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253 lines
7.9 KiB
C++
253 lines
7.9 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#ifndef WEAPON_H
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#define WEAPON_H
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BEGIN_SW_NS
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#define NEW_ELECTRO 1
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#define HORIZ_MULT 128
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constexpr double HORIZ_MULTF = 64.;
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inline DAngle AngToSprite(DSWActor* actor, DSWActor* other)
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{
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return (actor->spr.pos - other->spr.pos).Angle();
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}
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inline DAngle AngToPlayer(PLAYER* player, DSWActor* other)
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{
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return (player->actor->getPosWithOffsetZ() - other->spr.pos).Angle();
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}
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#define MAX_HOLE_QUEUE 64
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#define MAX_STAR_QUEUE 32
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#define MAX_WALLBLOOD_QUEUE 32
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#define MAX_FLOORBLOOD_QUEUE 32
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#define MAX_GENERIC_QUEUE 32
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#define MAX_LOWANGS_QUEUE 16
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//#define NUKE_RADIUS 16384
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#define NUKE_RADIUS 30000
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#define RAIL_RADIUS 3500
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// This is how many bullet shells have been spawned since the beginning of the game.
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extern FOOT_TYPE FootMode;
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extern int ShellCount;
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#define MAXSHELLS 32
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enum
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{
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UZI_SHELL = 2152,
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SHOT_SHELL = 2180
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};
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extern int StarQueueHead;
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extern TObjPtr<DSWActor*> StarQueue[MAX_STAR_QUEUE];
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extern int HoleQueueHead;
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extern TObjPtr<DSWActor*> HoleQueue[MAX_HOLE_QUEUE];
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extern int WallBloodQueueHead;
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extern TObjPtr<DSWActor*> WallBloodQueue[MAX_WALLBLOOD_QUEUE];
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extern int FloorBloodQueueHead;
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extern TObjPtr<DSWActor*> FloorBloodQueue[MAX_FLOORBLOOD_QUEUE];
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extern int GenericQueueHead;
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extern TObjPtr<DSWActor*> GenericQueue[MAX_GENERIC_QUEUE];
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extern int LoWangsQueueHead;
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extern TObjPtr<DSWActor*> LoWangsQueue[MAX_LOWANGS_QUEUE];
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void ChangeState(DSWActor* actor, STATE* statep);
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void DoPlayerBeginRecoil(PLAYER* pp, double pix_amt);
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SECTOR_OBJECT* DetectSectorObject(sectortype*);
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SECTOR_OBJECT* DetectSectorObjectByWall(walltype*);
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void ScaleSpriteVector(DSWActor* actor, int scale);
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void QueueHole(sectortype* hit_sect, walltype* hit_wall, const DVector3& pos);
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DSWActor* QueueWallBlood(DSWActor* hit, DAngle ang);
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bool SlopeBounce(DSWActor*, bool *hit_wall);
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int SpawnSwordSparks(PLAYER* pp, sectortype* hit_sect, walltype* hit_wall, const DVector3& hitpos, DAngle hit_ang);
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DSWActor* SpawnBubble(DSWActor*);
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void SpawnFireballExp(DSWActor*);
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void SpawnFireballFlames(DSWActor* actor, DSWActor* enemyActor);
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int SpawnRadiationCloud(DSWActor* actor);
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void SpawnGrenadeExp(DSWActor*);
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DSWActor* SpawnSectorExp(DSWActor*);
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int DoShrapVelocity(DSWActor*);
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int ShrapKillSprite(DSWActor*);
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bool MissileSetPos(DSWActor*,ANIMATOR* DoWeapon,int dist);
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int ActorPain(DSWActor*);
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int SpawnBreakFlames(DSWActor*);
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bool PlayerTakeDamage(PLAYER* pp, DSWActor* weapActor);
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const char *DeathString(DSWActor*);
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//
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// Damage Amounts defined in damage.h
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//
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// Damage Times - takes damage after this many tics
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#define DAMAGE_BLADE_TIME (10)
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// Player Missile Speeds
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constexpr double STAR_VELOCITY = (1800) / 16.;
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constexpr double ROCKET_VELOCITY = (1350) / 16.;
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constexpr double FIREBALL_VELOCITY = 125;
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constexpr double TRACER_VELOCITY = (1200)/ 16.;
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constexpr double TANK_SHELL_VELOCITY = (1200)/ 16.;
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constexpr double GRENADE_VELOCITY = (900) / 16.;
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constexpr double MINE_VELOCITY = (520) / 16.; // Was 420
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constexpr double CHEMBOMB_VELOCITY = (420 /16.);
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// Player Spell Missile Speeds
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constexpr double BLOOD_WORM_VELOCITY = (800 / 16.);
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constexpr double NAPALM_VELOCITY = (800 / 16.);
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constexpr double MIRV_VELOCITY = (600 / 16.);
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// Trap Speeds
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constexpr double BOLT_TRAP_VELOCITY = (950 / 16.);
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constexpr double FIREBALL_TRAP_VELOCITY = (750 / 16.);
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// NPC Missile Speeds
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constexpr double NINJA_STAR_VELOCITY = (1800 / 16.);
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constexpr double NINJA_BOLT_VELOCITY = (500 / 16.);
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constexpr double SKEL_ELECTRO_VELOCITY = (850 / 16.);
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constexpr double COOLG_FIRE_VELOCITY = (400 / 16.);
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constexpr int GORO_FIREBALL_VELOCITY = 50;
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// Recoil speeds in pitch/degrees.
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constexpr double GRENADE_RECOIL_AMT = 5.356;
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constexpr double ROCKET_RECOIL_AMT = 3.13;
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constexpr double RAIL_RECOIL_AMT = 3.13;
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constexpr double SHOTGUN_RECOIL_AMT = 5.356;
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constexpr double NUKE_RECOIL_AMT = 33.275;
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// Damage amounts that determine the type of player death
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// The standard flip over death is default
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#define PLAYER_DEATH_CRUMBLE_DAMMAGE_AMT (25)
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#define PLAYER_DEATH_EXPLODE_DAMMAGE_AMT (65)
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// electro weapon
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#define ELECTRO_MAX_JUMP_DIST 25000
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extern int WeaponIsAmmo;
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#define MISSILEMOVETICS 6
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inline double CloseRangeDist(DSWActor* a1, DSWActor* a2, double fudge = 25)
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{
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return a1->clipdist + a2->clipdist + fudge;
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}
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extern short target_ang;
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DSWActor* SpawnShotgunSparks(PLAYER* pp, sectortype* hit_sect, walltype* hit_wall, const DVector3& hitpos, DAngle hit_ang);
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int DoActorBeginSlide(DSWActor* actor, DAngle ang, double vel);
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int GetOverlapSector(const DVector2& pos, sectortype** over, sectortype** under);
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bool MissileHitDiveArea(DSWActor*);
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int DoDamageTest(DSWActor*);
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extern short StatDamageList[STAT_DAMAGE_LIST_SIZE];
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#define RADIATION_CLOUD 3258
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#define MUSHROOM_CLOUD 3280
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extern STATE s_NukeMushroom[];
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void WallBounce(DSWActor*, DAngle ang);
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#define PUFF 1748
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#define CALTROPS 2218
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#define PHOSPHORUS 1397
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int PlayerInitChemBomb(PLAYER* pp);
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int InitChemBomb(DSWActor*);
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int PlayerInitCaltrops(PLAYER* pp);
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int InitBloodSpray(DSWActor* actor, bool dogib, short velocity);
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int SpawnBunnyExp(DSWActor* actor);
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int InitBunnyRocket(PLAYER* pp);
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int GetDamage(DSWActor*, DSWActor*, int DamageNdx);
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int DoFlamesDamageTest(DSWActor*);
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struct SHRAP
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{
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STATE* state;
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short id, num, zlevel, min_jspeed, max_jspeed, min_vel, max_vel, random_disperse, ang_range;
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// state, id, num, min_jspeed, max_jspeed, min_vel, max_vel, size,
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// random_disperse, ang_range
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};
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enum ShrapPos
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{
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Z_TOP,
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Z_MID,
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Z_BOT
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};
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int SetSuicide(DSWActor*);
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void UpdateSinglePlayKills(DSWActor* actor);
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int InitPlasmaFountain(DSWActor* wActor, DSWActor* sActor);
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int InitCoolgDrip(DSWActor*);
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int InitFireball(PLAYER* pp);
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void InitSpellRing(PLAYER* pp);
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void InitSpellNapalm(PLAYER* pp);
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int DoStaticFlamesDamage(DSWActor*);
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int InitUzi(PLAYER* pp);
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int InitSobjGun(PLAYER* pp);
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void InitFireballTrap(DSWActor* actor);
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void InitBoltTrap(DSWActor* actor);
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void InitSpearTrap(DSWActor*);
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int InitTurretMgun(SECTOR_OBJECT* sop);
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void InitVulcanBoulder(DSWActor* actor);
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int DoBladeDamage(DSWActor*);
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int DoFindGround(DSWActor*);
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int DoFindGroundPoint(DSWActor* actor);
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void SpriteQueueDelete(DSWActor* actor);
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int HelpMissileLateral(DSWActor*, int dist);
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void AddSpriteToSectorObject(DSWActor*,SECTOR_OBJECT* sop);
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void QueueReset(void);
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int PlayerCheckDeath(PLAYER* pp,DSWActor*);
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bool SpriteWarpToUnderwater(DSWActor* actor);
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int PlayerDamageSlide(PLAYER* pp,int damage,DAngle ang);
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bool VehicleMoveHit(DSWActor*);
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int SpawnSplash(DSWActor*);
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void SpawnMineExp(DSWActor*);
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void SpawnLittleExp(DSWActor*);
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DSWActor* SpawnLargeExp(DSWActor*);
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void SpawnNuclearExp(DSWActor* actor);
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void SpawnBoltExp(DSWActor* actor);
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void SpawnTracerExp(DSWActor* Weapon);
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void SpawnGoroFireballExp(DSWActor* Weapon);
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bool MissileHitMatch(DSWActor* weapActor, int WeaponNum, DSWActor* hitActor);
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int DoItemFly(DSWActor*);
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int SpawnVehicleSmoke(DSWActor* actor);
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walltype* PrevWall(walltype* wall_num);
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int DoDamage(DSWActor*, DSWActor*);
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END_SW_NS
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#endif
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