raze/source/games/blood/src/db.h
2021-12-25 21:28:45 +01:00

368 lines
13 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
This file is part of NBlood.
NBlood 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.
*/
//-------------------------------------------------------------------------
#pragma once
BEGIN_BLD_NS
enum
{
kMaxXSprites = 16384,
kMaxXWalls = 512,
kMaxXSectors = 512
};
enum
{
kAttrMove = 0x0001, // is affected by movement physics
kAttrGravity = 0x0002, // is affected by gravity
kAttrFalling = 0x0004, // in z motion
kAttrAiming = 0x0008,
kAttrRespawn = 0x0010,
kAttrFree = 0x0020,
kAttrSmoke = 0x0100, // receives tsprite smoke/steam
};
// by NoOne: functions to quckly check range of specifical arrays
inline bool xsectRangeIsFine(int nXindex) {
return (nXindex >= 0 && nXindex < kMaxXSectors);
}
inline bool xwallRangeIsFine(int nXindex) {
return (nXindex >= 0 && nXindex < kMaxXWalls);
}
#pragma pack(push, 1)
struct AISTATE;
struct XSPRITE {
AISTATE* aiState; // ai
union
{
uint32_t flags;
struct {
unsigned int state : 1; // State 0
unsigned int triggerOn : 1; // going ON
unsigned int triggerOff : 1; // going OFF
unsigned int restState : 1; // restState
unsigned int Interrutable : 1; // Interruptable
unsigned int Decoupled : 1; // Decoupled
unsigned int triggerOnce : 1; // 1-shot
unsigned int isTriggered : 1; // works in case if triggerOnce selected
unsigned int Push : 1; // Push
unsigned int Vector : 1; // Vector
unsigned int Impact : 1; // Impact
unsigned int Pickup : 1; // Pickup
unsigned int Touch : 1; // Touch
unsigned int Sight : 1; // Sight
unsigned int Proximity : 1; // Proximity
unsigned int lS : 1; // Single
unsigned int lB : 1; // Bloodbath
unsigned int lT : 1; // Launch Team
unsigned int lC : 1; // Coop
unsigned int DudeLockout : 1; // DudeLockout
unsigned int locked : 1; // Locked
unsigned int dudeDeaf : 1; // dudeDeaf
unsigned int dudeAmbush : 1; // dudeAmbush
unsigned int dudeGuard : 1; // dudeGuard
unsigned int dudeFlag4 : 1; // unused
unsigned int wave : 2; // Wave
unsigned int medium : 2; // medium
unsigned int respawn : 2; // Respawn option
unsigned int unused2 : 1; // (new) patrol state
};
};
DBloodActor* target; // target sprite
int32_t targetX; // target x
int32_t targetY; // target y
int32_t targetZ; // target z
int32_t sysData1; // used to keep here various system data, so user can't change it in map editor
int32_t sysData2; //
int32_t scale; // used for scaling SEQ size on sprites
uint32_t physAttr; // currently used by additional physics sprites to keep it's attributes.
uint32_t health;
uint32_t busy;
int16_t data1; // Data 1
int16_t data2; // Data 2
int16_t data3; // Data 3
int16_t burnSource;
uint16_t txID; // TX ID
uint16_t rxID; // RX ID
uint16_t command; // Cmd
uint16_t busyTime; // busyTime
uint16_t waitTime; // waitTime
uint16_t data4; // Data 4
uint16_t goalAng; // Dude goal ang
uint16_t burnTime;
uint16_t height;
uint16_t stateTimer; // ai timer
uint8_t respawnPending; // respawnPending
uint8_t dropMsg; // Drop Item
uint8_t key; // Key
uint8_t lSkill; // Launch 12345
uint8_t lockMsg; // Lock msg
int8_t dodgeDir; // Dude dodge direction
uint8_t unused1; // modern flags
uint8_t unused3; // something about sight checks
uint8_t unused4; // patrol turn delay
};
struct XSECTOR {
union
{
uint64_t flags;
struct {
unsigned int state : 1; // State
unsigned int triggerOn : 1; // Send at ON
unsigned int triggerOff : 1; // Send at OFF
unsigned int restState : 1;
unsigned int interruptable : 1; // Interruptable
unsigned int reTriggerA : 1; // OFF->ON wait
unsigned int reTriggerB : 1; // ON->OFF wait
unsigned int shadeAlways : 1; // Lighting shadeAlways
unsigned int shadeFloor : 1; // Lighting floor
unsigned int shadeCeiling : 1; // Lighting ceiling
unsigned int shadeWalls : 1; // Lighting walls
unsigned int panAlways : 1; // Pan always
unsigned int panFloor : 1; // Pan floor
unsigned int panCeiling : 1; // Pan ceiling
unsigned int Drag : 1; // Pan drag
unsigned int Underwater : 1; // Underwater
unsigned int decoupled : 1; // Decoupled
unsigned int triggerOnce : 1; // 1-shot
unsigned int isTriggered : 1;
unsigned int Push : 1; // Push
unsigned int Vector : 1; // Vector
unsigned int Reserved : 1; // Reserved
unsigned int Enter : 1; // Enter
unsigned int Exit : 1; // Exit
unsigned int Wallpush : 1; // WallPush
unsigned int color : 1; // Color Lights
unsigned int stopOn : 1;
unsigned int stopOff : 1;
unsigned int Crush : 1; // Crush
unsigned int locked : 1; // Locked
unsigned int windAlways : 1; // Wind always
unsigned int dudeLockout : 1;
unsigned int bobAlways : 1; // Motion always
unsigned int bobFloor : 1; // Motion bob floor
unsigned int bobCeiling : 1; // Motion bob ceiling
unsigned int bobRotate : 1; // Motion rotate
unsigned int unused1 : 1; // (new) pause motion
};
};
uint32_t busy;
int32_t offCeilZ;
int32_t onCeilZ;
int32_t offFloorZ;
int32_t onFloorZ;
uint32_t windVel; // Wind vel (changed from 10 bit to use higher velocity values)
uint16_t data; // Data
uint16_t txID; // TX ID
uint16_t rxID; // RX ID
uint16_t busyTimeA; // OFF->ON busyTime
uint16_t waitTimeA; // OFF->ON waitTime
uint16_t panAngle; // Motion angle
uint16_t busyTimeB; // ON->OFF busyTime
uint16_t waitTimeB; // ON->OFF waitTime
DBloodActor* marker0;
DBloodActor* marker1;
DBloodActor* basePath;
DBloodActor* actordata;
uint16_t windAng; // Wind ang
uint16_t bobTheta; // Motion Theta
int16_t bobSpeed; // Motion speed
uint8_t busyWaveA; // OFF->ON wave
uint8_t busyWaveB; // ON->OFF wave
uint8_t command; // Cmd
int8_t amplitude; // Lighting amplitude
uint8_t freq; // Lighting freq
uint8_t phase; // Lighting phase
uint8_t wave; // Lighting wave
int8_t shade; // Lighting value
uint8_t panVel; // Motion speed
uint8_t Depth; // Depth
uint8_t Key; // Key
uint8_t ceilpal; // Ceil pal2
uint8_t damageType; // DamageType
uint8_t floorpal; // Floor pal2
uint8_t bobZRange; // Motion Z range
};
struct XWALL {
union
{
uint32_t flags;
struct {
unsigned int state : 1; // State
unsigned int triggerOn : 1; // going ON
unsigned int triggerOff : 1; // going OFF
unsigned int restState : 1; // restState
unsigned int interruptable : 1; // Interruptable
unsigned int panAlways : 1; // panAlways
unsigned int decoupled : 1; // Decoupled
unsigned int triggerOnce : 1; // 1-shot
unsigned int isTriggered : 1;
unsigned int triggerPush : 1; // Push
unsigned int triggerVector : 1; // Vector
unsigned int triggerTouch : 1; // by NoOne: renamed from Reserved to Touch as it works with Touch now.
unsigned int locked : 1; // Locked
unsigned int dudeLockout : 1; // DudeLockout
};
};
uint32_t busy;
int16_t data; // Data
uint16_t txID; // TX ID
uint16_t rxID; // RX ID
uint16_t busyTime; // busyTime
uint16_t waitTime; // waitTime
uint8_t command; // Cmd
int8_t panXVel; // panX
int8_t panYVel; // panY
uint8_t key; // Key
};
struct MAPSIGNATURE {
char signature[4];
int16_t version;
};
struct MAPHEADER {
int32_t x; // x
int32_t y; // y
int32_t z; // z
int16_t ang; // ang
int16_t sect; // sect
int16_t pskybits; // pskybits
int32_t visibility; // visibility
int32_t mattid; // song id, Matt
uint8_t parallax; // parallaxtype
int32_t revision; // map revision
int16_t numsectors; // numsectors
int16_t numwalls; // numwalls
int16_t numsprites; // numsprites
};
struct MAPHEADER2 {
char name[64];
int numxsprites; // xsprite size
int numxwalls; // xwall size
int numxsectors; // xsector size
uint8_t pad[52];
};
#pragma pack(pop)
extern unsigned int gStatCount[kMaxStatus + 1];;
extern bool drawtile2048, encrypted;
extern MAPHEADER2 byte_19AE44;
extern XSECTOR xsector[kMaxXSectors];
extern XWALL xwall[kMaxXWalls];
extern uint8_t qsector_filler[kMaxSectors];
extern int gVisibility;
extern int gMapRev, gMattId, gSkyCount;
extern const char *gItemText[];
extern const char *gAmmoText[];
extern const char *gWeaponText[];
extern int XWallsUsed, XSectorsUsed;
static inline int GetWallType(int nWall)
{
return wall[nWall].type;
}
template<typename T> void GetSpriteExtents(T const * const pSprite, int *top, int *bottom)
{
*top = *bottom = pSprite->z;
if ((pSprite->cstat & 0x30) != 0x20)
{
int height = tileHeight(pSprite->picnum);
int center = height / 2 + tileTopOffset(pSprite->picnum);
*top -= (pSprite->yrepeat << 2)*center;
*bottom += (pSprite->yrepeat << 2)*(height - center);
}
}
#ifdef POLYMER
#pragma pack(push, 1)
struct PolymerLight_t {
int16_t lightId, lightmaxrange;
_prlight* lightptr;
uint8_t lightcount;
};
#pragma pack(pop)
extern PolymerLight_t gPolymerLight[kMaxSprites];
void DeleteLight(int32_t s);
#endif
void InsertSpriteSect(int nSprite, int nSector);
void RemoveSpriteSect(int nSprite);
void InsertSpriteStat(int nSprite, int nStat);
void RemoveSpriteStat(int nSprite);
void qinitspritelists(void);
DBloodActor* InsertSprite(int nSector, int nStat);
int DeleteSprite(int nSprite);
int ChangeSpriteSect(int nSprite, int nSector);
int qchangespritesect(short nSprite, short nSector);
int ChangeSpriteStat(int nSprite, int nStatus);
void InitFreeList(unsigned short *pList, int nCount);
void dbInit(void);
void PropagateMarkerReferences(void);
unsigned int dbReadMapCRC(const char *pPath);
void dbLoadMap(const char* pPath, int* pX, int* pY, int* pZ, short* pAngle, int* pSector, unsigned int* pCRC);
END_BLD_NS
// refactoring aids.
inline Blood::XWALL& walltype::xw() const
{
return Blood::xwall[extra];
}
inline Blood::XSECTOR& sectortype::xs() const
{
return Blood::xsector[extra];
}