raze-gles/polymer/eduke32/source/actors.h

403 lines
13 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., 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.
// <spr>: sprite pointer
// <a>: 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,
SFLAG_REALCLIPDIST = 0x01000000
};
// 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_CheckNoSE7Water(const spritetype *s, int32_t sectnum, int32_t slotag, int32_t *othersectptr);
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);
void G_ClearCameraView(DukePlayer_t *ps);
void G_DoInterpolations(int32_t smoothratio);
void G_MoveWorld(void);
void G_RefreshLights(void);
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