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https://github.com/ZDoom/raze-gles.git
synced 2024-12-27 04:00:42 +00:00
- use player_struct from JFDuke.
This commit is contained in:
parent
631398a35a
commit
642ae03d90
6 changed files with 125 additions and 158 deletions
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@ -12,7 +12,7 @@
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struct PalEntry
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{
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PalEntry() = default;
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PalEntry (uint32_t argb) { d = argb; }
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constexpr PalEntry (uint32_t argb) : d(argb) { }
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operator uint32_t () const { return d; }
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void SetRGB(PalEntry other)
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{
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@ -36,35 +36,35 @@ struct PalEntry
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return other;
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}
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}
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int Luminance() const
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constexpr int Luminance() const
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{
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return (r * 77 + g * 143 + b * 37) >> 8;
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}
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int Amplitude() const
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constexpr int Amplitude() const
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{
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return std::max(r, std::max(g, b));
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}
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void Decolorize() // this for 'nocoloredspritelighting' and not the same as desaturation. The normal formula results in a value that's too dark.
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constexpr void Decolorize() // this for 'nocoloredspritelighting' and not the same as desaturation. The normal formula results in a value that's too dark.
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{
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int v = (r + g + b);
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r = g = b = ((255*3) + v + v) / 9;
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}
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bool isBlack() const
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constexpr bool isBlack() const
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{
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return (d & 0xffffff) == 0;
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}
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bool isWhite() const
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constexpr bool isWhite() const
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{
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return (d & 0xffffff) == 0xffffff;
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}
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PalEntry &operator= (const PalEntry &other) = default;
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PalEntry &operator= (uint32_t other) { d = other; return *this; }
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PalEntry InverseColor() const { PalEntry nc; nc.a = a; nc.r = 255 - r; nc.g = 255 - g; nc.b = 255 - b; return nc; }
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constexpr PalEntry &operator= (uint32_t other) { d = other; return *this; }
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constexpr PalEntry InverseColor() const { PalEntry nc(a, 255 - r, 255 - g, 255 - b); return nc; }
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#ifdef __BIG_ENDIAN__
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PalEntry (uint8_t ir, uint8_t ig, uint8_t ib) : a(0), r(ir), g(ig), b(ib) {}
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PalEntry (uint8_t ia, uint8_t ir, uint8_t ig, uint8_t ib) : a(ia), r(ir), g(ig), b(ib) {}
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constexpr PalEntry (uint8_t ir, uint8_t ig, uint8_t ib) : a(0), r(ir), g(ig), b(ib) {}
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constexpr PalEntry (uint8_t ia, uint8_t ir, uint8_t ig, uint8_t ib) : a(ia), r(ir), g(ig), b(ib) {}
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union
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{
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struct
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@ -74,8 +74,8 @@ struct PalEntry
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uint32_t d;
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};
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#else
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PalEntry (uint8_t ir, uint8_t ig, uint8_t ib) : b(ib), g(ig), r(ir), a(0) {}
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PalEntry (uint8_t ia, uint8_t ir, uint8_t ig, uint8_t ib) : b(ib), g(ig), r(ir), a(ia) {}
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constexpr PalEntry (uint8_t ir, uint8_t ig, uint8_t ib) : b(ib), g(ig), r(ir), a(0) {}
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constexpr PalEntry (uint8_t ia, uint8_t ir, uint8_t ig, uint8_t ib) : b(ib), g(ig), r(ir), a(ia) {}
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union
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{
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struct
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@ -87,7 +87,7 @@ struct PalEntry
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#endif
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};
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inline int Luminance(int r, int g, int b)
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constexpr inline int Luminance(int r, int g, int b)
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{
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return (r * 77 + g * 143 + b * 37) >> 8;
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}
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@ -998,7 +998,7 @@ int parse(void)
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ps[g_p].wackedbyactor = -1;
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ps[g_p].shield_amount = max_armour_amount;
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ps[g_p].dead_flag = 0;
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ps[g_p].pals.f = 0;
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ps[g_p].pals.a = 0;
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ps[g_p].footprintcount = 0;
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ps[g_p].weapreccnt = 0;
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ps[g_p].ftq = 0;
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@ -265,8 +265,8 @@ int domovethings()
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if (ud.pause_on == 0)
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{
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auto p = &ps[i];
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if (p->pals.f > 0)
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p->pals.f--;
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if (p->pals.a > 0)
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p->pals.a--;
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fi.processinput(i);
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fi.checksectors(i);
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@ -109,44 +109,119 @@ typedef struct {
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} input_t;
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#pragma pack(push,1)
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// XXX: r1625 changed a lot types here, among others
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// * int32_t --> int16_t
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// * int16_t --> int8_t
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// * char --> int8_t
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// Need to carefully think about implications!
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// TODO: rearrange this if the opportunity arises!
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// KEEPINSYNC lunatic/_defs_game.lua
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typedef struct player_struct {
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typedef struct player_struct
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{
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// This is basically the version from JFDuke but this first block contains a few changes to make it work with other parts of Raze.
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// The sound code wants to read a vector out of this so we need to define one for the main coordinate.
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union
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{
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vec3_t pos;
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struct { int32_t posx, posy, posz; };
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};
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union
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{
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vec3_t opos;
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struct { int32_t oposx, oposy, oposz; };
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};
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union
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{
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vec3_t vel;
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struct { int32_t posxv, posyv, poszv; };
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};
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vec3_t npos;
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union
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{
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vec2_t bobpos;
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struct { int32_t bobposx, bobposy; };
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};
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// input handles angle and horizon as fixed16 numbers. We need to account for that as well.
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fixed_t q16ang, oq16ang, q16horiz, q16horizoff; // oq16horiz, oq16horizoff; // These two are currently not used but may be again later.
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// using a bit field for this to save a bit of space.
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FixedBitArray<MAX_WEAPONS> gotweapon;
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// Palette management uses indices into the engine's palette table now.
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unsigned int palette;
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PalEntry pals;
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// these did not exist in JFDuke.
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uint8_t movement_lock;
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vec2_t fric;
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fix16_t q16horiz, q16horizoff;
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fix16_t q16ang, oq16ang;
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int look_ang;
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int16_t orotscrnang, rotscrnang; // JBF 20031220: added orotscrnang
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// From here on it is unaltered from JFDuke with the exception of a few fields that are no longer needed and were removed.
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int zoom, exitx, exity, loogiex[64], loogiey[64], numloogs, loogcnt;
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int invdisptime;
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int bobposx, bobposy, oposx, oposy, oposz, pyoff, opyoff;
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int posxv, posyv, poszv, last_pissed_time, truefz, truecz;
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int player_par, visibility;
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int bobcounter, weapon_sway;
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int pals_time, randomflamex, crack_time;
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int aim_mode, auto_aim, weaponswitch;
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short angvel, cursectnum, look_ang, last_extra, subweapon;
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short ammo_amount[MAX_WEAPONS], wackedbyactor, frag, fraggedself;
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short curr_weapon, last_weapon, tipincs, wantweaponfire;
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short holoduke_amount, newowner, hurt_delay, hbomb_hold_delay;
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short jumping_counter, airleft, knee_incs, access_incs;
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short ftq, access_wallnum, access_spritenum;
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short kickback_pic, got_access, weapon_ang, firstaid_amount;
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short somethingonplayer, on_crane, i, one_parallax_sectnum;
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short over_shoulder_on, random_club_frame, fist_incs;
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short one_eighty_count, cheat_phase;
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short dummyplayersprite, extra_extra8, quick_kick;
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short heat_amount, actorsqu, timebeforeexit, customexitsound;
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short weaprecs[256], weapreccnt;
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unsigned int interface_toggle_flag;
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short orotscrnang, rotscrnang, dead_flag, show_empty_weapon; // JBF 20031220: added orotscrnang
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short scuba_amount, jetpack_amount, steroids_amount, shield_amount;
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short holoduke_on, pycount, weapon_pos, frag_ps;
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short transporter_hold, last_full_weapon, footprintshade, boot_amount;
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int scream_voice;
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unsigned char gm;
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unsigned char on_warping_sector, footprintcount;
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unsigned char hbomb_on, jumping_toggle, rapid_fire_hold, on_ground;
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char name[32];
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unsigned char inven_icon, buttonpalette;
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unsigned char jetpack_on, spritebridge, lastrandomspot;
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unsigned char scuba_on, footprintpal, heat_on;
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unsigned char holster_weapon;
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unsigned char falling_counter;
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unsigned char refresh_inventory;
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unsigned char toggle_key_flag, knuckle_incs; // ,select_dir;
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unsigned char walking_snd_toggle, palookup, hard_landing;
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unsigned char return_to_center;
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int max_secret_rooms, secret_rooms, max_actors_killed, actors_killed;
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// Redneck Rampage additions. Those which did not have names in the reconstructed source got one from either RedneckGDX or RedNukem.
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// Items were reordered by size.
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int stairs;
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int detonate_count; // at57e
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int noise_x, noise_y, noise_radius; // at286, at28a, at290
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int drink_timer; // at58e
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int eat_timer; // at592
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int SlotWin;
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short recoil;
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short detonate_time; // at57c
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short yehaa_timer;
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short drink_amt, eat, drunkang, eatang;
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uint8_t shotgun_state[2];
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uint8_t donoise; // at28e
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uint8_t keys[5];
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// RRRA. The same as for the RR block applies.
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int drug_aspect;
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int drug_timer;
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int SeaSick;
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short MamaEnd; // raat609
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short MotoSpeed, TiltStatus, moto_drink;
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short VBumpNow, VBumpTarget, TurbCount;
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short drug_stat[3]; // raat5f1..5
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uint8_t DrugMode, lotag800kill;
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uint8_t sea_sick_stat; // raat5dd
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uint8_t hurt_delay2, nocheat;
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uint8_t OnMotorcycle, OnBoat, moto_underwater, NotOnWater, MotoOnGround;
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uint8_t moto_do_bump, moto_bump_fast, moto_on_oil, moto_on_mud;
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int8_t crouch_toggle;
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// Access helpers for the widened angle and horizon fields.
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int getlookang() { return look_ang; }
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void setlookang(int b) { look_ang = b; }
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void addlookang(int b) { look_ang += b; }
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@ -156,7 +231,7 @@ typedef struct player_struct {
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int getang() { return q16ang >> FRACBITS; }
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int getoang() { return oq16ang >> FRACBITS; }
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void setang(int v) { q16ang = v << FRACBITS; }
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void addang(int v) { q16ang = (q16ang + (v << FRACBITS)) & ((2048 << FRACBITS)-1); }
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void addang(int v) { q16ang = (q16ang + (v << FRACBITS)) & ((2048 << FRACBITS) - 1); }
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void setoang(int v) { oq16ang = v << FRACBITS; }
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void addhoriz(int v) { q16horiz += (v << FRACBITS); }
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void addhorizoff(int v) { q16horiz += (v << FRACBITS); }
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@ -166,113 +241,8 @@ typedef struct player_struct {
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int gethorizof() { return q16horizoff >> FRACBITS; }
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int gethorizsum() { return (q16horiz + q16horizoff) >> FRACBITS; }
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int32_t truefz, truecz, player_par;
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int32_t randomflamex, exitx, exity;
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int32_t runspeed;
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uint32_t interface_toggle_flag;
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uint16_t max_actors_killed, actors_killed;
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FixedBitArray<MAX_WEAPONS> gotweapon;
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uint16_t zoom;
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int16_t loogiex[64], loogiey[64], sbs, sound_pitch;
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int16_t cursectnum, last_extra, subweapon;
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int16_t ammo_amount[MAX_WEAPONS];
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int16_t firstaid_amount;
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int16_t steroids_amount;
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int16_t holoduke_amount;
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int16_t jetpack_amount;
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int16_t heat_amount;
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int16_t scuba_amount;
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int16_t boot_amount;
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int16_t shield_amount;
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int16_t wackedbyactor, pyoff, opyoff;
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int16_t newowner, jumping_counter, airleft;
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int16_t /*fta,*/ ftq, access_wallnum, access_spritenum;
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int16_t got_access, weapon_ang, visibility;
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int16_t somethingonplayer, on_crane, i, one_parallax_sectnum;
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int16_t random_club_frame, one_eighty_count;
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int16_t dummyplayersprite, extra_extra8;
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int16_t actorsqu, timebeforeexit, customexitsound, last_pissed_time;
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int16_t weaprecs[MAX_WEAPON_RECS], weapon_sway, crack_time, bobcounter;
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int16_t dead_flag;
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int16_t holoduke_on, pycount;
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int16_t transporter_hold/*, clipdist*/;
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uint8_t max_secret_rooms, secret_rooms;
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// XXX: 255 values for frag(gedself) seems too small.
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uint8_t frag, fraggedself, quick_kick, last_quick_kick;
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uint8_t return_to_center, reloading, weapreccnt;
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uint8_t aim_mode, auto_aim, weaponswitch, movement_lock, team;
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uint8_t tipincs, hbomb_hold_delay, frag_ps, kickback_pic;
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uint8_t gm, on_warping_sector, footprintcount, hurt_delay;
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uint8_t hbomb_on, jumping_toggle, rapid_fire_hold, on_ground;
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uint8_t inven_icon, buttonpalette, over_shoulder_on, show_empty_weapon;
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uint8_t jetpack_on, spritebridge, lastrandomspot;
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uint8_t scuba_on, footprintpal, heat_on, invdisptime;
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uint8_t holster_weapon, falling_counter, footprintshade;
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uint8_t refresh_inventory, last_full_weapon;
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uint8_t toggle_key_flag, knuckle_incs, knee_incs, access_incs;
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uint8_t walking_snd_toggle, palookup, hard_landing, fist_incs;
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int8_t numloogs, loogcnt, scream_voice;
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int8_t last_weapon, cheat_phase, weapon_pos, wantweaponfire, curr_weapon;
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uint8_t palette;
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palette_t pals;
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int8_t last_used_weapon;
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int16_t recoil;
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int32_t stairs;
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int32_t detonate_count;
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int16_t detonate_time;
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uint8_t shotgun_state[2];
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uint8_t donoise; // at28e
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int32_t noise_x, noise_y, noise_radius; // at286, at28a, at290
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uint8_t keys[5];
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int16_t yehaa_timer;
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int16_t drink_amt, eat, drunkang, eatang;
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int32_t drink_timer, eat_timer;
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int16_t MamaEnd;
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int16_t MotoSpeed, TiltStatus, moto_drink;
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uint8_t OnMotorcycle, OnBoat, moto_underwater, NotOnWater, MotoOnGround;
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uint8_t moto_do_bump, moto_bump_fast, moto_on_oil, moto_on_mud;
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int16_t VBumpNow, VBumpTarget, TurbCount;
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int16_t drug_stat[3];
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int32_t drug_aspect;
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uint8_t DrugMode, lotag800kill, sea_sick_stat;
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int32_t drug_timer;
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int32_t sea_sick;
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uint8_t hurt_delay2, nocheat;
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int32_t dhat60f, dhat613, dhat617, dhat61b, dhat61f;
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int8_t crouch_toggle;
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int SlotWin;
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int8_t padding_[3];
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} DukePlayer_t;
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// transition helpers
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#define SeaSick sea_sick
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#define raat609 MamaEnd
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#define raat5dd sea_sick_stat
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#define at57e detonate_count
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#define at57c detonate_time
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#define at58e drink_timer
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#define at592 eat_timer
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#define raat5f1 drug_stat[0]
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#define raat5f3 drug_stat[1]
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#define raat5f5 drug_stat[2]
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// KEEPINSYNC lunatic/_defs_game.lua
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typedef struct
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@ -337,10 +307,7 @@ extern int32_t mouseyaxismode;
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inline void SetPlayerPal(DukePlayer_t* pPlayer, PalEntry pe)
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{
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pPlayer->pals.f = pe.a;
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pPlayer->pals.r = pe.r;
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pPlayer->pals.g = pe.g;
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pPlayer->pals.b = pe.b;
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pPlayer->pals = pe;
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}
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int hitawall(DukePlayer_t* pPlayer, int* hitWall);
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@ -388,7 +388,7 @@ void resetprestat(int snum,int g)
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for(i=0;i<spriteqamount;i++) spriteq[i] = -1;
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p->hbomb_on = 0;
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p->pals.f = 0;
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p->pals.a = 0;
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p->toggle_key_flag = 0;
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p->secret_rooms = 0;
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p->max_secret_rooms = 0;
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@ -85,7 +85,7 @@ typedef struct {
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* But note that for more than one tint, the composite tint will in general
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* change its hue as the ratio of the weights of the individual ones changes.
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*/
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static void palaccum_add(palaccum_t *pa, const palette_t *pal, int32_t f)
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static void palaccum_add(palaccum_t *pa, const PalEntry *pal, int32_t f)
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{
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f = clamp(f, 0, 63);
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if (f == 0)
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|
@ -153,10 +153,10 @@ void G_DisplayRest(int32_t smoothratio)
|
|||
fstint.tintFlags = 0;
|
||||
}
|
||||
}
|
||||
palaccum_add(&tint, &pp->pals, pp->pals.f);
|
||||
palaccum_add(&tint, &pp->pals, pp->pals.a);
|
||||
if (!isRR())
|
||||
{
|
||||
static const palette_t loogiepal = { 0, 63, 0, 0 };
|
||||
static const PalEntry loogiepal(0, 63, 0, 0 );
|
||||
|
||||
palaccum_add(&tint, &loogiepal, pp->loogcnt>>1);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue