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541 lines
15 KiB
C
541 lines
15 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010 EDuke32 developers and contributors
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This file is part of EDuke32.
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EDuke32 is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#ifndef actors_h_
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#define actors_h_
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#include "player.h"
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# include "namesdyn.h"
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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 ZOFFSET (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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#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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// however if you add something to this struct, please make sure
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// a field gets added to ActorFields[], otherwise the field
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// won't get synced over the network!
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//
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// I don't think the ActorFields array needs to be in the same order,
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// need to verify this...
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typedef struct netactor_s
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{
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// actor fields
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//--------------------------------------------
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int32_t
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t_data_0,
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t_data_1,
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t_data_2,
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t_data_3,
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t_data_4,
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t_data_5,
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t_data_6,
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t_data_7,
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t_data_8,
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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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flags;
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int32_t
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bpos_x,
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bpos_y,
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bpos_z;
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int32_t
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floorz,
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ceilingz,
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lastvx,
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lastvy,
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lasttransport,
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picnum,
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ang,
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extra,
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owner,
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movflag,
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tempang,
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timetosleep,
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stayput,
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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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int32_t
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cgg;
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// sprite fields
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//-----------------------------
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int32_t
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spr_x,
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spr_y,
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spr_z,
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spr_cstat,
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spr_picnum,
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spr_shade,
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spr_pal,
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spr_clipdist,
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spr_blend,
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spr_xrepeat,
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spr_yrepeat,
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spr_xoffset,
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spr_yoffset,
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spr_sectnum,
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spr_statnum,
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spr_ang,
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spr_owner,
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spr_xvel,
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spr_yvel,
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spr_zvel,
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spr_lotag,
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spr_hitag,
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spr_extra;
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//---------------------------------------------
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//spriteext fields
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int32_t
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ext_mdanimtims,
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ext_mdanimcur,
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ext_angoff,
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ext_pitch,
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ext_roll,
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ext_offset_x,
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ext_offset_y,
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ext_offset_z,
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ext_flags,
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ext_xpanning,
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ext_ypanning;
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float ext_alpha;
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// DON'T send tsprites over the internet
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//--------------------------------------------
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//spritesmooth fields
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float sm_smoothduration;
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int32_t
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sm_mdcurframe,
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sm_mdoldframe,
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sm_mdsmooth;
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//--------------------------------------------
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// SpriteProjectile fields
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// may want to put projectile fields here
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int32_t netIndex;
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} netactor_t;
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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 actor_t actor[MAXSPRITES];
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extern int32_t block_deletesprite;
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extern int32_t g_noEnemies;
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extern int32_t otherp;
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extern int32_t ticrandomseed;
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extern projectile_t SpriteProjectile[MAXSPRITES];
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extern uint8_t g_radiusDmgStatnums[(MAXSTATUS+7)>>3];
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int A_CheckNoSE7Water(uspriteptr_t pSprite, int sectNum, int sectLotag, int32_t *pOther);
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int A_CheckSwitchTile(int spriteNum);
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int A_IncurDamage(int spriteNum);
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void A_AddToDeleteQueue(int spriteNum);
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void A_DeleteSprite(int spriteNum);
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void A_DoGuts(int spriteNum, int tileNum, int spawnCnt);
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void A_DoGutsDir(int spriteNum, int tileNum, int spawnCnt);
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int A_GetClipdist(int spriteNum, int clipDist);
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void A_MoveCyclers(void);
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void A_MoveDummyPlayers(void);
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void A_MoveSector(int spriteNum);
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void A_PlayAlertSound(int spriteNum);
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void A_RadiusDamage(int spriteNum, int blastRadius, int dmg1, int dmg2, int dmg3, int dmg4);
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void A_SpawnMultiple(int spriteNum, int tileNum, int spawnCnt);
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int G_SetInterpolation(int32_t *posptr);
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void G_AddGameLight(int lightRadius, int spriteNum, int zOffset, int lightRange, int lightColor, int lightPrio);
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void G_ClearCameraView(DukePlayer_t *ps);
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void G_DoInterpolations(int smoothRatio);
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void G_MoveWorld(void);
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void G_RefreshLights(void);
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void G_StopInterpolation(const int32_t *posptr);
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// PK 20110701: changed input argument: int32_t i (== sprite, whose sectnum...) --> sectnum directly
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void Sect_ToggleInterpolation(int sectnum, int setInterpolation);
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static FORCE_INLINE void Sect_ClearInterpolation(int sectnum) { Sect_ToggleInterpolation(sectnum, 0); }
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static FORCE_INLINE void Sect_SetInterpolation(int sectnum) { Sect_ToggleInterpolation(sectnum, 1); }
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#ifdef LUNATIC
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int32_t G_ToggleWallInterpolation(int32_t w, int32_t doset);
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#endif
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#if KRANDDEBUG
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# define ACTOR_INLINE __fastcall
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# define ACTOR_INLINE_HEADER extern __fastcall
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#else
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# define ACTOR_INLINE EXTERN_INLINE
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# define ACTOR_INLINE_HEADER EXTERN_INLINE_HEADER
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#endif
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extern int32_t A_MoveSpriteClipdist(int32_t spritenum, vec3_t const * change, uint32_t cliptype, int32_t clipdist);
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ACTOR_INLINE_HEADER int A_CheckEnemyTile(int tileNum);
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ACTOR_INLINE_HEADER int A_SetSprite(int spriteNum, uint32_t cliptype);
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ACTOR_INLINE_HEADER int32_t A_MoveSprite(int spriteNum, vec3_t const * change, uint32_t cliptype);
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EXTERN_INLINE_HEADER int G_CheckForSpaceCeiling(int sectnum);
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EXTERN_INLINE_HEADER int G_CheckForSpaceFloor(int sectnum);
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EXTERN_INLINE_HEADER int A_CheckEnemySprite(void const * s);
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#if defined actors_c_ || !defined DISABLE_INLINING
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# if !KRANDDEBUG || (KRANDDEBUG && defined actors_c_)
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ACTOR_INLINE int A_CheckEnemyTile(int const tileNum)
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{
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return ((g_tile[tileNum].flags & (SFLAG_HARDCODED_BADGUY | SFLAG_BADGUY)) != 0);
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}
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ACTOR_INLINE int A_SetSprite(int const spriteNum, uint32_t cliptype)
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{
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vec3_t const davect = { (sprite[spriteNum].xvel * (sintable[(sprite[spriteNum].ang + 512) & 2047])) >> 14,
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(sprite[spriteNum].xvel * (sintable[sprite[spriteNum].ang & 2047])) >> 14, sprite[spriteNum].zvel };
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return (A_MoveSprite(spriteNum, &davect, cliptype) == 0);
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}
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ACTOR_INLINE int A_SetSpriteNoZ(int const spriteNum, uint32_t cliptype)
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{
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vec3_t const davect = { (sprite[spriteNum].xvel * (sintable[(sprite[spriteNum].ang + 512) & 2047])) >> 14,
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(sprite[spriteNum].xvel * (sintable[sprite[spriteNum].ang & 2047])) >> 14, 0 };
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return (A_MoveSprite(spriteNum, &davect, cliptype) == 0);
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}
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ACTOR_INLINE int32_t A_MoveSprite(int const spriteNum, vec3_t const * const change, uint32_t cliptype)
|
|
{
|
|
return A_MoveSpriteClipdist(spriteNum, change, cliptype, -1);
|
|
}
|
|
|
|
# endif
|
|
|
|
EXTERN_INLINE int G_CheckForSpaceCeiling(int const sectnum)
|
|
{
|
|
return ((sector[sectnum].ceilingstat&1) && sector[sectnum].ceilingpal == 0 &&
|
|
(sector[sectnum].ceilingpicnum==MOONSKY1 || sector[sectnum].ceilingpicnum==BIGORBIT1));
|
|
}
|
|
|
|
EXTERN_INLINE int G_CheckForSpaceFloor(int const sectnum)
|
|
{
|
|
return ((sector[sectnum].floorstat&1) && sector[sectnum].ceilingpal == 0 &&
|
|
(sector[sectnum].floorpicnum==MOONSKY1 || sector[sectnum].floorpicnum==BIGORBIT1));
|
|
}
|
|
|
|
EXTERN_INLINE int A_CheckEnemySprite(void const * const pSprite)
|
|
{
|
|
return A_CheckEnemyTile(((uspriteptr_t) pSprite)->picnum);
|
|
}
|
|
|
|
END_DUKE_NS
|
|
|
|
#endif
|
|
|
|
#endif
|