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