Lunatic: pack actor/move parameters into t_data, which is enlarged to 14 elements.

(LUNATIC build only.)
Also, a minor problem is identified.  sizeof(actor_t) is 124 on 64-bit platforms,
while the expected size is 128 bytes.  This needs to be corrected whenever the
next savegame version bump happens.

git-svn-id: https://svn.eduke32.com/eduke32@2724 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
helixhorned 2012-06-03 15:46:08 +00:00
parent 39261018b4
commit 59fa419506
5 changed files with 148 additions and 33 deletions

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@ -699,12 +699,12 @@ static void A_MoveSector(int32_t i)
}
}
#if 1 //ndef LUNATIC
#ifndef LUNATIC
# define LIGHTRAD_PICOFS (T5 ? *(script+T5) + (*(script+T5+2))*T4 : 0)
#else
// SACTION
// startframe + viewtype*???
# define LIGHTRAD_PICOFS (SACTION_STARTFRAME(actor[i].t_data) + SACTION_VIEWTYPE(actor[i].t_data)*T4)
# define LIGHTRAD_PICOFS (ACTION_STARTFRAME(actor[i].t_data) + ACTION_VIEWTYPE(actor[i].t_data)*T4)
#endif
// this is the same crap as in game.c's tspr manipulation. puke.

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@ -45,11 +45,42 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#ifdef LUNATIC
// Ai, action, move getters from t_data[] (== tptr)
# define SACTION_STARTFRAME(tptr) ((tptr)[6]&65535)
# define SACTION_NUMFRAMES(tptr) (((tptr)[6]>>16)&65535)
# define SACTION_VIEWTYPE(tptr) ((tptr)[7]&0x7fffffff)
# define SACTION_INCVAL(tptr) ((tptr)[7]>>31) // arithmetic shr expected!
# define SACTION_DELAY(tptr) ((tptr)[8]&65535)
# define ACTION_STARTFRAME(tptr) ((tptr)[10]&0x0000ffff)
# define ACTION_NUMFRAMES(tptr) (((tptr)[10]>>16)&0x0000ffff)
# define ACTION_VIEWTYPE(tptr) ((tptr)[11]&0x0000ffff)
# define ACTION_INCVAL(tptr) ((tptr)[11]>>16) // arithmetic shr expected!
# define ACTION_DELAY(tptr) ((tptr)[12]&0x0000ffff)
# define ACTION_SET_STARTFRAME(tptr, val) do { (tptr)[10] &= ~0x0000ffff; (tptr)[10] |= (val)&0x0000ffff; } while (0)
# define ACTION_SET_NUMFRAMES(tptr, val) do { (tptr)[10] &= ~0xffff0000; (tptr)[10] |= ((val)<<16); } while (0)
# define ACTION_SET_VIEWTYPE(tptr, val) do { (tptr)[11] &= ~0x0000ffff; (tptr)[11] |= (val)&0x0000ffff; } while (0)
# define ACTION_SET_INCVAL(tptr, val) do { (tptr)[11] &= ~0xffff0000; (tptr)[11] |= (val)<<16; } while (0)
# define ACTION_SET_DELAY(tptr, val) do { (tptr)[12] = (val)&0x0000ffff; } while (0)
# define MOVE_H(tptr) ((int16_t)((tptr)[13]))
# define MOVE_V(tptr) ((int16_t)((tptr)[13]>>16))
# define MOVE_SET_H(tptr, val) do { (tptr)[13] &= ~0x0000ffff; (tptr)[13] |= (val)&0x0000ffff; } while (0)
# define MOVE_SET_V(tptr, val) do { (tptr)[13] &= ~0xffff0000; (tptr)[13] |= (val)<<16; } while (0)
extern intptr_t *script;
// tptr[4] expected to be set
static inline void set_action_members(int32_t *tptr)
{
ACTION_SET_STARTFRAME(tptr, script[tptr[4]]);
ACTION_SET_NUMFRAMES(tptr, script[tptr[4]+1]);
ACTION_SET_VIEWTYPE(tptr, script[tptr[4]+2]);
ACTION_SET_INCVAL(tptr, script[tptr[4]+3]);
ACTION_SET_DELAY(tptr, script[tptr[4]+4]);
}
// tptr[1] expected to be set
static inline void set_move_members(int32_t *tptr)
{
MOVE_SET_H(tptr, script[tptr[1]]);
MOVE_SET_V(tptr, script[tptr[1]+1]);
}
#endif
// Defines the motion characteristics of an actor
@ -93,7 +124,12 @@ typedef struct {
// (+ 40 8 6 16 16 4 8 6 4 20)
typedef struct {
#ifndef LUNATIC
int32_t t_data[10]; // 40b sometimes used to hold offsets to con code
#else
int32_t t_data[14]; // 56b
// TODO: rearrange for better packing when enabling Lunatic
#endif
int16_t picnum,ang,extra,owner; //8b
int16_t movflag,tempang,timetosleep; //6b
@ -117,16 +153,28 @@ typedef struct {
#endif
#if UINTPTR_MAX == 0xffffffff
/* 32-bit */
# ifndef LUNATIC
const int8_t filler[20];
# else
const int8_t filler[4];
# endif
#else
/* 64-bit */
const int8_t filler[12];
# ifndef LUNATIC
const int8_t filler[12]; // XXX: should be 16, schedule with next BYTEVERSION/savegame version bump!
# else
/* no padding */
#endif
#endif
} actor_t;
// this struct needs to match the beginning of actor_t above
typedef struct {
#ifndef LUNATIC
int32_t t_data[10]; // 40b sometimes used to hold offsets to con code
#else
int32_t t_data[14]; // 56b
#endif
int16_t picnum,ang,extra,owner; //8b
int16_t movflag,tempang,timetosleep; // 6b

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@ -3999,6 +3999,10 @@ int32_t A_InsertSprite(int32_t whatsect,int32_t s_x,int32_t s_y,int32_t s_z,int3
s->extra = *actorscrptr[s_pn];
T5 = *(actorscrptr[s_pn]+1);
T2 = *(actorscrptr[s_pn]+2);
#ifdef LUNATIC
set_action_members(actor[i].t_data);
set_move_members(actor[i].t_data);
#endif
s->hitag = *(actorscrptr[s_pn]+3);
}
@ -4126,6 +4130,10 @@ int32_t A_Spawn(int32_t j, int32_t pn)
SH = *(actorscrptr[s]);
T5 = *(actorscrptr[s]+1);
T2 = *(actorscrptr[s]+2);
#ifdef LUNATIC
set_action_members(actor[i].t_data);
set_move_members(actor[i].t_data);
#endif
if (*(actorscrptr[s]+3) && SHT == 0)
SHT = *(actorscrptr[s]+3);
}
@ -6024,9 +6032,8 @@ static int32_t maybe_take_on_pal_of_floor(spritetype *datspr, int32_t sect)
void G_DoSpriteAnimations(int32_t x,int32_t y,int32_t a,int32_t smoothratio)
{
int32_t i, j, k, p, sect;
intptr_t l, t_data1,t_data3,t_data4;
intptr_t l;
spritetype *s,*t;
int32_t switchpic;
if (!spritesortcnt) return;
@ -6159,8 +6166,13 @@ void G_DoSpriteAnimations(int32_t x,int32_t y,int32_t a,int32_t smoothratio)
for (j=spritesortcnt-1; j>=0; j--) //Between drawrooms() and drawmasks()
{
#if 0 // def LUNATIC
const int32_t *tptr;
int32_t switchpic;
#ifndef LUNATIC
int32_t t_data1,t_data3,t_data4;
#else
int32_t t_data[14] = { 0,0,0,0,0, 0,0,0,0,0, 0,0,0,0 };
Bassert(sizeof(t_data) == sizeof(actor[0].t_data));
#endif
//is the perfect time to animate sprites
t = &tsprite[j];
@ -6259,12 +6271,17 @@ void G_DoSpriteAnimations(int32_t x,int32_t y,int32_t a,int32_t smoothratio)
}
sect = s->sectnum;
#ifndef LUNATIC
t_data1 = T2;
t_data3 = T4;
#if 1 // ndef LUNATIC
t_data4 = T5; // SACTION
#else
tptr = &actor[i].t_data;
t_data[1] = T2;
t_data[3] = T4;
t_data[4] = T5;
set_action_members(t_data);
set_move_members(t_data);
#endif
switchpic = s->picnum;
@ -6402,7 +6419,11 @@ void G_DoSpriteAnimations(int32_t x,int32_t y,int32_t a,int32_t smoothratio)
}
else t->cstat &= ~4;
#ifndef LUNATIC
if (klabs(t_data3) > 64) k += 7;
#else
if (klabs(t_data[3]) > 64) k += 7;
#endif
t->picnum = RECON+k;
break;
@ -6534,14 +6555,18 @@ void G_DoSpriteAnimations(int32_t x,int32_t y,int32_t a,int32_t smoothratio)
if (g_player[p].ps->newowner > -1)
{
#if 1 // ndef LUNATIC
#ifndef LUNATIC
t_data4 = *(actorscrptr[APLAYER]+1);
#else
// Lunatic TODO: SACTION of APLAYER
tptr = (void)0; // forced compilation error
#endif
t_data3 = 0;
t_data1 = *(actorscrptr[APLAYER]+2);
#else
t_data[4] = *(actorscrptr[APLAYER]+1); // TODO: this must go!
set_action_members(t_data);
t_data[3] = 0;
t_data[1] = *(actorscrptr[APLAYER]+2); // TODO: this must go!
set_move_members(t_data);
#endif
}
if (ud.camerasprite == -1 && g_player[p].ps->newowner == -1)
@ -6648,13 +6673,13 @@ PALONLY:
}
*/
#if 1 //ndef LUNATIC
#ifndef LUNATIC
if ((unsigned)t_data4 + 2 >= (unsigned)g_scriptSize)
goto skip;
l = *(script + t_data4 + 2);
l = script[t_data4 + 2];
#else
l = SACTION_VIEWTYPE(tptr);
l = ACTION_VIEWTYPE(t_data);
#endif
#ifdef USE_OPENGL
@ -6711,10 +6736,10 @@ PALONLY:
break;
}
#if 1 // ndef LUNATIC
#ifndef LUNATIC
t->picnum += k + *(script + t_data4) + l*t_data3;
#else
t->picnum += k + SACTION_STARTFRAME(tptr) + l*t_data3;
t->picnum += k + ACTION_STARTFRAME(t_data) + l*t_data[3];
#endif
if (l > 0)
@ -6729,7 +6754,9 @@ PALONLY:
/* completemirror() already reverses the drawn frame, so the above isn't necessary.
* Even Polymost's and Polymer's mirror seems to function correctly this way. */
#ifndef LUNATIC
skip:
#endif
if (g_player[screenpeek].ps->inv_amount[GET_HEATS] > 0 && g_player[screenpeek].ps->heat_on &&
(A_CheckEnemySprite(s) || A_CheckSpriteFlags(t->owner,SPRITE_NVG) || s->picnum == APLAYER || s->statnum == STAT_DUMMYPLAYER))
{
@ -6874,7 +6901,11 @@ skip:
break;
case WATERSPLASH2__STATIC:
#ifndef LUNATIC
t->picnum = WATERSPLASH2+t_data1;
#else
t->picnum = WATERSPLASH2+t_data[1];
#endif
break;
case SHELL__STATIC:
t->picnum = s->picnum+(T1&1);
@ -9866,6 +9897,9 @@ int32_t app_main(int32_t argc, const char **argv)
ENetCallbacks callbacks = { NULL, NULL, NULL };
#endif
// Bassert(sizeof(actor_t)==128); // fails with x86_64
Bassert(offsetof(actor_t, bposx) == sizeof(netactor_t));
#ifdef GEKKO
L2Enhance();
CON_EnableGecko(1, 1);

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@ -433,6 +433,7 @@ GAMEEXEC_STATIC void VM_AlterAng(int32_t a)
{
int32_t ticselapsed = (vm.g_t[0])&31;
#ifndef LUNATIC
const intptr_t *moveptr;
if ((unsigned)vm.g_t[1] >= (unsigned)g_scriptSize-1)
@ -446,6 +447,10 @@ GAMEEXEC_STATIC void VM_AlterAng(int32_t a)
vm.g_sp->xvel += (*moveptr-vm.g_sp->xvel)/5;
if (vm.g_sp->zvel < 648) vm.g_sp->zvel += ((*(moveptr+1)<<4)-vm.g_sp->zvel)/5;
#else
vm.g_sp->xvel += (MOVE_H(vm.g_t)-vm.g_sp->xvel)/5;
if (vm.g_sp->zvel < 648) vm.g_sp->zvel += ((MOVE_V(vm.g_t)<<4)-vm.g_sp->zvel)/5;
#endif
if (A_CheckEnemySprite(vm.g_sp) && vm.g_sp->extra <= 0) // hack
return;
@ -505,7 +510,9 @@ GAMEEXEC_STATIC void VM_AlterAng(int32_t a)
GAMEEXEC_STATIC void VM_Move(void)
{
int32_t l;
#ifndef LUNATIC
const intptr_t *moveptr;
#endif
int32_t a = vm.g_sp->hitag, goalang, angdif;
int32_t daxvel;
int32_t deadflag = (A_CheckEnemySprite(vm.g_sp) && vm.g_sp->extra <= 0);
@ -571,6 +578,7 @@ GAMEEXEC_STATIC void VM_Move(void)
}
dead:
#ifndef LUNATIC
if ((unsigned)vm.g_t[1] >= (unsigned)g_scriptSize)
{
vm.g_t[1] = 0;
@ -582,6 +590,10 @@ dead:
if (a&geth) vm.g_sp->xvel += ((*moveptr)-vm.g_sp->xvel)>>1;
if (a&getv) vm.g_sp->zvel += ((*(moveptr+1)<<4)-vm.g_sp->zvel)>>1;
#else
if (a&geth) vm.g_sp->xvel += (MOVE_H(vm.g_t)-vm.g_sp->xvel)>>1;
if (a&getv) vm.g_sp->zvel += ((MOVE_V(vm.g_t)<<4)-vm.g_sp->zvel)>>1;
#endif
if (a&dodgebullet && !deadflag)
A_Dodge(vm.g_sp);
@ -911,7 +923,16 @@ skip_check:
vm.g_t[5] = *insptr++; // Ai
vm.g_t[4] = *(script + vm.g_t[5]); // Action
if (vm.g_t[5]) vm.g_t[1] = *(script + vm.g_t[5] + 1); // move
#ifdef LUNATIC
set_action_members(vm.g_t);
#endif
if (vm.g_t[5])
{
vm.g_t[1] = *(script + vm.g_t[5] + 1); // move
#ifdef LUNATIC
set_move_members(vm.g_t);
#endif
}
vm.g_sp->hitag = *(script + vm.g_t[5] + 2); // move flags
vm.g_t[0] = vm.g_t[2] = vm.g_t[3] = 0; // count, actioncount... vm.g_t[3] = ??
@ -924,6 +945,9 @@ skip_check:
insptr++;
vm.g_t[2] = vm.g_t[3] = 0;
vm.g_t[4] = *insptr++;
#ifdef LUNATIC
set_action_members(vm.g_t);
#endif
continue;
case CON_IFPDISTL:
@ -1235,14 +1259,20 @@ skip_check:
default:
// fix for flying/jumping monsters getting stuck in water
{
#ifndef LUNATIC
int32_t moveScriptOfs = vm.g_t[1];
#endif
if ((vm.g_sp->hitag & jumptoplayer) ||
(actorscrptr[vm.g_sp->picnum] &&
(unsigned)moveScriptOfs < (unsigned)g_scriptSize - 1 && *(script + moveScriptOfs + 1)
#ifndef LUNATIC
(unsigned)moveScriptOfs < (unsigned)g_scriptSize-1 && script[moveScriptOfs + 1]
#else
MOVE_V(vm.g_t) != 0
#endif
))
{
// OSD_Printf("%d\n",*(moveptr+1));
// OSD_Printf("%d\n", script[moveScriptOfs + 1]);
break;
}
}
@ -1453,6 +1483,9 @@ skip_check:
insptr++;
vm.g_t[0]=0;
vm.g_t[1] = *insptr++;
#ifdef LUNATIC
set_move_members(vm.g_t);
#endif
vm.g_sp->hitag = *insptr++;
if (A_CheckEnemySprite(vm.g_sp) && vm.g_sp->extra <= 0) // hack
continue;
@ -5011,15 +5044,15 @@ void A_Execute(int32_t iActor,int32_t iPlayer,int32_t lDist)
/* Helixhorned: let's do away with intptr_t's... */
if ((unsigned)vm.g_t[4] + 4 < (unsigned)g_scriptSize)
{
#if 1 //ndef LUNATIC
#ifndef LUNATIC
const int32_t action_frames = *(script + vm.g_t[4] + 1);
const int32_t action_incval = *(script + vm.g_t[4] + 3);
const int32_t action_delay = *(script + vm.g_t[4] + 4);
#else
// SACTION
const int32_t action_frames = SACTION_NUMFRAMES(vm.g_t);
const int32_t action_incval = SACTION_INCVAL(vm.g_t);
const int32_t action_delay = SACTION_DELAY(vm.g_t);
const int32_t action_frames = ACTION_NUMFRAMES(vm.g_t);
const int32_t action_incval = ACTION_INCVAL(vm.g_t);
const int32_t action_delay = ACTION_DELAY(vm.g_t);
#endif
vm.g_sp->lotag += TICSPERFRAME;

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@ -148,7 +148,7 @@ ffi.cdef[[
// XXX: might still need to make some fields read-only
typedef struct
{
const int32_t t_data[10]; // 40b sometimes used to hold offsets to con code
const int32_t t_data[14]; // 56b sometimes used to hold offsets to con code
int16_t picnum,ang,extra,owner; //8b
int16_t movflag,tempang,timetosleep; //6b
@ -159,7 +159,7 @@ typedef struct
const int16_t lightId, lightcount, lightmaxrange, cgg; //8b
int16_t actorstayput, dispicnum, shootzvel; // 6b
const int8_t _do_not_use[24];
const int8_t _do_not_use[8];
} actor_t;
#pragma pack(pop)