raze/source/duke3d/src/actors.h

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//-------------------------------------------------------------------------
/*
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 ZOFFSET2 (16<<8)
#define ZOFFSET3 (8<<8)
#define ZOFFSET4 (12<<8)
#define ZOFFSET5 (32<<8)
#define ZOFFSET6 (4<<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 */
enum actionparams
{
ACTION_STARTFRAME = 0,
ACTION_NUMFRAMES,
ACTION_VIEWTYPE,
ACTION_INCVAL,
ACTION_DELAY,
ACTION_FLAGS,
ACTION_PARAM_COUNT,
};
enum actionflags
{
AF_VIEWPOINT = 1u<<0u,
};
#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;
uint16_t flags;
};
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)
#pragma pack(push, 1)
typedef struct
{
int32_t t_data[10]; // 40b sometimes used to hold offsets to con code
#ifdef LUNATIC
// total: 18b
struct move mv;
struct action ac;
// Gets incremented by TICSPERFRAME on each A_Execute() call:
uint16_t actiontics;
// Movement flags, sprite[i].hitag in C-CON:
uint16_t movflags;
#endif
int32_t flags; // 4b
vec3_t bpos; // 12b
int32_t floorz, ceilingz; // 8b
vec2_t lastv; // 8b
int16_t picnum, ang, extra, owner; // 8b
int16_t movflag, tempang, timetosleep; // 6b
int16_t stayput; // 2b
uint8_t cgg, lasttransport; // 2b
// NOTE: 'dispicnum' is updated every frame, not in sync with game tics!
int16_t dispicnum; // 2b
#ifdef POLYMER
int16_t lightId, lightmaxrange; // 4b
_prlight *lightptr; // 4b/8b aligned on 96 bytes
uint8_t lightcount, filler[3];
#endif
} actor_t;
// note: fields in this struct DO NOT have to be in this order,
// however if you add something to this struct, please make sure
// a field gets added to ActorFields[], otherwise the field
// won't get synced over the network!
//
// I don't think the ActorFields array needs to be in the same order,
// need to verify this...
typedef struct netactor_s
{
// actor fields
//--------------------------------------------
int32_t
t_data_0,
t_data_1,
t_data_2,
t_data_3,
t_data_4,
t_data_5,
t_data_6,
t_data_7,
t_data_8,
t_data_9;
#ifdef LUNATIC
int32_t
hvel,
vvel;
int32_t
startframe,
numframes;
int32_t
viewtype,
incval,
delay;
int32_t
actiontics;
#endif
int32_t
flags;
int32_t
bpos_x,
bpos_y,
bpos_z;
int32_t
floorz,
ceilingz,
lastvx,
lastvy,
lasttransport,
picnum,
ang,
extra,
owner,
movflag,
tempang,
timetosleep,
stayput,
dispicnum;
#if defined LUNATIC
int32_t movflags;
#endif
// note: lightId, lightcount, lightmaxrange are not synchronized between client and server
int32_t
cgg;
// sprite fields
//-----------------------------
int32_t
spr_x,
spr_y,
spr_z,
spr_cstat,
spr_picnum,
spr_shade,
spr_pal,
spr_clipdist,
spr_blend,
spr_xrepeat,
spr_yrepeat,
spr_xoffset,
spr_yoffset,
spr_sectnum,
spr_statnum,
spr_ang,
spr_owner,
spr_xvel,
spr_yvel,
spr_zvel,
spr_lotag,
spr_hitag,
spr_extra;
//---------------------------------------------
//spriteext fields
int32_t
ext_mdanimtims,
ext_mdanimcur,
ext_angoff,
ext_pitch,
ext_roll,
ext_offset_x,
ext_offset_y,
ext_offset_z,
ext_flags,
ext_xpanning,
ext_ypanning;
float ext_alpha;
// DON'T send tsprites over the internet
//--------------------------------------------
//spritesmooth fields
float sm_smoothduration;
int32_t
sm_mdcurframe,
sm_mdoldframe,
sm_mdsmooth;
//--------------------------------------------
// SpriteProjectile fields
// may want to put projectile fields here
int32_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
projectile_t *proj;
projectile_t *defproj;
uint32_t flags; // formerly SpriteFlags, ActorType
int32_t cacherange; // formerly SpriteCache
} 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,
SFLAG_WAKEUPBADGUYS = 0x02000000,
SFLAG_DAMAGEEVENT = 0x04000000,
};
// 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_RPG_IMPACT_DAMAGE = 0x00400000,
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];
int A_CheckNoSE7Water(uspritetype const *pSprite, int sectNum, int sectLotag, int32_t *pOther);
int A_CheckSwitchTile(int spriteNum);
int A_IncurDamage(int spriteNum);
void A_AddToDeleteQueue(int spriteNum);
void A_DeleteSprite(int spriteNum);
void A_DoGuts(int spriteNum, int tileNum, int spawnCnt);
void A_DoGutsDir(int spriteNum, int tileNum, int spawnCnt);
void A_MoveCyclers(void);
void A_MoveDummyPlayers(void);
void A_MoveSector(int spriteNum);
void A_PlayAlertSound(int spriteNum);
void A_RadiusDamage(int spriteNum, int blastRadius, int dmg1, int dmg2, int dmg3, int dmg4);
void A_SpawnMultiple(int spriteNum, int tileNum, int spawnCnt);
int G_SetInterpolation(int32_t *posptr);
void G_AddGameLight(int lightRadius, int spriteNum, int zOffset, int lightRange, int lightColor, int lightPrio);
void G_ClearCameraView(DukePlayer_t *ps);
void G_DoInterpolations(int smoothRatio);
void G_MoveWorld(void);
void G_RefreshLights(void);
void G_StopInterpolation(const int32_t *posptr);
// PK 20110701: changed input argument: int32_t i (== sprite, whose sectnum...) --> sectnum directly
void Sect_ToggleInterpolation(int sectnum, int setInterpolation);
static FORCE_INLINE void Sect_ClearInterpolation(int sectnum) { Sect_ToggleInterpolation(sectnum, 0); }
static 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, vec3_t const * change, uint32_t cliptype, int32_t clipdist);
ACTOR_INLINE_HEADER int A_CheckEnemyTile(int tileNum);
ACTOR_INLINE_HEADER int A_SetSprite(int spriteNum, uint32_t cliptype);
ACTOR_INLINE_HEADER int32_t A_MoveSprite(int spriteNum, vec3_t const * change, uint32_t cliptype);
EXTERN_INLINE_HEADER int G_CheckForSpaceCeiling(int sectnum);
EXTERN_INLINE_HEADER int G_CheckForSpaceFloor(int sectnum);
EXTERN_INLINE_HEADER int A_CheckEnemySprite(void const * s);
#ifdef __cplusplus
}
#endif
#if defined actors_c_ || !defined DISABLE_INLINING
# if !KRANDDEBUG || (KRANDDEBUG && defined actors_c_)
ACTOR_INLINE int A_CheckEnemyTile(int const tileNum)
{
return ((g_tile[tileNum].flags & (SFLAG_HARDCODED_BADGUY | SFLAG_BADGUY)) != 0);
}
ACTOR_INLINE int A_SetSprite(int const spriteNum, uint32_t cliptype)
{
vec3_t const davect = { (sprite[spriteNum].xvel * (sintable[(sprite[spriteNum].ang + 512) & 2047])) >> 14,
(sprite[spriteNum].xvel * (sintable[sprite[spriteNum].ang & 2047])) >> 14, sprite[spriteNum].zvel };
return (A_MoveSprite(spriteNum, &davect, cliptype) == 0);
}
ACTOR_INLINE int A_SetSpriteNoZ(int const spriteNum, uint32_t cliptype)
{
vec3_t const davect = { (sprite[spriteNum].xvel * (sintable[(sprite[spriteNum].ang + 512) & 2047])) >> 14,
(sprite[spriteNum].xvel * (sintable[sprite[spriteNum].ang & 2047])) >> 14, 0 };
return (A_MoveSprite(spriteNum, &davect, cliptype) == 0);
}
ACTOR_INLINE int32_t A_MoveSprite(int const spriteNum, vec3_t const * const change, uint32_t cliptype)
{
return A_MoveSpriteClipdist(spriteNum, change, cliptype, -1);
}
# endif
# include "namesdyn.h"
EXTERN_INLINE int G_CheckForSpaceCeiling(int const sectnum)
{
return ((sector[sectnum].ceilingstat&1) && sector[sectnum].ceilingpal == 0 &&
(sector[sectnum].ceilingpicnum==MOONSKY1 || sector[sectnum].ceilingpicnum==BIGORBIT1));
}
EXTERN_INLINE int G_CheckForSpaceFloor(int const sectnum)
{
return ((sector[sectnum].floorstat&1) && sector[sectnum].ceilingpal == 0 &&
(sector[sectnum].floorpicnum==MOONSKY1 || sector[sectnum].floorpicnum==BIGORBIT1));
}
EXTERN_INLINE int A_CheckEnemySprite(void const * const pSprite)
{
return A_CheckEnemyTile(((uspritetype const *) pSprite)->picnum);
}
#endif
#endif