raze/source/games/duke/src/flags_d.cpp
2022-12-18 13:52:10 +01:00

304 lines
11 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[DTILE_COMMANDER].gutsoffset = -24;
for (auto &fa : gs.actorinfo)
{
fa.falladjustz = 24;
}
gs.actorinfo[DTILE_OCTABRAIN].falladjustz = gs.actorinfo[DTILE_COMMANDER].falladjustz = gs.actorinfo[DTILE_DRONE].falladjustz = 0;
setflag(SFLAG_INTERNAL_BADGUY, {
DTILE_SHARK,
DTILE_RECON,
DTILE_DRONE,
DTILE_LIZTROOPONTOILET,
DTILE_LIZTROOPJUSTSIT,
DTILE_LIZTROOPSTAYPUT,
DTILE_LIZTROOPSHOOT,
DTILE_LIZTROOPJETPACK,
DTILE_LIZTROOPDUCKING,
DTILE_LIZTROOPRUNNING,
DTILE_LIZTROOP,
DTILE_OCTABRAIN,
DTILE_COMMANDER,
DTILE_COMMANDERSTAYPUT,
DTILE_PIGCOP,
DTILE_EGG,
DTILE_PIGCOPSTAYPUT,
DTILE_PIGCOPDIVE,
DTILE_LIZMAN,
DTILE_LIZMANSPITTING,
DTILE_LIZMANFEEDING,
DTILE_LIZMANJUMP,
DTILE_ORGANTIC,
DTILE_BOSS1,
DTILE_BOSS2,
DTILE_BOSS3,
DTILE_BOSS4,
DTILE_GREENSLIME,
DTILE_RAT,
DTILE_ROTATEGUN });
// non-STAT_ACTOR classes that need CON support. For compatibility this must be explicitly enabled.
setflag(SFLAG3_FORCERUNCON, {
DTILE_EXPLODINGBARREL,
DTILE_WOODENHORSE,
DTILE_HORSEONSIDE,
DTILE_FLOORFLAME,
DTILE_FIREBARREL,
DTILE_FIREVASE,
DTILE_NUKEBARREL,
DTILE_NUKEBARRELDENTED,
DTILE_NUKEBARRELLEAKED,
DTILE_TOILETWATER,
DTILE_RUBBERCAN,
DTILE_STEAM,
DTILE_CEILINGSTEAM,
DTILE_WATERBUBBLEMAKER,
DTILE_SHOTSPARK1,
DTILE_BURNING,
DTILE_BURNING2,
DTILE_FECES,
DTILE_WATERBUBBLE,
DTILE_SMALLSMOKE,
DTILE_EXPLOSION2,
DTILE_SHRINKEREXPLOSION,
DTILE_EXPLOSION2BOT,
DTILE_BLOOD,
DTILE_LASERSITE,
DTILE_FORCERIPPLE,
DTILE_TRANSPORTERSTAR,
DTILE_TRANSPORTERBEAM
});
// 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, { DTILE_TANK, DTILE_BOSS1, DTILE_BOSS2, DTILE_BOSS3, DTILE_BOSS4, DTILE_RECON, DTILE_ROTATEGUN });
setflag(SFLAG_BOSS, { DTILE_BOSS1, DTILE_BOSS2, DTILE_BOSS3, DTILE_BOSS4, DTILE_BOSS4STAYPUT, DTILE_BOSS1STAYPUT });
if (isWorldTour()) setflag(SFLAG_BOSS, { DTILE_BOSS2STAYPUT, DTILE_BOSS3STAYPUT, DTILE_BOSS5, DTILE_BOSS5STAYPUT });
setflag(SFLAG_NOWATERDIP, { DTILE_OCTABRAIN, DTILE_COMMANDER, DTILE_DRONE });
setflag(SFLAG_GREENSLIMEFOOD, { DTILE_LIZTROOP, DTILE_LIZMAN, DTILE_PIGCOP, DTILE_NEWBEAST });
setflag(SFLAG_NOINTERPOLATE, { DTILE_CRANEPOLE });
setflag(SFLAG_FLAMMABLEPOOLEFFECT, { DTILE_TIRE });
setflag(SFLAG_FALLINGFLAMMABLE, { DTILE_BOX });
setflag(SFLAG_INFLAME, { DTILE_RADIUSEXPLOSION, DTILE_RPG, DTILE_FIRELASER, DTILE_HYDRENT, DTILE_HEAVYHBOMB });
setflag(SFLAG_NOFLOORFIRE, { DTILE_TREE1, DTILE_TREE2 });
setflag(SFLAG_HITRADIUS_FLAG1, { DTILE_BOX, DTILE_TREE1, DTILE_TREE2, DTILE_TIRE, DTILE_CONE });
setflag(SFLAG_HITRADIUS_FLAG2, { DTILE_TRIPBOMB, DTILE_QUEBALL, DTILE_STRIPEBALL, DTILE_DUKELYINGDEAD });
setflag(SFLAG_CHECKSLEEP, { DTILE_RUBBERCAN, DTILE_EXPLODINGBARREL, DTILE_WOODENHORSE, DTILE_HORSEONSIDE, DTILE_CANWITHSOMETHING, DTILE_FIREBARREL, DTILE_NUKEBARREL, DTILE_NUKEBARRELDENTED, DTILE_NUKEBARRELLEAKED, DTILE_TRIPBOMB });
setflag(SFLAG_NOTELEPORT, { DTILE_TRANSPORTERSTAR, DTILE_TRANSPORTERBEAM, DTILE_TRIPBOMB, DTILE_BULLETHOLE, DTILE_WATERSPLASH2, DTILE_BURNING, DTILE_BURNING2, DTILE_FIRE, DTILE_FIRE2, DTILE_TOILETWATER, DTILE_LASERLINE });
setflag(SFLAG_SE24_NOCARRY, { DTILE_TRIPBOMB, DTILE_LASERLINE, DTILE_BOLT1, DTILE_BOLT2, DTILE_BOLT3, DTILE_BOLT4, DTILE_SIDEBOLT1, DTILE_SIDEBOLT2, DTILE_SIDEBOLT3, DTILE_SIDEBOLT4, DTILE_CRANE, DTILE_CRANE1, DTILE_CRANE2, DTILE_BARBROKE });
setflag(SFLAG_SE24_REMOVE, { DTILE_BLOODPOOL, DTILE_PUKE, DTILE_FOOTPRINTS, DTILE_FOOTPRINTS2, DTILE_FOOTPRINTS3, DTILE_FOOTPRINTS4, DTILE_BULLETHOLE, DTILE_BLOODSPLAT1, DTILE_BLOODSPLAT2, DTILE_BLOODSPLAT3, DTILE_BLOODSPLAT4 });
setflag(SFLAG_BLOCK_TRIPBOMB, { DTILE_TRIPBOMB }); // making this a flag adds the option to let other things block placing trip bombs as well.
setflag(SFLAG_NOFALLER, { DTILE_CRACK1, DTILE_CRACK2, DTILE_CRACK3, DTILE_CRACK4, DTILE_SPEAKER, DTILE_LETTER, DTILE_DUCK, DTILE_TARGET, DTILE_TRIPBOMB, DTILE_VIEWSCREEN, DTILE_VIEWSCREEN2 });
setflag(SFLAG2_NOROTATEWITHSECTOR, { DTILE_LASERLINE });
setflag(SFLAG2_SHOWWALLSPRITEONMAP, { DTILE_LASERLINE });
setflag(SFLAG2_NOFLOORPAL, {
DTILE_TRIPBOMB,
DTILE_LASERLINE,
DTILE_FORCESPHERE,
DTILE_BURNING,
DTILE_BURNING2,
DTILE_ATOMICHEALTH,
DTILE_CRYSTALAMMO,
DTILE_VIEWSCREEN,
DTILE_VIEWSCREEN2,
DTILE_SHRINKSPARK,
DTILE_GROWSPARK,
DTILE_RPG,
DTILE_RECON });
setflag(SFLAG2_EXPLOSIVE, { DTILE_FIREEXT, DTILE_RPG, DTILE_RADIUSEXPLOSION, DTILE_SEENINE, DTILE_OOZFILTER });
setflag(SFLAG2_BRIGHTEXPLODE, { DTILE_SEENINE, DTILE_OOZFILTER });
setflag(SFLAG2_DOUBLEDMGTHRUST, { DTILE_RADIUSEXPLOSION, DTILE_RPG, DTILE_HYDRENT, DTILE_HEAVYHBOMB, DTILE_SEENINE, DTILE_OOZFILTER, DTILE_EXPLODINGBARREL });
setflag(SFLAG2_BREAKMIRRORS, { DTILE_RADIUSEXPLOSION, DTILE_RPG, DTILE_HYDRENT, DTILE_HEAVYHBOMB, DTILE_SEENINE, DTILE_OOZFILTER, DTILE_EXPLODINGBARREL });
setflag(SFLAG2_CAMERA, { DTILE_CAMERA1 });
setflag(SFLAG2_DONTANIMATE, { DTILE_TRIPBOMB, DTILE_LASERLINE });
//setflag(SFLAG2_INTERPOLATEANGLE, { DTILE_BEARINGPLATE });
setflag(SFLAG2_GREENBLOOD, { DTILE_OOZFILTER, DTILE_NEWBEAST, DTILE_NUKEBARREL });
setflag(SFLAG2_ALWAYSROTATE1, { DTILE_RAT, DTILE_CAMERA1, DTILE_CHAIR3 });
setflag(SFLAG2_ALWAYSROTATE2, { DTILE_RPG });
setflag(SFLAG2_DIENOW, { DTILE_RADIUSEXPLOSION, DTILE_KNEE });
setflag(SFLAG2_TRANFERPALTOJIBS, { DTILE_LIZTROOP });
setflag(SFLAG2_NORADIUSPUSH, { DTILE_TANK, DTILE_ROTATEGUN, DTILE_RECON });
setflag(SFLAG2_FREEZEDAMAGE | SFLAG2_REFLECTIVE, { DTILE_FREEZEBLAST });
setflag(SFLAG2_ALWAYSROTATE2, { DTILE_RECON });
setflag(SFLAG2_SPECIALAUTOAIM, { DTILE_RECON });
setflag(SFLAG2_IGNOREHITOWNER, { DTILE_RECON });
setflag(SFLAG2_NODAMAGEPUSH, { DTILE_RECON, DTILE_TANK, DTILE_ROTATEGUN });
setflag(SFLAG2_FLOATING, { DTILE_DRONE, DTILE_SHARK, DTILE_COMMANDER });
setflag(SFLAG2_NONSMOKYROCKET, { DTILE_BOSS2 }); // If this wasn't needed for a CON defined actor it could be handled better
setflag(SFLAG2_MIRRORREFLECT, { DTILE_SHRINKSPARK, DTILE_FIRELASER, DTILE_COOLEXPLOSION1 });
setflag(SFLAG2_UNDERWATERSLOWDOWN, { DTILE_RPG });
setflag(SFLAG3_BROWNBLOOD, { DTILE_FECES });
setflag(SFLAG3_DONTDIVEALIVE, { DTILE_OCTABRAIN, DTILE_SHARK, DTILE_GREENSLIME });
setflag(SFLAG3_LIGHTDAMAGE, { DTILE_SHOTSPARK1 });
if (isWorldTour())
{
setflag(SFLAG_INTERNAL_BADGUY, { DTILE_FIREFLY });
setflag(SFLAG_INTERNAL_BADGUY|SFLAG_NODAMAGEPUSH|SFLAG_BOSS, { DTILE_BOSS5 });
setflag(SFLAG3_FORCERUNCON, { DTILE_LAVAPOOL, DTILE_ONFIRE, DTILE_ONFIRESMOKE, DTILE_BURNEDCORPSE, DTILE_LAVAPOOLBUBBLE, DTILE_WHISPYSMOKE, DTILE_FIREFLYFLYINGEFFECT });
}
setflag(SFLAG_INVENTORY, {
DTILE_FIRSTAID,
DTILE_STEROIDS,
DTILE_HEATSENSOR,
DTILE_BOOTS,
DTILE_JETPACK,
DTILE_HOLODUKE,
DTILE_AIRTANK });
setflag(SFLAG_SHRINKAUTOAIM, {
DTILE_GREENSLIME,
});
setflag(SFLAG_HITRADIUSCHECK, {
DTILE_PODFEM1 ,
DTILE_FEM1,
DTILE_FEM2,
DTILE_FEM3,
DTILE_FEM4,
DTILE_FEM5,
DTILE_FEM6,
DTILE_FEM7,
DTILE_FEM8,
DTILE_FEM9,
DTILE_FEM10,
DTILE_STATUE,
DTILE_STATUEFLASH,
DTILE_SPACEMARINE,
DTILE_QUEBALL,
DTILE_STRIPEBALL
});
setflag(SFLAG_TRIGGER_IFHITSECTOR, { DTILE_EXPLOSION2 });
setflag(SFLAG_MOVEFTA_MAKESTANDABLE, {
DTILE_RUBBERCAN,
DTILE_EXPLODINGBARREL,
DTILE_WOODENHORSE,
DTILE_HORSEONSIDE,
DTILE_CANWITHSOMETHING,
DTILE_CANWITHSOMETHING2,
DTILE_CANWITHSOMETHING3,
DTILE_CANWITHSOMETHING4,
DTILE_FIREBARREL,
DTILE_FIREVASE,
DTILE_NUKEBARREL,
DTILE_NUKEBARRELDENTED,
DTILE_NUKEBARRELLEAKED,
DTILE_TRIPBOMB
});
setflag(SFLAG2_TRIGGERRESPAWN, {
DTILE_FEM1,
DTILE_FEM2,
DTILE_FEM3,
DTILE_FEM4,
DTILE_FEM5,
DTILE_FEM6,
DTILE_FEM7,
DTILE_FEM8,
DTILE_FEM9,
DTILE_FEM10,
DTILE_PODFEM1,
DTILE_NAKED1,
DTILE_STATUE,
DTILE_TOUGHGAL
});
setflag(SFLAG2_FORCESECTORSHADE, { DTILE_GREENSLIME });
setflag(SFLAG3_DONTDIVEALIVE, { DTILE_GREENSLIME, DTILE_SHARK, DTILE_OCTABRAIN });
setflag(SFLAG3_BLOODY, { DTILE_BLOODPOOL });
// The feature guarded by this flag does not exist in Duke, it always acts as if the flag was set.
for (auto& ainf : gs.actorinfo) ainf.flags |= SFLAG_MOVEFTA_CHECKSEE;
gs.actorinfo[DTILE_ORGANTIC].aimoffset = 32;
gs.actorinfo[DTILE_ROTATEGUN].aimoffset = 32;
gs.weaponsandammosprites[0] = DTILE_RPGSPRITE;
gs.weaponsandammosprites[1] = DTILE_CHAINGUNSPRITE;
gs.weaponsandammosprites[2] = DTILE_DEVISTATORAMMO;
gs.weaponsandammosprites[3] = DTILE_RPGAMMO;
gs.weaponsandammosprites[4] = DTILE_RPGAMMO;
gs.weaponsandammosprites[5] = DTILE_JETPACK;
gs.weaponsandammosprites[6] = DTILE_SHIELD;
gs.weaponsandammosprites[7] = DTILE_FIRSTAID;
gs.weaponsandammosprites[8] = DTILE_STEROIDS;
gs.weaponsandammosprites[9] = DTILE_RPGAMMO;
gs.weaponsandammosprites[10] = DTILE_RPGAMMO;
gs.weaponsandammosprites[11] = DTILE_RPGSPRITE;
gs.weaponsandammosprites[12] = DTILE_RPGAMMO;
gs.weaponsandammosprites[13] = DTILE_FREEZESPRITE;
gs.weaponsandammosprites[14] = DTILE_FREEZEAMMO;
gs.firstdebris = DTILE_SCRAP6;
TILE_APLAYER = DTILE_APLAYER;
TILE_DRONE = DTILE_DRONE;
TILE_SCREENBORDER = DTILE_BIGHOLE;
TILE_VIEWBORDER = DTILE_VIEWBORDER;
TILE_APLAYERTOP = DTILE_APLAYERTOP;
TILE_CAMCORNER = DTILE_CAMCORNER;
TILE_CAMLIGHT = DTILE_CAMLIGHT;
TILE_STATIC = DTILE_STATIC;
TILE_BOTTOMSTATUSBAR = isWorldTour()? DTILE_WIDESCREENSTATUSBAR : DTILE_BOTTOMSTATUSBAR;
TILE_ATOMICHEALTH = DTILE_ATOMICHEALTH;
TILE_FIRE = DTILE_FIRE;
TILE_WATERBUBBLE = DTILE_WATERBUBBLE;
TILE_SMALLSMOKE = DTILE_SMALLSMOKE;
TILE_BLOODPOOL = DTILE_BLOODPOOL;
TILE_CLOUDYSKIES = DTILE_CLOUDYSKIES;
TILE_ACCESSSWITCH = DTILE_ACCESSSWITCH;
TILE_ACCESSSWITCH2 = DTILE_ACCESSSWITCH2;
TILE_MIRRORBROKE = DTILE_MIRRORBROKE;
TILE_LOADSCREEN = DTILE_LOADSCREEN;
TILE_CROSSHAIR = DTILE_CROSSHAIR;
TILE_EGG = DTILE_EGG;
}
END_DUKE_NS