mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-29 23:42:08 +00:00
245 lines
6.9 KiB
Text
245 lines
6.9 KiB
Text
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struct XSPRITE {
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//AISTATE* aiState; // ai
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uint flags;
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native BloodActor target; // target sprite
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native BloodActor burnSource;
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native Vector3 TargetPos;
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native double goalAng; // Dude goal ang
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native int sysData1; // used to keep here various system data, so user can't change it in map editor
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native int sysData2; //
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native int scale; // used for scaling SEQ size on sprites
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native uint physAttr; // currently used by additional physics sprites to keep its attributes.
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native uint health;
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native uint busy;
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native int16 data1; // Data 1
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native int16 data2; // Data 2
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native int16 data3; // Data 3
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native uint16 txID; // TX ID
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native uint16 rxID; // RX ID
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native uint16 command; // Cmd
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native uint16 busyTime; // busyTime
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native uint16 waitTime; // waitTime
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native uint16 data4; // Data 4
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native uint16 burnTime;
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native uint16 height;
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native uint16 stateTimer; // ai timer
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native uint8 respawnPending; // respawnPending
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native uint8 dropMsg; // Drop Item
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native uint8 key; // Key
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native uint8 lSkill; // Launch 12345
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native uint8 lockMsg; // Lock msg
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native int8 dodgeDir; // Dude dodge direction
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native uint8 wave; // Wave
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native uint8 medium; // medium
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native uint8 respawn; // Respawn option
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native uint8 modernFlags; // modern flags
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native uint8 sightstuff; // something about sight checks
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native uint8 patrolturndelay; // patrol turn delay
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flagdef internal state: flags, 0;
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flagdef internal triggerOn: flags, 1;
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flagdef internal triggerOff: flags, 2;
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flagdef internal restState: flags, 3;
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flagdef internal interruptable: flags, 4;
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flagdef internal Decoupled: flags, 5;
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flagdef internal triggerOnce: flags, 6;
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flagdef internal isTriggered: flags, 7;
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flagdef internal Push: flags, 8;
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flagdef internal Vector: flags, 9;
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flagdef internal Impact: flags, 10;
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flagdef internal Pickup: flags, 11;
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flagdef internal Touch: flags, 12;
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flagdef internal Sight: flags, 13;
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flagdef internal Proximity: flags, 14;
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flagdef internal lS: flags, 15;
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flagdef internal lB: flags, 16;
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flagdef internal lT: flags, 17;
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flagdef internal lC: flags, 18;
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flagdef internal DudeLockout: flags, 19;
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flagdef internal locked: flags, 20;
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flagdef internal dudeDeaf: flags, 21;
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flagdef internal dudeAmbush: flags, 22;
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flagdef internal dudeGuard: flags, 23;
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flagdef internal dudeFlag4: flags, 24;
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flagdef internal patrolstate: flags, 25;
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}
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struct SPRITEHIT
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{
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native CollisionData hit, ceilhit, florhit;
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}
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struct DUDEEXTRA
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{
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native int time;
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native uint8 teslaHit;
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native uint8 active;
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native int prio;
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native int thinkTime;
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native int birthCounter;
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}
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class BloodActor : CoreActor native
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{
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meta int defshade;
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meta int defpal;
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Property prefix: none;
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property shade: defshade;
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property pal: defpal;
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enum STAT_ID {
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kStatDecoration = 0,
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kStatFX = 1,
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kStatExplosion = 2,
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kStatItem = 3,
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kStatThing = 4,
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kStatProjectile = 5,
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kStatDude = 6,
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kStatInactive = 7, // inactive (ambush) dudes
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kStatRespawn = 8,
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kStatPurge = 9,
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kStatMarker = 10,
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kStatTraps = 11,
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kStatAmbience = 12,
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kStatSpares = 13,
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kStatFlare = 14,
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kStatDebris = 15,
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kStatPathMarker = 16,
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kStatFree = 1024,
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};
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enum CALLBACK_ID {
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kCallbackNone = -1,
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kCallbackFXFlameLick = 0,
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kCallbackRemove = 1,
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kCallbackFXFlareBurst = 2,
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kCallbackFXFlareSpark = 3,
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kCallbackFXFlareSparkLite = 4,
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kCallbackFXZombieSpurt = 5,
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kCallbackFXBloodSpurt = 6,
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kCallbackFXArcSpark = 7,
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kCallbackFXDynPuff = 8,
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kCallbackRespawn = 9,
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kCallbackPlayerBubble = 10,
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kCallbackEnemeyBubble = 11,
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kCallbackCounterCheck = 12,
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kCallbackFinishHim = 13,
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kCallbackFXBloodBits = 14,
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kCallbackFXTeslaAlt = 15,
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kCallbackFXBouncingSleeve = 16,
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kCallbackReturnFlag = 17,
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kCallbackFXPodBloodSpray = 18,
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kCallbackFXPodBloodSplat = 19,
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kCallbackLeechStateTimer = 20,
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kCallbackDropVoodoo = 21, // unused
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kCallbackMissileBurst = 22,
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kCallbackMissileSpriteBlock = 23,
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kCallbackGenDudeUpdate = 24,
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kCallbackCondition = 25,
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}
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native double dudeSlope;
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native readonly bool hasx;
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native bool explosionhackflag; // this originally hijacked the target field which is not safe when working with pointers.
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native XSPRITE xspr;
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native SPRITEHIT hit;
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native DUDEEXTRA dudeExtra;
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native BloodActor ownerActor; // was previously stored in the sprite's owner field.
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// nnext stuff. For now not exported to scripting.
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//SPRITEMASS spriteMass;
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//GENDUDEEXTRA genDudeExtra;
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//TObjPtr<DBloodActor*> prevmarker; // needed by the nnext marker code. This originally hijacked targetX in XSPRITE
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//DVector3 basePoint;
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//EventObject condition[2];
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// transient data (not written to savegame)
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native int cumulDamage;
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native bool interpolated;
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native void ChangeType(class<BloodActor> newtype);
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native static BloodActor InsertSprite(sectortype pSector, int nStat, Class<BloodActor> cls);
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native void addX();
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native void evPostActorCallback(int delta, int callback);
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native double, double getActorExtents();
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virtual int getRespawnTime()
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{
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return -1; // no respawn by default.
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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static BloodActor spawnSprite(sectortype pSector, Vector3 pos, int nStat, bool setextra, Class<BloodActor> cls)
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{
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let spawned = InsertSprite(pSector, nStat, cls);
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spawned.lotag = Raze.getSpawnNum(cls); // we still need this, mapping may not be ambiguous.
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spawned.setposition(pos);
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if (setextra && !spawned.hasX)
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{
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spawned.addX();
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spawned.hit.florhit.setNone();
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spawned.hit.ceilhit.setNone();
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}
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return spawned;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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BloodActor dropObject(class<BloodActor> itemtype)
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{
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if (!(itemtype is 'BloodItemBase') &&
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!(itemtype is 'BloodAmmoBase') &&
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!(itemtype is 'BloodWeaponBase')) return null;
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let pos = self.pos;
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let sector = Raze.updatesector(pos.XY, self.sector);
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double c,f;
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[c, f] = sector.getSlopes(pos.XY);
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let spawned = spawnSprite(sector, (pos.xy, f), kStatItem, false, itemtype);
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if (!spawned) return null;
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spawned.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
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spawned.shade = spawned.defshade;
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if (itemtype is 'BloodKeyBase' && gGameOptions.nGameType == Blood.kSingleplayer)
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{
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spawned.xspr.respawn = 3;
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}
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if (itemtype is 'BloodFlagBase' && gGameOptions.nGameType == Blood.kTeamplay)
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{
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spawned.evPostActorCallback(1800, kCallbackReturnFlag);
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}
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double top, bottom;
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[top, bottom] = spawned.GetActorExtents();
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if (bottom >= spawned.pos.Z)
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spawned.pos.Z -= (bottom - spawned.pos.Z);
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return spawned;
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}
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}
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