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7a6629ce6a
This is to make searching for it easier as 'target' is a very common word in the source.
382 lines
13 KiB
C++
382 lines
13 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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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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#pragma once
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BEGIN_BLD_NS
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enum
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{
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kMaxXSprites = 16384,
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kMaxXWalls = 512,
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kMaxXSectors = 512
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};
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enum
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{
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kAttrMove = 0x0001, // is affected by movement physics
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kAttrGravity = 0x0002, // is affected by gravity
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kAttrFalling = 0x0004, // in z motion
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kAttrAiming = 0x0008,
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kAttrRespawn = 0x0010,
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kAttrFree = 0x0020,
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kAttrSmoke = 0x0100, // receives tsprite smoke/steam
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};
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// by NoOne: functions to quckly check range of specifical arrays
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inline bool xspriRangeIsFine(int nXindex) {
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return (nXindex >= 0 && nXindex < kMaxXSprites);
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}
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inline bool xsectRangeIsFine(int nXindex) {
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return (nXindex >= 0 && nXindex < kMaxXSectors);
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}
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inline bool xwallRangeIsFine(int nXindex) {
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return (nXindex >= 0 && nXindex < kMaxXWalls);
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}
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#pragma pack(push, 1)
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struct AISTATE;
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struct XSPRITE {
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AISTATE* aiState; // ai
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union
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{
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uint32_t flags;
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struct {
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unsigned int state : 1; // State 0
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unsigned int triggerOn : 1; // going ON
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unsigned int triggerOff : 1; // going OFF
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unsigned int restState : 1; // restState
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unsigned int Interrutable : 1; // Interruptable
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unsigned int Decoupled : 1; // Decoupled
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unsigned int triggerOnce : 1; // 1-shot
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unsigned int isTriggered : 1; // works in case if triggerOnce selected
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unsigned int Push : 1; // Push
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unsigned int Vector : 1; // Vector
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unsigned int Impact : 1; // Impact
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unsigned int Pickup : 1; // Pickup
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unsigned int Touch : 1; // Touch
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unsigned int Sight : 1; // Sight
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unsigned int Proximity : 1; // Proximity
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unsigned int lS : 1; // Single
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unsigned int lB : 1; // Bloodbath
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unsigned int lT : 1; // Launch Team
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unsigned int lC : 1; // Coop
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unsigned int DudeLockout : 1; // DudeLockout
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unsigned int locked : 1; // Locked
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unsigned int dudeDeaf : 1; // dudeDeaf
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unsigned int dudeAmbush : 1; // dudeAmbush
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unsigned int dudeGuard : 1; // dudeGuard
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unsigned int dudeFlag4 : 1; // unused
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unsigned int wave : 2; // Wave
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unsigned int medium : 2; // medium
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unsigned int respawn : 2; // Respawn option
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unsigned int unused2 : 1; // (new) patrol state
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};
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};
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int32_t targetX; // target x
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int32_t targetY; // target y
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int32_t targetZ; // target z
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int32_t sysData1; // used to keep here various system data, so user can't change it in map editor
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int32_t sysData2; //
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int32_t scale; // used for scaling SEQ size on sprites
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uint32_t physAttr; // currently used by additional physics sprites to keep it's attributes.
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uint32_t health;
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uint32_t busy;
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int16_t reference;
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int16_t data1; // Data 1
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int16_t data2; // Data 2
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int16_t data3; // Data 3
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int16_t target_i; // target sprite
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int16_t burnSource;
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uint16_t txID; // TX ID
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uint16_t rxID; // RX ID
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uint16_t command; // Cmd
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uint16_t busyTime; // busyTime
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uint16_t waitTime; // waitTime
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uint16_t data4; // Data 4
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uint16_t goalAng; // Dude goal ang
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uint16_t burnTime;
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uint16_t height;
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uint16_t stateTimer; // ai timer
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uint8_t respawnPending; // respawnPending
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uint8_t dropMsg; // Drop Item
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uint8_t key; // Key
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uint8_t lSkill; // Launch 12345
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uint8_t lockMsg; // Lock msg
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int8_t dodgeDir; // Dude dodge direction
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uint8_t unused1; // modern flags
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uint8_t unused3; // something about sight checks
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uint8_t unused4; // patrol turn delay
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};
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struct XSECTOR {
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union
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{
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uint64_t flags;
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struct {
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unsigned int state : 1; // State
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unsigned int triggerOn : 1; // Send at ON
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unsigned int triggerOff : 1; // Send at OFF
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unsigned int restState : 1;
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unsigned int interruptable : 1; // Interruptable
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unsigned int reTriggerA : 1; // OFF->ON wait
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unsigned int reTriggerB : 1; // ON->OFF wait
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unsigned int shadeAlways : 1; // Lighting shadeAlways
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unsigned int shadeFloor : 1; // Lighting floor
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unsigned int shadeCeiling : 1; // Lighting ceiling
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unsigned int shadeWalls : 1; // Lighting walls
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unsigned int panAlways : 1; // Pan always
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unsigned int panFloor : 1; // Pan floor
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unsigned int panCeiling : 1; // Pan ceiling
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unsigned int Drag : 1; // Pan drag
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unsigned int Underwater : 1; // Underwater
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unsigned int decoupled : 1; // Decoupled
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unsigned int triggerOnce : 1; // 1-shot
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unsigned int isTriggered : 1;
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unsigned int Push : 1; // Push
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unsigned int Vector : 1; // Vector
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unsigned int Reserved : 1; // Reserved
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unsigned int Enter : 1; // Enter
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unsigned int Exit : 1; // Exit
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unsigned int Wallpush : 1; // WallPush
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unsigned int color : 1; // Color Lights
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unsigned int stopOn : 1;
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unsigned int stopOff : 1;
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unsigned int Crush : 1; // Crush
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unsigned int locked : 1; // Locked
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unsigned int windAlways : 1; // Wind always
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unsigned int dudeLockout : 1;
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unsigned int bobAlways : 1; // Motion always
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unsigned int bobFloor : 1; // Motion bob floor
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unsigned int bobCeiling : 1; // Motion bob ceiling
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unsigned int bobRotate : 1; // Motion rotate
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unsigned int unused1 : 1; // (new) pause motion
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};
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};
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uint32_t busy;
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int32_t offCeilZ;
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int32_t onCeilZ;
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int32_t offFloorZ;
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int32_t onFloorZ;
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uint32_t windVel; // Wind vel (changed from 10 bit to use higher velocity values)
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uint16_t reference;
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uint16_t data; // Data
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uint16_t txID; // TX ID
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uint16_t rxID; // RX ID
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uint16_t busyTimeA; // OFF->ON busyTime
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uint16_t waitTimeA; // OFF->ON waitTime
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uint16_t panAngle; // Motion angle
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uint16_t busyTimeB; // ON->OFF busyTime
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uint16_t waitTimeB; // ON->OFF waitTime
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uint16_t marker0;
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uint16_t marker1;
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uint16_t windAng; // Wind ang
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uint16_t bobTheta; // Motion Theta
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int16_t bobSpeed; // Motion speed
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uint8_t busyWaveA; // OFF->ON wave
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uint8_t busyWaveB; // ON->OFF wave
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uint8_t command; // Cmd
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int8_t amplitude; // Lighting amplitude
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uint8_t freq; // Lighting freq
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uint8_t phase; // Lighting phase
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uint8_t wave; // Lighting wave
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int8_t shade; // Lighting value
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uint8_t panVel; // Motion speed
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uint8_t Depth; // Depth
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uint8_t Key; // Key
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uint8_t ceilpal; // Ceil pal2
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uint8_t damageType; // DamageType
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uint8_t floorpal; // Floor pal2
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uint8_t bobZRange; // Motion Z range
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};
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struct XWALL {
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union
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{
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uint32_t flags;
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struct {
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unsigned int state : 1; // State
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unsigned int triggerOn : 1; // going ON
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unsigned int triggerOff : 1; // going OFF
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unsigned int restState : 1; // restState
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unsigned int interruptable : 1; // Interruptable
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unsigned int panAlways : 1; // panAlways
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unsigned int decoupled : 1; // Decoupled
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unsigned int triggerOnce : 1; // 1-shot
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unsigned int isTriggered : 1;
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unsigned int triggerPush : 1; // Push
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unsigned int triggerVector : 1; // Vector
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unsigned int triggerTouch : 1; // by NoOne: renamed from Reserved to Touch as it works with Touch now.
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unsigned int locked : 1; // Locked
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unsigned int dudeLockout : 1; // DudeLockout
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};
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};
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uint32_t busy;
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int16_t reference;
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int16_t data; // Data
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uint16_t txID; // TX ID
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uint16_t rxID; // RX ID
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uint16_t busyTime; // busyTime
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uint16_t waitTime; // waitTime
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uint8_t command; // Cmd
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int8_t panXVel; // panX
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int8_t panYVel; // panY
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uint8_t key; // Key
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};
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struct MAPSIGNATURE {
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char signature[4];
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short version;
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};
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struct MAPHEADER {
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int x; // x
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int y; // y
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int z; // z
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short ang; // ang
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short sect; // sect
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short pskybits; // pskybits
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int visibility; // visibility
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int mattid; // song id, Matt
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char parallax; // parallaxtype
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int revision; // map revision
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short numsectors; // numsectors
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short numwalls; // numwalls
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short numsprites; // numsprites
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};
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struct MAPHEADER2 {
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char name[64];
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int numxsprites; // xsprite size
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int numxwalls; // xwall size
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int numxsectors; // xsector size
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char pad[52];
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};
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struct SPRITEHIT
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{
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int hit, ceilhit, florhit;
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};
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#pragma pack(pop)
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extern unsigned short gStatCount[kMaxStatus + 1];;
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extern bool drawtile2048, encrypted;
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extern MAPHEADER2 byte_19AE44;
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extern XSPRITE xsprite[kMaxXSprites];
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extern XSECTOR xsector[kMaxXSectors];
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extern XWALL xwall[kMaxXWalls];
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extern FixedBitArray<MAXSPRITES> activeXSprites;
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extern SPRITEHIT gSpriteHit[kMaxXSprites];
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extern char qsector_filler[kMaxSectors];
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extern int xvel[kMaxSprites], yvel[kMaxSprites], zvel[kMaxSprites];
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extern int gVisibility;
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extern int gMapRev, gMattId, gSkyCount;
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extern const char *gItemText[];
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extern const char *gAmmoText[];
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extern const char *gWeaponText[];
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extern unsigned short nextXSprite[kMaxXSprites];
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extern int XWallsUsed, XSectorsUsed;
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static inline int GetWallType(int nWall)
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{
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return wall[nWall].type;
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}
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template<typename T> void GetSpriteExtents(T const * const pSprite, int *top, int *bottom)
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{
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*top = *bottom = pSprite->z;
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if ((pSprite->cstat & 0x30) != 0x20)
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{
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int height = tileHeight(pSprite->picnum);
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int center = height / 2 + tileTopOffset(pSprite->picnum);
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*top -= (pSprite->yrepeat << 2)*center;
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*bottom += (pSprite->yrepeat << 2)*(height - center);
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}
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}
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#ifdef POLYMER
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#pragma pack(push, 1)
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struct PolymerLight_t {
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int16_t lightId, lightmaxrange;
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_prlight* lightptr;
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uint8_t lightcount;
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};
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#pragma pack(pop)
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extern PolymerLight_t gPolymerLight[kMaxSprites];
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void DeleteLight(int32_t s);
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#endif
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void InsertSpriteSect(int nSprite, int nSector);
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void RemoveSpriteSect(int nSprite);
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void InsertSpriteStat(int nSprite, int nStat);
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void RemoveSpriteStat(int nSprite);
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void qinitspritelists(void);
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int InsertSprite(int nSector, int nStat);
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int qinsertsprite(short nSector, short nStat);
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int DeleteSprite(int nSprite);
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int qdeletesprite(short nSprite);
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int ChangeSpriteSect(int nSprite, int nSector);
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int qchangespritesect(short nSprite, short nSector);
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int ChangeSpriteStat(int nSprite, int nStatus);
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int qchangespritestat(short nSprite, short nStatus);
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void InitFreeList(unsigned short *pList, int nCount);
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void InitFreeList(unsigned short* pList, int nCount, FixedBitArray<MAXSPRITES>& activeXSprites);
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void InsertFree(unsigned short *pList, int nIndex);
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unsigned short dbInsertXSprite(int nSprite);
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void dbDeleteXSprite(int nXSprite);
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unsigned short dbInsertXWall(int nWall);
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unsigned short dbInsertXSector(int nSector);
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void dbInit(void);
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void PropagateMarkerReferences(void);
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unsigned int dbReadMapCRC(const char *pPath);
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void dbLoadMap(const char *pPath, int *pX, int *pY, int *pZ, short *pAngle, short *pSector, unsigned int *pCRC);
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END_BLD_NS
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