//------------------------------------------------------------------------- /* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- #ifndef actors_h_ #define actors_h_ #include "player.h" #ifdef __cplusplus extern "C" { #endif #define MAXSLEEPDIST 16384 #define SLEEPTIME 1536 #define ZOFFSET (1<<8) #define ACTOR_MAXFALLINGZVEL 6144 #define ACTOR_ONWATER_ADDZ (24<<8) // KEEPINSYNC lunatic/con_lang.lua #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 #define STAT_LIGHT 14 #define STAT_NETALLOC MAXSTATUS-1 // 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_only = 256, jumptoplayer_bits = 257, // NOTE: two bits set! seekplayer = 512, furthestdir = 1024, dodgebullet = 4096 }; // Defines for 'useractor' keyword enum uactortypes_t { notenemy, enemy, enemystayput }; // These macros are there to give names to the t_data[]/T*/vm.g_t[] indices // when used with actors. Greppability of source code is certainly a virtue. #define AC_COUNT(t) ((t)[0]) /* the actor's count */ /* The ID of the actor's current move. In C-CON, the bytecode offset to the * move composite: */ #define AC_MOVE_ID(t) ((t)[1]) #define AC_ACTION_COUNT(t) ((t)[2]) /* the actor's action count */ #define AC_CURFRAME(t) ((t)[3]) /* the actor's current frame offset */ /* The ID of the actor's current action. In C-CON, the bytecode offset to the * action composite: */ #define AC_ACTION_ID(t) ((t)[4]) #define AC_AI_ID(t) ((t)[5]) /* the ID of the actor's current ai */ #ifdef LUNATIC struct action { // These members MUST be in this exact order because FFI cdata of this type // can be initialized by passing a table with numeric indices (con.action). int16_t startframe, numframes; int16_t viewtype, incval, delay; }; struct move { // These members MUST be in this exact order. int16_t hvel, vvel; }; #pragma pack(push,1) typedef struct { int32_t id; struct move mv; } con_move_t; typedef struct { int32_t id; struct action ac; } con_action_t; #pragma pack(pop) #endif // Select an actor's actiontics and movflags locations depending on // whether we compile the Lunatic build. // : sprite pointer // : actor_t pointer #ifdef LUNATIC # define AC_ACTIONTICS(spr, a) ((a)->actiontics) # define AC_MOVFLAGS(spr, a) ((a)->movflags) #else # define AC_ACTIONTICS(spr, a) ((spr)->lotag) # define AC_MOVFLAGS(spr, a) ((spr)->hitag) #endif // (+ 40 16 16 4 8 6 8 6 4 20) typedef struct { int32_t t_data[10]; // 40b sometimes used to hold offsets to con code #ifdef LUNATIC // total: 16b struct move mv; struct action ac; // Gets incremented by TICSPERFRAME on each A_Execute() call: uint16_t actiontics; #endif int32_t flags; //4b vec3_t bpos; //12b int32_t floorz,ceilingz,lastvx,lastvy; //16b int32_t lasttransport; //4b int16_t picnum,ang,extra,owner; //8b int16_t movflag,tempang,timetosleep; //6b // NOTE: 'dispicnum' is updated locally, not in sync with the game! int16_t actorstayput, dispicnum; #if !defined LUNATIC // NOTE: shootzvel is not used any more. int16_t shootzvel_; #else // Movement flags, sprite[i].hitag in C-CON: uint16_t movflags; #endif int16_t cgg; int16_t lightId, lightcount, lightmaxrange; //6b #ifdef POLYMER _prlight *lightptr; //4b/8b #else void *lightptr; #endif // pad struct to 128 bytes #if !defined UINTPTR_MAX # error Need UINTPTR_MAX define to select between 32- and 64-bit structs #endif #if UINTPTR_MAX == 0xffffffff /* 32-bit */ # if !defined LUNATIC int8_t filler[20]; # else int8_t filler[4]; # endif #else /* 64-bit */ # if !defined LUNATIC int8_t filler[16]; # else /* no padding */ #endif #endif } actor_t; #pragma pack(push,1) // this struct needs to match the beginning of actor_t above typedef struct { int32_t t_data[10]; // 40b sometimes used to hold offsets to con code #ifdef LUNATIC struct move mv; struct action ac; uint16_t actiontics; #endif int32_t flags; //4b vec3_t bpos; //12b int32_t floorz,ceilingz,lastvx,lastvy; //16b int32_t lasttransport; //4b int16_t picnum,ang,extra,owner; //8b int16_t movflag,tempang,timetosleep; // 6b int16_t actorstayput, dispicnum; #if !defined LUNATIC int16_t shootzvel_; #else uint16_t movflags; #endif int16_t cgg; spritetype sprite; int16_t netIndex; } netactor_t; #pragma pack(pop) typedef struct { #if !defined LUNATIC intptr_t *execPtr; // pointer to CON script for this tile, formerly actorscrptr intptr_t *loadPtr; // pointer to load time CON script, formerly actorLoadEventScrPtr or something #endif uint32_t flags; // formerly SpriteFlags, ActorType int32_t cacherange; // formerly SpriteCache // todo: make this a pointer and allocate at runtime projectile_t *proj; projectile_t *defproj; } tiledata_t; // KEEPINSYNC lunatic/con_lang.lua enum sflags_t { SFLAG_SHADOW = 0x00000001, SFLAG_NVG = 0x00000002, SFLAG_NOSHADE = 0x00000004, SFLAG_PROJECTILE = 0x00000008, SFLAG_DECAL = 0x00000010, SFLAG_BADGUY = 0x00000020, SFLAG_NOPAL = 0x00000040, SFLAG_NOEVENTCODE = 0x00000080, SFLAG_NOLIGHT = 0x00000100, SFLAG_USEACTIVATOR = 0x00000200, SFLAG_NULL = 0x00000400, // null sprite in multiplayer SFLAG_NOCLIP = 0x00000800, // clipmove it with cliptype 0 SFLAG_NOFLOORSHADOW = 0x00001000, // for temp. internal use, per-tile flag not checked SFLAG_SMOOTHMOVE = 0x00002000, SFLAG_NOTELEPORT = 0x00004000, SFLAG_BADGUYSTAYPUT = 0x00008000, SFLAG_CACHE = 0x00010000, // rotation-fixed wrt a pivot point to prevent position diverging due to // roundoff error accumulation: SFLAG_ROTFIXED = 0x00020000, SFLAG_HARDCODED_BADGUY = 0x00040000, SFLAG_DIDNOSE7WATER = 0x00080000, // used temporarily SFLAG_NODAMAGEPUSH = 0x00100000, SFLAG_NOWATERDIP = 0x00200000, SFLAG_HURTSPAWNBLOOD = 0x00400000, SFLAG_GREENSLIMEFOOD = 0x00800000, }; // Custom projectiles "workslike" flags. // XXX: Currently not predefined from CON. 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, PROJECTILE_NOSETOWNERSHADE = 0x00200000, PROJECTILE_MOVED = 0x80000000, // internal flag, do not document PROJECTILE_TYPE_MASK = PROJECTILE_HITSCAN|PROJECTILE_RPG|PROJECTILE_KNEE|PROJECTILE_BLOOD, }; extern tiledata_t g_tile[MAXTILES]; extern actor_t actor[MAXSPRITES]; extern int32_t block_deletesprite; extern int32_t g_noEnemies; extern int32_t otherp; extern int32_t ticrandomseed; extern projectile_t SpriteProjectile[MAXSPRITES]; void A_AddToDeleteQueue(int32_t i); 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); void A_MoveSector(int i); 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); 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 smoothratio); void G_ClearCameraView(DukePlayer_t *ps); void G_DoInterpolations(int32_t smoothratio); void G_MoveWorld(void); void G_RefreshLights(int32_t smoothratio); int32_t G_SetInterpolation(int32_t * const posptr); void G_StopInterpolation(int32_t * const posptr); // PK 20110701: changed input argument: int32_t i (== sprite, whose sectnum...) --> sectnum directly void Sect_ToggleInterpolation(int sectnum, int doset); FORCE_INLINE void Sect_ClearInterpolation(int sectnum) { Sect_ToggleInterpolation(sectnum, 0); } FORCE_INLINE void Sect_SetInterpolation(int sectnum) { Sect_ToggleInterpolation(sectnum, 1); } #ifdef LUNATIC int32_t G_ToggleWallInterpolation(int32_t w, int32_t doset); #endif #if KRANDDEBUG # define ACTOR_INLINE __fastcall # define ACTOR_INLINE_HEADER extern __fastcall #else # define ACTOR_INLINE EXTERN_INLINE # define ACTOR_INLINE_HEADER EXTERN_INLINE_HEADER #endif extern int32_t A_MoveSpriteClipdist(int32_t spritenum, const vec3_t *change, uint32_t cliptype, int32_t clipdist); ACTOR_INLINE_HEADER int A_CheckEnemyTile(int32_t pn); ACTOR_INLINE_HEADER int32_t A_SetSprite(int32_t i,uint32_t cliptype); ACTOR_INLINE_HEADER int32_t A_MoveSprite(int32_t spritenum, const vec3_t *change, uint32_t cliptype); EXTERN_INLINE_HEADER int32_t G_CheckForSpaceCeiling(int32_t sectnum); EXTERN_INLINE_HEADER int32_t G_CheckForSpaceFloor(int32_t sectnum); EXTERN_INLINE_HEADER int32_t A_CheckEnemySprite(const spritetype *s); #ifdef __cplusplus } #endif #if defined actors_c_ || !defined DISABLE_INLINING # if !KRANDDEBUG || (KRANDDEBUG && defined actors_c_) ACTOR_INLINE int A_CheckEnemyTile(int32_t pn) { return ((g_tile[pn].flags & (SFLAG_HARDCODED_BADGUY | SFLAG_BADGUY)) != 0); } ACTOR_INLINE int32_t A_SetSprite(int32_t i,uint32_t cliptype) { vec3_t davect = {(sprite[i].xvel*(sintable[(sprite[i].ang+512)&2047]))>>14, (sprite[i].xvel*(sintable[sprite[i].ang&2047]))>>14, sprite[i].zvel }; return (A_MoveSprite(i,&davect,cliptype)==0); } ACTOR_INLINE int32_t A_MoveSprite(int32_t spritenum, const vec3_t *change, uint32_t cliptype) { return A_MoveSpriteClipdist(spritenum, change, cliptype, -1); } # endif # include "namesdyn.h" EXTERN_INLINE int32_t G_CheckForSpaceCeiling(int32_t sectnum) { return ((sector[sectnum].ceilingstat&1) && sector[sectnum].ceilingpal == 0 && (sector[sectnum].ceilingpicnum==MOONSKY1 || sector[sectnum].ceilingpicnum==BIGORBIT1)); } EXTERN_INLINE int32_t G_CheckForSpaceFloor(int32_t sectnum) { return ((sector[sectnum].floorstat&1) && sector[sectnum].ceilingpal == 0 && (sector[sectnum].floorpicnum==MOONSKY1 || sector[sectnum].floorpicnum==BIGORBIT1)); } EXTERN_INLINE int32_t A_CheckEnemySprite(const spritetype *s) { return A_CheckEnemyTile(s->picnum); } #endif #endif