mirror of
https://github.com/ZDoom/Raze.git
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438 lines
16 KiB
C++
438 lines
16 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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Copyright (C) NoOne
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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////////////////////////////////////////////////////////////////////////////////////
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// This file provides modern features for mappers.
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// For full documentation please visit http://cruo.bloodgame.ru/xxsystem
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/////////////////////////////////////////////////////////////////////////
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#pragma once
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#include "common_game.h"
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#ifdef NOONE_EXTENSIONS
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#include "eventq.h"
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#include "qav.h"
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#include "actor.h"
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#include "dude.h"
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#include "player.h"
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BEGIN_BLD_NS
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enum
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{
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// CONSTANTS
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// additional non-thing proximity, sight and physics sprites
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kMaxSuperXSprites = 512,
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kMaxTrackingConditions = 64,
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kMaxTracedObjects = 32, // per one tracking condition
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// additional physics attributes for debris sprites
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kPhysDebrisFloat = 0x0008, // *debris* slowly goes up and down from it's position
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kPhysDebrisFly = 0x0010, // *debris* affected by negative gravity (fly instead of falling)
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kPhysDebrisSwim = 0x0020, // *debris* can swim underwater (instead of drowning)
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kPhysDebrisTouch = 0x0040, // *debris* can be moved via touch
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kPhysDebrisVector = 0x0400, // *debris* can be affected by vector weapons
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kPhysDebrisExplode = 0x0800, // *debris* can be affected by explosions
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// *modern types only hitag*
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kModernTypeFlag0 = 0x0000,
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kModernTypeFlag1 = 0x0001,
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kModernTypeFlag2 = 0x0002,
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kModernTypeFlag3 = 0x0003,
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kModernTypeFlag4 = 0x0004,
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kModernTypeFlag8 = 0x0008,
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kModernTypeFlag16 = 0x0010,
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kModernTypeFlag64 = 0x0040,
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kMaxRandomizeRetries = 16,
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kPercFull = 100,
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kCondRange = 100,
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};
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enum
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{
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kPatrolStateSize = 42,
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kPatrolAlarmSeeDistSq = 625*625,
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kPatrolAlarmHearDist = 10000,
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kMaxPatrolSpotValue = 500,
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kMinPatrolTurnDelay = 8,
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kPatrolTurnDelayRange = 20,
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kDudeFlagStealth = 0x0001,
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kDudeFlagCrouch = 0x0002,
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kSlopeDist = 0x20,
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kEffectGenCallbackBase = 200,
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kTriggerSpriteScreen = 0x0001,
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kTriggerSpriteAim = 0x0002,
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kMinAllowedPowerup = kPwUpFeatherFall,
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kMaxAllowedPowerup = kMaxPowerUps
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};
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constexpr double kMaxPatrolVelocity = FixedToFloat(500000); // ~7.63
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constexpr double kMaxPatrolCrouchVelocity = (kMaxPatrolVelocity / 2);
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// modern statnums
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enum {
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kStatModernBase = 20,
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kStatModernDudeTargetChanger = kStatModernBase,
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kStatModernCondition = 21,
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kStatModernEventRedirector = 22,
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kStatModernPlayerLinker = 23,
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kStatModernBrokenDudeLeech = 24,
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kStatModernQavScene = 25,
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kStatModernWindGen = 26,
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kStatModernStealthRegion = 27,
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kStatModernTmp = 39,
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kStatModernMax = 40,
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};
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// modern sprite types
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enum {
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kModernStealthRegion = 16,
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kModernCustomDudeSpawn = 24,
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kModernRandomTX = 25,
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kModernSequentialTX = 26,
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kModernSeqSpawner = 27,
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kModernObjPropertiesChanger = 28,
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kModernObjPicnumChanger = 29,
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kModernObjSizeChanger = 31,
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kModernDudeTargetChanger = 33,
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kModernSectorFXChanger = 34,
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kModernObjDataChanger = 35,
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kModernSpriteDamager = 36,
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kModernObjDataAccumulator = 37,
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kModernEffectSpawner = 38,
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kModernWindGenerator = 39,
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kModernRandom = 40,
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kModernRandom2 = 80,
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kItemShroomGrow = 129,
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kItemShroomShrink = 130,
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kItemModernMapLevel = 150, // once picked up, draws whole minimap
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kDudeModernCustom = kDudeVanillaMax,
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kDudeModernCustomBurning = 255,
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kModernThingTNTProx = 433, // detects only players
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kModernThingThrowableRock = 434, // does small damage if hits target
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kModernThingEnemyLifeLeech = 435, // the same as normal, except it aims in specified target only
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kModernPlayerControl = 500, /// WIP
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kModernCondition = 501, /// WIP, sends command only if specified conditions == true
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kModernConditionFalse = 502, /// WIP, sends command only if specified conditions != true
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kModernSlopeChanger = 504,
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kModernVelocityChanger = 506,
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kGenModernMissileUniversal = 704,
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kGenModernSound = 708,
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};
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// type of random
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enum {
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kRandomizeItem = 0,
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kRandomizeDude = 1,
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kRandomizeTX = 2,
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};
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// type of object
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enum {
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OBJ_WALL = 0,
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OBJ_SPRITE = 3,
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OBJ_SECTOR = 6,
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};
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enum {
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kCondGameBase = 1,
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kCondGameMax = 50,
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kCondMixedBase = 100,
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kCondMixedMax = 200,
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kCondWallBase = 200,
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kCondWallMax = 300,
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kCondSectorBase = 300,
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kCondSectorMax = 400,
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kCondPlayerBase = 400,
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kCondPlayerMax = 450,
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kCondDudeBase = 450,
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kCondDudeMax = 500,
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kCondSpriteBase = 500,
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kCondSpriteMax = 600,
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};
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enum {
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kCondSerialSector = 100000,
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kCondSerialWall = 200000,
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kCondSerialSprite = 300000,
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kCondSerialMax = 400000,
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};
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enum {
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kPatrolMoveForward = 0,
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kPatrolMoveBackward = 1,
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};
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// - STRUCTS ------------------------------------------------------------------
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struct SPRITEMASS { // sprite mass info for getSpriteMassBySize();
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int seqId;
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int16_t picnum; // mainly needs for moving debris
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DVector2 scale;
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int16_t airVel; // mainly needs for moving debris
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double clipDist; // mass multiplier
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int mass;
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int fraction; // mainly needs for moving debris
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};
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struct QAVSCENE { // this one stores qavs anims that can be played by trigger
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DBloodActor* initiator = nullptr; // index of sprite which triggered qav scene
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QAV* qavResrc = nullptr;
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short dummy = -1;
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};
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struct THINGINFO_EXTRA {
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bool allowThrow; // indicates if kDudeModernCustom can throw it
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};
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struct VECTORINFO_EXTRA {
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int fireSound[2]; // predefined fire sounds. used by kDudeModernCustom, but can be used for something else.
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};
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struct MISSILEINFO_EXTRA {
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int fireSound[2]; // predefined fire sounds. used by kDudeModernCustom, but can be used for something else.
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bool dmgType[kDamageMax]; // list of damages types missile can use
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bool allowImpact; // allow to trigger object with Impact flag enabled with this missile
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};
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struct DUDEINFO_EXTRA {
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bool flying; // used by kModernDudeTargetChanger (ai fight)
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bool melee; // used by kModernDudeTargetChanger (ai fight)
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int idlgseqofs : 6; // used for patrol
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int mvegseqofs : 6; // used for patrol
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int idlwseqofs : 6; // used for patrol
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int mvewseqofs : 6; // used for patrol
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int idlcseqofs : 6; // used for patrol
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int mvecseqofs : 6; // used for patrol
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};
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struct TRPLAYERCTRL { // this one for controlling the player using triggers (movement speed, jumps and other stuff)
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QAVSCENE qavScene;
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};
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struct OBJECTS_TO_TRACK {
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uint8_t cmd;
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EventObject obj;
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};
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struct TRCONDITION {
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DBloodActor* actor;
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TArray<OBJECTS_TO_TRACK> objects;
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};
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struct PATROL_FOUND_SOUNDS {
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FSoundID snd;
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int max;
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int cur;
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};
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struct CONDITION_TYPE_NAMES {
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int rng1;
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int rng2;
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char name[32];
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};
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// - VARIABLES ------------------------------------------------------------------
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extern uint8_t gModernMap;
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extern bool gTeamsSpawnUsed;
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extern bool gEventRedirectsUsed;
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extern ZONE gStartZoneTeam1[kMaxPlayers];
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extern ZONE gStartZoneTeam2[kMaxPlayers];
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extern const THINGINFO_EXTRA gThingInfoExtra[kThingMax];
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extern const VECTORINFO_EXTRA gVectorInfoExtra[kVectorMax];
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extern const MISSILEINFO_EXTRA gMissileInfoExtra[kMissileMax];
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extern const DUDEINFO_EXTRA gDudeInfoExtra[kDudeMax];
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extern TRPLAYERCTRL gPlayerCtrl[kMaxPlayers];
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extern TArray<TRCONDITION> gConditions;
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inline TObjPtr<DBloodActor*> gProxySpritesList[kMaxSuperXSprites];
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inline TObjPtr<DBloodActor*> gSightSpritesList[kMaxSuperXSprites];
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inline TObjPtr<DBloodActor*> gPhysSpritesList[kMaxSuperXSprites];
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inline TObjPtr<DBloodActor*> gImpactSpritesList[kMaxSuperXSprites];
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inline int gProxySpritesCount;
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inline int gSightSpritesCount;
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inline int gPhysSpritesCount;
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inline int gImpactSpritesCount;
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extern AISTATE genPatrolStates[kPatrolStateSize];
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// - FUNCTIONS ------------------------------------------------------------------
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bool nnExtEraseModernStuff(DBloodActor* actor);
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void nnExtInitModernStuff(TArray<DBloodActor*>& actors);
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void nnExtProcessSuperSprites(void);
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bool nnExtIsImmune(DBloodActor* pSprite, int dmgType, int minScale = 16);
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int nnExtRandom(int a, int b);
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void nnExtResetGlobals();
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// ------------------------------------------------------------------------- //
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void sfxPlayMissileSound(DBloodActor* pSprite, int missileId);
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void sfxPlayVectorSound(DBloodActor* pSprite, int vectorId);
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// ------------------------------------------------------------------------- //
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int debrisGetFreeIndex(void);
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void debrisBubble(DBloodActor* nSprite);
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void debrisMove(int listIndex);
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void debrisConcuss(DBloodActor* nOwner, int listIndex, const DVector3& pos, int dmg);
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// ------------------------------------------------------------------------- //
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void aiSetGenIdleState(DBloodActor*);
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// triggers related
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// ------------------------------------------------------------------------- //
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int aiFightGetTargetDist(DBloodActor* pSprite, DUDEINFO* pDudeInfo, DBloodActor* pTarget);
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double aiFightGetFineTargetDist(DBloodActor* actor, DBloodActor* target);
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bool aiFightDudeCanSeeTarget(DBloodActor* pXDude, DUDEINFO* pDudeInfo, DBloodActor* pTarget);
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bool aiFightDudeIsAffected(DBloodActor* pXDude);
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bool aiFightMatesHaveSameTarget(DBloodActor* leaderactor, DBloodActor* targetactor, int allow);
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void aiFightActivateDudes(int rx);
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// ------------------------------------------------------------------------- //
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void useSlopeChanger(DBloodActor* sourceactor, int objType, sectortype* pSect, DBloodActor* objActor);
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void damageSprites(DBloodActor* pXSource, DBloodActor* pSprite);
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void useRandomItemGen(DBloodActor* pSource);
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void useUniMissileGen(DBloodActor* sourceactor, DBloodActor* actor);
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void useSoundGen(DBloodActor* sourceactor, DBloodActor* actor);
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void useIncDecGen(DBloodActor* sourceactor, int objType, sectortype* destSect, walltype* destWall, DBloodActor* objactor);
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void useDataChanger(DBloodActor* sourceactor, int objType, sectortype* pSector, walltype* pWall, DBloodActor* objActor);
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void useSectorLightChanger(DBloodActor* pXSource, sectortype* pSector);
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void useTargetChanger(DBloodActor* sourceactor, DBloodActor* actor);
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void usePictureChanger(DBloodActor* sourceactor, int objType, sectortype*, walltype*, DBloodActor* objActor);
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void useSequentialTx(DBloodActor* pXSource, COMMAND_ID cmd, bool setState, DBloodActor* initiator);
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void useRandomTx(DBloodActor* sourceactor, COMMAND_ID cmd, bool setState, DBloodActor* initiator);
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void useDudeSpawn(DBloodActor* pXSource, DBloodActor* pSprite);
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void useCustomDudeSpawn(DBloodActor* pXSource, DBloodActor* pSprite);
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void useVelocityChanger(DBloodActor* pXSource, sectortype* sect, DBloodActor* causerID, DBloodActor* pSprite);
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void seqTxSendCmdAll(DBloodActor* pXSource, DBloodActor* nIndex, COMMAND_ID cmd, bool modernSend, DBloodActor* initiator);
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// ------------------------------------------------------------------------- //
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void trPlayerCtrlLink(DBloodActor* pXSource, PLAYER* pPlayer, bool checkCondition);
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void trPlayerCtrlStopScene(PLAYER* pPlayer);
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// ------------------------------------------------------------------------- //
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void modernTypeTrigger(int type, sectortype* sect, walltype* wal, DBloodActor* actor, EVENT& event);
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bool modernTypeOperateSector(sectortype* pSector, const EVENT& event);
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bool modernTypeOperateSprite(DBloodActor*, EVENT& event);
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bool modernTypeOperateWall(walltype* pWall, const EVENT& event);
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void modernTypeSendCommand(DBloodActor* nSprite, int channel, COMMAND_ID command, DBloodActor* initiator);
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// ------------------------------------------------------------------------- //
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bool playerSizeShrink(PLAYER* pPlayer, int divider);
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bool playerSizeGrow(PLAYER* pPlayer, int multiplier);
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bool playerSizeReset(PLAYER* pPlayer);
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void playerDeactivateShrooms(PLAYER* pPlayer);
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// ------------------------------------------------------------------------- //
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QAV* playerQavSceneLoad(int qavId);
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void playerQavSceneProcess(PLAYER* pPlayer, QAVSCENE* pQavScene);
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void playerQavScenePlay(PLAYER* pPlayer);
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void playerQavSceneDraw(PLAYER* pPlayer, int a2, double a3, double a4, int a5);
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void playerQavSceneReset(PLAYER* pPlayer);
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// ------------------------------------------------------------------------- //
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void callbackUniMissileBurst(DBloodActor* actor, sectortype* nSprite);
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void callbackMakeMissileBlocking(DBloodActor* actor, sectortype* nSprite);
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void callbackGenDudeUpdate(DBloodActor* actor, sectortype* nSprite);
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// ------------------------------------------------------------------------- //
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PLAYER* getPlayerById(int id);
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bool isGrown(DBloodActor* pSprite);
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bool isShrinked(DBloodActor* pSprite);
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bool IsBurningDude(DBloodActor* pSprite);
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bool IsKillableDude(DBloodActor* pSprite);
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bool isActive(DBloodActor* nSprite);
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int getDataFieldOfObject(EventObject& eob, int dataIndex);
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int getDataFieldOfObject(int objType, sectortype* sect, walltype* wal, DBloodActor* actor, int dataIndex);
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bool setDataValueOfObject(int objType, sectortype* sect, walltype* wal, DBloodActor* objActor, int dataIndex, int value);
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bool incDecGoalValueIsReached(DBloodActor* actor);
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int getSpriteMassBySize(DBloodActor* pSprite);
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bool ceilIsTooLow(DBloodActor* pSprite);
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void levelEndLevelCustom(int nLevel);
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int useCondition(DBloodActor*, EVENT& event);
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bool condCmp(int val, int arg1, int arg2, int comOp);
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void condError(DBloodActor* pXCond, const char* pzFormat, ...);
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void conditionsUpdateIndex(DBloodActor* oldplayer, DBloodActor* newplayer);
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DBloodActor* evrListRedirectors(int objType, sectortype*, walltype*, DBloodActor* objActor, DBloodActor* pXRedir, int* tx);
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void seqSpawnerOffSameTx(DBloodActor* actor);
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void triggerTouchSprite(DBloodActor* pSprite, DBloodActor* nHSprite);
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void triggerTouchWall(DBloodActor* pSprite, walltype* nHWall);
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void killEvents(int nRx, int nCmd);
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void changeSpriteAngle(DBloodActor* pSpr, DAngle nAng);
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// ------------------------------------------------------------------------- //
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void aiPatrolSetMarker(DBloodActor* actor);
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void aiPatrolThink(DBloodActor* actor);
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void aiPatrolStop(DBloodActor* actor, DBloodActor* targetactor, bool alarm = false);
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void aiPatrolAlarmFull(DBloodActor* actor, DBloodActor* targetactor, bool chain);
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void aiPatrolAlarmLite(DBloodActor* actor, DBloodActor* targetactor);
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void aiPatrolState(DBloodActor* pSprite, int state);
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void aiPatrolMove(DBloodActor* actor);
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DBloodActor* aiPatrolMarkerBusy(DBloodActor* except, DBloodActor* marker);
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bool aiPatrolMarkerReached(DBloodActor*);
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bool aiPatrolGetPathDir(DBloodActor* actor, DBloodActor* marker);
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void aiPatrolFlagsMgr(DBloodActor* sourceactor, DBloodActor* destactor, bool copy, bool init);
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void aiPatrolRandGoalAng(DBloodActor* actor);
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void aiPatrolTurn(DBloodActor* actor);
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inline int aiPatrolGetVelocity(int speed, int value) {
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return (value > 0) ? ClipRange((speed / 3) + (2500 * value), 0, 0x47956) : speed;
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}
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inline bool aiPatrolWaiting(AISTATE* pAiState) {
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return (pAiState && pAiState->stateType >= kAiStatePatrolWaitL && pAiState->stateType <= kAiStatePatrolWaitW);
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}
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inline bool aiPatrolMoving(AISTATE* pAiState) {
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return (pAiState && pAiState->stateType >= kAiStatePatrolMoveL && pAiState->stateType <= kAiStatePatrolMoveW);
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}
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inline bool aiPatrolTurning(AISTATE* pAiState) {
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return (pAiState && pAiState->stateType >= kAiStatePatrolTurnL && pAiState->stateType <= kAiStatePatrolTurnW);
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}
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inline bool aiInPatrolState(AISTATE* pAiState) {
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return (pAiState && pAiState->stateType >= kAiStatePatrolBase && pAiState->stateType < kAiStatePatrolMax);
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}
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inline bool aiInPatrolState(int nAiStateType) {
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return (nAiStateType >= kAiStatePatrolBase && nAiStateType < kAiStatePatrolMax);
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}
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// ------------------------------------------------------------------------- //
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bool readyForCrit(DBloodActor* pHunter, DBloodActor* pVictim);
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void clampSprite(DBloodActor* actor, int which = 3);
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int getSpritesNearWalls(int nSrcSect, int* spriOut, int nMax, int nDist);
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bool isMovableSector(int nType);
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bool isMovableSector(sectortype* pSect);
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void killEffectGenCallbacks(DBloodActor* actor);
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bool xsprIsFine(DBloodActor* pSpr);
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#endif
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inline bool valueIsBetween(int val, int min, int max)
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{
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return (val > min && val < max);
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}
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////////////////////////////////////////////////////////////////////////
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// This file provides modern features for mappers.
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// For full documentation please visit http://cruo.bloodgame.ru/xxsystem
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////////////////////////////////////////////////////////////////////////////////////
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END_BLD_NS
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