raze/source/games/duke/src/zz_actors.h
2020-07-05 00:39:34 +02:00

309 lines
8.5 KiB
C

//-------------------------------------------------------------------------
/*
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 "names.h"
#include "stats.h"
extern glcycle_t drawtime, actortime, thinktime, gameupdatetime;
BEGIN_DUKE_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 FOURSLEIGHT ZOFFSET
#define ACTOR_MAXFALLINGZVEL 6144
#define ACTOR_ONWATER_ADDZ (24<<8)
// KEEPINSYNC lunatic/con_lang.lua
enum
{
STAT_DEFAULT = 0,
STAT_ACTOR = 1,
STAT_ZOMBIEACTOR = 2,
STAT_EFFECTOR = 3,
STAT_PROJECTILE = 4,
STAT_MISC = 5,
STAT_STANDABLE = 6,
STAT_LOCATOR = 7,
STAT_ACTIVATOR = 8,
STAT_TRANSPORT = 9,
STAT_PLAYER = 10,
STAT_FX = 11,
STAT_FALLER = 12,
STAT_DUMMYPLAYER = 13,
STAT_LIGHT = 14,
STAT_RAROR = 15,
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,
justjump1 = 256,
jumptoplayer_bits = 257, // NOTE: two bits set!
jumptoplayer = 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)
typedef struct
{
int32_t t_data[10]; // 40b sometimes used to hold offsets to con code
int32_t aflags; // 4b
union
{
vec3_t bpos; // 12b
struct { int bposx, bposy, bposz; };
};
int32_t floorz, ceilingz; // 8b
union
{
vec2_t lastv; // 8b
struct { int lastvx, lastvy; };
};
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;
#define temp_data t_data
// this struct needs to match the beginning of actor_t above
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;
uint8_t cgg, lasttransport;
spritetype sprite;
int16_t netIndex;
} netactor_t;
#pragma pack(pop)
// Todo - put more state in here
struct ActorInfo
{
uint32_t scriptaddress;
uint32_t flags;
int aimoffset;
};
// KEEPINSYNC lunatic/con_lang.lua
enum sflags_t
{
SFLAG_SHADOW = 0x00000001,
SFLAG_NVG = 0x00000002,
SFLAG_INVENTORY = 0x00000004,
SFLAG_ADULT = 0x00000008,
SFLAG_SHRINKAUTOAIM = 0x00000010,
SFLAG_BADGUY = 0x00000020,
SFLAG_NOPAL = 0x00000040,
SFLAG_FORCEAUTOAIM = 0x00000080,
SFLAG_USEACTIVATOR = 0x00000200,
SFLAG_NOFLOORSHADOW = 0x00001000, // for temp. internal use, per-tile flag not checked
SFLAG_BADGUYSTAYPUT = 0x00008000,
SFLAG_GREENSLIMEFOOD = 0x00800000,
SFLAG_NODAMAGEPUSH = 0x00100000,
SFLAG_NOWATERDIP = 0x00200000,
SFLAG_INTERNAL_BADGUY = 0x08000000, // a separate flag is needed for the internal ones because SFLAG_BADGUY has additional semantics.
SFLAG_KILLCOUNT = 0x10000000,
SFLAG_NOCANSEECHECK = 0x20000000,
//SFLAG_NOSHADE = 0x00000004,
//SFLAG_PROJECTILE = 0x00000008,
//SFLAG_DECAL = 0x00000010,
//SFLAG_NOEVENTCODE = 0x00000080,
//SFLAG_NOLIGHT = 0x00000100,
//SFLAG_NULL = 0x00000400, // null sprite in multiplayer
//SFLAG_NOCLIP = 0x00000800, // clipmove it with cliptype 0
//SFLAG_SMOOTHMOVE = 0x00002000,
//SFLAG_NOTELEPORT = 0x00004000,
//SFLAG_HURTSPAWNBLOOD = 0x00400000,
//SFLAG_REALCLIPDIST = 0x01000000,
//SFLAG_WAKEUPBADGUYS = 0x02000000,
};
extern ActorInfo actorinfo[MAXTILES];
extern actor_t actor[MAXSPRITES];
extern actor_t* hittype;
extern int32_t g_noEnemies;
#define actor_tog g_noEnemies
extern int32_t otherp;
extern int g_canSeePlayer;
int LocateTheLocator(int const tag, int const sectNum);
int A_IncurDamage(int spriteNum);
void clearcamera(player_struct* ps);
void G_RefreshLights(void);
void clearsectinterpolate(int sprnum);
void setsectinterpolate(int sprnum);
#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
ACTOR_INLINE_HEADER int A_CheckEnemyTile(int tileNum);
ACTOR_INLINE_HEADER int A_SetSprite(int spriteNum, uint32_t cliptype);
EXTERN_INLINE_HEADER int A_CheckEnemySprite(void const * s);
#if defined actors_c_ || !defined DISABLE_INLINING
# if !KRANDDEBUG || (KRANDDEBUG && defined actors_c_)
ACTOR_INLINE int A_CheckEnemyTile(int const tileNum)
{
return ((actorinfo[tileNum].flags & (SFLAG_INTERNAL_BADGUY | SFLAG_BADGUY)) != 0);
}
int ssp(short i, unsigned int cliptype); //The set sprite function
void insertspriteq(int i);
ACTOR_INLINE int A_SetSprite(int const spriteNum, uint32_t cliptype)
{
return ssp(spriteNum, cliptype);
}
# endif
EXTERN_INLINE int A_CheckEnemySprite(void const * const pSprite)
{
return A_CheckEnemyTile(((uspritetype const *) pSprite)->picnum);
}
inline int badguy(void const* const pSprite)
{
return A_CheckEnemySprite(pSprite);
}
inline int badguypic(int tile)
{
return A_CheckEnemyTile(tile);
}
int wakeup(int sn, int pn);
#include "actor.h"
#endif
END_DUKE_NS
#endif