mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 08:51:24 +00:00
- started consolidation of EDuke/RedNukem code by moving the identical parts of actor.h to a shared namespace.
This commit is contained in:
parent
a203e37aeb
commit
a00bb4cbea
10 changed files with 294 additions and 507 deletions
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@ -602,6 +602,7 @@ file( GLOB HEADER_FILES
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common/rendering/hwrenderer/data/*.h
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common/rendering/hwrenderer/data/*.h
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common/rendering/hwrenderer/postprocessing/*.h
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common/rendering/hwrenderer/postprocessing/*.h
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common/rendering/hwrenderer/utility/*.h
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common/rendering/hwrenderer/utility/*.h
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dukerr/*.h
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build/src/*.h
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build/src/*.h
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platform/win32/*.h
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platform/win32/*.h
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@ -978,6 +979,7 @@ install(TARGETS ${PROJECT_NAME}
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DESTINATION ${INSTALL_PATH}
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DESTINATION ${INSTALL_PATH}
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COMPONENT "Game executable")
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COMPONENT "Game executable")
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source_group("DukeRR" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/dukerr/.+")
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source_group("Utility" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/utility/.+")
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source_group("Utility" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/utility/.+")
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source_group("Core" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/.+")
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source_group("Core" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/.+")
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source_group("Core\\Textures" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/textures/.+")
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source_group("Core\\Textures" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/textures/.+")
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@ -2,10 +2,13 @@
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#ifndef NO_NAMESPACE
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#ifndef NO_NAMESPACE
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#define BEGIN_DUKE_NS namespace Duke {
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#define BEGIN_DUKERR_NS namespace DukeRR {
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#define END_DUKERR_NS }
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#define BEGIN_DUKE_NS namespace DukeRR{} namespace Duke { using namespace DukeRR;
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#define END_DUKE_NS }
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#define END_DUKE_NS }
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#define BEGIN_RR_NS namespace Redneck {
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#define BEGIN_RR_NS namespace DukeRR{} namespace Redneck { using namespace DukeRR;
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#define END_RR_NS }
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#define END_RR_NS }
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#define BEGIN_BLD_NS namespace Blood {
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#define BEGIN_BLD_NS namespace Blood {
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@ -19,6 +22,9 @@
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#else
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#else
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#define BEGIN_DUKERR_NS
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#define END_DUKERR_NS
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#define BEGIN_DUKE_NS
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#define BEGIN_DUKE_NS
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#define END_DUKE_NS
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#define END_DUKE_NS
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@ -25,163 +25,11 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "player.h"
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#include "player.h"
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# include "namesdyn.h"
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# include "namesdyn.h"
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#include "dukerr/actors.h"
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BEGIN_DUKE_NS
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BEGIN_DUKE_NS
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#define MAXSLEEPDIST 16384
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#define SLEEPTIME 1536
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#define ACTOR_FLOOR_OFFSET (1<<8)
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#define ZOFFSET2 (16<<8)
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#define ZOFFSET3 (8<<8)
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#define ZOFFSET4 (12<<8)
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#define ZOFFSET5 (32<<8)
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#define ZOFFSET6 (4<<8)
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#define ACTOR_MAXFALLINGZVEL 6144
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#define ACTOR_ONWATER_ADDZ (24<<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 (MAXSTATUS-1)
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// Defines the motion characteristics of an actor
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enum amoveflags_t
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{
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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_only = 256,
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jumptoplayer_bits = 257, // NOTE: two bits set!
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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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{
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notenemy,
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enemy,
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enemystayput
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};
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// These macros are there to give names to the t_data[]/T*/vm.g_t[] indices
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// when used with actors. Greppability of source code is certainly a virtue.
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#define AC_COUNT(t) ((t)[0]) /* the actor's count */
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/* The ID of the actor's current move. In C-CON, the bytecode offset to the
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* move composite: */
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#define AC_MOVE_ID(t) ((t)[1])
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#define AC_ACTION_COUNT(t) ((t)[2]) /* the actor's action count */
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#define AC_CURFRAME(t) ((t)[3]) /* the actor's current frame offset */
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/* The ID of the actor's current action. In C-CON, the bytecode offset to the
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* action composite: */
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#define AC_ACTION_ID(t) ((t)[4])
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#define AC_AI_ID(t) ((t)[5]) /* the ID of the actor's current ai */
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enum actionparams
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{
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ACTION_STARTFRAME = 0,
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ACTION_NUMFRAMES,
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ACTION_VIEWTYPE,
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ACTION_INCVAL,
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ACTION_DELAY,
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ACTION_FLAGS,
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ACTION_PARAM_COUNT,
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};
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enum actionflags
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{
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AF_VIEWPOINT = 1u<<0u,
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};
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#ifdef LUNATIC
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struct action
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{
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// These members MUST be in this exact order because FFI cdata of this type
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// can be initialized by passing a table with numeric indices (con.action).
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int16_t startframe, numframes;
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int16_t viewtype, incval, delay;
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uint16_t flags;
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};
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struct move
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{
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// These members MUST be in this exact order.
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int16_t hvel, vvel;
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};
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#pragma pack(push,1)
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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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#pragma pack(pop)
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#endif
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// Select an actor's actiontics and movflags locations depending on
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// whether we compile the Lunatic build.
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// <spr>: sprite pointer
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// <a>: actor_t pointer
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#ifdef LUNATIC
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# define AC_ACTIONTICS(spr, a) ((a)->actiontics)
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# define AC_MOVFLAGS(spr, a) ((a)->movflags)
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#else
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# define AC_ACTIONTICS(spr, a) ((spr)->lotag)
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# define AC_MOVFLAGS(spr, a) ((spr)->hitag)
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#endif
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// (+ 40 16 16 4 8 6 8 6 4 20)
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// (+ 40 16 16 4 8 6 8 6 4 20)
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#pragma pack(push, 1)
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#pragma pack(push, 1)
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typedef struct
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{
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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: 18b
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struct move mv;
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struct action ac;
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// Gets incremented by TICSPERFRAME on each A_Execute() call:
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uint16_t actiontics;
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// Movement flags, sprite[i].hitag in C-CON:
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uint16_t movflags;
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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; // 8b
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vec2_t lastv; // 8b
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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 stayput; // 2b
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uint8_t cgg, lasttransport; // 2b
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// NOTE: 'dispicnum' is updated every frame, not in sync with game tics!
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int16_t dispicnum; // 2b
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#ifdef POLYMER
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int16_t lightId, lightmaxrange; // 4b
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_prlight *lightptr; // 4b/8b aligned on 96 bytes
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uint8_t lightcount, filler[3];
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#endif
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} actor_t;
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// note: fields in this struct DO NOT have to be in this order,
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// note: fields in this struct DO NOT have to be in this order,
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// however if you add something to this struct, please make sure
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// however if you add something to this struct, please make sure
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@ -206,26 +54,6 @@ typedef struct netactor_s
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t_data_8,
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t_data_8,
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t_data_9;
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t_data_9;
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#ifdef LUNATIC
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int32_t
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hvel,
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vvel;
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int32_t
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startframe,
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numframes;
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int32_t
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viewtype,
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incval,
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delay;
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int32_t
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actiontics;
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#endif
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int32_t
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int32_t
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flags;
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flags;
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@ -256,10 +84,6 @@ typedef struct netactor_s
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dispicnum;
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dispicnum;
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#if defined LUNATIC
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int32_t movflags;
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#endif
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// note: lightId, lightcount, lightmaxrange are not synchronized between client and server
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// note: lightId, lightcount, lightmaxrange are not synchronized between client and server
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int32_t
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int32_t
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@ -351,86 +175,6 @@ typedef struct netactor_s
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} netactor_t;
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} netactor_t;
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#pragma pack(pop)
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#pragma pack(pop)
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typedef struct
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{
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#if !defined LUNATIC
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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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#endif
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projectile_t *proj;
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projectile_t *defproj;
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uint32_t flags; // formerly SpriteFlags, ActorType
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int32_t cacherange; // formerly SpriteCache
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} tiledata_t;
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// KEEPINSYNC lunatic/con_lang.lua
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enum sflags_t
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{
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SFLAG_SHADOW = 0x00000001,
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SFLAG_NVG = 0x00000002,
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SFLAG_NOSHADE = 0x00000004,
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SFLAG_PROJECTILE = 0x00000008,
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SFLAG_DECAL = 0x00000010,
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SFLAG_BADGUY = 0x00000020,
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SFLAG_NOPAL = 0x00000040,
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SFLAG_NOEVENTCODE = 0x00000080,
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SFLAG_NOLIGHT = 0x00000100,
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SFLAG_USEACTIVATOR = 0x00000200,
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SFLAG_NULL = 0x00000400, // null sprite in multiplayer
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SFLAG_NOCLIP = 0x00000800, // clipmove it with cliptype 0
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SFLAG_NOFLOORSHADOW = 0x00001000, // for temp. internal use, per-tile flag not checked
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SFLAG_SMOOTHMOVE = 0x00002000,
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SFLAG_NOTELEPORT = 0x00004000,
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SFLAG_BADGUYSTAYPUT = 0x00008000,
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SFLAG_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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SFLAG_ROTFIXED = 0x00020000,
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SFLAG_HARDCODED_BADGUY = 0x00040000,
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SFLAG_DIDNOSE7WATER = 0x00080000, // used temporarily
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SFLAG_NODAMAGEPUSH = 0x00100000,
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SFLAG_NOWATERDIP = 0x00200000,
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SFLAG_HURTSPAWNBLOOD = 0x00400000,
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SFLAG_GREENSLIMEFOOD = 0x00800000,
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SFLAG_REALCLIPDIST = 0x01000000,
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SFLAG_WAKEUPBADGUYS = 0x02000000,
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SFLAG_DAMAGEEVENT = 0x04000000,
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SFLAG_NOWATERSECTOR = 0x08000000,
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SFLAG_QUEUEDFORDELETE = 0x10000000,
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};
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// Custom projectiles "workslike" flags.
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// XXX: Currently not predefined from CON.
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enum pflags_t
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{
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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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PROJECTILE_NOSETOWNERSHADE = 0x00200000,
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PROJECTILE_RPG_IMPACT_DAMAGE = 0x00400000,
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PROJECTILE_MOVED = 0x80000000, // internal flag, do not document
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PROJECTILE_TYPE_MASK = PROJECTILE_HITSCAN | PROJECTILE_RPG | PROJECTILE_KNEE | PROJECTILE_BLOOD,
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};
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extern tiledata_t g_tile[MAXTILES];
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extern tiledata_t g_tile[MAXTILES];
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extern actor_t actor[MAXSPRITES];
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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 block_deletesprite;
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@ -463,83 +207,65 @@ void G_MoveWorld(void);
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void G_RefreshLights(void);
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void G_RefreshLights(void);
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void G_StopInterpolation(const int32_t *posptr);
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void G_StopInterpolation(const int32_t *posptr);
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inline int A_CheckEnemyTile(int tileNum);
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inline int A_SetSprite(int spriteNum, uint32_t cliptype);
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inline int32_t A_MoveSprite(int spriteNum, vec3_t const* change, uint32_t cliptype);
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inline int G_CheckForSpaceCeiling(int sectnum);
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inline int G_CheckForSpaceFloor(int sectnum);
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inline int A_CheckEnemySprite(void const* s);
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// PK 20110701: changed input argument: int32_t i (== sprite, whose sectnum...) --> sectnum directly
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// PK 20110701: changed input argument: int32_t i (== sprite, whose sectnum...) --> sectnum directly
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void Sect_ToggleInterpolation(int sectnum, int setInterpolation);
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void Sect_ToggleInterpolation(int sectnum, int setInterpolation);
|
||||||
static FORCE_INLINE void Sect_ClearInterpolation(int sectnum) { Sect_ToggleInterpolation(sectnum, 0); }
|
inline void Sect_ClearInterpolation(int sectnum) { Sect_ToggleInterpolation(sectnum, 0); }
|
||||||
static FORCE_INLINE void Sect_SetInterpolation(int sectnum) { Sect_ToggleInterpolation(sectnum, 1); }
|
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);
|
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);
|
|
||||||
|
|
||||||
|
|
||||||
#if defined actors_c_ || !defined DISABLE_INLINING
|
inline int A_CheckEnemyTile(int const tileNum)
|
||||||
|
|
||||||
# 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);
|
return ((g_tile[tileNum].flags & (SFLAG_HARDCODED_BADGUY | SFLAG_BADGUY)) != 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
ACTOR_INLINE int A_SetSprite(int const spriteNum, uint32_t cliptype)
|
inline int A_SetSprite(int const spriteNum, uint32_t cliptype)
|
||||||
{
|
{
|
||||||
vec3_t const davect = { (sprite[spriteNum].xvel * (sintable[(sprite[spriteNum].ang + 512) & 2047])) >> 14,
|
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 };
|
(sprite[spriteNum].xvel * (sintable[sprite[spriteNum].ang & 2047])) >> 14, sprite[spriteNum].zvel };
|
||||||
return (A_MoveSprite(spriteNum, &davect, cliptype) == 0);
|
return (A_MoveSprite(spriteNum, &davect, cliptype) == 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
ACTOR_INLINE int A_SetSpriteNoZ(int const spriteNum, uint32_t cliptype)
|
inline int A_SetSpriteNoZ(int const spriteNum, uint32_t cliptype)
|
||||||
{
|
{
|
||||||
vec3_t const davect = { (sprite[spriteNum].xvel * (sintable[(sprite[spriteNum].ang + 512) & 2047])) >> 14,
|
vec3_t const davect = { (sprite[spriteNum].xvel * (sintable[(sprite[spriteNum].ang + 512) & 2047])) >> 14,
|
||||||
(sprite[spriteNum].xvel * (sintable[sprite[spriteNum].ang & 2047])) >> 14, 0 };
|
(sprite[spriteNum].xvel * (sintable[sprite[spriteNum].ang & 2047])) >> 14, 0 };
|
||||||
return (A_MoveSprite(spriteNum, &davect, cliptype) == 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)
|
inline int32_t A_MoveSprite(int const spriteNum, vec3_t const * const change, uint32_t cliptype)
|
||||||
{
|
{
|
||||||
return A_MoveSpriteClipdist(spriteNum, change, cliptype, -1);
|
return A_MoveSpriteClipdist(spriteNum, change, cliptype, -1);
|
||||||
}
|
}
|
||||||
|
|
||||||
# endif
|
inline int G_CheckForSpaceCeiling(int const sectnum)
|
||||||
|
|
||||||
EXTERN_INLINE int G_CheckForSpaceCeiling(int const sectnum)
|
|
||||||
{
|
{
|
||||||
return ((sector[sectnum].ceilingstat&1) && sector[sectnum].ceilingpal == 0 &&
|
return ((sector[sectnum].ceilingstat&1) && sector[sectnum].ceilingpal == 0 &&
|
||||||
(sector[sectnum].ceilingpicnum==MOONSKY1 || sector[sectnum].ceilingpicnum==BIGORBIT1));
|
(sector[sectnum].ceilingpicnum==MOONSKY1 || sector[sectnum].ceilingpicnum==BIGORBIT1));
|
||||||
}
|
}
|
||||||
|
|
||||||
EXTERN_INLINE int G_CheckForSpaceFloor(int const sectnum)
|
inline int G_CheckForSpaceFloor(int const sectnum)
|
||||||
{
|
{
|
||||||
return ((sector[sectnum].floorstat&1) && sector[sectnum].ceilingpal == 0 &&
|
return ((sector[sectnum].floorstat&1) && sector[sectnum].ceilingpal == 0 &&
|
||||||
(sector[sectnum].floorpicnum==MOONSKY1 || sector[sectnum].floorpicnum==BIGORBIT1));
|
(sector[sectnum].floorpicnum==MOONSKY1 || sector[sectnum].floorpicnum==BIGORBIT1));
|
||||||
}
|
}
|
||||||
|
|
||||||
EXTERN_INLINE int A_CheckEnemySprite(void const * const pSprite)
|
inline int A_CheckEnemySprite(void const * const pSprite)
|
||||||
{
|
{
|
||||||
return A_CheckEnemyTile(((uspriteptr_t) pSprite)->picnum);
|
return A_CheckEnemyTile(((uspriteptr_t) pSprite)->picnum);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
END_DUKE_NS
|
END_DUKE_NS
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#endif
|
|
||||||
|
|
|
@ -292,7 +292,11 @@ extern intptr_t *aplWeaponSelectSound[MAX_WEAPONS]; // Sound for wea
|
||||||
extern intptr_t *aplWeaponFlashColor[MAX_WEAPONS]; // Color for polymer muzzle flash
|
extern intptr_t *aplWeaponFlashColor[MAX_WEAPONS]; // Color for polymer muzzle flash
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
typedef struct {
|
// is referenced by shared code so it needs to be in the shared namespace.
|
||||||
|
END_DUKE_NS
|
||||||
|
BEGIN_DUKERR_NS
|
||||||
|
struct projectile_t
|
||||||
|
{
|
||||||
int32_t workslike, cstat; // 8b
|
int32_t workslike, cstat; // 8b
|
||||||
int32_t hitradius, range, flashcolor; // 12b
|
int32_t hitradius, range, flashcolor; // 12b
|
||||||
int16_t spawns, sound, isound, vel; // 8b
|
int16_t spawns, sound, isound, vel; // 8b
|
||||||
|
@ -306,7 +310,10 @@ typedef struct {
|
||||||
uint8_t clipdist; // 1b
|
uint8_t clipdist; // 1b
|
||||||
int8_t filler[2]; // 2b
|
int8_t filler[2]; // 2b
|
||||||
int32_t userdata; // 4b
|
int32_t userdata; // 4b
|
||||||
} projectile_t;
|
};
|
||||||
|
|
||||||
|
END_DUKERR_NS
|
||||||
|
BEGIN_DUKE_NS
|
||||||
|
|
||||||
// KEEPINSYNC lunatic/_defs_game.lua
|
// KEEPINSYNC lunatic/_defs_game.lua
|
||||||
typedef struct {
|
typedef struct {
|
||||||
|
|
243
source/dukerr/actors.h
Normal file
243
source/dukerr/actors.h
Normal file
|
@ -0,0 +1,243 @@
|
||||||
|
//-------------------------------------------------------------------------
|
||||||
|
/*
|
||||||
|
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"
|
||||||
|
# include "namesdyn.h"
|
||||||
|
|
||||||
|
BEGIN_DUKERR_NS
|
||||||
|
|
||||||
|
#define MAXSLEEPDIST 16384
|
||||||
|
#define SLEEPTIME 1536
|
||||||
|
#define ACTOR_FLOOR_OFFSET (1<<8)
|
||||||
|
#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_RAROR 15
|
||||||
|
#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,
|
||||||
|
justjump2 = 8192,
|
||||||
|
windang = 16384,
|
||||||
|
antifaceplayerslow = 32768
|
||||||
|
};
|
||||||
|
|
||||||
|
// 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,
|
||||||
|
};
|
||||||
|
|
||||||
|
// Select an actor's actiontics and movflags locations depending on
|
||||||
|
// whether we compile the Lunatic build.
|
||||||
|
// <spr>: sprite pointer
|
||||||
|
// <a>: actor_t pointer
|
||||||
|
# define AC_ACTIONTICS(spr, a) ((spr)->lotag)
|
||||||
|
# define AC_MOVFLAGS(spr, a) ((spr)->hitag)
|
||||||
|
|
||||||
|
// (+ 40 16 16 4 8 6 8 6 4 20)
|
||||||
|
#pragma pack(push, 1)
|
||||||
|
struct actor_t
|
||||||
|
{
|
||||||
|
int32_t t_data[10]; // 40b sometimes used to hold offsets to con code
|
||||||
|
|
||||||
|
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
|
||||||
|
};
|
||||||
|
|
||||||
|
#pragma pack(pop)
|
||||||
|
|
||||||
|
struct projectile_t;
|
||||||
|
|
||||||
|
struct tiledata_t
|
||||||
|
{
|
||||||
|
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
|
||||||
|
projectile_t *proj;
|
||||||
|
projectile_t *defproj;
|
||||||
|
uint32_t flags; // formerly SpriteFlags, ActorType
|
||||||
|
int32_t cacherange; // formerly SpriteCache
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
// 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,
|
||||||
|
SFLAG_NOWATERSECTOR = 0x08000000,
|
||||||
|
SFLAG_QUEUEDFORDELETE = 0x10000000,
|
||||||
|
SFLAG_BADGUY_TILE = 0x20000000, // these are from RedNukem and had to be renumbered.
|
||||||
|
SFLAG_KILLCOUNT = 0x40000000,
|
||||||
|
SFLAG_NOCANSEECHECK = 0x80000000,
|
||||||
|
};
|
||||||
|
|
||||||
|
// 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,
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
END_DUKE_NS
|
||||||
|
|
||||||
|
#endif
|
||||||
|
|
|
@ -420,7 +420,7 @@ int32_t A_MoveSprite(int32_t spriteNum, vec3_t const * const change, uint32_t cl
|
||||||
{
|
{
|
||||||
// Handle potential stayput condition (map-provided or hard-coded).
|
// Handle potential stayput condition (map-provided or hard-coded).
|
||||||
if (newSectnum < 0
|
if (newSectnum < 0
|
||||||
|| ((actor[spriteNum].actorstayput >= 0 && actor[spriteNum].actorstayput != newSectnum)
|
|| ((actor[spriteNum].stayput >= 0 && actor[spriteNum].stayput != newSectnum)
|
||||||
|| (!RR && ((pSprite->picnum == BOSS2 && pSprite->pal == 0 && sector[newSectnum].lotag != ST_3)
|
|| (!RR && ((pSprite->picnum == BOSS2 && pSprite->pal == 0 && sector[newSectnum].lotag != ST_3)
|
||||||
|| ((pSprite->picnum == BOSS1 || pSprite->picnum == BOSS2) && sector[newSectnum].lotag == ST_1_ABOVE_WATER)
|
|| ((pSprite->picnum == BOSS1 || pSprite->picnum == BOSS2) && sector[newSectnum].lotag == ST_1_ABOVE_WATER)
|
||||||
|| (sector[newSectnum].lotag == ST_1_ABOVE_WATER
|
|| (sector[newSectnum].lotag == ST_1_ABOVE_WATER
|
||||||
|
|
|
@ -25,131 +25,12 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
||||||
|
|
||||||
#include "player.h"
|
#include "player.h"
|
||||||
# include "namesdyn.h"
|
# include "namesdyn.h"
|
||||||
|
#include "dukerr/actors.h"
|
||||||
|
|
||||||
BEGIN_RR_NS
|
BEGIN_RR_NS
|
||||||
|
|
||||||
#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_RAROR 15
|
|
||||||
#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,
|
|
||||||
justjump2 = 8192,
|
|
||||||
windang = 16384,
|
|
||||||
antifaceplayerslow = 32768
|
|
||||||
};
|
|
||||||
|
|
||||||
// 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,
|
|
||||||
};
|
|
||||||
|
|
||||||
// Select an actor's actiontics and movflags locations depending on
|
|
||||||
// whether we compile the Lunatic build.
|
|
||||||
// <spr>: sprite pointer
|
|
||||||
// <a>: actor_t pointer
|
|
||||||
# define AC_ACTIONTICS(spr, a) ((spr)->lotag)
|
|
||||||
# define AC_MOVFLAGS(spr, a) ((spr)->hitag)
|
|
||||||
|
|
||||||
// (+ 40 16 16 4 8 6 8 6 4 20)
|
// (+ 40 16 16 4 8 6 8 6 4 20)
|
||||||
#pragma pack(push, 1)
|
#pragma pack(push, 1)
|
||||||
typedef struct
|
|
||||||
{
|
|
||||||
int32_t t_data[10]; // 40b sometimes used to hold offsets to con code
|
|
||||||
|
|
||||||
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 actorstayput; // 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;
|
|
||||||
|
|
||||||
// this struct needs to match the beginning of actor_t above
|
// this struct needs to match the beginning of actor_t above
|
||||||
typedef struct
|
typedef struct
|
||||||
{
|
{
|
||||||
|
@ -161,7 +42,7 @@ typedef struct
|
||||||
vec2_t lastv; // 8b
|
vec2_t lastv; // 8b
|
||||||
int16_t picnum, ang, extra, owner; // 8b
|
int16_t picnum, ang, extra, owner; // 8b
|
||||||
int16_t movflag, tempang, timetosleep; // 6b
|
int16_t movflag, tempang, timetosleep; // 6b
|
||||||
int16_t actorstayput;
|
int16_t stayput;
|
||||||
|
|
||||||
uint8_t cgg, lasttransport;
|
uint8_t cgg, lasttransport;
|
||||||
|
|
||||||
|
@ -169,84 +50,6 @@ typedef struct
|
||||||
int16_t netIndex;
|
int16_t netIndex;
|
||||||
} netactor_t;
|
} netactor_t;
|
||||||
#pragma pack(pop)
|
#pragma pack(pop)
|
||||||
|
|
||||||
typedef struct
|
|
||||||
{
|
|
||||||
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
|
|
||||||
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,
|
|
||||||
SFLAG_BADGUY_TILE = 0x08000000,
|
|
||||||
SFLAG_KILLCOUNT = 0x10000000,
|
|
||||||
SFLAG_NOCANSEECHECK = 0x20000000,
|
|
||||||
};
|
|
||||||
|
|
||||||
// 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 tiledata_t g_tile[MAXTILES];
|
||||||
extern actor_t actor[MAXSPRITES];
|
extern actor_t actor[MAXSPRITES];
|
||||||
extern int32_t block_deletesprite;
|
extern int32_t block_deletesprite;
|
||||||
|
|
|
@ -1549,7 +1549,7 @@ int32_t A_InsertSprite(int16_t whatsect,int32_t s_x,int32_t s_y,int32_t s_z,int1
|
||||||
actor[i].ceilingz = actor[s_ow].ceilingz;
|
actor[i].ceilingz = actor[s_ow].ceilingz;
|
||||||
}
|
}
|
||||||
|
|
||||||
actor[i].actorstayput = actor[i].extra = -1;
|
actor[i].stayput = actor[i].extra = -1;
|
||||||
#ifdef POLYMER
|
#ifdef POLYMER
|
||||||
actor[i].lightId = -1;
|
actor[i].lightId = -1;
|
||||||
#endif
|
#endif
|
||||||
|
@ -1632,7 +1632,7 @@ int A_Spawn(int spriteNum, int tileNum)
|
||||||
pActor->floorz = sector[pSprite->sectnum].floorz;
|
pActor->floorz = sector[pSprite->sectnum].floorz;
|
||||||
pActor->ceilingz = sector[pSprite->sectnum].ceilingz;
|
pActor->ceilingz = sector[pSprite->sectnum].ceilingz;
|
||||||
|
|
||||||
pActor->actorstayput = pActor->extra = -1;
|
pActor->stayput = pActor->extra = -1;
|
||||||
|
|
||||||
#ifdef POLYMER
|
#ifdef POLYMER
|
||||||
pActor->lightId = -1;
|
pActor->lightId = -1;
|
||||||
|
@ -1743,7 +1743,7 @@ default_case:
|
||||||
A_Fall(newSprite);
|
A_Fall(newSprite);
|
||||||
|
|
||||||
if (A_CheckSpriteFlags(newSprite, SFLAG_BADGUYSTAYPUT))
|
if (A_CheckSpriteFlags(newSprite, SFLAG_BADGUYSTAYPUT))
|
||||||
pActor->actorstayput = pSprite->sectnum;
|
pActor->stayput = pSprite->sectnum;
|
||||||
|
|
||||||
if (!RR || A_CheckSpriteFlags(newSprite, SFLAG_KILLCOUNT))
|
if (!RR || A_CheckSpriteFlags(newSprite, SFLAG_KILLCOUNT))
|
||||||
g_player[myconnectindex].ps->max_actors_killed++;
|
g_player[myconnectindex].ps->max_actors_killed++;
|
||||||
|
@ -2896,7 +2896,7 @@ rrbloodpool_fallthrough:
|
||||||
case COMMANDERSTAYPUT__STATIC:
|
case COMMANDERSTAYPUT__STATIC:
|
||||||
case BOSS4STAYPUT__STATIC:
|
case BOSS4STAYPUT__STATIC:
|
||||||
if (RR) goto default_case;
|
if (RR) goto default_case;
|
||||||
pActor->actorstayput = pSprite->sectnum;
|
pActor->stayput = pSprite->sectnum;
|
||||||
fallthrough__;
|
fallthrough__;
|
||||||
case BOSS1__STATIC:
|
case BOSS1__STATIC:
|
||||||
case BOSS2__STATIC:
|
case BOSS2__STATIC:
|
||||||
|
@ -3058,7 +3058,7 @@ rrbloodpool_fallthrough:
|
||||||
case CHEERSTAYPUT__STATICRR:
|
case CHEERSTAYPUT__STATICRR:
|
||||||
case SBMOVE__STATICRR:
|
case SBMOVE__STATICRR:
|
||||||
if ((RRRA && pSprite->picnum == SBMOVE) || (!RRRA && (pSprite->picnum == SBSWIPE || pSprite->picnum == CHEERSTAYPUT))) goto default_case;
|
if ((RRRA && pSprite->picnum == SBMOVE) || (!RRRA && (pSprite->picnum == SBSWIPE || pSprite->picnum == CHEERSTAYPUT))) goto default_case;
|
||||||
pActor->actorstayput = pSprite->sectnum;
|
pActor->stayput = pSprite->sectnum;
|
||||||
fallthrough__;
|
fallthrough__;
|
||||||
case BOULDER__STATICRR:
|
case BOULDER__STATICRR:
|
||||||
case BOULDER1__STATICRR:
|
case BOULDER1__STATICRR:
|
||||||
|
|
|
@ -1389,7 +1389,7 @@ GAMEEXEC_STATIC void VM_Execute(native_t loop)
|
||||||
vm.pActor->timetosleep = SLEEPTIME;
|
vm.pActor->timetosleep = SLEEPTIME;
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
case CON_IFACTORNOTSTAYPUT: VM_CONDITIONAL(vm.pActor->actorstayput == -1); continue;
|
case CON_IFACTORNOTSTAYPUT: VM_CONDITIONAL(vm.pActor->stayput == -1); continue;
|
||||||
|
|
||||||
case CON_IFCANSEE:
|
case CON_IFCANSEE:
|
||||||
{
|
{
|
||||||
|
@ -1911,7 +1911,7 @@ GAMEEXEC_STATIC void VM_Execute(native_t loop)
|
||||||
}
|
}
|
||||||
else P_AddKills(pPlayer, *insptr);
|
else P_AddKills(pPlayer, *insptr);
|
||||||
insptr++;
|
insptr++;
|
||||||
vm.pActor->actorstayput = -1;
|
vm.pActor->stayput = -1;
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
case CON_LOTSOFGLASS:
|
case CON_LOTSOFGLASS:
|
||||||
|
|
|
@ -826,7 +826,7 @@ void P_ResetPlayer(int playerNum)
|
||||||
actor[pPlayer->i].cgg = 0;
|
actor[pPlayer->i].cgg = 0;
|
||||||
actor[pPlayer->i].movflag = 0;
|
actor[pPlayer->i].movflag = 0;
|
||||||
actor[pPlayer->i].tempang = 0;
|
actor[pPlayer->i].tempang = 0;
|
||||||
actor[pPlayer->i].actorstayput = -1;
|
actor[pPlayer->i].stayput = -1;
|
||||||
actor[pPlayer->i].dispicnum = 0;
|
actor[pPlayer->i].dispicnum = 0;
|
||||||
actor[pPlayer->i].owner = pPlayer->i;
|
actor[pPlayer->i].owner = pPlayer->i;
|
||||||
actor[pPlayer->i].t_data[4] = 0;
|
actor[pPlayer->i].t_data[4] = 0;
|
||||||
|
|
Loading…
Reference in a new issue