raze-gles/polymer/eduke32/source/actors.h
helixhorned 2003954492 CON: add projectile member .userdata and predefined label PROJ_USERDATA.
It is a 32-bit signed integer. No version bump necessary, although CON code
accessing this new member will not work with earlier revisions (obviously).

git-svn-id: https://svn.eduke32.com/eduke32@3866 1a8010ca-5511-0410-912e-c29ae57300e0
2013-06-09 16:37:18 +00:00

292 lines
9 KiB
C

//-------------------------------------------------------------------------
/*
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__
#include "player.h"
#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 = 257,
seekplayer = 512,
furthestdir = 1024,
dodgebullet = 4096
};
// Defines for 'useractor' keyword
enum uactortypes_t {
notenemy,
enemy,
enemystayput
};
#ifdef LUNATIC
struct action {
int16_t startframe, numframes;
int16_t viewtype, incval, delay;
};
struct move {
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
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 movecnt; // 1b
uint8_t clipdist; // 1b
int8_t filler[2]; // 2b
int32_t userdata; // 4b
} projectile_t;
#pragma pack(push,1)
// (+ 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;
const int16_t padding_;
#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: shootzvel is not exposed but only used temporarily in player.c
// shooting routines.
int16_t actorstayput, dispicnum, shootzvel, cgg; // 8b
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 */
# ifndef LUNATIC
int8_t filler[20];
# else
int8_t filler[4];
# endif
#else
/* 64-bit */
# ifndef LUNATIC
int8_t filler[16];
# else
/* no padding */
#endif
#endif
} actor_t;
// 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;
const int16_t padding_;
#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, shootzvel, cgg; // 8b
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 defproj;
} tiledata_t;
// KEEPINSYNC lunatic/con_lang.lua
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
SPRITE_NOFLOORSHADOW = 0x00001000, // for temp. internal use, per-tile flag not checked
SPRITE_SMOOTHMOVE = 0x00002000,
SPRITE_NOTELEPORT = 0x00004000,
SPRITE_BADGUYSTAYPUT = 0x00008000,
SPRITE_CACHE = 0x00010000,
// rotation-fixed wrt a pivot point to prevent position diverging due to
// roundoff error accumulation:
SPRITE_ROTFIXED = 0x00020000,
SPRITE_HARDCODED_BADGUY = 0x00040000,
SPRITE_DIDNOSE7WATER = 0x00080000, // used temporarily
};
// 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,
};
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 intptr_t *g_parsingActorPtr;
extern projectile_t SpriteProjectile[MAXSPRITES];
void A_AddToDeleteQueue(int32_t i);
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);
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);
void G_ClearCameraView(DukePlayer_t *ps);
void G_DoInterpolations(int32_t smoothratio);
void G_MoveWorld(void);
int32_t G_SetInterpolation(int32_t *posptr);
void G_StopInterpolation(int32_t *posptr);
// 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);
#include "actors_inline.h"
#endif