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https://github.com/ZDoom/raze-gles.git
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6a4add81bd
Rotation-fixing happens for a couple of hard-coded statnums that presumably never move (DEFAULT, STANDABLE, FX, FALLER, LIGHT), but for actors it wouldn't make sense since the common case is that they do move. For this reason, bit 4 was introduced in r1934. The position of such useractors will not diverge due to error roundoff accumulation in rotating sectors (SE0, train). git-svn-id: https://svn.eduke32.com/eduke32@3316 1a8010ca-5511-0410-912e-c29ae57300e0
308 lines
9.3 KiB
C
308 lines
9.3 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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#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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// 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 15
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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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#ifdef LUNATIC
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struct 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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int16_t hvel, vvel;
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};
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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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#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[6]; // 6b
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} projectile_t;
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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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const int16_t padding_;
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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, shootzvel, cgg; // 8b
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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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# ifndef 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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# ifndef 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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// 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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const int16_t padding_;
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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, shootzvel, cgg; // 8b
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spritetype sprite;
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int16_t netIndex;
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} netactor_t;
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typedef struct {
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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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uint32_t flags; // formerly SpriteFlags, ActorType
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int16_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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#pragma pack(pop)
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// KEEPINSYNC lunatic/con_lang.lua
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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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SPRITE_SMOOTHMOVE = 0x00002000,
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SPRITE_NOTELEPORT = 0x00004000,
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SPRITE_BADGUYSTAYPUT = 0x00008000,
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SPRITE_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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SPRITE_ROTFIXED = 0x00020000,
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};
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// custom projectiles
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// KEEPINSYNC lunatic/con_lang.lua
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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 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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#ifdef LUNATIC
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// Legacy action/move setters from the CON script + t_data pointer:
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extern intptr_t *script;
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// tptr[4] expected to be set
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static inline void set_action_members(int32_t i)
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{
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actor_t *const aptr = &actor[i];
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int32_t acofs = aptr->t_data[4];
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aptr->ac.startframe = script[acofs];
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aptr->ac.numframes = script[acofs+1];
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aptr->ac.viewtype = script[acofs+2];
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aptr->ac.incval = script[acofs+3];
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aptr->ac.delay = script[acofs+4];
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}
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// tptr[1] expected to be set
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static inline void set_move_members(int32_t i)
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{
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actor_t *const aptr = &actor[i];
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int32_t mvofs = aptr->t_data[1];
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aptr->mv.hvel = script[mvofs];
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aptr->mv.vvel = script[mvofs+1];
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}
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#endif
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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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void 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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