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7a5a19a874
Since the original source code release of Duke3D, there was a potentially dangerous hack where actor[].dispicnum was set to -4 to signal "this actor should not have a floor shadow for this moment" (it doesn't really work, if you ask me). Now, use another bit of actor[].flags for that purpose because setting any picnum members to negative values asks for trouble. git-svn-id: https://svn.eduke32.com/eduke32@2249 1a8010ca-5511-0410-912e-c29ae57300e0
225 lines
7.9 KiB
C
225 lines
7.9 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010 EDuke32 developers and contributors
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This file is part of EDuke32.
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EDuke32 is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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//-------------------------------------------------------------------------
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#ifndef __actors_h__
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#define __actors_h__
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// Uncomment to have the same sizeof(actor_t) and sizeof(netactor_t) across
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// 32- and 64-bit builds; KEEPINSYNC with same #define in gamedef.h:
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#define SAMESIZE_ACTOR_T
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#define MAXSLEEPDIST 16384
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#define SLEEPTIME 1536
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#define ZOFFSET (1<<8)
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#define STAT_DEFAULT 0
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#define STAT_ACTOR 1
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#define STAT_ZOMBIEACTOR 2
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#define STAT_EFFECTOR 3
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#define STAT_PROJECTILE 4
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#define STAT_MISC 5
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#define STAT_STANDABLE 6
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#define STAT_LOCATOR 7
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#define STAT_ACTIVATOR 8
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#define STAT_TRANSPORT 9
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#define STAT_PLAYER 10
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#define STAT_FX 11
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#define STAT_FALLER 12
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#define STAT_DUMMYPLAYER 13
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// Defines the motion characteristics of an actor
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enum amoveflags_t {
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face_player = 1,
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geth = 2,
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getv = 4,
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random_angle = 8,
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face_player_slow = 16,
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spin = 32,
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face_player_smart = 64,
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fleeenemy = 128,
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jumptoplayer = 257,
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seekplayer = 512,
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furthestdir = 1024,
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dodgebullet = 4096
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};
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// Defines for 'useractor' keyword
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enum uactortypes_t {
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notenemy,
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enemy,
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enemystayput
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};
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#pragma pack(push,1)
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typedef struct {
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int32_t workslike, cstat; // 8b
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int32_t hitradius, range, flashcolor; // 12b
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int16_t spawns, sound, isound, vel; // 8b
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int16_t decal, trail, tnum, drop; // 8b
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int16_t offset, bounces, bsound; // 6b
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int16_t toffset; // 2b
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int16_t extra, extra_rand; // 4b
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int8_t sxrepeat, syrepeat, txrepeat, tyrepeat; // 4b
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int8_t shade, xrepeat, yrepeat, pal; // 4b
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int8_t velmult; // 1b
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uint8_t clipdist; // 1b
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int8_t filler[6]; // 6b
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} projectile_t;
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// (+ 40 8 6 16 16 4 8 6 4 20)
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typedef struct {
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#ifdef SAMESIZE_ACTOR_T
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int32_t t_data[10]; // 40b sometimes used to hold offsets to con code
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#else
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intptr_t t_data[10]; // 40b/80b sometimes used to hold pointers to con code
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#endif
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int16_t picnum,ang,extra,owner; //8b
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int16_t movflag,tempang,timetosleep; //6b
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int32_t flags, bposx,bposy,bposz; //16b
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int32_t floorz,ceilingz,lastvx,lastvy; //16b
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int32_t lasttransport; //4b
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int16_t lightId, lightcount, lightmaxrange, cgg; //8b
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int16_t actorstayput, dispicnum, shootzvel; // 6b
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#ifdef POLYMER
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_prlight *lightptr; //4b/8b
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#else
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void *lightptr;
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#endif
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// pad struct to 128 bytes
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#if !defined UINTPTR_MAX
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# error Need UINTPTR_MAX define to select between 32- and 64-bit structs
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#endif
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#if UINTPTR_MAX == 0xffffffff
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/* 32-bit */
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const int8_t filler[20];
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#else
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/* 64-bit */
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const int8_t filler[12];
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#endif
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} actor_t;
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// this struct needs to match the beginning of actor_t above
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typedef struct {
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#ifdef SAMESIZE_ACTOR_T
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int32_t t_data[10]; // 40b sometimes used to hold offsets to con code
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#else
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intptr_t t_data[10]; // 40b/80b sometimes used to hold pointers to con code
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#endif
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int16_t picnum,ang,extra,owner; //8b
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int16_t movflag,tempang,timetosleep; // 6b
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int32_t flags; // 4b
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} netactor_t;
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#pragma pack(pop)
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enum sflags_t {
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SPRITE_SHADOW = 0x00000001,
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SPRITE_NVG = 0x00000002,
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SPRITE_NOSHADE = 0x00000004,
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SPRITE_PROJECTILE = 0x00000008,
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SPRITE_DECAL = 0x00000010,
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SPRITE_BADGUY = 0x00000020,
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SPRITE_NOPAL = 0x00000040,
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SPRITE_NOEVENTCODE = 0x00000080,
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SPRITE_NOLIGHT = 0x00000100,
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SPRITE_USEACTIVATOR = 0x00000200,
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SPRITE_NULL = 0x00000400, // null sprite in multiplayer
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SPRITE_NOCLIP = 0x00000800, // clipmove it with cliptype 0
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SPRITE_NOFLOORSHADOW= 0x00001000, // for temp. internal use, per-tile flag not checked
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};
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// custom projectiles
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enum pflags_t {
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PROJECTILE_HITSCAN = 0x00000001,
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PROJECTILE_RPG = 0x00000002,
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PROJECTILE_BOUNCESOFFWALLS = 0x00000004,
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PROJECTILE_BOUNCESOFFMIRRORS = 0x00000008,
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PROJECTILE_KNEE = 0x00000010,
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PROJECTILE_WATERBUBBLES = 0x00000020,
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PROJECTILE_TIMED = 0x00000040,
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PROJECTILE_BOUNCESOFFSPRITES = 0x00000080,
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PROJECTILE_SPIT = 0x00000100,
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PROJECTILE_COOLEXPLOSION1 = 0x00000200,
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PROJECTILE_BLOOD = 0x00000400,
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PROJECTILE_LOSESVELOCITY = 0x00000800,
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PROJECTILE_NOAIM = 0x00001000,
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PROJECTILE_RANDDECALSIZE = 0x00002000,
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PROJECTILE_EXPLODEONTIMER = 0x00004000,
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PROJECTILE_RPG_IMPACT = 0x00008000,
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PROJECTILE_RADIUS_PICNUM = 0x00010000,
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PROJECTILE_ACCURATE_AUTOAIM = 0x00020000,
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PROJECTILE_FORCEIMPACT = 0x00040000,
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PROJECTILE_REALCLIPDIST = 0x00080000,
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PROJECTILE_ACCURATE = 0x00100000,
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};
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extern actor_t actor[MAXSPRITES];
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extern char ActorType[MAXTILES];
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extern int16_t SpriteCacheList[MAXTILES][3];
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extern int32_t SpriteFlags[MAXTILES];
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extern int32_t block_deletesprite;
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extern int32_t g_noEnemies;
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extern int32_t otherp;
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extern int32_t ticrandomseed;
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extern intptr_t *actorLoadEventScrptr[MAXTILES];
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extern intptr_t *actorscrptr[MAXTILES];
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extern intptr_t *g_parsingActorPtr;
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extern projectile_t DefaultProjectileData[MAXTILES];
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extern projectile_t ProjectileData[MAXTILES];
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extern projectile_t SpriteProjectile[MAXSPRITES];
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void A_AddToDeleteQueue(int32_t i);
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int32_t A_CheckEnemySprite(const spritetype *s);
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int32_t A_CheckEnemyTile(int32_t pn);
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int32_t A_CheckSwitchTile(int32_t i);
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void A_DeleteSprite(int32_t s);
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void A_DoGuts(int32_t sp,int32_t gtype,int32_t n);
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void A_DoGutsDir(int32_t sp,int32_t gtype,int32_t n);
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int32_t A_IncurDamage(int32_t sn);
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void A_MoveCyclers(void);
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void A_MoveDummyPlayers(void);
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int32_t A_MoveSprite(int32_t spritenum,const vec3_t *change,uint32_t cliptype);
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void A_PlayAlertSound(int32_t i);
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void A_RadiusDamage(int32_t i,int32_t r,int32_t hp1,int32_t hp2,int32_t hp3,int32_t hp4);
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int32_t A_SetSprite(int32_t i,uint32_t cliptype);
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void A_SpawnMultiple(int32_t sp,int32_t pic,int32_t n);
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void G_AddGameLight(int32_t radius,int32_t srcsprite,int32_t zoffset,int32_t range,int32_t color,int32_t priority);
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int32_t G_CheckForSpaceCeiling(int32_t sectnum);
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int32_t G_CheckForSpaceFloor(int32_t sectnum);
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void G_DoInterpolations(int32_t smoothratio);
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void G_MoveWorld(void);
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extern inline void G_RestoreInterpolations(void);
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void G_SetInterpolation(int32_t *posptr);
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void G_StopInterpolation(int32_t *posptr);
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extern inline void G_UpdateInterpolations(void);
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// PK 20110701: changed input argument: int32_t i (== sprite, whose sectnum...) --> sectnum directly
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void Sect_ClearInterpolation(int32_t sectnum);
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void Sect_SetInterpolation(int32_t sectnum);
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#endif
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