//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 Nuke.YKT This file is part of NBlood. NBlood is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- #pragma once #define kMaxXSprites 2048 #define kMaxXWalls 512 #define kMaxXSectors 512 // by NoOne additional non-thing proximity, sight and physics sprites #define kMaxSuperXSprites 128 #pragma pack(push, 1) struct AISTATE; struct XSPRITE { //int at0; unsigned int atb_2 : 2; // unused // unsigned int atb_6 : 1; // unused // let's use these to add more data unsigned int ate_5 : 2; // unused // fields in the future? must be signed also unsigned int at1a_2 : 6; // unused // signed int reference : 15; // at0_0 unsigned int state : 1; // State 0 unsigned int busy : 17; unsigned int txID : 10; // TX ID unsigned int rxID : 10; // RX ID unsigned int command : 8; // Cmd unsigned int triggerOn : 1; // going ON unsigned int triggerOff : 1; // going OFF unsigned int busyTime : 12; // busyTime unsigned int waitTime : 12; // waitTime unsigned int restState : 1; // restState unsigned int Interrutable : 1; // Interruptable unsigned int respawnPending : 2; // respawnPending signed int dropMsg : 8; // Drop Item unsigned int Decoupled : 1; // Decoupled unsigned int triggerOnce : 1; // 1-shot unsigned int isTriggered : 1; // works in case if triggerOnce selected unsigned int key : 3; // Key unsigned int wave : 2; // Wave unsigned int Push : 1; // Push unsigned int Vector : 1; // Vector unsigned int Impact : 1; // Impact unsigned int Pickup : 1; // Pickup unsigned int Touch : 1; // Touch unsigned int Sight : 1; // Sight unsigned int Proximity : 1; // Proximity unsigned int lSkill : 5; // Launch 12345 unsigned int lS : 1; // Single unsigned int lB : 1; // Bloodbath unsigned int lT : 1; // Launch Team unsigned int lC : 1; // Coop unsigned int DudeLockout : 1; // DudeLockout signed int data1 : 16; // Data 1 signed int data2 : 16; // Data 2 signed int data3 : 16; // Data 3 unsigned int data4 : 16; // Data 4 unsigned int locked : 1; // Locked unsigned int medium : 2; // medium unsigned int respawn : 2; // Respawn option unsigned int lockMsg : 8; // Lock msg unsigned int health : 20; // 1c_0 unsigned int dudeDeaf : 1; // dudeDeaf unsigned int dudeAmbush : 1; // dudeAmbush unsigned int dudeGuard : 1; // dudeGuard unsigned int dudeFlag4 : 1; // DF reserved signed int target : 16; // target sprite signed int targetX : 32; // target x signed int targetY : 32; // target y signed int targetZ : 32; // target z unsigned int goalAng : 11; // Dude goal ang signed int dodgeDir : 2; // Dude dodge direction unsigned int burnTime : 16; signed int burnSource : 16; unsigned int height : 16; unsigned int stateTimer : 16; // ai timer AISTATE* aiState; // ai signed int sysData1 : 16; // used to keep here various system data, so user can't change it in map editor unsigned int physAttr : 12; // currently used by additional physics sprites to keep it's attributes. signed int scale; // used for scaling SEQ size on sprites }; struct XSECTOR { signed int reference : 14; unsigned int state : 1; // State 0 unsigned int busy : 17; unsigned int data : 16; // Data unsigned int txID : 10; // TX ID unsigned int rxID : 10; // RX ID unsigned int at7_2 : 3; // OFF->ON wave unsigned int at7_5 : 3; // ON->OFF wave unsigned int command : 8; // Cmd 0 unsigned int triggerOn : 1; // Send at ON unsigned int triggerOff : 1; // Send at OFF unsigned int busyTimeA : 12; // OFF->ON busyTime unsigned int waitTimeA : 12; // OFF->ON waitTime unsigned int atd_4 : 1; unsigned int interruptable : 1; // Interruptable unsigned int atf_6 : 1; // OFF->ON wait unsigned int atf_7 : 1; // ON->OFF wait signed int amplitude : 8; // Lighting amplitude unsigned int freq : 8; // Lighting freq unsigned int phase : 8; // Lighting phase unsigned int wave : 4; // Lighting wave unsigned int shadeAlways : 1; // Lighting shadeAlways unsigned int shadeFloor : 1; // Lighting floor unsigned int shadeCeiling : 1; // Lighting ceiling unsigned int shadeWalls : 1; // Lighting walls signed int shade : 8; // Lighting value unsigned int panAlways : 1; // Pan always unsigned int panFloor : 1; // Pan floor unsigned int panCeiling : 1; // Pan ceiling unsigned int Drag : 1; // Pan drag unsigned int panVel : 8; // Motion speed unsigned int panAngle : 11; // Motion angle unsigned int Underwater : 1; // Underwater unsigned int Depth : 3; // Depth unsigned int at16_3 : 1; unsigned int decoupled : 1; // Decoupled unsigned int triggerOnce : 1; // 1-shot unsigned int at16_6 : 1; unsigned int Key : 3; // Key unsigned int Push : 1; // Push unsigned int Vector : 1; // Vector unsigned int Reserved : 1; // Reserved unsigned int Enter : 1; // Enter unsigned int Exit : 1; // Exit unsigned int Wallpush : 1; // WallPush unsigned int color : 1; // Color Lights unsigned int at18_1 : 1; unsigned int busyTimeB : 12; // ON->OFF busyTime unsigned int waitTimeB : 12; // ON->OFF waitTime unsigned int at1b_2 : 1; unsigned int at1b_3 : 1; unsigned int ceilpal : 4; // Ceil pal2 signed int at1c_0 : 32; signed int at20_0 : 32; signed int at24_0 : 32; signed int at28_0 : 32; unsigned int at2c_0 : 16; unsigned int at2e_0 : 16; unsigned int Crush : 1; // Crush unsigned int at30_1 : 8; // Ceiling x panning frac unsigned int at31_1 : 8; // Ceiling y panning frac unsigned int at32_1 : 8; // Floor x panning frac unsigned int damageType : 3; // DamageType unsigned int floorpal : 4; // Floor pal2 unsigned int at34_0 : 8; // Floor y panning frac unsigned int locked : 1; // Locked unsigned int windVel; // Wind vel (by NoOne: changed from 10 bit to use higher velocity values) unsigned int windAng : 11; // Wind ang unsigned int windAlways : 1; // Wind always unsigned int at37_7 : 1; unsigned int bobTheta : 11; // Motion Theta unsigned int bobZRange : 5; // Motion Z range signed int bobSpeed : 12; // Motion speed unsigned int bobAlways : 1; // Motion always unsigned int bobFloor : 1; // Motion bob floor unsigned int bobCeiling : 1; // Motion bob ceiling unsigned int bobRotate : 1; // Motion rotate }; // 60(0x3c) bytes struct XWALL { signed int reference : 15; unsigned int state : 1; // State unsigned int busy : 17; signed int data : 16; // Data unsigned int txID : 10; // TX ID unsigned int at7_2 : 6; // unused unsigned int rxID : 10; // RX ID unsigned int command : 8; // Cmd unsigned int triggerOn : 1; // going ON unsigned int triggerOff : 1; // going OFF unsigned int busyTime : 12; // busyTime unsigned int waitTime : 12; // waitTime unsigned int restState : 1; // restState unsigned int interruptable : 1; // Interruptable unsigned int panAlways : 1; // panAlways signed int panXVel : 8; // panX signed int panYVel : 8; // panY unsigned int decoupled : 1; // Decoupled unsigned int triggerOnce : 1; // 1-shot unsigned int isTriggered : 1; unsigned int key : 3; // Key unsigned int triggerPush : 1; // Push unsigned int triggerVector : 1; // Vector unsigned int triggerTouch : 1; // by NoOne: renamed from Reserved to Touch as it works with Touch now. unsigned int at11_0 : 2; // unused unsigned int xpanFrac : 8; // x panning frac unsigned int ypanFrac : 8; // y panning frac unsigned int locked : 1; // Locked unsigned int dudeLockout : 1; // DudeLockout unsigned int at13_4 : 4; // unused; unsigned int at14_0 : 32; // unused }; // 24(0x18) bytes struct MAPSIGNATURE { char signature[4]; short version; }; struct MAPHEADER { int at0; // x int at4; // y int at8; // z short atc; // ang short ate; // sect short at10; // pskybits int at12; // visibility int at16; // song id, Matt char at1a; // parallaxtype int at1b; // map revision short at1f; // numsectors short at21; // numwalls short at23; // numsprites }; struct MAPHEADER2 { char at0[64]; int at40; // xsprite size int at44; // xwall size int at48; // xsector size char pad[52]; }; struct SPRITEHIT { int hit, ceilhit, florhit; }; #pragma pack(pop) extern unsigned short gStatCount[kMaxStatus + 1];; extern bool byte_1A76C6, byte_1A76C7, byte_1A76C8; extern MAPHEADER2 byte_19AE44; extern XSPRITE xsprite[kMaxXSprites]; extern XSECTOR xsector[kMaxXSectors]; extern XWALL xwall[kMaxXWalls]; extern SPRITEHIT gSpriteHit[kMaxXSprites]; extern char qsprite_filler[kMaxSprites], qsector_filler[kMaxSectors]; extern int xvel[kMaxSprites], yvel[kMaxSprites], zvel[kMaxSprites]; extern int gVisibility; extern int gMapRev, gSongId, gSkyCount; extern const char *gItemText[]; extern const char *gAmmoText[]; extern const char *gWeaponText[]; extern unsigned short nextXSprite[kMaxXSprites]; extern unsigned short nextXWall[kMaxXWalls]; extern unsigned short nextXSector[kMaxXSectors]; #ifdef YAX_ENABLE static inline bool yax_hasnextwall(int nWall) { return yax_getnextwall(nWall, YAX_CEILING) >= 0 || yax_getnextwall(nWall, YAX_FLOOR) >= 0; } #endif static inline int GetWallType(int nWall) { #ifdef YAX_ENABLE if (yax_hasnextwall(nWall)) return 0; #endif return wall[nWall].lotag; } inline void GetSpriteExtents(spritetype *pSprite, int *top, int *bottom) { *top = *bottom = pSprite->z; if ((pSprite->cstat & 0x30) != 0x20) { int height = tilesiz[pSprite->picnum].y; int center = height / 2 + picanm[pSprite->picnum].yofs; *top -= (pSprite->yrepeat << 2)*center; *bottom += (pSprite->yrepeat << 2)*(height - center); } } void InsertSpriteSect(int nSprite, int nSector); void RemoveSpriteSect(int nSprite); void InsertSpriteStat(int nSprite, int nStat); void RemoveSpriteStat(int nSprite); void qinitspritelists(void); int InsertSprite(int nSector, int nStat); int qinsertsprite(short nSector, short nStat); int DeleteSprite(int nSprite); int qdeletesprite(short nSprite); int ChangeSpriteSect(int nSprite, int nSector); int qchangespritesect(short nSprite, short nSector); int ChangeSpriteStat(int nSprite, int nStatus); int qchangespritestat(short nSprite, short nStatus); void InitFreeList(unsigned short *pList, int nCount); void InsertFree(unsigned short *pList, int nIndex); unsigned short dbInsertXSprite(int nSprite); void dbDeleteXSprite(int nXSprite); unsigned short dbInsertXWall(int nWall); void dbDeleteXWall(int nXWall); unsigned short dbInsertXSector(int nSector); void dbDeleteXSector(int nXSector); void dbXSpriteClean(void); void dbXWallClean(void); void dbXSectorClean(void); void dbInit(void); void PropagateMarkerReferences(void); unsigned int dbReadMapCRC(const char *pPath); int dbLoadMap(const char *pPath, int *pX, int *pY, int *pZ, short *pAngle, short *pSector, unsigned int *pCRC);