- started consolidation of EDuke/RedNukem code by moving the identical parts of actor.h to a shared namespace.

This commit is contained in:
Christoph Oelckers 2020-03-04 21:33:27 +01:00
parent a203e37aeb
commit a00bb4cbea
10 changed files with 294 additions and 507 deletions

View file

@ -602,6 +602,7 @@ file( GLOB HEADER_FILES
common/rendering/hwrenderer/data/*.h common/rendering/hwrenderer/data/*.h
common/rendering/hwrenderer/postprocessing/*.h common/rendering/hwrenderer/postprocessing/*.h
common/rendering/hwrenderer/utility/*.h common/rendering/hwrenderer/utility/*.h
dukerr/*.h
build/src/*.h build/src/*.h
platform/win32/*.h platform/win32/*.h
@ -978,6 +979,7 @@ install(TARGETS ${PROJECT_NAME}
DESTINATION ${INSTALL_PATH} DESTINATION ${INSTALL_PATH}
COMPONENT "Game executable") COMPONENT "Game executable")
source_group("DukeRR" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/dukerr/.+")
source_group("Utility" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/utility/.+") source_group("Utility" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/utility/.+")
source_group("Core" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/.+") source_group("Core" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/.+")
source_group("Core\\Textures" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/textures/.+") source_group("Core\\Textures" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/textures/.+")

View file

@ -2,10 +2,13 @@
#ifndef NO_NAMESPACE #ifndef NO_NAMESPACE
#define BEGIN_DUKE_NS namespace Duke { #define BEGIN_DUKERR_NS namespace DukeRR {
#define END_DUKERR_NS }
#define BEGIN_DUKE_NS namespace DukeRR{} namespace Duke { using namespace DukeRR;
#define END_DUKE_NS } #define END_DUKE_NS }
#define BEGIN_RR_NS namespace Redneck { #define BEGIN_RR_NS namespace DukeRR{} namespace Redneck { using namespace DukeRR;
#define END_RR_NS } #define END_RR_NS }
#define BEGIN_BLD_NS namespace Blood { #define BEGIN_BLD_NS namespace Blood {
@ -19,6 +22,9 @@
#else #else
#define BEGIN_DUKERR_NS
#define END_DUKERR_NS
#define BEGIN_DUKE_NS #define BEGIN_DUKE_NS
#define END_DUKE_NS #define END_DUKE_NS

View file

@ -25,163 +25,11 @@ 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_DUKE_NS BEGIN_DUKE_NS
#define MAXSLEEPDIST 16384
#define SLEEPTIME 1536
#define ACTOR_FLOOR_OFFSET (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) // (+ 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
#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, // note: fields in this struct DO NOT have to be in this order,
// however if you add something to this struct, please make sure // however if you add something to this struct, please make sure
@ -206,26 +54,6 @@ typedef struct netactor_s
t_data_8, t_data_8,
t_data_9; t_data_9;
#ifdef LUNATIC
int32_t
hvel,
vvel;
int32_t
startframe,
numframes;
int32_t
viewtype,
incval,
delay;
int32_t
actiontics;
#endif
int32_t int32_t
flags; flags;
@ -256,10 +84,6 @@ typedef struct netactor_s
dispicnum; dispicnum;
#if defined LUNATIC
int32_t movflags;
#endif
// note: lightId, lightcount, lightmaxrange are not synchronized between client and server // note: lightId, lightcount, lightmaxrange are not synchronized between client and server
int32_t int32_t
@ -351,86 +175,6 @@ typedef struct netactor_s
} netactor_t; } netactor_t;
#pragma pack(pop) #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,
SFLAG_NOWATERSECTOR = 0x08000000,
SFLAG_QUEUEDFORDELETE = 0x10000000,
};
// 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;
@ -463,83 +207,65 @@ void G_MoveWorld(void);
void G_RefreshLights(void); void G_RefreshLights(void);
void G_StopInterpolation(const int32_t *posptr); void G_StopInterpolation(const int32_t *posptr);
inline int A_CheckEnemyTile(int tileNum);
inline int A_SetSprite(int spriteNum, uint32_t cliptype);
inline int32_t A_MoveSprite(int spriteNum, vec3_t const* change, uint32_t cliptype);
inline int G_CheckForSpaceCeiling(int sectnum);
inline int G_CheckForSpaceFloor(int sectnum);
inline int A_CheckEnemySprite(void const* s);
// PK 20110701: changed input argument: int32_t i (== sprite, whose sectnum...) --> sectnum directly // PK 20110701: changed input argument: int32_t i (== sprite, whose sectnum...) --> sectnum directly
void Sect_ToggleInterpolation(int sectnum, int setInterpolation); 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

View file

@ -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
View 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

View file

@ -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

View file

@ -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;

View file

@ -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:

View file

@ -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:

View file

@ -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;