ddnet/src/game/mapitems.cpp
Dennis Felsing 298287fb4e Implement shields that remove specific weapon (fixes #4572)
Thanks to Cellegen for graphics.

Functionality works, still a bit buggy sprite display, maybe someone can
quickly spot what I'm doing wrong
2022-04-28 16:49:32 +02:00

125 lines
3.8 KiB
C++

#include <game/mapitems.h>
bool IsValidGameTile(int Index)
{
return (
Index == TILE_AIR ||
(Index >= TILE_SOLID && Index <= TILE_THROUGH) ||
Index == TILE_FREEZE ||
(Index >= TILE_UNFREEZE && Index <= TILE_DUNFREEZE) ||
(Index >= TILE_LFREEZE && Index <= TILE_LUNFREEZE) ||
(Index >= TILE_WALLJUMP && Index <= TILE_SOLO_DISABLE) ||
(Index >= TILE_REFILL_JUMPS && Index <= TILE_STOPA) ||
(Index >= TILE_CP && Index <= TILE_THROUGH_DIR) ||
(Index >= TILE_OLDLASER && Index <= TILE_UNLOCK_TEAM) ||
(Index >= TILE_NPC_DISABLE && Index <= TILE_NPH_DISABLE) ||
(Index >= TILE_TELE_GUN_ENABLE && Index <= TILE_TELE_GUN_DISABLE) ||
(Index >= TILE_TELE_GRENADE_ENABLE && Index <= TILE_TELE_GRENADE_DISABLE) ||
(Index >= TILE_TELE_LASER_ENABLE && Index <= TILE_TELE_LASER_DISABLE) ||
(Index >= TILE_NPC_ENABLE && Index <= TILE_NPH_ENABLE) ||
(Index >= TILE_ENTITIES_OFF_1 && Index <= TILE_ENTITIES_OFF_2) ||
IsValidEntity(Index));
}
bool IsValidFrontTile(int Index)
{
return (
Index == TILE_AIR ||
Index == TILE_DEATH ||
(Index >= TILE_NOLASER && Index <= TILE_THROUGH) ||
Index == TILE_FREEZE ||
(Index >= TILE_UNFREEZE && Index <= TILE_DUNFREEZE) ||
(Index >= TILE_LFREEZE && Index <= TILE_LUNFREEZE) ||
(Index >= TILE_WALLJUMP && Index <= TILE_SOLO_DISABLE) ||
(Index >= TILE_REFILL_JUMPS && Index <= TILE_STOPA) ||
(Index >= TILE_CP && Index <= TILE_THROUGH_DIR) ||
(Index >= TILE_OLDLASER && Index <= TILE_UNLOCK_TEAM) ||
(Index >= TILE_NPC_DISABLE && Index <= TILE_NPH_DISABLE) ||
(Index >= TILE_TELE_GUN_ENABLE && Index <= TILE_ALLOW_BLUE_TELE_GUN) ||
(Index >= TILE_TELE_GRENADE_ENABLE && Index <= TILE_TELE_GRENADE_DISABLE) ||
(Index >= TILE_TELE_LASER_ENABLE && Index <= TILE_TELE_LASER_DISABLE) ||
(Index >= TILE_NPC_ENABLE && Index <= TILE_NPH_ENABLE) ||
(Index >= TILE_ENTITIES_OFF_1 && Index <= TILE_ENTITIES_OFF_2) ||
IsValidEntity(Index));
}
bool IsValidTeleTile(int Index)
{
return (
Index == TILE_TELEINEVIL ||
Index == TILE_TELEINWEAPON ||
Index == TILE_TELEINHOOK ||
Index == TILE_TELEIN ||
Index == TILE_TELEOUT ||
Index == TILE_TELECHECK ||
Index == TILE_TELECHECKOUT ||
Index == TILE_TELECHECKIN ||
Index == TILE_TELECHECKINEVIL);
}
bool IsValidSpeedupTile(int Index)
{
return Index == TILE_BOOST;
}
bool IsValidSwitchTile(int Index)
{
return (
Index == TILE_JUMP ||
Index == TILE_FREEZE ||
Index == TILE_DFREEZE ||
Index == TILE_DUNFREEZE ||
Index == TILE_LFREEZE ||
Index == TILE_LUNFREEZE ||
Index == TILE_HIT_ENABLE ||
Index == TILE_HIT_DISABLE ||
(Index >= TILE_SWITCHTIMEDOPEN && Index <= TILE_SWITCHCLOSE) ||
Index == TILE_ADD_TIME ||
Index == TILE_SUBTRACT_TIME ||
Index == TILE_ALLOW_TELE_GUN ||
Index == TILE_ALLOW_BLUE_TELE_GUN ||
(IsValidEntity(Index) && Index >= ENTITY_OFFSET + ENTITY_ARMOR_1));
}
bool IsValidTuneTile(int Index)
{
return Index == TILE_TUNE;
}
bool IsValidEntity(int Index)
{
Index -= ENTITY_OFFSET;
return (
(Index >= ENTITY_SPAWN && Index <= ENTITY_LASER_O_FAST) ||
(Index >= ENTITY_PLASMAE && Index <= ENTITY_ARMOR_LASER) ||
(Index >= ENTITY_DRAGGER_WEAK && Index <= ENTITY_DRAGGER_STRONG_NW) ||
Index == ENTITY_DOOR);
}
bool IsRotatableTile(int Index)
{
return (
Index == TILE_STOP ||
Index == TILE_STOPS ||
Index == TILE_CP ||
Index == TILE_CP_F ||
Index == TILE_THROUGH_DIR ||
Index == TILE_ENTITIES_OFF_1 ||
Index == TILE_ENTITIES_OFF_2 ||
Index - ENTITY_OFFSET == ENTITY_CRAZY_SHOTGUN_EX ||
Index - ENTITY_OFFSET == ENTITY_CRAZY_SHOTGUN);
}
bool IsCreditsTile(int TileIndex)
{
return (
(TILE_CREDITS_1 == TileIndex) ||
(TILE_CREDITS_2 == TileIndex) ||
(TILE_CREDITS_3 == TileIndex) ||
(TILE_CREDITS_4 == TileIndex) ||
(TILE_CREDITS_5 == TileIndex) ||
(TILE_CREDITS_6 == TileIndex) ||
(TILE_CREDITS_7 == TileIndex) ||
(TILE_CREDITS_8 == TileIndex));
}