native DukeActor ownerActor, hitOwnerActor;
|
|
native uint8 cgg;
|
|
native uint8 spriteextra; // moved here for easier maintenance. This was originally a hacked in field in the sprite structure called 'filler'.
|
|
native int16 /*attackertype, hitang,*/ hitextra, movflag;
|
|
native int16 tempval; /*, dispicnum;*/
|
|
native int16 timetosleep;
|
|
native double floorz, ceilingz;
|
|
native int saved_ammo;
|
|
native int palvals;
|
|
native int temp_data[6];
|
|
native private int flags1, flags2;
|
|
native walltype temp_walls[2];
|
|
native sectortype temp_sect, actorstayput;
|
|
|
|
native DukeActor temp_actor, seek_actor;
|
|
|
|
|
|
flagdef Inventory: flags1, 0;
|
|
flagdef ShrinkAutoaim: flags1, 1;
|
|
flagdef Badguy: flags1, 2;
|
|
flagdef ForceAutoaim: flags1, 3;
|
|
flagdef Boss: flags1, 4;
|
|
flagdef Badguystayput: flags1, 5;
|
|
flagdef GreenSlimeFood: flags1, 6;
|
|
flagdef NoDamagePush: flags1, 7;
|
|
flagdef NoWaterDrip: flags1, 8;
|
|
flagdef InternalBadguy: flags1, 9;
|
|
flagdef Killcount: flags1, 10;
|
|
flagdef NoCanSeeCheck: flags1, 11;
|
|
flagdef HitRadiusCheck: flags1, 12;
|
|
flagdef MoveFTA_CheckSee: flags1, 13;
|
|
flagdef MoveFTA_MakeStandable: flags1, 14;
|
|
flagdef TriggerIfHitSector: flags1, 15;
|
|
//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.
|
|
flagdef CheckSeeWithPal8: flags1, 17;
|
|
flagdef NoShadow: flags1, 18;
|
|
flagdef SE24_NoFloorCheck: flags1, 19;
|
|
flagdef NoInterpolate: flags1, 20;
|
|
|
|
native void getglobalz();
|
|
native DukePlayer findplayer();
|
|
native int ifhitbyweapon();
|
|
native int domove(int clipmask);
|
|
native void PlayActorSound(int snd);
|
|
native DukeActor spawn(Name type);
|
|
native void lotsofglass(int count);
|
|
native void makeitfall();
|
|
|
|
virtual void BeginPlay() {}
|
|
virtual void Initialize() {}
|
|
virtual void Tick() {}
|
|
virtual void onHit(DukeActor hitter) {}
|
|
virtual void onUse(DukePlayer user) {}
|
|
virtual bool animate(tspritetype tspr) { return false; }
|
|
virtual void RunState() {} // this is the CON function.
|
|
|
|
// temporary flag accessors - need to be eliminated once we can have true actor flags
|
|
native int actorflag1(int mask);
|
|
native int actorflag2(int mask);
|
|
native int attackerflag1(int mask);
|
|
native int attackerflag2(int mask);
|
|
|
|
|
|
}
|
|
|
|
extend struct _
|
|
{
|
|
native @DukeGameInfo gs;
|
|
native DukeLevel dlevel;
|
|
}
|
|
|
|
// The level struct is a wrapper to group all level related global variables and static functions into one object.
|
|
// On the script side we do not really want scattered global data that is publicly accessible.
|
|
struct DukeLevel
|
|
{
|
|
}
|
|
|
|
struct DukeStatIterator
|
|
{
|
|
private DukeActor nextp;
|
|
native DukeActor Next();
|
|
native DukeActor First(int stat);
|
|
}
|
|
|
|
struct DukeSectIterator
|
|
{
|
|
private DukeActor nextp;
|
|
native DukeActor Next();
|
|
native DukeActor First(sectortype sect);
|
|
}
|
|
|
|
struct DukeSpriteIterator
|
|
{
|
|
private DukeActor nextp;
|
|
private int stat;
|
|
native DukeActor Next();
|
|
native DukeActor First();
|
|
}
|
|
|
|
|
|
// 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.
|
|
enum sflags_t
|
|
{
|
|
SFLAG_INVENTORY = 0x00000001,
|
|
SFLAG_SHRINKAUTOAIM = 0x00000002,
|
|
SFLAG_BADGUY = 0x00000004,
|
|
SFLAG_FORCEAUTOAIM = 0x00000008,
|
|
SFLAG_BOSS = 0x00000010,
|
|
SFLAG_BADGUYSTAYPUT = 0x00000020,
|
|
SFLAG_GREENSLIMEFOOD = 0x00800040,
|
|
SFLAG_NODAMAGEPUSH = 0x00000080,
|
|
SFLAG_NOWATERDIP = 0x00000100,
|
|
SFLAG_INTERNAL_BADGUY = 0x00000200, // a separate flag is needed for the internal ones because SFLAG_BADGUY has additional semantics.
|
|
SFLAG_KILLCOUNT = 0x00000400,
|
|
SFLAG_NOCANSEECHECK = 0x00000800,
|
|
SFLAG_HITRADIUSCHECK = 0x00001000,
|
|
SFLAG_MOVEFTA_CHECKSEE = 0x00002000,
|
|
SFLAG_MOVEFTA_MAKESTANDABLE = 0x00004000,
|
|
SFLAG_TRIGGER_IFHITSECTOR = 0x00008000,
|
|
SFLAG_MOVEFTA_WAKEUPCHECK = 0x00010000,
|
|
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
|
|
SFLAG_NOSHADOW = 0x00040000,
|
|
SFLAG_SE24_NOCARRY = 0x00080000,
|
|
SFLAG_NOINTERPOLATE = 0x00100000,
|
|
SFLAG_FALLINGFLAMMABLE = 0x00200000,
|
|
SFLAG_FLAMMABLEPOOLEFFECT = 0x00400000,
|
|
SFLAG_INFLAME = 0x00800000,
|
|
SFLAG_NOFLOORFIRE = 0x01000000,
|
|
SFLAG_HITRADIUS_FLAG1 = 0x02000000,
|
|
SFLAG_HITRADIUS_FLAG2 = 0x04000000,
|
|
SFLAG_CHECKSLEEP = 0x08000000,
|
|
SFLAG_NOTELEPORT = 0x10000000,
|
|
SFLAG_SE24_REMOVE = 0x20000000,
|
|
SFLAG_BLOCK_TRIPBOMB = 0x40000000,
|
|
SFLAG_NOFALLER = 0x80000000,
|
|
};
|
|
|
|
enum sflags2_t
|
|
{
|
|
SFLAG2_USEACTIVATOR = 0x00000001,
|
|
SFLAG2_NOROTATEWITHSECTOR = 0x00000002,
|
|
SFLAG2_SHOWWALLSPRITEONMAP = 0x00000004,
|
|
SFLAG2_NOFLOORPAL = 0x00000008,
|
|
SFLAG2_EXPLOSIVE = 0x00000010,
|
|
SFLAG2_BRIGHTEXPLODE = 0x00000020,
|
|
SFLAG2_DOUBLEDMGTHRUST = 0x00000040,
|
|
SFLAG2_BREAKMIRRORS = 0x00000080,
|
|
SFLAG2_CAMERA = 0x00000100,
|
|
SFLAG2_DONTANIMATE = 0x00000200,
|
|
SFLAG2_INTERPOLATEANGLE = 0x00000400,
|
|
};
|