mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-17 18:01:13 +00:00
0d82280b87
- Added dynamic dispersion for custom dude - Added dynamic attack distance for custom dude - Added dynamic damage resistance scale for custom dude - There was some refactor actions performed - Added player RX channels for triggering the players - Updates for modern types - There was added player control modern type which can do a lot things. It's still WIP - Other updates and fixes mainly related to gModernMap Note that your save games will be no longer compatible # Conflicts: # source/blood/src/actor.h # source/blood/src/aiunicult.h # source/blood/src/db.h # source/blood/src/player.h # source/blood/src/triggers.h # source/blood/src/weapon.cpp
356 lines
13 KiB
C
356 lines
13 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood 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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#pragma once
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BEGIN_BLD_NS
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#define kMaxXSprites 16384
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#define kMaxXWalls 512
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#define kMaxXSectors 512
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// by NoOne additional non-thing proximity, sight and physics sprites
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#define kMaxSuperXSprites 128
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// by NoOne: functions to quckly check range of specifical arrays
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inline bool xsprRangeIsFine(int nXindex) {
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return (nXindex >= 0 && nXindex < kMaxXSprites);
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}
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inline bool xsectRangeIsFine(int nXindex) {
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return (nXindex >= 0 && nXindex < kMaxXSectors);
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}
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inline bool xwallRangeIsFine(int nXindex) {
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return (nXindex >= 0 && nXindex < kMaxXWalls);
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}
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extern bool gModernMap;
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#pragma pack(push, 1)
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struct AISTATE;
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struct XSPRITE {
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unsigned int unused1 : 2; // unused
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unsigned int unused2 : 1; // unused
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unsigned int unused3 : 2; // unused
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unsigned int unused4 : 6; // unused
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signed int reference : 15;
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unsigned int state : 1; // State 0
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unsigned int busy : 17;
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unsigned int txID : 10; // TX ID
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unsigned int rxID : 10; // RX ID
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unsigned int command : 8; // Cmd
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unsigned int triggerOn : 1; // going ON
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unsigned int triggerOff : 1; // going OFF
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unsigned int busyTime : 12; // busyTime
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unsigned int waitTime : 12; // waitTime
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unsigned int restState : 1; // restState
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unsigned int Interrutable : 1; // Interruptable
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unsigned int respawnPending : 2; // respawnPending
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unsigned int dropMsg : 8; // Drop Item
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unsigned int Decoupled : 1; // Decoupled
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unsigned int triggerOnce : 1; // 1-shot
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unsigned int isTriggered : 1; // works in case if triggerOnce selected
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unsigned int key : 3; // Key
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unsigned int wave : 2; // Wave
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unsigned int Push : 1; // Push
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unsigned int Vector : 1; // Vector
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unsigned int Impact : 1; // Impact
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unsigned int Pickup : 1; // Pickup
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unsigned int Touch : 1; // Touch
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unsigned int Sight : 1; // Sight
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unsigned int Proximity : 1; // Proximity
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unsigned int lSkill : 5; // Launch 12345
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unsigned int lS : 1; // Single
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unsigned int lB : 1; // Bloodbath
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unsigned int lT : 1; // Launch Team
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unsigned int lC : 1; // Coop
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unsigned int DudeLockout : 1; // DudeLockout
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signed int data1 : 16; // Data 1
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signed int data2 : 16; // Data 2
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signed int data3 : 16; // Data 3
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unsigned int data4 : 16; // Data 4
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unsigned int locked : 1; // Locked
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unsigned int medium : 2; // medium
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unsigned int respawn : 2; // Respawn option
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unsigned int lockMsg : 8; // Lock msg
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unsigned int health : 20;
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unsigned int dudeDeaf : 1; // dudeDeaf
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unsigned int dudeAmbush : 1; // dudeAmbush
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unsigned int dudeGuard : 1; // dudeGuard
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unsigned int dudeFlag4 : 1; // unused
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signed int target : 16; // target sprite
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signed int targetX : 32; // target x
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signed int targetY : 32; // target y
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signed int targetZ : 32; // target z
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unsigned int goalAng : 11; // Dude goal ang
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signed int dodgeDir : 2; // Dude dodge direction
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unsigned int burnTime : 16;
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signed int burnSource : 16;
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unsigned int height : 16;
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unsigned int stateTimer : 16; // ai timer
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AISTATE* aiState; // ai
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signed int sysData1 : 16; // used to keep here various system data, so user can't change it in map editor
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unsigned int physAttr : 12; // currently used by additional physics sprites to keep it's attributes.
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signed int scale; // used for scaling SEQ size on sprites
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};
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struct XSECTOR {
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signed int reference : 14;
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unsigned int state : 1; // State
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unsigned int busy : 17;
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unsigned int data : 16; // Data
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unsigned int txID : 10; // TX ID
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unsigned int rxID : 10; // RX ID
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unsigned int busyWaveA : 3; // OFF->ON wave
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unsigned int busyWaveB : 3; // ON->OFF wave
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unsigned int command : 8; // Cmd
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unsigned int triggerOn : 1; // Send at ON
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unsigned int triggerOff : 1; // Send at OFF
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unsigned int busyTimeA : 12; // OFF->ON busyTime
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unsigned int waitTimeA : 12; // OFF->ON waitTime
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unsigned int restState : 1;
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unsigned int interruptable : 1; // Interruptable
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unsigned int reTriggerA : 1; // OFF->ON wait
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unsigned int reTriggerB : 1; // ON->OFF wait
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signed int amplitude : 8; // Lighting amplitude
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unsigned int freq : 8; // Lighting freq
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unsigned int phase : 8; // Lighting phase
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unsigned int wave : 4; // Lighting wave
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unsigned int shadeAlways : 1; // Lighting shadeAlways
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unsigned int shadeFloor : 1; // Lighting floor
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unsigned int shadeCeiling : 1; // Lighting ceiling
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unsigned int shadeWalls : 1; // Lighting walls
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signed int shade : 8; // Lighting value
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unsigned int panAlways : 1; // Pan always
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unsigned int panFloor : 1; // Pan floor
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unsigned int panCeiling : 1; // Pan ceiling
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unsigned int Drag : 1; // Pan drag
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unsigned int panVel : 8; // Motion speed
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unsigned int panAngle : 11; // Motion angle
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unsigned int Underwater : 1; // Underwater
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unsigned int Depth : 3; // Depth
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unsigned int unused1 : 1;
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unsigned int decoupled : 1; // Decoupled
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unsigned int triggerOnce : 1; // 1-shot
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unsigned int isTriggered : 1;
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unsigned int Key : 3; // Key
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unsigned int Push : 1; // Push
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unsigned int Vector : 1; // Vector
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unsigned int Reserved : 1; // Reserved
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unsigned int Enter : 1; // Enter
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unsigned int Exit : 1; // Exit
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unsigned int Wallpush : 1; // WallPush
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unsigned int color : 1; // Color Lights
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unsigned int unused2 : 1;
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unsigned int busyTimeB : 12; // ON->OFF busyTime
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unsigned int waitTimeB : 12; // ON->OFF waitTime
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unsigned int stopOn : 1;
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unsigned int stopOff : 1;
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unsigned int ceilpal : 4; // Ceil pal2
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signed int offCeilZ : 32;
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signed int onCeilZ : 32;
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signed int offFloorZ : 32;
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signed int onFloorZ : 32;
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unsigned int marker0 : 16;
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unsigned int marker1 : 16;
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unsigned int Crush : 1; // Crush
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unsigned int ceilXPanFrac : 8; // Ceiling x panning frac
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unsigned int ceilYPanFrac : 8; // Ceiling y panning frac
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unsigned int floorXPanFrac : 8; // Floor x panning frac
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unsigned int damageType : 3; // DamageType
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unsigned int floorpal : 4; // Floor pal2
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unsigned int floorYPanFrac : 8; // Floor y panning frac
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unsigned int locked : 1; // Locked
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unsigned int windVel : 32; // Wind vel (by NoOne: changed from 10 bit to use higher velocity values)
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unsigned int windAng : 11; // Wind ang
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unsigned int windAlways : 1; // Wind always
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unsigned int dudeLockout : 1;
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unsigned int bobTheta : 11; // Motion Theta
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unsigned int bobZRange : 5; // Motion Z range
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signed int bobSpeed : 12; // Motion speed
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unsigned int bobAlways : 1; // Motion always
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unsigned int bobFloor : 1; // Motion bob floor
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unsigned int bobCeiling : 1; // Motion bob ceiling
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unsigned int bobRotate : 1; // Motion rotate
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};
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struct XWALL {
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signed int reference : 15;
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unsigned int state : 1; // State
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unsigned int busy : 17;
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signed int data : 16; // Data
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unsigned int txID : 10; // TX ID
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unsigned int unused1 : 6; // unused
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unsigned int rxID : 10; // RX ID
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unsigned int command : 8; // Cmd
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unsigned int triggerOn : 1; // going ON
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unsigned int triggerOff : 1; // going OFF
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unsigned int busyTime : 12; // busyTime
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unsigned int waitTime : 12; // waitTime
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unsigned int restState : 1; // restState
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unsigned int interruptable : 1; // Interruptable
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unsigned int panAlways : 1; // panAlways
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signed int panXVel : 8; // panX
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signed int panYVel : 8; // panY
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unsigned int decoupled : 1; // Decoupled
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unsigned int triggerOnce : 1; // 1-shot
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unsigned int isTriggered : 1;
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unsigned int key : 3; // Key
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unsigned int triggerPush : 1; // Push
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unsigned int triggerVector : 1; // Vector
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unsigned int triggerTouch : 1; // by NoOne: renamed from Reserved to Touch as it works with Touch now.
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unsigned int unused2 : 2; // unused
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unsigned int xpanFrac : 8; // x panning frac
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unsigned int ypanFrac : 8; // y panning frac
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unsigned int locked : 1; // Locked
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unsigned int dudeLockout : 1; // DudeLockout
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unsigned int unused3 : 4; // unused;
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unsigned int unused4 : 32; // unused
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};
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struct MAPSIGNATURE {
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char signature[4];
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short version;
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};
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struct MAPHEADER {
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int at0; // x
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int at4; // y
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int at8; // z
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short atc; // ang
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short ate; // sect
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short at10; // pskybits
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int at12; // visibility
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int at16; // song id, Matt
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char at1a; // parallaxtype
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int at1b; // map revision
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short at1f; // numsectors
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short at21; // numwalls
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short at23; // numsprites
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};
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struct MAPHEADER2 {
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char at0[64];
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int at40; // xsprite size
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int at44; // xwall size
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int at48; // xsector size
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char pad[52];
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};
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struct SPRITEHIT {
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int hit, ceilhit, florhit;
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};
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#pragma pack(pop)
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extern unsigned short gStatCount[kMaxStatus + 1];;
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extern bool byte_1A76C6, byte_1A76C7, byte_1A76C8;
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extern MAPHEADER2 byte_19AE44;
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extern XSPRITE xsprite[kMaxXSprites];
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extern XSECTOR xsector[kMaxXSectors];
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extern XWALL xwall[kMaxXWalls];
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extern SPRITEHIT gSpriteHit[kMaxXSprites];
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extern char qsprite_filler[kMaxSprites], qsector_filler[kMaxSectors];
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extern int xvel[kMaxSprites], yvel[kMaxSprites], zvel[kMaxSprites];
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extern int gVisibility;
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extern int gMapRev, gSongId, gSkyCount;
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extern const char *gItemText[];
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extern const char *gAmmoText[];
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extern const char *gWeaponText[];
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extern unsigned short nextXSprite[kMaxXSprites];
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extern unsigned short nextXWall[kMaxXWalls];
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extern unsigned short nextXSector[kMaxXSectors];
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#ifdef YAX_ENABLE
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static inline bool yax_hasnextwall(int nWall)
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{
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return yax_getnextwall(nWall, YAX_CEILING) >= 0 || yax_getnextwall(nWall, YAX_FLOOR) >= 0;
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}
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#endif
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static inline int GetWallType(int nWall)
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{
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#ifdef YAX_ENABLE
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if (yax_hasnextwall(nWall))
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return 0;
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#endif
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return wall[nWall].type;
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}
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inline void GetSpriteExtents(spritetype *pSprite, int *top, int *bottom)
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{
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*top = *bottom = pSprite->z;
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if ((pSprite->cstat & 0x30) != 0x20)
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{
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int height = tilesiz[pSprite->picnum].y;
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int center = height / 2 + picanm[pSprite->picnum].yofs;
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*top -= (pSprite->yrepeat << 2)*center;
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*bottom += (pSprite->yrepeat << 2)*(height - center);
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}
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}
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void InsertSpriteSect(int nSprite, int nSector);
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void RemoveSpriteSect(int nSprite);
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void InsertSpriteStat(int nSprite, int nStat);
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void RemoveSpriteStat(int nSprite);
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void qinitspritelists(void);
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int InsertSprite(int nSector, int nStat);
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int qinsertsprite(short nSector, short nStat);
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int DeleteSprite(int nSprite);
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int qdeletesprite(short nSprite);
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int ChangeSpriteSect(int nSprite, int nSector);
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int qchangespritesect(short nSprite, short nSector);
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int ChangeSpriteStat(int nSprite, int nStatus);
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int qchangespritestat(short nSprite, short nStatus);
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void InitFreeList(unsigned short *pList, int nCount);
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void InsertFree(unsigned short *pList, int nIndex);
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unsigned short dbInsertXSprite(int nSprite);
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void dbDeleteXSprite(int nXSprite);
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unsigned short dbInsertXWall(int nWall);
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void dbDeleteXWall(int nXWall);
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unsigned short dbInsertXSector(int nSector);
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void dbDeleteXSector(int nXSector);
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void dbXSpriteClean(void);
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void dbXWallClean(void);
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void dbXSectorClean(void);
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void dbInit(void);
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void PropagateMarkerReferences(void);
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unsigned int dbReadMapCRC(const char *pPath);
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int dbLoadMap(const char *pPath, int *pX, int *pY, int *pZ, short *pAngle, short *pSector, unsigned int *pCRC);
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END_BLD_NS
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