//------------------------------------------------------------------------- /* Copyright (C) 2010 EDuke32 developers and contributors This file is part of EDuke32. EDuke32 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ //------------------------------------------------------------------------- #ifndef __actors_h__ #define __actors_h__ // Uncomment to have the same sizeof(actor_t) and sizeof(netactor_t) across // 32- and 64-bit builds; KEEPINSYNC with same #define in gamedef.h: //#define SAMESIZE_ACTOR_T #define MAXSLEEPDIST 16384 #define SLEEPTIME 1536 #define ZOFFSET (1<<8) #define STAT_DEFAULT 0 #define STAT_ACTOR 1 #define STAT_ZOMBIEACTOR 2 #define STAT_EFFECTOR 3 #define STAT_PROJECTILE 4 #define STAT_MISC 5 #define STAT_STANDABLE 6 #define STAT_LOCATOR 7 #define STAT_ACTIVATOR 8 #define STAT_TRANSPORT 9 #define STAT_PLAYER 10 #define STAT_FX 11 #define STAT_FALLER 12 #define STAT_DUMMYPLAYER 13 // Defines the motion characteristics of an actor enum amoveflags_t { face_player = 1, geth = 2, getv = 4, random_angle = 8, face_player_slow = 16, spin = 32, face_player_smart = 64, fleeenemy = 128, jumptoplayer = 257, seekplayer = 512, furthestdir = 1024, dodgebullet = 4096 }; // Defines for 'useractor' keyword enum uactortypes_t { notenemy, enemy, enemystayput }; #pragma pack(push,1) typedef struct { int32_t workslike, cstat; // 8b int32_t hitradius, range, flashcolor; // 12b int16_t spawns, sound, isound, vel; // 8b int16_t decal, trail, tnum, drop; // 8b int16_t offset, bounces, bsound; // 6b int16_t toffset; // 2b int16_t extra, extra_rand; // 4b int8_t sxrepeat, syrepeat, txrepeat, tyrepeat; // 4b int8_t shade, xrepeat, yrepeat, pal; // 4b int8_t velmult; // 1b uint8_t clipdist; // 1b int8_t filler[6]; // 6b } projectile_t; // (+ 40 8 6 16 16 4 8 6 4 4 16) typedef struct { #ifdef SAMESIZE_ACTOR_T int32_t t_data[10]; // 40b sometimes used to hold offsets to con code #else intptr_t t_data[10]; // 40b/80b sometimes used to hold pointers to con code #endif int16_t picnum,ang,extra,owner; //8b int16_t movflag,tempang,timetosleep; //6b int32_t flags, bposx,bposy,bposz; //16b int32_t floorz,ceilingz,lastvx,lastvy; //16b int32_t lasttransport; //4b int16_t lightId, lightcount, lightmaxrange, cgg; //8b int16_t actorstayput, dispicnum, shootzvel; // 6b #ifdef POLYMER _prlight *lightptr; //4b/8b #else void *lightptr; #endif projectile_t *projectile; //4b/8b #if !defined SAMESIZE_ACTOR_T || UINTPTR_MAX == 0xffffffff /* 32-bit or old, same-declaration version */ int8_t filler[16]; // pad struct to 128 bytes #else /* 64-bit, will break older savegames */ int8_t filler[8]; #endif } actor_t; // this struct needs to match the beginning of actor_t above typedef struct { #ifdef SAMESIZE_ACTOR_T int32_t t_data[10]; // 40b sometimes used to hold offsets to con code #else intptr_t t_data[10]; // 40b/80b sometimes used to hold pointers to con code #endif int16_t picnum,ang,extra,owner; //8b int16_t movflag,tempang,timetosleep; // 6b int32_t flags; // 4b } netactor_t; #pragma pack(pop) enum sflags_t { SPRITE_SHADOW = 0x00000001, SPRITE_NVG = 0x00000002, SPRITE_NOSHADE = 0x00000004, SPRITE_PROJECTILE = 0x00000008, SPRITE_DECAL = 0x00000010, SPRITE_BADGUY = 0x00000020, SPRITE_NOPAL = 0x00000040, SPRITE_NOEVENTCODE = 0x00000080, SPRITE_NOLIGHT = 0x00000100, SPRITE_USEACTIVATOR = 0x00000200, SPRITE_NULL = 0x00000400, // null sprite in multiplayer SPRITE_NOCLIP = 0x00000800, // clipmove it with cliptype 0 }; // custom projectiles enum pflags_t { PROJECTILE_HITSCAN = 0x00000001, PROJECTILE_RPG = 0x00000002, PROJECTILE_BOUNCESOFFWALLS = 0x00000004, PROJECTILE_BOUNCESOFFMIRRORS = 0x00000008, PROJECTILE_KNEE = 0x00000010, PROJECTILE_WATERBUBBLES = 0x00000020, PROJECTILE_TIMED = 0x00000040, PROJECTILE_BOUNCESOFFSPRITES = 0x00000080, PROJECTILE_SPIT = 0x00000100, PROJECTILE_COOLEXPLOSION1 = 0x00000200, PROJECTILE_BLOOD = 0x00000400, PROJECTILE_LOSESVELOCITY = 0x00000800, PROJECTILE_NOAIM = 0x00001000, PROJECTILE_RANDDECALSIZE = 0x00002000, PROJECTILE_EXPLODEONTIMER = 0x00004000, PROJECTILE_RPG_IMPACT = 0x00008000, PROJECTILE_RADIUS_PICNUM = 0x00010000, PROJECTILE_ACCURATE_AUTOAIM = 0x00020000, PROJECTILE_FORCEIMPACT = 0x00040000, PROJECTILE_REALCLIPDIST = 0x00080000, PROJECTILE_ACCURATE = 0x00100000, }; extern actor_t actor[MAXSPRITES]; extern char ActorType[MAXTILES]; extern int16_t SpriteCacheList[MAXTILES][3]; extern int32_t SpriteFlags[MAXTILES]; extern int32_t block_deletesprite; extern int32_t g_noEnemies; extern int32_t otherp; extern int32_t ticrandomseed; extern intptr_t *actorLoadEventScrptr[MAXTILES]; extern intptr_t *actorscrptr[MAXTILES]; extern intptr_t *g_parsingActorPtr; extern projectile_t DefaultProjectileData[MAXTILES]; extern projectile_t ProjectileData[MAXTILES]; extern projectile_t SpriteProjectile[MAXSPRITES]; void A_AddToDeleteQueue(int32_t i); int32_t A_CheckEnemySprite(const spritetype *s); int32_t A_CheckEnemyTile(int32_t pn); int32_t A_CheckSwitchTile(int32_t i); void A_DeleteSprite(int32_t s); void A_DoGuts(int32_t sp,int32_t gtype,int32_t n); void A_DoGutsDir(int32_t sp,int32_t gtype,int32_t n); int32_t A_IncurDamage(int32_t sn); void A_MoveCyclers(void); void A_MoveDummyPlayers(void); int32_t A_MoveSprite(int32_t spritenum,const vec3_t *change,uint32_t cliptype); void A_PlayAlertSound(int32_t i); void A_RadiusDamage(int32_t i,int32_t r,int32_t hp1,int32_t hp2,int32_t hp3,int32_t hp4); int32_t A_SetSprite(int32_t i,uint32_t cliptype); void A_SpawnMultiple(int32_t sp,int32_t pic,int32_t n); void G_AddGameLight(int32_t radius,int32_t srcsprite,int32_t zoffset,int32_t range,int32_t color,int32_t priority); int32_t G_CheckForSpaceCeiling(int32_t sectnum); int32_t G_CheckForSpaceFloor(int32_t sectnum); void G_DoInterpolations(int32_t smoothratio); void G_MoveWorld(void); extern inline void G_RestoreInterpolations(void); void G_SetInterpolation(int32_t *posptr); void G_StopInterpolation(int32_t *posptr); extern inline void G_UpdateInterpolations(void); // PK 20110701: changed input argument: int32_t i (== sprite, whose sectnum...) --> sectnum directly void Sect_ClearInterpolation(int32_t sectnum); void Sect_SetInterpolation(int32_t sectnum); #endif