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563 lines
15 KiB
Text
563 lines
15 KiB
Text
// sector effector lotags. Preferably these should be eliminated once SE's get converted to classes. Until then we still need these.
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enum EEffectorTypes
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{
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SE_0_ROTATING_SECTOR = 0,
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SE_1_PIVOT = 1,
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SE_2_EARTHQUAKE = 2,
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SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT = 3,
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SE_4_RANDOM_LIGHTS = 4,
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SE_5_BOSS = 5,
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SE_6_SUBWAY = 6,
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SE_7_TELEPORT = 7,
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SE_8_UP_OPEN_DOOR_LIGHTS = 8,
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SE_9_DOWN_OPEN_DOOR_LIGHTS = 9,
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SE_10_DOOR_AUTO_CLOSE = 10,
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SE_11_SWINGING_DOOR = 11,
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SE_12_LIGHT_SWITCH = 12,
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SE_13_EXPLOSIVE = 13,
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SE_14_SUBWAY_CAR = 14,
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SE_15_SLIDING_DOOR = 15,
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SE_16_REACTOR = 16,
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SE_17_WARP_ELEVATOR = 17,
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SE_18_INCREMENTAL_SECTOR_RISE_FALL = 18,
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SE_19_EXPLOSION_LOWERS_CEILING = 19,
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SE_20_STRETCH_BRIDGE = 20,
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SE_21_DROP_FLOOR = 21,
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SE_22_TEETH_DOOR = 22,
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SE_23_ONE_WAY_TELEPORT = 23,
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SE_24_CONVEYOR = 24,
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SE_25_PISTON = 25,
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SE_26 = 26,
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SE_27_DEMO_CAM = 27,
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SE_28_LIGHTNING = 28,
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SE_29_WAVES = 29,
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SE_30_TWO_WAY_TRAIN = 30,
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SE_31_FLOOR_RISE_FALL = 31,
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SE_32_CEILING_RISE_FALL = 32,
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SE_33_QUAKE_DEBRIS = 33,
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SE_34 = 34,
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SE_35 = 35,
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SE_36_PROJ_SHOOTER = 36,
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SE_47_LIGHT_SWITCH = 47,
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SE_48_LIGHT_SWITCH = 48,
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SE_49_POINT_LIGHT = 49,
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SE_50_SPOT_LIGHT = 50,
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SE_128_GLASS_BREAKING = 128,
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SE_130 = 130,
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SE_131 = 131,
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SE_156_CONVEYOR_NOSCROLL = 156,
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};
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enum ESectorTriggers
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{
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ST_0_NO_EFFECT = 0,
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ST_1_ABOVE_WATER = 1,
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ST_2_UNDERWATER = 2,
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ST_3 = 3,
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// ^^^ maybe not complete substitution in code
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ST_9_SLIDING_ST_DOOR = 9,
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ST_15_WARP_ELEVATOR = 15,
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ST_16_PLATFORM_DOWN = 16,
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ST_17_PLATFORM_UP = 17,
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ST_18_ELEVATOR_DOWN = 18,
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ST_19_ELEVATOR_UP = 19,
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ST_20_CEILING_DOOR = 20,
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ST_21_FLOOR_DOOR = 21,
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ST_22_SPLITTING_DOOR = 22,
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ST_23_SWINGING_DOOR = 23,
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ST_25_SLIDING_DOOR = 25,
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ST_26_SPLITTING_ST_DOOR = 26,
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ST_27_STRETCH_BRIDGE = 27,
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ST_28_DROP_FLOOR = 28,
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ST_29_TEETH_DOOR = 29,
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ST_30_ROTATE_RISE_BRIDGE = 30,
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ST_31_TWO_WAY_TRAIN = 31,
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ST_41_JAILDOOR = 41,
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ST_42_MINECART = 42,
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ST_160_FLOOR_TELEPORT = 160,
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ST_161_CEILING_TELEPORT = 161,
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// left: ST 32767, 65534, 65535
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};
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enum dukeinv_t
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{
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GET_STEROIDS, // 0
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GET_SHIELD,
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GET_SCUBA,
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GET_HOLODUKE,
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GET_JETPACK,
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GET_DUMMY1, // 5
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GET_ACCESS,
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GET_HEATS,
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GET_DUMMY2,
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GET_FIRSTAID,
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GET_BOOTS, // 10
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GET_MAX,
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GET_MOONSHINE = 0,
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GET_KELVAR = 1,
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GET_BEER = 3,
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GET_COWPIE = 4,
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GET_KEYS = 6,
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GET_WHISKEY = 9,
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};
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class DukeActor : CoreActor native
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{
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default
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{
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setgamedefaults;
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falladjustz 24;
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autoaimangle 8.4375;
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projectilespread 5.625;
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jumptoplayer_factor 2.0;
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justjump1_factor 2.133;
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justjump2_factor 2.667;
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windang_factor 2.667;
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floating_floordist 0;
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floating_ceilingdist 66;
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landmovefactor 1;
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watermovefactor 1;
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gravityfactor 1;
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sparkoffset 5;
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move "SHRUNKVELS", 32;
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move "RESPAWN_ACTOR_FLAG";
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action "ANULLACTION", 0;
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}
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enum EStatnums
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{
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STAT_DEFAULT = 0,
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STAT_ACTOR = 1,
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STAT_ZOMBIEACTOR = 2,
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STAT_EFFECTOR = 3,
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STAT_PROJECTILE = 4,
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STAT_MISC = 5,
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STAT_STANDABLE = 6,
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STAT_LOCATOR = 7,
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STAT_ACTIVATOR = 8,
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STAT_TRANSPORT = 9,
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STAT_PLAYER = 10,
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STAT_FX = 11,
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STAT_FALLER = 12,
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STAT_DUMMYPLAYER = 13,
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STAT_LIGHT = 14,
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STAT_RAROR = 15,
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STAT_DESTRUCT = 100,
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STAT_BOWLING = 105,
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STAT_CHICKENPLANT = 106,
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STAT_LUMBERMILL = 107,
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STAT_TELEPORT = 108,
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STAT_BOBBING = 118,
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STAT_RABBITSPAWN = 119,
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STAT_REMOVED = MAXSTATUS-2,
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};
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enum amoveflags_t
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{
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face_player = 1,
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faceplayer = 1,
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geth = 2,
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getv = 4,
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random_angle = 8,
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randomangle = 8,
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face_player_slow = 16,
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faceplayerslow = 16,
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spin = 32,
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face_player_smart = 64,
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faceplayersmart = 64,
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fleeenemy = 128,
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jumptoplayer_only = 256,
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justjump1 = 256,
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jumptoplayer = 257,
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seekplayer = 512,
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furthestdir = 1024,
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dodgebullet = 4096,
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justjump2 = 8192,
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windang = 16384,
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antifaceplayerslow = 32768
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};
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enum pstateflags
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{
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pstanding = 1,
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pwalking = 2,
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prunning = 4,
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pducking = 8,
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pfalling = 16,
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pjumping = 32,
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phigher = 64,
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pwalkingback = 128,
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prunningback = 256,
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pkicking = 512,
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pshrunk = 1024,
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pjetpack = 2048,
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ponsteroids = 4096,
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ponground = 8192,
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palive = 16384,
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pdead = 32768,
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pfacing = 65536
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}
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const ONFIRETIME = 164;
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const FIREPAINFREQ = 16;
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const SHRUNKDONECOUNT = 304;
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const SPAWNAMMOODDS = 96;
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const SWEARFREQUENCY = 100;
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const MAXSLEEPDISTF = 1024;
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const SHRUNKCOUNT = 270;
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const SLEEPTIME = 1536;
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const THAWTIME = 138;
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const FROZENQUICKKICKDIST = 980;
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const FROZENDRIPTIME = 90;
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const PLAYDEADTIME = 120;
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const RESPAWNACTORTIME = 768;
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const MAXXSTRETCH = 70;
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const MAXYSTRETCH = 70;
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const MINXSTRETCH = 9;
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const MINYSTRETCH = 8;
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const SQUISHABLEDISTANCE = 1024;
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const RETRIEVEDISTANCE = 844;
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const RESPAWNITEMTIME = 768;
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const WEAKEST = 1;
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const WEAK = 5;
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const MEDIUMSTRENGTH = 10;
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const TOUGH = 20;
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const REALLYTOUGH = 30;
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const MAXPLAYERHEALTH = 100;
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const MEGASTRENGTH = 10000;
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const STEROID_AMOUNT = 400;
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const SHIELD_AMOUNT = 100;
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const SCUBA_AMOUNT = 6400;
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const HOLODUKE_AMOUNT = 2400;
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const JETPACK_AMOUNT = 1600;
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const HEAT_AMOUNT = 1200;
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const FIRSTAID_AMOUNT = MAXPLAYERHEALTH;
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const BOOT_AMOUNT = 200;
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meta int gutsoffset;
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meta int falladjustz;
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meta int aimoffset;
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meta int strength;
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meta double autoaimangle;
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meta double sparkoffset;
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meta double projectilespread;
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meta double shootzoffset;
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meta double moveclipdist;
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meta double jumptoplayer_factor;
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meta double justjump1_factor;
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meta double justjump2_factor;
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meta double windang_factor;
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meta double floating_floordist;
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meta double floating_ceilingdist;
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meta double landmovefactor;
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meta double watermovefactor;
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meta double gravityfactor;
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meta double minhitscale;
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property prefix: none;
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property gutsoffset: gutsoffset;
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property falladjustz: falladjustz;
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property aimoffset: aimoffset;
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property strength: strength;
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property autoaimangle: autoaimangle;
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property sparkoffset: sparkoffset;
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property projectilespread: projectilespread;
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property shootzoffset: shootzoffset;
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property moveclipdist: moveclipdist;
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property jumptoplayer_factor: jumptoplayer_factor;
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property justjump1_factor: justjump1_factor;
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property justjump2_factor: justjump2_factor;
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property windang_factor: windang_factor;
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property floating_floordist: floating_floordist;
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property floating_ceilingdist: floating_ceilingdist;
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property landmovefactor: landmovefactor;
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property watermovefactor: watermovefactor;
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property gravityfactor: gravityfactor;
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property minhitscale: minhitscale;
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native void SetSpritesetImage(int index);
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native int GetSpritesetSize();
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native class<DukeActor> attackertype;
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native DukeActor ownerActor, hitOwnerActor;
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native uint8 cgg;
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native uint8 spriteextra; // moved here for easier maintenance. This was originally a hacked in field in the sprite structure called 'filler'.
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native int16 hitextra;
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native uint16 movflag;
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native int16 tempval; /*, dispicnum;*/
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native int16 timetosleep;
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native bool mapSpawned;
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native double floorz, ceilingz, hitang;
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native int saved_ammo;
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native int palvals;
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native int counter;
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native int temp_data[5];
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native private int flags1, flags2, flags3;
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native walltype temp_walls[2];
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native sectortype temp_sect, actorstayput;
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native DukeActor temp_actor, seek_actor;
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native Vector3 temp_pos, temp_pos2;
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native double temp_angle;
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native ActorAction curAction;
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native ActorMove curMove;
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native Name curAI;
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native int16 actioncounter;
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// flags are implemented natively to avoid the prefixes.
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native void getglobalz();
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native DukePlayer, double findplayer();
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native DukePlayer GetPlayer();
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native int ifhitbyweapon();
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native int domove(int clipmask);
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native int PlayActorSound(Sound snd, int chan = CHAN_AUTO, int flags = 0);
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native int CheckSoundPlaying(Sound snd, int chan = CHAN_AUTO);
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native bool CheckAnyActorSoundPlaying();
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native void StopSound(Sound snd, int flags = 0);
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native DukeActor spawn(class<DukeActor> type);
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native DukeActor spawnsprite(int type); // for cases where the map has a tilenum stored. Avoid when possible.
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native void lotsofglass(int count, walltype wal = null);
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native void lotsofcolourglass(int count, walltype wal = null);
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native void makeitfall();
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native void detonate(class<DukeActor> type);
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native void checkhitdefault(DukeActor proj);
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native void operatesectors(sectortype sec);
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native int SpriteWidth();
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native int SpriteHeight();
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native DukeActor, bool aim(readonly<DukeActor> weapon, double aimangle = -1);
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// CON simulation
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native void SetAction(Name act);
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native void SetAI(Name ai);
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native void SetMove(Name mov, int flags = 0);
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native bool checkp(DukePlayer p, int flags);
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native bool cansee(DukePlayer p);
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native void actoroperate();
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native bool ifsquished(DukePlayer p);
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native void ChangeType(class<DukeActor> newtype);
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native void fall(DukePlayer p);
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native void actorsizeto(double x, double y);
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native bool dodge();
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native bool ifcanshoottarget(DukePlayer p, double pdist);
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native void spriteglass(int n);
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native void spawndebris(int dnum, int count);
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native void respawnhitag();
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virtual native void Tick();
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virtual void BeginPlay() {}
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virtual void StaticSetup() {}
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virtual void onHit(DukeActor hitter) { checkhitdefault(hitter); }
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virtual void onHurt(DukePlayer p) {}
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virtual bool onUse(DukePlayer user) { return false; }
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virtual void onTouch(DukePlayer toucher) {}
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virtual void onMotoSmash(DukePlayer toucher) {}
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virtual void onRespawn(int tag) { }
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virtual bool animate(tspritetype tspr) { return false; }
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virtual void RunState(DukePlayer p, double pdist) {} // this is the CON function.
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virtual void PlayFTASound(int mode) {}
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virtual void StandingOn(DukePlayer p) {}
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virtual bool TriggerSwitch(DukePlayer activator) { return false; }
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virtual bool shootthis(DukeActor actor, DukePlayer p, Vector3 pos, double ang) const // this gets called on the defaults.
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{
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return false;
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}
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virtual class<DukeActor> GetRadiusDamageType(int targhealth)
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{
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return 'DukeRadiusExplosion';
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}
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native void RandomScrap();
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native void hitradius(int r, int hp1, int hp2, int hp3, int hp4);
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native double, DukeActor hitasprite();
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native int badguy();
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native int scripted();
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native int isplayer();
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native void lotsofstuff(class<DukeActor> type, int count);
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native int movesprite(Vector3 move, int clipmask);
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native int movesprite_ex(Vector3 move, int clipmask, CollisionData coll);
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native void shoot(class<DukeActor> spawnclass);
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native void setClipDistFromTile();
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native void insertspriteq();
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native void operateforcefields(int tag);
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native void restoreloc();
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native void fakebubbaspawn(DukePlayer p);
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native void destroyit();
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native void mamaspawn();
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native void garybanjo();
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native Sound GetAmbientSound();
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native double GetAmbientDist();
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native void addkill();
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native void subkill();
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native void killit();
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virtual void Initialize(DukeActor spawner)
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{
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if (!self.bSIMPLEINIT && !self.badguy() && self.scripted())
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{
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if (!self.mapSpawned) self.lotag = 0;
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if (self.scale.X == 0 || self.scale.Y == 0)
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{
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self.scale = (REPEAT_SCALE, REPEAT_SCALE);
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}
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self.clipdist = 10;
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if (spawner != null) self.angle = spawner.angle;
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self.ownerActor = self;
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self.ChangeStat(STAT_ACTOR);
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}
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}
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void commonItemSetup(DukeActor spawner, Vector2 scale = (0.5, 0.5), int usefloorshade = -1, bool noinitialmove = false)
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{
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if (spawner && spawner != self)
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{
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self.lotag = 0;
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if (!noinitialmove)
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{
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self.pos.Z -= 32;
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self.vel.Z = -4;
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}
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else
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self.vel.Z = 0;
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self.DoMove(CLIPMASK0);
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self.cstat |= randomxflip();
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}
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else
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{
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self.cstat = 0;
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}
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if (ud.multimode < 2 && self.pal != 0)
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{
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self.scale = (0, 0);
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self.ChangeStat(STAT_MISC);
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return;
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}
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self.pal = 0;
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self.shade = -17;
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self.scale = scale;
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if (spawner && spawner != self) self.ChangeStat(STAT_ACTOR);
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else
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{
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self.ChangeStat(STAT_ZOMBIEACTOR);
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self.makeitfall();
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}
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// RR defaults to using the floor shade here, let's make this configurable.
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if (usefloorshade == 1 || (usefloorshade == -1 && isRR()))
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{
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self.shade = self.sector.floorshade;
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}
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}
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int checkLocationForFloorSprite(double radius)
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{
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bool away = self.isAwayFromWall(radius);
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if (!away)
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{
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self.scale = (0, 0);
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self.ChangeStat(STAT_MISC);
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return false;
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}
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if (self.sector.lotag == ST_1_ABOVE_WATER)
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{
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self.scale = (0, 0);
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self.ChangeStat(STAT_MISC);
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return false;
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}
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return true;
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}
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}
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extend struct _
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{
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native @DukeGameInfo gs;
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native @DukeUserDefs ud;
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native DukeLevel dlevel;
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native DukeActor camsprite;
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}
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// The level struct is a wrapper to group all level related global variables and static functions into one object.
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// On the script side we do not really want scattered global data that is publicly accessible.
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struct DukeLevel
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{
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enum animtype_t
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{
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anim_floorz,
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anim_ceilingz,
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anim_vertexx,
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anim_vertexy,
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};
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native DukeActor SpawnActor(sectortype sect, Vector3 pos, class<DukeActor> type, int shade, Vector2 scale, double angle, double vel, double zvel, DukeActor owner, int stat = -1);
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native static int check_activator_motion(int lotag);
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native static void operatemasterswitches(int lotag);
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native static void operateactivators(int lotag, DukePlayer p);
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native static int floorsurface(sectortype s);
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native static int ceilingsurface(sectortype s);
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native static void AddCycler(sectortype sector, int lotag, int shade, int shade2, int hitag, int state);
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native static void addtorch(sectortype sector, int shade, int lotag);
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native static void addlightning(sectortype sector, int shade);
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native static int addambient(int hitag, int lotag);
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native static void resetswitch(int tag); //
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native static bool isMirror(walltype wal);
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native static void checkhitwall(walltype wal, DukeActor hitter, Vector3 hitpos);
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native static void checkhitceiling(sectortype wal, DukeActor hitter);
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native static DukeActor LocateTheLocator(int n, sectortype sect);
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native static int getanimationindex(int type, sectortype sec);
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native static int setanimation(sectortype animsect, int type, sectortype sec, double target, double vel);
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native static void tearitup(sectortype sect);
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}
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struct DukeStatIterator
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{
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private DukeActor nextp;
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native DukeActor Next();
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native DukeActor First(int stat);
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}
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struct DukeSectIterator
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{
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private DukeActor nextp;
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native DukeActor Next();
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native DukeActor First(sectortype sect);
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}
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struct DukeSpriteIterator
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{
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private DukeActor nextp;
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private int stat;
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native DukeActor Next();
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native DukeActor First();
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}
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