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a015958f66
Unlike every other actor this has scripted animation logic attached that is not supposed to be used. Weird.
358 lines
9.3 KiB
C++
358 lines
9.3 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
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Copyright (C) 2020 - Christoph Oelckers
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This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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EDuke enhancements integrated: 04/13/2003 - Matt Saettler
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Note: EDuke source was in transition. Changes are in-progress in the
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source as it is released.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "global.h"
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#include "names_d.h"
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BEGIN_DUKE_NS
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void initactorflags_d()
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{
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settileflag(TFLAG_WALLSWITCH, {
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HANDPRINTSWITCH,
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HANDPRINTSWITCH + 1,
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ALIENSWITCH,
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ALIENSWITCH + 1,
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MULTISWITCH,
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MULTISWITCH + 1,
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MULTISWITCH + 2,
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MULTISWITCH + 3,
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ACCESSSWITCH,
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ACCESSSWITCH2,
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PULLSWITCH,
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PULLSWITCH + 1,
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HANDSWITCH,
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HANDSWITCH + 1,
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SLOTDOOR,
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SLOTDOOR + 1,
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LIGHTSWITCH,
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LIGHTSWITCH + 1,
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SPACELIGHTSWITCH,
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SPACELIGHTSWITCH + 1,
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SPACEDOORSWITCH,
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SPACEDOORSWITCH + 1,
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FRANKENSTINESWITCH,
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FRANKENSTINESWITCH + 1,
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LIGHTSWITCH2,
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LIGHTSWITCH2 + 1,
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POWERSWITCH1,
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POWERSWITCH1 + 1,
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LOCKSWITCH1,
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LOCKSWITCH1 + 1,
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POWERSWITCH2,
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POWERSWITCH2 + 1,
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DIPSWITCH,
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DIPSWITCH + 1,
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DIPSWITCH2,
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DIPSWITCH2 + 1,
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TECHSWITCH,
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TECHSWITCH + 1,
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DIPSWITCH3,
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DIPSWITCH3 + 1 });
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settileflag(TFLAG_ADULT, {
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FEM1,
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FEM2,
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FEM3,
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FEM4,
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FEM5,
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FEM6,
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FEM7,
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FEM8,
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FEM9,
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FEM10,
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MAN,
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MAN2,
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WOMAN,
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NAKED1,
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PODFEM1,
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FEMMAG1,
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FEMMAG2,
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FEMPIC1,
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FEMPIC2,
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FEMPIC3,
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FEMPIC4,
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FEMPIC5,
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FEMPIC6,
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FEMPIC7,
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BLOODYPOLE,
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FEM6PAD,
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STATUE,
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STATUEFLASH,
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OOZ,
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OOZ2,
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WALLBLOOD1,
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WALLBLOOD2,
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WALLBLOOD3,
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WALLBLOOD4,
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WALLBLOOD5,
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WALLBLOOD7,
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WALLBLOOD8,
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SUSHIPLATE1,
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SUSHIPLATE2,
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SUSHIPLATE3,
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SUSHIPLATE4,
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FETUS,
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FETUSJIB,
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FETUSBROKE,
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HOTMEAT,
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FOODOBJECT16,
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DOLPHIN1,
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DOLPHIN2,
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TOUGHGAL,
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TAMPON,
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XXXSTACY,
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4946,
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4947,
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693,
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2254,
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4560,
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4561,
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4562,
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4498,
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4957 });
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settileflag(TFLAG_ELECTRIC, { HURTRAIL });
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settileflag(TFLAG_CLEARINVENTORY, { HURTRAIL, FLOORSLIME, FLOORPLASMA });
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settileflag(TFLAG_SLIME, { FLOORSLIME, FLOORSLIME + 1, FLOORSLIME + 2 });
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gs.actorinfo[COMMANDER].gutsoffset = -(24 << 8);
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for (auto &fa : gs.actorinfo)
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{
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fa.falladjustz = 24 << 8;
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}
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gs.actorinfo[OCTABRAIN].falladjustz = gs.actorinfo[COMMANDER].falladjustz = gs.actorinfo[DRONE].falladjustz = 0;
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setflag(SFLAG_INTERNAL_BADGUY, {
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SHARK,
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RECON,
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DRONE,
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LIZTROOPONTOILET,
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LIZTROOPJUSTSIT,
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LIZTROOPSTAYPUT,
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LIZTROOPSHOOT,
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LIZTROOPJETPACK,
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LIZTROOPDUCKING,
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LIZTROOPRUNNING,
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LIZTROOP,
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OCTABRAIN,
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COMMANDER,
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COMMANDERSTAYPUT,
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PIGCOP,
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EGG,
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PIGCOPSTAYPUT,
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PIGCOPDIVE,
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LIZMAN,
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LIZMANSPITTING,
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LIZMANFEEDING,
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LIZMANJUMP,
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ORGANTIC,
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BOSS1,
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BOSS2,
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BOSS3,
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BOSS4,
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GREENSLIME,
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GREENSLIME+1,
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GREENSLIME+2,
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GREENSLIME+3,
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GREENSLIME+4,
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GREENSLIME+5,
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GREENSLIME+6,
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GREENSLIME+7,
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RAT,
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ROTATEGUN });
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// 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.
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setflag(SFLAG_NODAMAGEPUSH, { TANK, BOSS1, BOSS2, BOSS3, BOSS4, RECON, ROTATEGUN });
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setflag(SFLAG_BOSS, { BOSS1, BOSS2, BOSS3, BOSS4, BOSS4STAYPUT, BOSS1STAYPUT });
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if (isWorldTour()) setflag(SFLAG_BOSS, { BOSS2STAYPUT, BOSS3STAYPUT, BOSS5, BOSS5STAYPUT });
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setflag(SFLAG_NOWATERDIP, { OCTABRAIN, COMMANDER, DRONE });
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setflag(SFLAG_GREENSLIMEFOOD, { LIZTROOP, LIZMAN, PIGCOP, NEWBEAST });
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setflag(SFLAG_NOINTERPOLATE, { CRANEPOLE });
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setflag(SFLAG_FLAMMABLEPOOLEFFECT, { TIRE });
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setflag(SFLAG_FALLINGFLAMMABLE, { BOX });
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setflag(SFLAG_INFLAME, { RADIUSEXPLOSION, RPG, FIRELASER, HYDRENT, HEAVYHBOMB });
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setflag(SFLAG_NOFLOORFIRE, { TREE1, TREE2 });
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setflag(SFLAG_HITRADIUS_FLAG1, { BOX, TREE1, TREE2, TIRE, CONE });
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setflag(SFLAG_HITRADIUS_FLAG2, { TRIPBOMB, QUEBALL, STRIPEBALL, DUKELYINGDEAD });
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setflag(SFLAG_CHECKSLEEP, { RUBBERCAN, EXPLODINGBARREL, WOODENHORSE, HORSEONSIDE, CANWITHSOMETHING, FIREBARREL, NUKEBARREL, NUKEBARRELDENTED, NUKEBARRELLEAKED, TRIPBOMB });
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setflag(SFLAG_NOTELEPORT, { TRANSPORTERSTAR, TRANSPORTERBEAM, TRIPBOMB, BULLETHOLE, WATERSPLASH2, BURNING, BURNING2, FIRE, FIRE2, TOILETWATER, LASERLINE });
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setflag(SFLAG_SE24_NOCARRY, { TRIPBOMB, LASERLINE, BOLT1, BOLT1 + 1,BOLT1 + 2, BOLT1 + 3, SIDEBOLT1, SIDEBOLT1 + 1, SIDEBOLT1 + 2, SIDEBOLT1 + 3, CRANE, CRANE1, CRANE2, BARBROKE });
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setflag(SFLAG_SE24_REMOVE, { BLOODPOOL, PUKE, FOOTPRINTS, FOOTPRINTS2, FOOTPRINTS3, FOOTPRINTS4, BULLETHOLE, BLOODSPLAT1, BLOODSPLAT2, BLOODSPLAT3, BLOODSPLAT4 });
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setflag(SFLAG_BLOCK_TRIPBOMB, { TRIPBOMB }); // making this a flag adds the option to let other things block placing trip bombs as well.
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setflag(SFLAG_NOFALLER, { CRACK1, CRACK2, CRACK3, CRACK4, SPEAKER, LETTER, DUCK, TARGET, TRIPBOMB, VIEWSCREEN, VIEWSCREEN2 });
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setflag(SFLAG2_NOROTATEWITHSECTOR, { LASERLINE });
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setflag(SFLAG2_SHOWWALLSPRITEONMAP, { LASERLINE });
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setflag(SFLAG2_NOFLOORPAL, { TRIPBOMB, LASERLINE });
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setflag(SFLAG2_EXPLOSIVE, { FIREEXT, RPG, RADIUSEXPLOSION, SEENINE, OOZFILTER });
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setflag(SFLAG2_BRIGHTEXPLODE, { SEENINE, OOZFILTER });
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setflag(SFLAG2_DOUBLEDMGTHRUST, { RADIUSEXPLOSION, RPG, HYDRENT, HEAVYHBOMB, SEENINE, OOZFILTER, EXPLODINGBARREL });
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setflag(SFLAG2_BREAKMIRRORS, { RADIUSEXPLOSION, RPG, HYDRENT, HEAVYHBOMB, SEENINE, OOZFILTER, EXPLODINGBARREL });
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setflag(SFLAG2_CAMERA, { CAMERA1 });
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setflag(SFLAG2_DONTANIMATE, { TRIPBOMB, LASERLINE });
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if (isWorldTour())
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{
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setflag(SFLAG_INTERNAL_BADGUY, { FIREFLY });
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setflag(SFLAG_INTERNAL_BADGUY|SFLAG_NODAMAGEPUSH|SFLAG_BOSS, { BOSS5 });
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}
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setflag(SFLAG_INVENTORY, {
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FIRSTAID,
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STEROIDS,
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HEATSENSOR,
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BOOTS,
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JETPACK,
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HOLODUKE,
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AIRTANK });
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setflag(SFLAG_SHRINKAUTOAIM, {
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GREENSLIME,
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GREENSLIME + 1,
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GREENSLIME + 2,
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GREENSLIME + 3,
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GREENSLIME + 4,
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GREENSLIME + 5,
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GREENSLIME + 6,
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GREENSLIME + 7,
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});
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setflag(SFLAG_HITRADIUSCHECK, {
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PODFEM1 ,
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FEM1,
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FEM2,
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FEM3,
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FEM4,
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FEM5,
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FEM6,
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FEM7,
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FEM8,
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FEM9,
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FEM10,
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STATUE,
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STATUEFLASH,
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SPACEMARINE,
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QUEBALL,
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STRIPEBALL
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});
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setflag(SFLAG_TRIGGER_IFHITSECTOR, { EXPLOSION2 });
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setflag(SFLAG_MOVEFTA_MAKESTANDABLE, {
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RUBBERCAN,
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EXPLODINGBARREL,
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WOODENHORSE,
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HORSEONSIDE,
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CANWITHSOMETHING,
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CANWITHSOMETHING2,
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CANWITHSOMETHING3,
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CANWITHSOMETHING4,
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FIREBARREL,
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FIREVASE,
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NUKEBARREL,
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NUKEBARRELDENTED,
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NUKEBARRELLEAKED,
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TRIPBOMB
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});
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// The feature guarded by this flag does not exist in Duke, it always acts as if the flag was set.
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for (auto& ainf : gs.actorinfo) ainf.flags |= SFLAG_MOVEFTA_CHECKSEE;
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gs.actorinfo[ORGANTIC].aimoffset = 32 << 8;
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gs.actorinfo[ROTATEGUN].aimoffset = 32 << 8;
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gs.weaponsandammosprites[0] = RPGSPRITE;
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gs.weaponsandammosprites[1] = CHAINGUNSPRITE;
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gs.weaponsandammosprites[2] = DEVISTATORAMMO;
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gs.weaponsandammosprites[3] = RPGAMMO;
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gs.weaponsandammosprites[4] = RPGAMMO;
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gs.weaponsandammosprites[5] = JETPACK;
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gs.weaponsandammosprites[6] = SHIELD;
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gs.weaponsandammosprites[7] = FIRSTAID;
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gs.weaponsandammosprites[8] = STEROIDS;
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gs.weaponsandammosprites[9] = RPGAMMO;
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gs.weaponsandammosprites[10] = RPGAMMO;
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gs.weaponsandammosprites[11] = RPGSPRITE;
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gs.weaponsandammosprites[12] = RPGAMMO;
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gs.weaponsandammosprites[13] = FREEZESPRITE;
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gs.weaponsandammosprites[14] = FREEZEAMMO;
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TILE_BOX = BOX;
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TILE_TREE1 = TREE1;
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TILE_TREE2 = TREE2;
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TILE_TIRE = TIRE;
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TILE_CONE = CONE;
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TILE_W_FORCEFIELD = W_FORCEFIELD;
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TILE_SCRAP6 = SCRAP6;
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TILE_APLAYER = APLAYER;
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TILE_DRONE = DRONE;
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TILE_MENUSCREEN = MENUSCREEN;
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TILE_SCREENBORDER = BIGHOLE;
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TILE_VIEWBORDER = VIEWBORDER;
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TILE_APLAYERTOP = APLAYERTOP;
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TILE_CAMCORNER = CAMCORNER;
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TILE_CAMLIGHT = CAMLIGHT;
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TILE_STATIC = STATIC;
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TILE_BOTTOMSTATUSBAR = isWorldTour()? WIDESCREENSTATUSBAR : BOTTOMSTATUSBAR;
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TILE_ATOMICHEALTH = ATOMICHEALTH;
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TILE_JIBS6 = JIBS6;
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TILE_FIRE = FIRE;
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TILE_WATERBUBBLE = WATERBUBBLE;
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TILE_SMALLSMOKE = SMALLSMOKE;
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TILE_BLOODPOOL = BLOODPOOL;
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TILE_FOOTPRINTS = FOOTPRINTS;
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TILE_FOOTPRINTS2 = FOOTPRINTS2;
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TILE_FOOTPRINTS3 = FOOTPRINTS3;
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TILE_FOOTPRINTS4 = FOOTPRINTS4;
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TILE_CLOUDYSKIES = CLOUDYSKIES;
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TILE_ARROW = ARROW;
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TILE_ACCESSSWITCH = ACCESSSWITCH;
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TILE_ACCESSSWITCH2 = ACCESSSWITCH2;
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TILE_GLASSPIECES = GLASSPIECES;
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TILE_BETAVERSION = BETAVERSION;
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TILE_MIRROR = MIRROR;
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TILE_CLOUDYOCEAN = CLOUDYOCEAN;
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TILE_MOONSKY1 = MOONSKY1;
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TILE_LA = LA;
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TILE_LOADSCREEN = LOADSCREEN;
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TILE_CROSSHAIR = CROSSHAIR;
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TILE_BIGORBIT1 = BIGORBIT1;
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TILE_EGG = EGG;
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}
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END_DUKE_NS
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