- reorganized Blood's level structures to not use bitfields.

Only the single bits are still a bitfield,  combined with an int in a union - all other fields are 8, 16 or 32 bit now.
For serialization this is necessary - I have to wonder anyway if the added code to process the bit fields wasn’t even more than the data savings…
This commit is contained in:
Christoph Oelckers 2020-10-13 20:21:47 +02:00
parent 817fa8aba3
commit 2b1284e8fa
2 changed files with 198 additions and 191 deletions

View file

@ -696,7 +696,7 @@ void dbLoadMap(const char *pPath, int *pX, int *pY, int *pZ, short *pAngle, shor
pXSector->Depth = bitReader.readUnsigned(3);
pXSector->panVel = bitReader.readUnsigned(8);
pXSector->panAngle = bitReader.readUnsigned(11);
pXSector->unused1 = bitReader.readUnsigned(1);
bitReader.readUnsigned(1);
pXSector->decoupled = bitReader.readUnsigned(1);
pXSector->triggerOnce = bitReader.readUnsigned(1);
pXSector->isTriggered = bitReader.readUnsigned(1);
@ -708,7 +708,7 @@ void dbLoadMap(const char *pPath, int *pX, int *pY, int *pZ, short *pAngle, shor
pXSector->Exit = bitReader.readUnsigned(1);
pXSector->Wallpush = bitReader.readUnsigned(1);
pXSector->color = bitReader.readUnsigned(1);
pXSector->unused2 = bitReader.readUnsigned(1);
bitReader.readUnsigned(1);
pXSector->busyTimeB = bitReader.readUnsigned(12);
pXSector->waitTimeB = bitReader.readUnsigned(12);
pXSector->stopOn = bitReader.readUnsigned(1);
@ -794,7 +794,7 @@ void dbLoadMap(const char *pPath, int *pX, int *pY, int *pZ, short *pAngle, shor
pXWall->busy = bitReader.readUnsigned(17);
pXWall->data = bitReader.readSigned(16);
pXWall->txID = bitReader.readUnsigned(10);
pXWall->unused1 = bitReader.readUnsigned(6);
bitReader.readUnsigned(6);
pXWall->rxID = bitReader.readUnsigned(10);
pXWall->command = bitReader.readUnsigned(8);
pXWall->triggerOn = bitReader.readUnsigned(1);
@ -813,13 +813,13 @@ void dbLoadMap(const char *pPath, int *pX, int *pY, int *pZ, short *pAngle, shor
pXWall->triggerPush = bitReader.readUnsigned(1);
pXWall->triggerVector = bitReader.readUnsigned(1);
pXWall->triggerTouch = bitReader.readUnsigned(1);
pXWall->unused2 = bitReader.readUnsigned(2);
bitReader.readUnsigned(2);
pXWall->xpanFrac = bitReader.readUnsigned(8);
pXWall->ypanFrac = bitReader.readUnsigned(8);
pXWall->locked = bitReader.readUnsigned(1);
pXWall->dudeLockout = bitReader.readUnsigned(1);
pXWall->unused3 = bitReader.readUnsigned(4);
pXWall->unused4 = bitReader.readUnsigned(32);
bitReader.readUnsigned(4);
bitReader.readUnsigned(32);
xwall[wall[i].extra].reference = i;
xwall[wall[i].extra].busy = IntToFixed(xwall[wall[i].extra].state);
@ -896,9 +896,9 @@ void dbLoadMap(const char *pPath, int *pX, int *pY, int *pZ, short *pAngle, shor
pXSprite->waitTime = bitReader.readUnsigned(12);
pXSprite->restState = bitReader.readUnsigned(1);
pXSprite->Interrutable = bitReader.readUnsigned(1);
pXSprite->unused1 = bitReader.readUnsigned(2);
bitReader.readUnsigned(2);
pXSprite->respawnPending = bitReader.readUnsigned(2);
pXSprite->unused2 = bitReader.readUnsigned(1);
bitReader.readUnsigned(1);
pXSprite->lT = bitReader.readUnsigned(1);
pXSprite->dropMsg = bitReader.readUnsigned(8);
pXSprite->Decoupled = bitReader.readUnsigned(1);
@ -912,7 +912,7 @@ void dbLoadMap(const char *pPath, int *pX, int *pY, int *pZ, short *pAngle, shor
pXSprite->Touch = bitReader.readUnsigned(1);
pXSprite->Sight = bitReader.readUnsigned(1);
pXSprite->Proximity = bitReader.readUnsigned(1);
pXSprite->unused3 = bitReader.readUnsigned(2);
bitReader.readUnsigned(2);
pXSprite->lSkill = bitReader.readUnsigned(5);
pXSprite->lS = bitReader.readUnsigned(1);
pXSprite->lB = bitReader.readUnsigned(1);
@ -927,7 +927,7 @@ void dbLoadMap(const char *pPath, int *pX, int *pY, int *pZ, short *pAngle, shor
pXSprite->medium = bitReader.readUnsigned(2);
pXSprite->respawn = bitReader.readUnsigned(2);
pXSprite->data4 = bitReader.readUnsigned(16);
pXSprite->unused4 = bitReader.readUnsigned(6);
bitReader.readUnsigned(6);
pXSprite->lockMsg = bitReader.readUnsigned(8);
pXSprite->health = bitReader.readUnsigned(12);
pXSprite->dudeDeaf = bitReader.readUnsigned(1);

View file

@ -49,197 +49,204 @@ inline bool xwallRangeIsFine(int nXindex) {
struct AISTATE;
struct XSPRITE {
unsigned int unused1 : 2; // unused
unsigned int unused2 : 1; // unused
unsigned int unused3 : 2; // unused
unsigned int unused4 : 6; // unused
signed int reference : 15;
unsigned int state : 1; // State 0
unsigned int busy : 17;
unsigned int txID : 10; // TX ID
unsigned int rxID : 10; // RX ID
unsigned int command : 8; // Cmd
unsigned int triggerOn : 1; // going ON
unsigned int triggerOff : 1; // going OFF
unsigned int busyTime : 12; // busyTime
unsigned int waitTime : 12; // waitTime
unsigned int restState : 1; // restState
unsigned int Interrutable : 1; // Interruptable
unsigned int respawnPending : 2; // respawnPending
unsigned int dropMsg : 8; // Drop Item
unsigned int Decoupled : 1; // Decoupled
unsigned int triggerOnce : 1; // 1-shot
unsigned int isTriggered : 1; // works in case if triggerOnce selected
unsigned int key : 3; // Key
unsigned int wave : 2; // Wave
unsigned int Push : 1; // Push
unsigned int Vector : 1; // Vector
unsigned int Impact : 1; // Impact
unsigned int Pickup : 1; // Pickup
unsigned int Touch : 1; // Touch
unsigned int Sight : 1; // Sight
unsigned int Proximity : 1; // Proximity
unsigned int lSkill : 5; // Launch 12345
unsigned int lS : 1; // Single
unsigned int lB : 1; // Bloodbath
unsigned int lT : 1; // Launch Team
unsigned int lC : 1; // Coop
unsigned int DudeLockout : 1; // DudeLockout
signed int data1 : 16; // Data 1
signed int data2 : 16; // Data 2
signed int data3 : 16; // Data 3
unsigned int data4 : 16; // Data 4
unsigned int locked : 1; // Locked
unsigned int medium : 2; // medium
unsigned int respawn : 2; // Respawn option
unsigned int lockMsg : 8; // Lock msg
unsigned int health : 20;
unsigned int dudeDeaf : 1; // dudeDeaf
unsigned int dudeAmbush : 1; // dudeAmbush
unsigned int dudeGuard : 1; // dudeGuard
unsigned int dudeFlag4 : 1; // unused
signed int target : 16; // target sprite
signed int targetX : 32; // target x
signed int targetY : 32; // target y
signed int targetZ : 32; // target z
unsigned int goalAng : 11; // Dude goal ang
signed int dodgeDir : 2; // Dude dodge direction
unsigned int burnTime : 16;
signed int burnSource : 16;
unsigned int height : 16;
unsigned int stateTimer : 16; // ai timer
AISTATE* aiState; // ai
#ifdef NOONE_EXTENSIONS
signed int sysData1: 32; // used to keep here various system data, so user can't change it in map editor
signed int sysData2: 32; //
unsigned int physAttr : 32; // currently used by additional physics sprites to keep it's attributes.
#endif
signed int scale; // used for scaling SEQ size on sprites
union
{
uint32_t flags;
struct {
unsigned int state : 1; // State 0
unsigned int triggerOn : 1; // going ON
unsigned int triggerOff : 1; // going OFF
unsigned int restState : 1; // restState
unsigned int Interrutable : 1; // Interruptable
unsigned int Decoupled : 1; // Decoupled
unsigned int triggerOnce : 1; // 1-shot
unsigned int isTriggered : 1; // works in case if triggerOnce selected
unsigned int Push : 1; // Push
unsigned int Vector : 1; // Vector
unsigned int Impact : 1; // Impact
unsigned int Pickup : 1; // Pickup
unsigned int Touch : 1; // Touch
unsigned int Sight : 1; // Sight
unsigned int Proximity : 1; // Proximity
unsigned int lS : 1; // Single
unsigned int lB : 1; // Bloodbath
unsigned int lT : 1; // Launch Team
unsigned int lC : 1; // Coop
unsigned int DudeLockout : 1; // DudeLockout
unsigned int locked : 1; // Locked
unsigned int dudeDeaf : 1; // dudeDeaf
unsigned int dudeAmbush : 1; // dudeAmbush
unsigned int dudeGuard : 1; // dudeGuard
unsigned int dudeFlag4 : 1; // unused
unsigned int wave : 2; // Wave
unsigned int medium : 2; // medium
unsigned int respawn : 2; // Respawn option
};
};
int32_t targetX; // target x
int32_t targetY; // target y
int32_t targetZ; // target z
int32_t sysData1; // used to keep here various system data, so user can't change it in map editor
int32_t sysData2; //
int32_t scale; // used for scaling SEQ size on sprites
uint32_t physAttr; // currently used by additional physics sprites to keep it's attributes.
uint32_t health;
uint32_t busy;
int16_t reference;
int16_t data1; // Data 1
int16_t data2; // Data 2
int16_t data3; // Data 3
int16_t target; // target sprite
int16_t burnSource;
uint16_t txID; // TX ID
uint16_t rxID; // RX ID
uint16_t command; // Cmd
uint16_t busyTime; // busyTime
uint16_t waitTime; // waitTime
uint16_t data4; // Data 4
uint16_t goalAng; // Dude goal ang
uint16_t burnTime;
uint16_t height;
uint16_t stateTimer; // ai timer
uint8_t respawnPending; // respawnPending
uint8_t dropMsg; // Drop Item
uint8_t key; // Key
uint8_t lSkill; // Launch 12345
uint8_t lockMsg; // Lock msg
int8_t dodgeDir; // Dude dodge direction
};
struct XSECTOR {
signed int reference : 14;
unsigned int state : 1; // State
unsigned int busy : 17;
unsigned int data : 16; // Data
unsigned int txID : 10; // TX ID
unsigned int rxID : 10; // RX ID
unsigned int busyWaveA : 3; // OFF->ON wave
unsigned int busyWaveB : 3; // ON->OFF wave
union
{
uint64_t flags;
struct {
unsigned int state : 1; // State
unsigned int triggerOn : 1; // Send at ON
unsigned int triggerOff : 1; // Send at OFF
unsigned int restState : 1;
unsigned int interruptable : 1; // Interruptable
unsigned int reTriggerA : 1; // OFF->ON wait
unsigned int reTriggerB : 1; // ON->OFF wait
unsigned int shadeAlways : 1; // Lighting shadeAlways
unsigned int shadeFloor : 1; // Lighting floor
unsigned int shadeCeiling : 1; // Lighting ceiling
unsigned int shadeWalls : 1; // Lighting walls
unsigned int panAlways : 1; // Pan always
unsigned int panFloor : 1; // Pan floor
unsigned int panCeiling : 1; // Pan ceiling
unsigned int Drag : 1; // Pan drag
unsigned int Underwater : 1; // Underwater
unsigned int decoupled : 1; // Decoupled
unsigned int triggerOnce : 1; // 1-shot
unsigned int isTriggered : 1;
unsigned int Push : 1; // Push
unsigned int Vector : 1; // Vector
unsigned int Reserved : 1; // Reserved
unsigned int Enter : 1; // Enter
unsigned int Exit : 1; // Exit
unsigned int Wallpush : 1; // WallPush
unsigned int color : 1; // Color Lights
unsigned int stopOn : 1;
unsigned int stopOff : 1;
unsigned int Crush : 1; // Crush
unsigned int locked : 1; // Locked
unsigned int windAlways : 1; // Wind always
unsigned int dudeLockout : 1;
unsigned int bobAlways : 1; // Motion always
unsigned int bobFloor : 1; // Motion bob floor
unsigned int bobCeiling : 1; // Motion bob ceiling
unsigned int bobRotate : 1; // Motion rotate
};
};
uint32_t busy;
int32_t offCeilZ;
int32_t onCeilZ;
int32_t offFloorZ;
int32_t onFloorZ;
uint32_t windVel; // Wind vel (changed from 10 bit to use higher velocity values)
unsigned int command : 8; // Cmd
unsigned int triggerOn : 1; // Send at ON
unsigned int triggerOff : 1; // Send at OFF
unsigned int busyTimeA : 12; // OFF->ON busyTime
unsigned int waitTimeA : 12; // OFF->ON waitTime
unsigned int restState : 1;
unsigned int interruptable : 1; // Interruptable
uint16_t reference;
uint16_t data; // Data
uint16_t txID; // TX ID
uint16_t rxID; // RX ID
uint16_t busyTimeA; // OFF->ON busyTime
uint16_t waitTimeA; // OFF->ON waitTime
uint16_t panAngle; // Motion angle
uint16_t busyTimeB; // ON->OFF busyTime
uint16_t waitTimeB; // ON->OFF waitTime
uint16_t marker0;
uint16_t marker1;
uint16_t windAng; // Wind ang
uint16_t bobTheta; // Motion Theta
int16_t bobSpeed; // Motion speed
unsigned int reTriggerA : 1; // OFF->ON wait
unsigned int reTriggerB : 1; // ON->OFF wait
signed int amplitude : 8; // Lighting amplitude
unsigned int freq : 8; // Lighting freq
unsigned int phase : 8; // Lighting phase
unsigned int wave : 4; // Lighting wave
unsigned int shadeAlways : 1; // Lighting shadeAlways
unsigned int shadeFloor : 1; // Lighting floor
unsigned int shadeCeiling : 1; // Lighting ceiling
unsigned int shadeWalls : 1; // Lighting walls
signed int shade : 8; // Lighting value
unsigned int panAlways : 1; // Pan always
unsigned int panFloor : 1; // Pan floor
unsigned int panCeiling : 1; // Pan ceiling
unsigned int Drag : 1; // Pan drag
unsigned int panVel : 8; // Motion speed
unsigned int panAngle : 11; // Motion angle
unsigned int Underwater : 1; // Underwater
unsigned int Depth : 3; // Depth
unsigned int unused1 : 1;
unsigned int decoupled : 1; // Decoupled
unsigned int triggerOnce : 1; // 1-shot
unsigned int isTriggered : 1;
unsigned int Key : 3; // Key
unsigned int Push : 1; // Push
unsigned int Vector : 1; // Vector
unsigned int Reserved : 1; // Reserved
unsigned int Enter : 1; // Enter
unsigned int Exit : 1; // Exit
unsigned int Wallpush : 1; // WallPush
unsigned int color : 1; // Color Lights
unsigned int unused2 : 1;
unsigned int busyTimeB : 12; // ON->OFF busyTime
unsigned int waitTimeB : 12; // ON->OFF waitTime
unsigned int stopOn : 1;
unsigned int stopOff : 1;
unsigned int ceilpal : 4; // Ceil pal2
signed int offCeilZ : 32;
signed int onCeilZ : 32;
signed int offFloorZ : 32;
signed int onFloorZ : 32;
unsigned int marker0 : 16;
unsigned int marker1 : 16;
unsigned int Crush : 1; // Crush
unsigned int ceilXPanFrac : 8; // Ceiling x panning frac
unsigned int ceilYPanFrac : 8; // Ceiling y panning frac
unsigned int floorXPanFrac : 8; // Floor x panning frac
unsigned int damageType : 3; // DamageType
unsigned int floorpal : 4; // Floor pal2
unsigned int floorYPanFrac : 8; // Floor y panning frac
unsigned int locked : 1; // Locked
#ifdef NOONE_EXTENSIONS
unsigned int windVel : 32; // Wind vel (changed from 10 bit to use higher velocity values)
#else
unsigned int windVel : 10;
#endif
unsigned int windAng : 11; // Wind ang
unsigned int windAlways : 1; // Wind always
unsigned int dudeLockout : 1;
unsigned int bobTheta : 11; // Motion Theta
unsigned int bobZRange : 5; // Motion Z range
signed int bobSpeed : 12; // Motion speed
unsigned int bobAlways : 1; // Motion always
unsigned int bobFloor : 1; // Motion bob floor
unsigned int bobCeiling : 1; // Motion bob ceiling
unsigned int bobRotate : 1; // Motion rotate
uint8_t busyWaveA; // OFF->ON wave
uint8_t busyWaveB; // ON->OFF wave
uint8_t command; // Cmd
int8_t amplitude; // Lighting amplitude
uint8_t freq; // Lighting freq
uint8_t phase; // Lighting phase
uint8_t wave; // Lighting wave
int8_t shade; // Lighting value
uint8_t panVel; // Motion speed
uint8_t Depth; // Depth
uint8_t Key; // Key
uint8_t ceilpal; // Ceil pal2
uint8_t ceilXPanFrac; // Ceiling x panning frac
uint8_t ceilYPanFrac; // Ceiling y panning frac
uint8_t floorXPanFrac; // Floor x panning frac
uint8_t damageType; // DamageType
uint8_t floorpal; // Floor pal2
uint8_t floorYPanFrac; // Floor y panning frac
uint8_t bobZRange; // Motion Z range
};
struct XWALL {
signed int reference : 15;
unsigned int state : 1; // State
unsigned int busy : 17;
signed int data : 16; // Data
unsigned int txID : 10; // TX ID
unsigned int unused1 : 6; // unused
unsigned int rxID : 10; // RX ID
unsigned int command : 8; // Cmd
unsigned int triggerOn : 1; // going ON
unsigned int triggerOff : 1; // going OFF
unsigned int busyTime : 12; // busyTime
unsigned int waitTime : 12; // waitTime
unsigned int restState : 1; // restState
unsigned int interruptable : 1; // Interruptable
unsigned int panAlways : 1; // panAlways
signed int panXVel : 8; // panX
signed int panYVel : 8; // panY
unsigned int decoupled : 1; // Decoupled
unsigned int triggerOnce : 1; // 1-shot
unsigned int isTriggered : 1;
unsigned int key : 3; // Key
unsigned int triggerPush : 1; // Push
unsigned int triggerVector : 1; // Vector
unsigned int triggerTouch : 1; // by NoOne: renamed from Reserved to Touch as it works with Touch now.
unsigned int unused2 : 2; // unused
unsigned int xpanFrac : 8; // x panning frac
unsigned int ypanFrac : 8; // y panning frac
unsigned int locked : 1; // Locked
unsigned int dudeLockout : 1; // DudeLockout
unsigned int unused3 : 4; // unused;
unsigned int unused4 : 32; // unused
union
{
uint32_t flags;
struct {
unsigned int state : 1; // State
unsigned int triggerOn : 1; // going ON
unsigned int triggerOff : 1; // going OFF
unsigned int restState : 1; // restState
unsigned int interruptable : 1; // Interruptable
unsigned int panAlways : 1; // panAlways
unsigned int decoupled : 1; // Decoupled
unsigned int triggerOnce : 1; // 1-shot
unsigned int isTriggered : 1;
unsigned int triggerPush : 1; // Push
unsigned int triggerVector : 1; // Vector
unsigned int triggerTouch : 1; // by NoOne: renamed from Reserved to Touch as it works with Touch now.
unsigned int locked : 1; // Locked
unsigned int dudeLockout : 1; // DudeLockout
};
};
uint32_t busy;
int16_t reference;
int16_t data; // Data
uint16_t txID; // TX ID
uint16_t rxID; // RX ID
uint16_t busyTime; // busyTime
uint16_t waitTime; // waitTime
uint8_t command; // Cmd
int8_t panXVel; // panX
int8_t panYVel; // panY
uint8_t key; // Key
uint8_t xpanFrac; // x panning frac
uint8_t ypanFrac; // y panning frac
};
struct MAPSIGNATURE {