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c1c01f0e0b
DONT_BUILD. git-svn-id: https://svn.eduke32.com/eduke32@4541 1a8010ca-5511-0410-912e-c29ae57300e0
335 lines
11 KiB
C
335 lines
11 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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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#include "player.h"
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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 ACTOR_MAXFALLINGZVEL 6144
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#define ACTOR_ONWATER_ADDZ (24<<8)
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// KEEPINSYNC lunatic/con_lang.lua
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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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#define STAT_LIGHT 14
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#define STAT_NETALLOC MAXSTATUS-1
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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_only = 256,
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jumptoplayer_bits = 257, // NOTE: two bits set!
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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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// These macros are there to give names to the t_data[]/T*/vm.g_t[] indices
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// when used with actors. Greppability of source code is certainly a virtue.
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#define AC_COUNT(t) ((t)[0]) /* the actor's count */
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/* The ID of the actor's current move. In C-CON, the bytecode offset to the
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* move composite: */
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#define AC_MOVE_ID(t) ((t)[1])
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#define AC_ACTION_COUNT(t) ((t)[2]) /* the actor's action count */
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#define AC_CURFRAME(t) ((t)[3]) /* the actor's current frame offset */
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/* The ID of the actor's current action. In C-CON, the bytecode offset to the
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* action composite: */
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#define AC_ACTION_ID(t) ((t)[4])
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#define AC_AI_ID(t) ((t)[5]) /* the ID of the actor's current ai */
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#ifdef LUNATIC
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struct action {
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// These members MUST be in this exact order because FFI cdata of this type
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// can be initialized by passing a table with numeric indices (con.action).
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int16_t startframe, numframes;
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int16_t viewtype, incval, delay;
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};
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struct move {
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// These members MUST be in this exact order.
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int16_t hvel, vvel;
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};
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#pragma pack(push,1)
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typedef struct { int32_t id; struct move mv; } con_move_t;
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typedef struct { int32_t id; struct action ac; } con_action_t;
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#pragma pack(pop)
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#endif
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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 movecnt; // 1b
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uint8_t clipdist; // 1b
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int8_t filler[2]; // 2b
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int32_t userdata; // 4b
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} projectile_t;
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// Select an actor's actiontics and movflags locations depending on
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// whether we compile the Lunatic build.
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// <spr>: sprite pointer
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// <a>: actor_t pointer
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#ifdef LUNATIC
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# define AC_ACTIONTICS(spr, a) ((a)->actiontics)
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# define AC_MOVFLAGS(spr, a) ((a)->movflags)
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#else
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# define AC_ACTIONTICS(spr, a) ((spr)->lotag)
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# define AC_MOVFLAGS(spr, a) ((spr)->hitag)
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#endif
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// (+ 40 16 16 4 8 6 8 6 4 20)
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typedef struct {
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int32_t t_data[10]; // 40b sometimes used to hold offsets to con code
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#ifdef LUNATIC
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// total: 16b
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struct move mv;
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struct action ac;
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// Gets incremented by TICSPERFRAME on each A_Execute() call:
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uint16_t actiontics;
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#endif
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int32_t flags; //4b
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vec3_t bpos; //12b
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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 picnum,ang,extra,owner; //8b
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int16_t movflag,tempang,timetosleep; //6b
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int16_t actorstayput, dispicnum;
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#if !defined LUNATIC
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// NOTE: shootzvel is not used any more.
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int16_t shootzvel_;
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#else
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// Movement flags, sprite[i].hitag in C-CON:
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uint16_t movflags;
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#endif
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int16_t cgg;
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int16_t lightId, lightcount, lightmaxrange; //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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# if !defined LUNATIC
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int8_t filler[20];
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# else
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int8_t filler[4];
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# endif
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#else
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/* 64-bit */
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# if !defined LUNATIC
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int8_t filler[16];
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# else
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/* no padding */
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#endif
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#endif
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} actor_t;
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#pragma pack(push,1)
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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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int32_t t_data[10]; // 40b sometimes used to hold offsets to con code
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#ifdef LUNATIC
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struct move mv;
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struct action ac;
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uint16_t actiontics;
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#endif
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int32_t flags; //4b
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vec3_t bpos; //12b
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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 picnum,ang,extra,owner; //8b
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int16_t movflag,tempang,timetosleep; // 6b
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int16_t actorstayput, dispicnum;
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#if !defined LUNATIC
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int16_t shootzvel_;
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#else
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uint16_t movflags;
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#endif
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int16_t cgg;
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spritetype sprite;
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int16_t netIndex;
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} netactor_t;
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#pragma pack(pop)
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typedef struct {
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#if !defined LUNATIC
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intptr_t *execPtr; // pointer to CON script for this tile, formerly actorscrptr
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intptr_t *loadPtr; // pointer to load time CON script, formerly actorLoadEventScrPtr or something
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#endif
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uint32_t flags; // formerly SpriteFlags, ActorType
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int32_t cacherange; // formerly SpriteCache
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// todo: make this a pointer and allocate at runtime
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projectile_t defproj;
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} tiledata_t;
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// KEEPINSYNC lunatic/con_lang.lua
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enum sflags_t {
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SFLAG_SHADOW = 0x00000001,
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SFLAG_NVG = 0x00000002,
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SFLAG_NOSHADE = 0x00000004,
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SFLAG_PROJECTILE = 0x00000008,
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SFLAG_DECAL = 0x00000010,
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SFLAG_BADGUY = 0x00000020,
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SFLAG_NOPAL = 0x00000040,
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SFLAG_NOEVENTCODE = 0x00000080,
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SFLAG_NOLIGHT = 0x00000100,
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SFLAG_USEACTIVATOR = 0x00000200,
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SFLAG_NULL = 0x00000400, // null sprite in multiplayer
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SFLAG_NOCLIP = 0x00000800, // clipmove it with cliptype 0
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SFLAG_NOFLOORSHADOW = 0x00001000, // for temp. internal use, per-tile flag not checked
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SFLAG_SMOOTHMOVE = 0x00002000,
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SFLAG_NOTELEPORT = 0x00004000,
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SFLAG_BADGUYSTAYPUT = 0x00008000,
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SFLAG_CACHE = 0x00010000,
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// rotation-fixed wrt a pivot point to prevent position diverging due to
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// roundoff error accumulation:
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SFLAG_ROTFIXED = 0x00020000,
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SFLAG_HARDCODED_BADGUY = 0x00040000,
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SFLAG_DIDNOSE7WATER = 0x00080000, // used temporarily
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SFLAG_NODAMAGEPUSH = 0x00100000,
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};
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// Custom projectiles "workslike" flags.
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// XXX: Currently not predefined from CON.
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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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PROJECTILE_TYPE_MASK = PROJECTILE_HITSCAN|PROJECTILE_RPG|PROJECTILE_KNEE|PROJECTILE_BLOOD,
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};
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extern tiledata_t g_tile[MAXTILES];
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extern actor_t actor[MAXSPRITES];
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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 *g_parsingActorPtr;
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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_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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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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void G_ClearCameraView(DukePlayer_t *ps);
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void G_DoInterpolations(int32_t smoothratio);
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void G_MoveWorld(void);
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int32_t G_SetInterpolation(int32_t *posptr);
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void G_StopInterpolation(int32_t *posptr);
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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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#include "actors_inline.h"
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#endif
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