mirror of
https://github.com/ZDoom/Raze.git
synced 2024-12-14 06:31:34 +00:00
263 lines
8.8 KiB
C++
263 lines
8.8 KiB
C++
// This is separate because the map loader needs knowledge about these types to allocate their instances.
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#pragma once
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#include "ns.h"
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#pragma pack(push, 1)
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// This is the on-disk format. Only Blood still needs this for its retarded encryption that has to read this in as a block so that it can be decoded.
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// Keep it local so that the engine's sprite type is no longer limited by file format restrictions.
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struct spritetypedisk
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{
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int32_t x, y, z;
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uint16_t cstat;
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int16_t picnum;
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int8_t shade;
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uint8_t pal, clipdist, detail;
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uint8_t xrepeat, yrepeat;
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int8_t xoffset, yoffset;
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int16_t sectnum, statnum;
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int16_t ang, owner;
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int16_t index, yvel, inittype;
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int16_t type;
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int16_t hitag;
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int16_t extra;
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};
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struct sectortypedisk
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{
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int16_t wallptr, wallnum;
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int32_t ceilingz, floorz;
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uint16_t ceilingstat, floorstat;
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int16_t ceilingpicnum, ceilingheinum;
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int8_t ceilingshade;
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uint8_t ceilingpal, ceilingxpanning, ceilingypanning;
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int16_t floorpicnum, floorheinum;
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int8_t floorshade;
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uint8_t floorpal, floorxpanning, floorypanning;
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uint8_t visibility, fogpal;
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int16_t type;
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int16_t hitag;
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int16_t extra;
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};
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struct walltypedisk
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{
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int32_t x, y;
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int16_t point2, nextwall, nextsector;
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uint16_t cstat;
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int16_t picnum, overpicnum;
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int8_t shade;
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uint8_t pal, xrepeat, yrepeat, xpanning, ypanning;
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int16_t type;
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int16_t hitag;
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int16_t extra;
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};
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#pragma pack(pop)
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BEGIN_BLD_NS
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class DBloodActor;
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struct AISTATE;
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struct XSPRITE {
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AISTATE* aiState; // ai
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union
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{
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uint32_t flags;
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struct {
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unsigned int state : 1; // State 0
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unsigned int triggerOn : 1; // going ON
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unsigned int triggerOff : 1; // going OFF
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unsigned int restState : 1; // restState
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unsigned int Interrutable : 1; // Interruptable
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unsigned int Decoupled : 1; // Decoupled
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unsigned int triggerOnce : 1; // 1-shot
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unsigned int isTriggered : 1; // works in case if triggerOnce selected
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unsigned int Push : 1; // Push
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unsigned int Vector : 1; // Vector
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unsigned int Impact : 1; // Impact
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unsigned int Pickup : 1; // Pickup
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unsigned int Touch : 1; // Touch
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unsigned int Sight : 1; // Sight
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unsigned int Proximity : 1; // Proximity
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unsigned int lS : 1; // Single
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unsigned int lB : 1; // Bloodbath
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unsigned int lT : 1; // Launch Team
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unsigned int lC : 1; // Coop
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unsigned int DudeLockout : 1; // DudeLockout
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unsigned int locked : 1; // Locked
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unsigned int dudeDeaf : 1; // dudeDeaf
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unsigned int dudeAmbush : 1; // dudeAmbush
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unsigned int dudeGuard : 1; // dudeGuard
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unsigned int dudeFlag4 : 1; // unused
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unsigned int wave : 2; // Wave
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unsigned int medium : 2; // medium
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unsigned int respawn : 2; // Respawn option
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unsigned int unused2 : 1; // (new) patrol state
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};
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};
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TObjPtr<DBloodActor*> target; // target sprite
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TObjPtr<DBloodActor*> burnSource;
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const vec3_t int_TargetPos() const { return { int(TargetPos.X * worldtoint), int(TargetPos.Y * worldtoint), int(TargetPos.Z * worldtoint)}; }
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DVector3 TargetPos;
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int32_t sysData1; // used to keep here various system data, so user can't change it in map editor
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int32_t sysData2; //
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int32_t scale; // used for scaling SEQ size on sprites
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uint32_t physAttr; // currently used by additional physics sprites to keep its attributes.
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uint32_t health;
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uint32_t busy;
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int16_t data1; // Data 1
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int16_t data2; // Data 2
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int16_t data3; // Data 3
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uint16_t txID; // TX ID
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uint16_t rxID; // RX ID
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uint16_t command; // Cmd
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uint16_t busyTime; // busyTime
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uint16_t waitTime; // waitTime
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uint16_t data4; // Data 4
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uint16_t goalAng; // Dude goal ang
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uint16_t burnTime;
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uint16_t height;
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uint16_t stateTimer; // ai timer
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uint8_t respawnPending; // respawnPending
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uint8_t dropMsg; // Drop Item
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uint8_t key; // Key
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uint8_t lSkill; // Launch 12345
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uint8_t lockMsg; // Lock msg
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int8_t dodgeDir; // Dude dodge direction
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uint8_t unused1; // modern flags
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uint8_t unused3; // something about sight checks
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uint8_t unused4; // patrol turn delay
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};
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struct XSECTOR {
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union
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{
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uint64_t flags;
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struct {
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unsigned int state : 1; // State
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unsigned int triggerOn : 1; // Send at ON
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unsigned int triggerOff : 1; // Send at OFF
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unsigned int restState : 1;
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unsigned int interruptable : 1; // Interruptable
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unsigned int reTriggerA : 1; // OFF->ON wait
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unsigned int reTriggerB : 1; // ON->OFF wait
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unsigned int shadeAlways : 1; // Lighting shadeAlways
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unsigned int shadeFloor : 1; // Lighting floor
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unsigned int shadeCeiling : 1; // Lighting ceiling
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unsigned int shadeWalls : 1; // Lighting walls
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unsigned int panAlways : 1; // Pan always
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unsigned int panFloor : 1; // Pan floor
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unsigned int panCeiling : 1; // Pan ceiling
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unsigned int Drag : 1; // Pan drag
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unsigned int Underwater : 1; // Underwater
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unsigned int decoupled : 1; // Decoupled
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unsigned int triggerOnce : 1; // 1-shot
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unsigned int isTriggered : 1;
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unsigned int Push : 1; // Push
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unsigned int Vector : 1; // Vector
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unsigned int Reserved : 1; // Reserved
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unsigned int Enter : 1; // Enter
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unsigned int Exit : 1; // Exit
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unsigned int Wallpush : 1; // WallPush
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unsigned int color : 1; // Color Lights
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unsigned int stopOn : 1;
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unsigned int stopOff : 1;
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unsigned int Crush : 1; // Crush
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unsigned int locked : 1; // Locked
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unsigned int windAlways : 1; // Wind always
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unsigned int dudeLockout : 1;
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unsigned int bobAlways : 1; // Motion always
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unsigned int bobFloor : 1; // Motion bob floor
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unsigned int bobCeiling : 1; // Motion bob ceiling
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unsigned int bobRotate : 1; // Motion rotate
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unsigned int unused1 : 1; // (new) pause motion
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};
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};
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DBloodActor* marker0;
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DBloodActor* marker1;
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DBloodActor* basePath;
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DBloodActor* actordata;
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uint32_t busy;
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int32_t offCeilZ;
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int32_t onCeilZ;
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int32_t offFloorZ;
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int32_t onFloorZ;
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uint32_t windVel; // Wind vel (changed from 10 bit to use higher velocity values)
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uint16_t data; // Data
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uint16_t txID; // TX ID
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uint16_t rxID; // RX ID
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uint16_t busyTimeA; // OFF->ON busyTime
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uint16_t waitTimeA; // OFF->ON waitTime
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uint16_t panAngle; // Motion angle
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uint16_t busyTimeB; // ON->OFF busyTime
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uint16_t waitTimeB; // ON->OFF waitTime
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uint16_t windAng; // Wind ang
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uint16_t bobTheta; // Motion Theta
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int16_t bobSpeed; // Motion speed
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uint8_t busyWaveA; // OFF->ON wave
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uint8_t busyWaveB; // ON->OFF wave
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uint8_t command; // Cmd
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int8_t amplitude; // Lighting amplitude
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uint8_t freq; // Lighting freq
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uint8_t phase; // Lighting phase
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uint8_t wave; // Lighting wave
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int8_t shade; // Lighting value
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uint8_t panVel; // Motion speed
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uint8_t Depth; // Depth
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uint8_t Key; // Key
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uint8_t ceilpal; // Ceil pal2
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uint8_t damageType; // DamageType
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uint8_t floorpal; // Floor pal2
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uint8_t bobZRange; // Motion Z range
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};
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struct XWALL {
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union
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{
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uint32_t flags;
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struct {
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unsigned int state : 1; // State
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unsigned int triggerOn : 1; // going ON
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unsigned int triggerOff : 1; // going OFF
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unsigned int restState : 1; // restState
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unsigned int interruptable : 1; // Interruptable
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unsigned int panAlways : 1; // panAlways
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unsigned int decoupled : 1; // Decoupled
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unsigned int triggerOnce : 1; // 1-shot
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unsigned int isTriggered : 1;
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unsigned int triggerPush : 1; // Push
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unsigned int triggerVector : 1; // Vector
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unsigned int triggerTouch : 1; // by NoOne: renamed from Reserved to Touch as it works with Touch now.
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unsigned int locked : 1; // Locked
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unsigned int dudeLockout : 1; // DudeLockout
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};
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};
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uint32_t busy;
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int16_t data; // Data
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uint16_t txID; // TX ID
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uint16_t rxID; // RX ID
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uint16_t busyTime; // busyTime
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uint16_t waitTime; // waitTime
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uint8_t command; // Cmd
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vec3_t panVel;
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uint8_t key; // Key
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};
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END_BLD_NS
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