2014-03-15 16:59:03 +00:00
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// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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2018-11-25 12:35:38 +00:00
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// Copyright (C) 1999-2018 by Sonic Team Junior.
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2014-03-15 16:59:03 +00:00
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file d_player.h
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/// \brief player data structures
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#ifndef __D_PLAYER__
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#define __D_PLAYER__
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// The player data structure depends on a number
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// of other structs: items (internal inventory),
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// animation states (closely tied to the sprites
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// used to represent them, unfortunately).
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#include "p_pspr.h"
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// In addition, the player is just a special
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// case of the generic moving object/actor.
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#include "p_mobj.h"
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// Finally, for odd reasons, the player input
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// is buffered within the player data struct,
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// as commands per game tick.
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#include "d_ticcmd.h"
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// Extra abilities/settings for skins (combinable stuff)
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typedef enum
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{
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2019-03-10 05:18:55 +00:00
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SF_HIRES = 1, // Draw the sprite 2x as small?
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2014-03-15 16:59:03 +00:00
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} skinflags_t;
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//
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// Player states.
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//
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typedef enum
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{
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// Playing or camping.
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PST_LIVE,
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// Dead on the ground, view follows killer.
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PST_DEAD,
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// Ready to restart/respawn???
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PST_REBORN
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} playerstate_t;
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//
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// Player internal flags
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//
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typedef enum
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{
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// Flip camera angle with gravity flip prefrence.
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PF_FLIPCAM = 1,
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// Cheats
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PF_GODMODE = 1<<1,
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PF_NOCLIP = 1<<2,
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PF_INVIS = 1<<3,
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// True if button down last tic.
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PF_ATTACKDOWN = 1<<4,
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PF_USEDOWN = 1<<5,
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PF_JUMPDOWN = 1<<6,
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PF_WPNDOWN = 1<<7,
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// Unmoving states
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PF_STASIS = 1<<8, // Player is not allowed to move
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PF_JUMPSTASIS = 1<<9, // and that includes jumping.
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PF_FULLSTASIS = PF_STASIS|PF_JUMPSTASIS,
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// Did you get a time-over?
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PF_TIMEOVER = 1<<10,
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2018-07-20 23:11:36 +00:00
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// SRB2Kart: Spectator that wants to join
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PF_WANTSTOJOIN = 1<<11,
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2014-03-15 16:59:03 +00:00
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// Character action status
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PF_JUMPED = 1<<12,
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PF_SPINNING = 1<<13,
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PF_STARTDASH = 1<<14,
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PF_THOKKED = 1<<15,
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// Are you gliding?
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PF_GLIDING = 1<<16,
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// Tails pickup!
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PF_CARRIED = 1<<17,
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// Sliding (usually in water) like Labyrinth/Oil Ocean
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PF_SLIDING = 1<<18,
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// Hanging on a rope
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PF_ROPEHANG = 1<<19,
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// Hanging on an item of some kind - zipline, chain, etc. (->tracer)
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PF_ITEMHANG = 1<<20,
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// On the mace chain spinning around (->tracer)
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PF_MACESPIN = 1<<21,
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/*** NIGHTS STUFF ***/
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// Is the player in NiGHTS mode?
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PF_NIGHTSMODE = 1<<22,
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PF_TRANSFERTOCLOSEST = 1<<23,
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// Spill rings after falling
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PF_NIGHTSFALL = 1<<24,
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PF_DRILLING = 1<<25,
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PF_SKIDDOWN = 1<<26,
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/*** TAG STUFF ***/
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PF_TAGGED = 1<<27, // Player has been tagged and awaits the next round in hide and seek.
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PF_TAGIT = 1<<28, // The player is it! For Tag Mode
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2014-08-04 03:49:33 +00:00
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/*** misc ***/
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PF_FORCESTRAFE = 1<<29, // Turning inputs are translated into strafing inputs
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2014-11-12 00:55:07 +00:00
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PF_ANALOGMODE = 1<<30, // Analog mode?
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2014-08-04 03:49:33 +00:00
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// free: 1<<30 and 1<<31
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2014-03-15 16:59:03 +00:00
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} pflags_t;
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typedef enum
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{
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// Are animation frames playing?
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PA_ETC=0,
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PA_IDLE,
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PA_WALK,
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PA_RUN,
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PA_ROLL,
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PA_FALL,
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PA_ABILITY
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} panim_t;
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typedef enum
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{
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SH_NONE = 0,
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// Standard shields
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SH_JUMP,
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SH_ATTRACT,
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SH_ELEMENTAL,
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SH_BOMB,
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// Stupid useless unimplimented Sonic 3 shields
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SH_BUBBLEWRAP,
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SH_THUNDERCOIN,
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SH_FLAMEAURA,
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// Pity shield: the world's most basic shield ever, given to players who suck at Match
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SH_PITY,
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// The fireflower is special, it combines with other shields.
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SH_FIREFLOWER = 0x100,
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// The force shield uses the lower 8 bits to count how many hits are left.
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SH_FORCE = 0x200,
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SH_STACK = SH_FIREFLOWER,
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SH_NOSTACK = ~SH_STACK
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} shieldtype_t;
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// Player powers. (don't edit this comment)
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typedef enum
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{
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pw_invulnerability,
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pw_sneakers,
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pw_flashing,
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pw_shield,
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pw_tailsfly, // tails flying
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pw_underwater, // underwater timer
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pw_spacetime, // In space, no one can hear you spin!
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pw_extralife, // Extra Life timer
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pw_super, // Are you super?
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pw_gravityboots, // gravity boots
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// Weapon ammunition
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pw_infinityring,
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pw_automaticring,
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pw_bouncering,
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pw_scatterring,
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pw_grenadering,
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pw_explosionring,
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pw_railring,
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// Power Stones
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pw_emeralds, // stored like global 'emeralds' variable
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// NiGHTS powerups
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pw_nights_superloop,
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pw_nights_helper,
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pw_nights_linkfreeze,
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//for linedef exec 427
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pw_nocontrol,
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pw_ingoop, // In goop
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NUMPOWERS
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} powertype_t;
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2018-02-05 23:55:52 +00:00
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typedef enum
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{
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KITEM_SAD = -1,
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KITEM_NONE = 0,
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KITEM_SNEAKER,
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KITEM_ROCKETSNEAKER,
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KITEM_INVINCIBILITY,
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KITEM_BANANA,
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2018-03-14 01:07:08 +00:00
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KITEM_EGGMAN,
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2018-02-05 23:55:52 +00:00
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KITEM_ORBINAUT,
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KITEM_JAWZ,
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KITEM_MINE,
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KITEM_BALLHOG,
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KITEM_SPB,
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2018-02-10 06:19:33 +00:00
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KITEM_GROW,
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KITEM_SHRINK,
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2018-08-04 19:48:31 +00:00
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KITEM_THUNDERSHIELD,
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2018-02-05 23:55:52 +00:00
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KITEM_HYUDORO,
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KITEM_POGOSPRING,
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KITEM_KITCHENSINK,
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NUMKARTITEMS,
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// Additional roulette numbers, only used for K_KartGetItemResult
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KRITEM_TRIPLESNEAKER = NUMKARTITEMS,
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KRITEM_TRIPLEBANANA,
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2018-06-17 00:01:25 +00:00
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KRITEM_TENFOLDBANANA,
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2018-02-05 23:55:52 +00:00
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KRITEM_TRIPLEORBINAUT,
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2018-08-10 02:52:22 +00:00
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KRITEM_QUADORBINAUT,
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2018-02-05 23:55:52 +00:00
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KRITEM_DUALJAWZ,
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NUMKARTRESULTS
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} kartitems_t;
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2016-08-15 03:51:08 +00:00
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//{ SRB2kart - kartstuff
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typedef enum
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{
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// Basic gameplay things
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k_position, // Used for Kart positions, mostly for deterministic stuff
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k_oldposition, // Used for taunting when you pass someone
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2018-07-04 23:06:45 +00:00
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k_positiondelay, // Used for position number, so it can grow when passing/being passed
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2016-08-15 03:51:08 +00:00
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k_prevcheck, // Previous checkpoint distance; for p_user.c (was "pw_pcd")
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k_nextcheck, // Next checkpoint distance; for p_user.c (was "pw_ncd")
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k_waypoint, // Waypoints.
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k_starpostwp, // Temporarily stores player waypoint for... some reason. Used when respawning and finishing.
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2019-02-18 13:00:36 +00:00
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k_starpostflip, // the last starpost we hit requires flipping?
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2018-06-25 02:15:22 +00:00
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k_respawn, // Timer for the DEZ laser respawn effect
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2018-09-10 05:47:23 +00:00
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k_dropdash, // Charge up for respawn Drop Dash
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2017-02-10 04:57:31 +00:00
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2016-08-15 03:51:08 +00:00
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k_throwdir, // Held dir of controls; 1 = forward, 0 = none, -1 = backward (was "player->heldDir")
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2018-08-10 01:52:02 +00:00
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k_lapanimation, // Used to show the lap start wing logo animation
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2018-11-01 20:15:25 +00:00
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k_laphand, // Lap hand gfx to use; 0 = none, 1 = :ok_hand:, 2 = :thumbs_up:, 3 = :thumps_down:
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2017-11-29 06:09:46 +00:00
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k_cardanimation, // Used to determine the position of some full-screen Battle Mode graphics
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2018-06-07 18:56:26 +00:00
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k_voices, // Used to stop the player saying more voices than it should
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k_tauntvoices, // Used to specifically stop taunt voice spam
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2018-07-27 00:12:42 +00:00
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k_instashield, // Instashield no-damage animation timer
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2018-10-09 01:31:55 +00:00
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k_enginesnd, // Engine sound number you're on.
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2017-02-10 04:57:31 +00:00
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2018-02-05 23:55:52 +00:00
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k_floorboost, // Prevents Sneaker sounds for a breif duration when triggered by a floor panel
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2016-08-15 03:51:08 +00:00
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k_spinouttype, // Determines whether to thrust forward or not while spinning out; 0 = move forwards, 1 = stay still
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2017-02-10 04:57:31 +00:00
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2016-08-15 03:51:08 +00:00
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k_drift, // Drifting Left or Right, plus a bigger counter = sharper turn
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2017-03-07 03:27:44 +00:00
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k_driftend, // Drift has ended, used to adjust character angle after drift
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2016-08-15 03:51:08 +00:00
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k_driftcharge, // Charge your drift so you can release a burst of speed
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2017-02-19 17:18:43 +00:00
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k_driftboost, // Boost you get from drifting
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2018-09-10 05:47:23 +00:00
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k_boostcharge, // Charge-up for boosting at the start of the race
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k_startboost, // Boost you get from start of race or respawn drop dash
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2016-08-15 03:51:08 +00:00
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k_jmp, // In Mario Kart, letting go of the jump button stops the drift
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2017-03-06 02:38:35 +00:00
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k_offroad, // In Super Mario Kart, going offroad has lee-way of about 1 second before you start losing speed
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2018-04-02 10:43:03 +00:00
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k_pogospring, // Pogo spring bounce effect
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2018-06-05 21:12:42 +00:00
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k_brakestop, // Wait until you've made a complete stop for a few tics before letting brake go in reverse.
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2018-07-17 02:51:31 +00:00
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k_waterskip, // Water skipping counter
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2018-08-31 02:27:18 +00:00
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k_dashpadcooldown, // Separate the vanilla SA-style dash pads from using pw_flashing
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2018-09-06 17:02:08 +00:00
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k_boostpower, // Base boost value, for offroad
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2018-09-04 19:11:14 +00:00
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k_speedboost, // Boost value smoothing for max speed
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k_accelboost, // Boost value smoothing for acceleration
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2019-05-25 11:08:38 +00:00
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k_boostangle, // angle set when not spun out OR boosted to determine what direction you should keep going at if you're spun out and boosted.
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2018-09-05 15:19:00 +00:00
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k_boostcam, // Camera push forward on boost
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k_destboostcam, // Ditto
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2018-10-23 21:48:09 +00:00
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k_timeovercam, // Camera timer for leaving behind or not
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2018-09-13 23:19:23 +00:00
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k_aizdriftstrat, // Let go of your drift while boosting? Helper for the SICK STRATZ you have just unlocked
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2018-11-01 01:35:17 +00:00
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k_brakedrift, // Helper for brake-drift spark spawning
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2017-02-10 04:57:31 +00:00
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2016-08-15 03:51:08 +00:00
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k_itemroulette, // Used for the roulette when deciding what item to give you (was "pw_kartitem")
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2018-06-04 00:58:52 +00:00
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k_roulettetype, // Used for the roulette, for deciding type (currently only used for Battle, to give you better items from Karma items)
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2018-06-07 23:39:45 +00:00
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// Item held stuff
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k_itemtype, // KITEM_ constant for item number
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k_itemamount, // Amount of said item
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2018-06-18 04:42:53 +00:00
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k_itemheld, // Are you holding an item?
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2016-08-15 03:51:08 +00:00
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// Some items use timers for their duration or effects
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2018-08-04 19:48:31 +00:00
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//k_thunderanim, // Duration of Thunder Shield's use animation
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k_curshield, // 0 = no shield, 1 = thunder shield
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2018-02-05 23:55:52 +00:00
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k_hyudorotimer, // Duration of the Hyudoro offroad effect itself
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k_stealingtimer, // You are stealing an item, this is your timer
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k_stolentimer, // You are being stolen from, this is your timer
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k_sneakertimer, // Duration of the Sneaker Boost itself
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k_growshrinktimer, // > 0 = Big, < 0 = small
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k_squishedtimer, // Squished frame timer
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k_rocketsneakertimer, // Rocket Sneaker duration timer
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k_invincibilitytimer, // Invincibility timer
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2018-06-07 23:39:45 +00:00
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k_eggmanheld, // Eggman monitor held, separate from k_itemheld so it doesn't stop you from getting items
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2018-08-12 00:19:09 +00:00
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k_eggmanexplode, // Fake item recieved, explode in a few seconds
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2018-08-12 00:54:08 +00:00
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k_eggmanblame, // Fake item recieved, who set this fake
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2018-08-30 23:24:22 +00:00
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k_lastjawztarget, // Last person you target with jawz, for playing the target switch sfx
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2018-09-04 19:11:14 +00:00
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k_bananadrag, // After a second of holding a banana behind you, you start to slow down
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2018-02-05 23:55:52 +00:00
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k_spinouttimer, // Spin-out from a banana peel or oil slick (was "pw_bananacam")
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2018-07-20 02:37:32 +00:00
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k_wipeoutslow, // Timer before you slowdown when getting wiped out
|
2018-02-05 23:55:52 +00:00
|
|
|
k_justbumped, // Prevent players from endlessly bumping into each other
|
|
|
|
k_comebacktimer, // Battle mode, how long before you become a bomb after death
|
|
|
|
k_sadtimer, // How long you've been sad
|
2016-08-15 03:51:08 +00:00
|
|
|
|
2017-11-13 03:48:32 +00:00
|
|
|
// Battle Mode vars
|
2018-07-03 19:14:47 +00:00
|
|
|
k_bumper, // Number of bumpers left
|
|
|
|
k_comebackpoints, // Number of times you've bombed or gave an item to someone; once it's 3 it gets set back to 0 and you're given a bumper
|
2017-11-13 03:48:32 +00:00
|
|
|
k_comebackmode, // 0 = bomb, 1 = item
|
2018-07-01 08:36:09 +00:00
|
|
|
k_wanted, // Timer for determining WANTED status, lowers when hitting people, prevents the game turning into Camp Lazlo
|
2018-11-01 03:34:13 +00:00
|
|
|
k_yougotem, // "You Got Em" gfx when hitting someone as a karma player via a method that gets you back in the game instantly
|
2016-08-15 03:51:08 +00:00
|
|
|
|
2019-01-30 20:39:29 +00:00
|
|
|
// v1.0.2+ vars
|
2018-11-24 00:15:14 +00:00
|
|
|
k_itemblink, // Item flashing after roulette, prevents Hyudoro stealing AND serves as a mashing indicator
|
|
|
|
k_itemblinkmode, // Type of flashing: 0 = white (normal), 1 = red (mashing), 2 = rainbow (enhanced items)
|
2019-01-06 22:17:52 +00:00
|
|
|
k_getsparks, // Disable drift sparks at low speed, JUST enough to give acceleration the actual headstart above speed
|
2019-01-30 20:39:29 +00:00
|
|
|
k_jawztargetdelay, // Delay for Jawz target switching, to make it less twitchy
|
2019-02-03 21:43:11 +00:00
|
|
|
k_spectatewait, // How long have you been waiting as a spectator
|
2019-02-21 22:04:58 +00:00
|
|
|
k_growcancel, // Hold the item button down to cancel Grow
|
2018-11-24 00:15:14 +00:00
|
|
|
|
2016-08-15 03:51:08 +00:00
|
|
|
NUMKARTSTUFF
|
|
|
|
} kartstufftype_t;
|
|
|
|
//}
|
|
|
|
|
2014-03-15 16:59:03 +00:00
|
|
|
#define WEP_AUTO 1
|
|
|
|
#define WEP_BOUNCE 2
|
|
|
|
#define WEP_SCATTER 3
|
|
|
|
#define WEP_GRENADE 4
|
|
|
|
#define WEP_EXPLODE 5
|
|
|
|
#define WEP_RAIL 6
|
|
|
|
#define NUM_WEAPONS 7
|
|
|
|
|
|
|
|
typedef enum
|
|
|
|
{
|
|
|
|
RW_AUTO = 1,
|
|
|
|
RW_BOUNCE = 2,
|
|
|
|
RW_SCATTER = 4,
|
|
|
|
RW_GRENADE = 8,
|
|
|
|
RW_EXPLODE = 16,
|
|
|
|
RW_RAIL = 32
|
|
|
|
} ringweapons_t;
|
|
|
|
|
|
|
|
// ========================================================================
|
|
|
|
// PLAYER STRUCTURE
|
|
|
|
// ========================================================================
|
|
|
|
typedef struct player_s
|
|
|
|
{
|
|
|
|
mobj_t *mo;
|
|
|
|
|
|
|
|
// Caveat: ticcmd_t is ATTRPACK! Be careful what precedes it.
|
|
|
|
ticcmd_t cmd;
|
|
|
|
|
|
|
|
playerstate_t playerstate;
|
|
|
|
|
|
|
|
// Determine POV, including viewpoint bobbing during movement.
|
|
|
|
// Focal origin above r.z
|
|
|
|
fixed_t viewz;
|
|
|
|
// Base height above floor for viewz.
|
|
|
|
fixed_t viewheight;
|
|
|
|
// Bob/squat speed.
|
2018-01-22 22:08:31 +00:00
|
|
|
//fixed_t deltaviewheight;
|
2014-03-15 16:59:03 +00:00
|
|
|
// bounded/scaled total momentum.
|
2018-01-22 22:08:31 +00:00
|
|
|
//fixed_t bob;
|
2014-03-15 16:59:03 +00:00
|
|
|
|
|
|
|
// Mouse aiming, where the guy is looking at!
|
|
|
|
// It is updated with cmd->aiming.
|
|
|
|
angle_t aiming;
|
|
|
|
|
|
|
|
// This is only used between levels,
|
|
|
|
// mo->health is used during levels.
|
2014-03-21 18:42:55 +00:00
|
|
|
/// \todo Remove this. We don't need a second health definition for players.
|
2014-03-15 16:59:03 +00:00
|
|
|
INT32 health;
|
|
|
|
|
|
|
|
SINT8 pity; // i pity the fool.
|
|
|
|
INT32 currentweapon; // current weapon selected.
|
|
|
|
INT32 ringweapons; // weapons currently obtained.
|
|
|
|
|
|
|
|
// Power ups. invinc and invis are tic counters.
|
|
|
|
UINT16 powers[NUMPOWERS];
|
|
|
|
|
2016-08-12 01:42:11 +00:00
|
|
|
// SRB2kart stuff
|
|
|
|
INT32 kartstuff[NUMKARTSTUFF];
|
2017-11-04 14:07:53 +00:00
|
|
|
angle_t frameangle; // for the player add the ability to have the sprite only face other angles
|
Implement Uncapped (squashed)
Co-Authored-By: Sally Coolatta <tehrealsalt@gmail.com>
Co-Authored-By: James R <justsomejames2@gmail.com>
Co-Authored-By: Monster Iestyn <iestynjealous@ntlworld.com>
Co-Authored-By: katsy <katmint@live.com>
Place Frame Interpolation in "Experimental" video options header
This seems like an appropriate way to describe the feature for now.
Add smooth level platter under interpolation, `renderdeltatics`
`renderdeltatics` can be used as a standard delta time in any place,
allowing for smooth menus. It will always be equal to `realtics`
when frame interpolation is turned off, producing consistent
framerate behavior everywhere it is used.
Add smooth rendering to save select screen
Add smooth rendering to Record/NiGHTS Attack, F_SkyScroll
Ensure viewsector is accurate to viewx/viewy
This fixes a potential crash in OpenGL when changing between levels.
Ensure + commands get executed before map start
Always have precise_t defined
Fix misc dropshadow issues
Reset view interpolation on level load
Remove unnecessary precipmobj thinker hack
Add reset interpolation state functions
Reset precip interpolation on snap to ceil
Reset mobj interp state on TeleportMove
Only swap view interp state if a tick is run
Run anti-lag chasecam at tic frequency
Fixes jittery and unstable chasecam in high latency netgames
Homogenize mobj interpolations
Add sector plane level interpolations
Add SectorScroll interpolator
Add SideScroll interpolator
Add Polyobj interpolator
Intialize interpolator list at a better time
Delete interpolators associated with thinkers
Interpolate mobj angles and player drawangle
Interpolate HWR_DrawModel
Add functions to handle interpolation
Much less code duplication
P_InitAngle, to fix angle interpolation on spawning objects
Fully fix drop shadows
It used the thing's floorz / ceilingz directly -- that wouldn't account for interpolated coordinates.
Do not speed up underwater/heatwave effect in OpenGL
Closer OpenGL underwater/heatwave effect to Software
Interpolate from time of previous tic
Previously interpolated from last 35th of a second, which
may be offset from game time due to connection lag.
Consider this the proper fix to 54148a0dd0 too.
Calculate FPS stuff even if frame is skipped
I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging.
Keep rect in memory
Feel better about this than creating one all da time
Lots of FPS stuff
- Disabled VSync, due to the numerous problems it has.
- Instead, added an FPS cap.
- Frame interpolation is now tied to fpscap != 35.
- By default, the FPS cap is set to the monitor's refresh rate.
- Rewrote the FPS counter.
(This also consolidates several more commits ahead of this
fixing various issues. -eid)
Misc changes after Kart cherry-picks
Fix renderdeltatics with new timing data
Update mobj oldstates before all thinkers
Allow FPS cap values
Adjust how FPS cap is checked to improve FPS stability
Fix precip crash from missing vars
Improve the framerate limiter's timing for extreme stable FPS
Handle the sleep at the end of D_SRB2Loop instead of the start
Simplifies logic in the other parts of the loop, and fixes problems with it frequently waiting too long.
Reset mobj interp state on add
Add mobj interpolator on load netgame
Move mobj interpolators to r_fps
Dynamic slope interpolators
I_GetFrameTime to try and improve frame pace
(It doesn't feel that much better though.)
Move I_FinishUpdate to D_SRB2Loop to sync screen updates with FPS cap, use timestamps in I_FrameCapSleep to simplify the code
Fix plane interpolation light level flickering
Fix flickering plane interpolation for OpenGL in the exact same way
Funny OpenGL renderer being at least 50% copy-pasted Software code :)
P_SetOrigin & P_MoveOrigin to replace P_TeleportMove
Convert P_TeleportMove use to origin funcs
Revert "P_InitAngle, to fix angle interpolation on spawning objects"
This reverts commit a80c98bd164a2748cbbfad9027b34601185d93f5.
Waypoint polyobjects interpolate z & children
Add interpolation to more moving plane types
Adds interpolation to the following:
- Crumbling platforms
- Mario blocks
- Floatbob platforms (this one works really strangely due to two thinkers, maybe double-check this one?)
Reset overlays interp states each TryRunTics
Interpolate model interpolation (lol)
Use interp tracer pos for GL linkdraw
Papersprite angle interpolation
Makes the ending signpost smooth
Move intermission emerald bounce to ticker
Bring back shadows on polyobjects
Also optimizes the method used so rings can show their shadows too. Using just the subsector is a tad bit imprecise admittedly but any more precise methods get really laggy.
Fix a bunch of ticking in hu_ drawing functions
Revert "Reset overlays interp states each TryRunTics"
This reverts commit a71a216faa20e8751b3bd0157354e8d748940c92.
Move intro ticking out of the drawer
Adjust 1up monitor icon z offsets
Fixes interpolation issues with 1up monitors.
Delta time choose player menu animations
Add drawerlib deltaTime function
Interpolate afterimages further back
Use old sleep in dedicated mode
Clamp cechotimer to 0
Fixes issues with cechos staying on-screen and glitching out
(NiGHTS items for example).
Revert "Remove unnecessary precipmobj thinker hack"
This reverts commit 0e38208620d19ec2ab690740438ac2fc7862a49e.
Fix frame pacing when game lags behind
The frame timestamp should've been made at the start of the frame, not the end.
Fix I_FrameCapSleep not respecting cpusleep
Jonathan Joestar bruh
Allow dedicated to use precise sleep timing again
Instead of only using one old sleep, just enforce framerate cap to match TICRATE.
Make Lua TeleportMove call MoveOrigin
Reset Metal fume interp state on appear
Add interpdebug
Put interpdebug stuff in perfstats instead
Add timescale cvar
Slow the game down to debug animations / interpolation problems! Speed it up if you need to get somewhere quickly while mapping!
Enable timescale outside of DEVELOP builds
It has NETVAR, so it should be fine -- put an end to useful debugging features excluded in multiplayer!
Force interpolation when timescale != 1.0
Reset old_z in MT_LOCKON think
Fixes interpolation artifacting due to spawn pos.
Fix cutscenes in interp
Fix boss1 laser in interp
Interpolate mobj scale
Precalculate refresh rate
Slower PCs can have issue querying mode over and over. This might kinda suck for windowed mode if you have different refresh rate displays but oh well
Fix interp scaling crashing software
Reset interp scale when Lua sets .scale
Disable angle interp on fresh mobjs
Fix interp scale crash for hires sprites
Interp shadow scales
Copy interp state in P_SpawnMobjFromMobj
Fix multiplayer character select
Don't interpolate mobj state if frac = 1.0
Fix Mario block item placement
Interpolate spritescale/offset x/y
Fix offset copies for SpawnMobjFromMobj
THANKS SAL
Add Lua HUD drawlists
Buffers draw calls between tics to ensure hooks
run at the originally intended rate.
Rename drawerlib deltaTime to getDeltaTime
Make renderisnewtic is false between tics
I know what I'm doing! I swear
Completely refactor timing system
Time is now tracked internally in the game using I_GetPreciseTime
and I_UpdateTime. I_Time now pulls from this internal timer. The
system code no longer needs to keep track of time itself.
This significantly improves frame and tic timing in interp mode,
resulting in a much smoother image with essentially no judder at
any framerate.
Ensure mobj interpolators reset on level load
Ensure view is not interpolated on first frame
Disable sprite offset interpolation (for now)
Refactor timing code even more
System layer is greatly simplified and framecap
logic has been moved internally. I_Sleep now
takes a sleep duration and I_SleepDuration
generically implements a precise sleep with spin
loop.
2019-10-06 22:40:52 +00:00
|
|
|
angle_t old_frameangle, old_frameangle2;
|
2019-01-05 05:08:33 +00:00
|
|
|
INT16 lturn_max[MAXPREDICTTICS]; // What's the expected turn value for full-left for a number of frames back (to account for netgame latency)?
|
|
|
|
INT16 rturn_max[MAXPREDICTTICS]; // Ditto but for full-right
|
2016-08-12 01:42:11 +00:00
|
|
|
|
2014-03-15 16:59:03 +00:00
|
|
|
// Bit flags.
|
|
|
|
// See pflags_t, above.
|
|
|
|
pflags_t pflags;
|
|
|
|
|
|
|
|
// playing animation.
|
|
|
|
panim_t panim;
|
|
|
|
|
|
|
|
// For screen flashing (bright).
|
|
|
|
UINT16 flashcount;
|
|
|
|
UINT16 flashpal;
|
|
|
|
|
|
|
|
// Player skin colorshift, 0-15 for which color to draw player.
|
|
|
|
UINT8 skincolor;
|
|
|
|
|
|
|
|
INT32 skin;
|
|
|
|
|
|
|
|
UINT32 score; // player score
|
|
|
|
fixed_t dashspeed; // dashing speed
|
|
|
|
INT32 dashtime; // tics dashing, used for rev sound
|
|
|
|
|
2017-02-07 22:19:04 +00:00
|
|
|
// SRB2kart
|
|
|
|
UINT8 kartspeed; // Kart speed stat between 1 and 9
|
|
|
|
UINT8 kartweight; // Kart weight stat between 1 and 9
|
|
|
|
//
|
|
|
|
|
2014-03-15 16:59:03 +00:00
|
|
|
UINT32 charflags; // Extra abilities/settings for skins (combinable stuff)
|
|
|
|
// See SF_ flags
|
2014-03-21 18:42:55 +00:00
|
|
|
SINT8 lives;
|
|
|
|
SINT8 continues; // continues that player has acquired
|
2014-03-15 16:59:03 +00:00
|
|
|
|
2014-03-21 18:42:55 +00:00
|
|
|
SINT8 xtralife; // Ring Extra Life counter
|
2014-03-15 16:59:03 +00:00
|
|
|
UINT8 gotcontinue; // Got continue from this stage?
|
|
|
|
|
|
|
|
fixed_t speed; // Player's speed (distance formula of MOMX and MOMY values)
|
2014-03-21 18:42:55 +00:00
|
|
|
UINT8 jumping; // Jump counter
|
2014-03-15 16:59:03 +00:00
|
|
|
UINT8 secondjump;
|
|
|
|
|
|
|
|
UINT8 fly1; // Tails flying
|
|
|
|
UINT8 scoreadd; // Used for multiple enemy attack bonus
|
|
|
|
tic_t glidetime; // Glide counter for thrust
|
|
|
|
UINT8 climbing; // Climbing on the wall
|
|
|
|
INT32 deadtimer; // End game if game over lasts too long
|
|
|
|
tic_t exiting; // Exitlevel timer
|
|
|
|
|
|
|
|
UINT8 homing; // Are you homing?
|
|
|
|
|
|
|
|
tic_t skidtime; // Skid timer
|
|
|
|
|
|
|
|
////////////////////////////
|
|
|
|
// Conveyor Belt Movement //
|
|
|
|
////////////////////////////
|
|
|
|
fixed_t cmomx; // Conveyor momx
|
|
|
|
fixed_t cmomy; // Conveyor momy
|
|
|
|
fixed_t rmomx; // "Real" momx (momx - cmomx)
|
|
|
|
fixed_t rmomy; // "Real" momy (momy - cmomy)
|
|
|
|
|
|
|
|
/////////////////////
|
|
|
|
// Race Mode Stuff //
|
|
|
|
/////////////////////
|
2014-03-21 18:42:55 +00:00
|
|
|
INT16 numboxes; // Number of item boxes obtained for Race Mode
|
|
|
|
INT16 totalring; // Total number of rings obtained for Race Mode
|
2014-03-15 16:59:03 +00:00
|
|
|
tic_t realtime; // integer replacement for leveltime
|
2014-03-21 18:42:55 +00:00
|
|
|
UINT8 laps; // Number of laps (optional)
|
2014-03-15 16:59:03 +00:00
|
|
|
|
|
|
|
////////////////////
|
|
|
|
// CTF Mode Stuff //
|
|
|
|
////////////////////
|
|
|
|
INT32 ctfteam; // 0 == Spectator, 1 == Red, 2 == Blue
|
|
|
|
UINT16 gotflag; // 1 == Red, 2 == Blue Do you have the flag?
|
|
|
|
|
|
|
|
INT32 weapondelay; // Delay (if any) to fire the weapon again
|
|
|
|
INT32 tossdelay; // Delay (if any) to toss a flag/emeralds again
|
|
|
|
|
|
|
|
// Starpost information
|
|
|
|
INT16 starpostx;
|
|
|
|
INT16 starposty;
|
|
|
|
INT16 starpostz;
|
|
|
|
INT32 starpostnum; // The number of the last starpost you hit
|
|
|
|
tic_t starposttime; // Your time when you hit the starpost
|
|
|
|
angle_t starpostangle; // Angle that the starpost is facing - you respawn facing this way
|
|
|
|
|
|
|
|
/////////////////
|
|
|
|
// NiGHTS Stuff//
|
|
|
|
/////////////////
|
|
|
|
angle_t angle_pos;
|
|
|
|
angle_t old_angle_pos;
|
|
|
|
|
|
|
|
mobj_t *axis1;
|
|
|
|
mobj_t *axis2;
|
|
|
|
tic_t bumpertime; // Currently being bounced by MT_NIGHTSBUMPER
|
|
|
|
INT32 flyangle;
|
|
|
|
tic_t drilltimer;
|
|
|
|
INT32 linkcount;
|
|
|
|
tic_t linktimer;
|
|
|
|
INT32 anotherflyangle;
|
|
|
|
tic_t nightstime; // How long you can fly as NiGHTS.
|
|
|
|
INT32 drillmeter;
|
|
|
|
UINT8 drilldelay;
|
|
|
|
boolean bonustime; // Capsule destroyed, now it's bonus time!
|
|
|
|
mobj_t *capsule; // Go inside the capsule
|
|
|
|
UINT8 mare; // Current mare
|
|
|
|
|
|
|
|
// Statistical purposes.
|
|
|
|
tic_t marebegunat; // Leveltime when mare begun
|
|
|
|
tic_t startedtime; // Time which you started this mare with.
|
|
|
|
tic_t finishedtime; // Time it took you to finish the mare (used for display)
|
|
|
|
INT16 finishedrings; // The rings you had left upon finishing the mare
|
2018-07-18 19:23:46 +00:00
|
|
|
UINT32 marescore; // SRB2Kart: Battle score
|
2014-03-15 16:59:03 +00:00
|
|
|
UINT32 lastmarescore; // score for the last mare
|
|
|
|
UINT8 lastmare; // previous mare
|
|
|
|
INT32 maxlink; // maximum link obtained
|
|
|
|
UINT8 texttimer; // nights_texttime should not be local
|
|
|
|
UINT8 textvar; // which line of NiGHTS text to show -- let's not use cheap hacks
|
|
|
|
|
|
|
|
INT16 lastsidehit, lastlinehit;
|
|
|
|
|
|
|
|
tic_t losstime;
|
|
|
|
UINT8 timeshit; // That's TIMES HIT, not TIME SHIT, you doofus!
|
|
|
|
|
|
|
|
INT32 onconveyor; // You are on a conveyor belt if nonzero
|
|
|
|
|
|
|
|
mobj_t *awayviewmobj;
|
|
|
|
INT32 awayviewtics;
|
2014-03-21 18:42:55 +00:00
|
|
|
angle_t awayviewaiming; // Used for cut-away view
|
2014-03-15 16:59:03 +00:00
|
|
|
|
|
|
|
boolean spectator;
|
|
|
|
UINT8 bot;
|
|
|
|
|
|
|
|
tic_t jointime; // Timer when player joins game to change skin/color
|
2020-09-18 04:58:05 +00:00
|
|
|
tic_t spectatorreentry;
|
2019-02-17 07:25:50 +00:00
|
|
|
|
2020-09-20 21:03:14 +00:00
|
|
|
tic_t grieftime;
|
|
|
|
UINT8 griefstrikes;
|
|
|
|
|
2019-02-22 23:57:44 +00:00
|
|
|
UINT8 splitscreenindex;
|
2014-03-15 16:59:03 +00:00
|
|
|
#ifdef HWRENDER
|
|
|
|
fixed_t fovadd; // adjust FOV for hw rendering
|
|
|
|
#endif
|
|
|
|
} player_t;
|
|
|
|
|
|
|
|
#endif
|