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https://git.do.srb2.org/KartKrew/Kart-Public.git
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6dc9339ab0
Lakitu is completely commented out currently and we will be able to re-add it back later Final lap sounds do some wacky stuff with the variables of the local player only, and also block out the music just to restart it at the same speed currently, changed it to just be the lap sound, we can use a new sound for it later
522 lines
15 KiB
C
522 lines
15 KiB
C
// 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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// Copyright (C) 1999-2016 by Sonic Team Junior.
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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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SF_SUPER = 1, // Can turn super in singleplayer/co-op mode.
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SF_SUPERANIMS = 1<<1, // If super, use the super sonic animations
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SF_SUPERSPIN = 1<<2, // Should spin frames be played while super?
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SF_HIRES = 1<<3, // Draw the sprite 2x as small?
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SF_NOSKID = 1<<4, // No skid particles etc
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SF_NOSPEEDADJUST = 1<<5, // Skin-specific version of disablespeedadjust
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SF_RUNONWATER = 1<<6, // Run on top of water FOFs?
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} skinflags_t;
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//Primary and secondary skin abilities
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typedef enum
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{
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CA_NONE=0,
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CA_THOK,
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CA_FLY,
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CA_GLIDEANDCLIMB,
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CA_HOMINGTHOK,
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CA_SWIM,
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CA_DOUBLEJUMP,
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CA_FLOAT,
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CA_SLOWFALL,
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CA_TELEKINESIS,
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CA_FALLSWITCH,
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CA_JUMPBOOST,
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CA_AIRDRILL,
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CA_JUMPTHOK
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} charability_t;
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//Secondary skin abilities
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typedef enum
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{
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CA2_NONE=0,
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CA2_SPINDASH,
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CA2_MULTIABILITY
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} charability2_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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// Ready for Super?
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PF_SUPERREADY = 1<<11,
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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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/*** misc ***/
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PF_FORCESTRAFE = 1<<29, // Turning inputs are translated into strafing inputs
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PF_ANALOGMODE = 1<<30, // Analog mode?
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// free: 1<<30 and 1<<31
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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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//{ 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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k_positiondelay, // Prevents player from taunting continuously if two people were neck-and-neck
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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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k_throwdir, // Held dir of controls; 1 = forward, 0 = none, -1 = backward (was "player->heldDir")
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k_camspin, // Used to 180 the camera while a button is held
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k_sounds, // Used this to stop and then force music restores as it hits zero
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k_boosting, // Determines if you're currently shroom-boosting
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k_floorboost, // Prevents Mushroom sounds for a breif duration when triggered by a floor panel
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k_spinout, // Separate confirmation to prevent endless wipeout loops
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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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k_drift, // Drifting Left or Right, plus a bigger counter = sharper turn
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k_driftend, // Drift has ended, used to adjust character angle after drift
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k_driftcharge, // Charge your drift so you can release a burst of speed
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k_driftboost, // Boost you get from drifting
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k_boostcharge, // Charge-up for boosting at the start of the race, or when Lakitu drops you
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k_jmp, // In Mario Kart, letting go of the jump button stops the drift
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k_itemroulette, // Used for the roulette when deciding what item to give you (was "pw_kartitem")
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k_itemclose, // Used to animate the item window closing (was "pw_psychic")
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// Some items use timers for their duration or effects
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k_magnettimer, // Duration of Magnet's item-break and item box pull
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k_bootaketimer, // You are stealing an item, this is your timer
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k_boostolentimer, // You are being stolen from, this is your timer
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k_mushroomtimer, // Duration of the Mushroom 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_goldshroomtimer, // Gold Mushroom duration timer
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k_startimer, // Invincibility timer
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k_spinouttimer, // Wipe-out from a banana peel or oil slick (was "pw_bananacam")
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k_laserwisptimer, // The duration and relative angle of the laser
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k_fireflowertimer, // Duration of Fire Flower
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// Each item needs its own power slot, for the HUD and held use
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k_magnet, // 0x1 = Magnet in inventory
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k_boo, // 0x1 = Boo in inventory
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k_mushroom, // 0x1 = 1 Mushroom in inventory, 0x2 = 2 Mushrooms in inventory
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// 0x4 = 3 Mushrooms in inventory
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k_megashroom, // 0x1 = Mega Mushroom in inventory
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k_goldshroom, // 0x1 = Gold Mushroom in inventory
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k_star, // 0x1 = Star in inventory
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k_triplebanana, // 0x1 = 1 Banana following, 0x2 = 2 Bananas following
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// 0x4 = 3 Bananas following, 0x8 = Triple Banana in inventory
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k_fakeitem, // 0x1 = Fake Item being held, 0x2 = Fake Item in inventory
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k_banana, // 0x1 = Banana being held, 0x2 = Banana in inventory
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k_greenshell, // 0x1 = Green Shell being held, 0x2 = Green Shell in inventory
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k_redshell, // 0x1 = Red Shell being held, 0x2 = Red Shell in inventory
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k_laserwisp, // 0x1 = Laser Wisp in inventory
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k_triplegreenshell, // 0x1 = 1 Green Shell orbiting, 0x2 = 2 Green Shells orbiting
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// 0x4 = 3 Green Shells orbiting, 0x8 = Triple Green Shell in inventory
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k_bobomb, // 0x1 = Bob-omb being held, 0x2 = Bob-omb in inventory
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k_blueshell, // 0x1 = Blue Shell in inventory
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k_jaws, // 0x1 = 1 Jaws orbiting, 0x2 = 2 Jaws orbiting,
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// 0x4 = 2x Jaws in inventory
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k_fireflower, // 0x1 = Fire Flower in inventory
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k_tripleredshell, // 0x1 = 1 Red Shell orbiting, 0x2 = 2 Red Shells orbiting
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// 0x4 = 3 Red Shells orbiting, 0x8 = Triple Red Shell in inventory
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k_lightning, // 0x1 = Lightning in inventory
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k_kitchensink, // 0x1 = Sink in inventory
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NUMKARTSTUFF
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} kartstufftype_t;
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//}
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#define WEP_AUTO 1
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#define WEP_BOUNCE 2
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#define WEP_SCATTER 3
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#define WEP_GRENADE 4
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#define WEP_EXPLODE 5
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#define WEP_RAIL 6
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#define NUM_WEAPONS 7
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typedef enum
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{
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RW_AUTO = 1,
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RW_BOUNCE = 2,
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RW_SCATTER = 4,
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RW_GRENADE = 8,
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RW_EXPLODE = 16,
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RW_RAIL = 32
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} ringweapons_t;
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// ========================================================================
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// PLAYER STRUCTURE
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// ========================================================================
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typedef struct player_s
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{
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mobj_t *mo;
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// Caveat: ticcmd_t is ATTRPACK! Be careful what precedes it.
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ticcmd_t cmd;
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playerstate_t playerstate;
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// Determine POV, including viewpoint bobbing during movement.
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// Focal origin above r.z
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fixed_t viewz;
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// Base height above floor for viewz.
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fixed_t viewheight;
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// Bob/squat speed.
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fixed_t deltaviewheight;
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// bounded/scaled total momentum.
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fixed_t bob;
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// Mouse aiming, where the guy is looking at!
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// It is updated with cmd->aiming.
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angle_t aiming;
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// This is only used between levels,
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// mo->health is used during levels.
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/// \todo Remove this. We don't need a second health definition for players.
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INT32 health;
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SINT8 pity; // i pity the fool.
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INT32 currentweapon; // current weapon selected.
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INT32 ringweapons; // weapons currently obtained.
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// Power ups. invinc and invis are tic counters.
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UINT16 powers[NUMPOWERS];
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// SRB2kart stuff
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INT32 kartstuff[NUMKARTSTUFF];
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// Bit flags.
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// See pflags_t, above.
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pflags_t pflags;
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// playing animation.
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panim_t panim;
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// For screen flashing (bright).
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UINT16 flashcount;
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UINT16 flashpal;
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// Player skin colorshift, 0-15 for which color to draw player.
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UINT8 skincolor;
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INT32 skin;
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UINT32 score; // player score
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fixed_t dashspeed; // dashing speed
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INT32 dashtime; // tics dashing, used for rev sound
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// SRB2kart
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UINT8 kartspeed; // Kart speed stat between 1 and 9
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UINT8 kartweight; // Kart weight stat between 1 and 9
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//
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fixed_t normalspeed; // Normal ground
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fixed_t runspeed; // Speed you break into the run animation
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UINT8 thrustfactor; // Thrust = thrustfactor * acceleration
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UINT8 accelstart; // Starting acceleration if speed = 0.
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UINT8 acceleration; // Acceleration
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// See charability_t and charability2_t for more information.
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UINT8 charability; // Ability definition
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UINT8 charability2; // Secondary ability definition
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UINT32 charflags; // Extra abilities/settings for skins (combinable stuff)
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// See SF_ flags
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mobjtype_t thokitem; // Object # to spawn for the thok
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mobjtype_t spinitem; // Object # to spawn for spindash/spinning
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mobjtype_t revitem; // Object # to spawn for spindash/spinning
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fixed_t actionspd; // Speed of thok/glide/fly
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fixed_t mindash; // Minimum spindash speed
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fixed_t maxdash; // Maximum spindash speed
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fixed_t jumpfactor; // How high can the player jump?
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SINT8 lives;
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SINT8 continues; // continues that player has acquired
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SINT8 xtralife; // Ring Extra Life counter
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UINT8 gotcontinue; // Got continue from this stage?
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fixed_t speed; // Player's speed (distance formula of MOMX and MOMY values)
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UINT8 jumping; // Jump counter
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UINT8 secondjump;
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UINT8 fly1; // Tails flying
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UINT8 scoreadd; // Used for multiple enemy attack bonus
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tic_t glidetime; // Glide counter for thrust
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UINT8 climbing; // Climbing on the wall
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INT32 deadtimer; // End game if game over lasts too long
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tic_t exiting; // Exitlevel timer
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UINT8 homing; // Are you homing?
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tic_t skidtime; // Skid timer
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////////////////////////////
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// Conveyor Belt Movement //
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////////////////////////////
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fixed_t cmomx; // Conveyor momx
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fixed_t cmomy; // Conveyor momy
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fixed_t rmomx; // "Real" momx (momx - cmomx)
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fixed_t rmomy; // "Real" momy (momy - cmomy)
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/////////////////////
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// Race Mode Stuff //
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/////////////////////
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INT16 numboxes; // Number of item boxes obtained for Race Mode
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INT16 totalring; // Total number of rings obtained for Race Mode
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tic_t realtime; // integer replacement for leveltime
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UINT8 laps; // Number of laps (optional)
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////////////////////
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// CTF Mode Stuff //
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////////////////////
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INT32 ctfteam; // 0 == Spectator, 1 == Red, 2 == Blue
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UINT16 gotflag; // 1 == Red, 2 == Blue Do you have the flag?
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INT32 weapondelay; // Delay (if any) to fire the weapon again
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INT32 tossdelay; // Delay (if any) to toss a flag/emeralds again
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// Starpost information
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INT16 starpostx;
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INT16 starposty;
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INT16 starpostz;
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INT32 starpostnum; // The number of the last starpost you hit
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tic_t starposttime; // Your time when you hit the starpost
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angle_t starpostangle; // Angle that the starpost is facing - you respawn facing this way
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/////////////////
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// NiGHTS Stuff//
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/////////////////
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angle_t angle_pos;
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angle_t old_angle_pos;
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mobj_t *axis1;
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mobj_t *axis2;
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tic_t bumpertime; // Currently being bounced by MT_NIGHTSBUMPER
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INT32 flyangle;
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tic_t drilltimer;
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INT32 linkcount;
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tic_t linktimer;
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INT32 anotherflyangle;
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tic_t nightstime; // How long you can fly as NiGHTS.
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INT32 drillmeter;
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UINT8 drilldelay;
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boolean bonustime; // Capsule destroyed, now it's bonus time!
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mobj_t *capsule; // Go inside the capsule
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UINT8 mare; // Current mare
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// Statistical purposes.
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tic_t marebegunat; // Leveltime when mare begun
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tic_t startedtime; // Time which you started this mare with.
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tic_t finishedtime; // Time it took you to finish the mare (used for display)
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INT16 finishedrings; // The rings you had left upon finishing the mare
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UINT32 marescore; // score for this nights stage
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UINT32 lastmarescore; // score for the last mare
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UINT8 lastmare; // previous mare
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INT32 maxlink; // maximum link obtained
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UINT8 texttimer; // nights_texttime should not be local
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UINT8 textvar; // which line of NiGHTS text to show -- let's not use cheap hacks
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INT16 lastsidehit, lastlinehit;
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tic_t losstime;
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UINT8 timeshit; // That's TIMES HIT, not TIME SHIT, you doofus!
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INT32 onconveyor; // You are on a conveyor belt if nonzero
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mobj_t *awayviewmobj;
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INT32 awayviewtics;
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angle_t awayviewaiming; // Used for cut-away view
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boolean spectator;
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|
UINT8 bot;
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tic_t jointime; // Timer when player joins game to change skin/color
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#ifdef HWRENDER
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fixed_t fovadd; // adjust FOV for hw rendering
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#endif
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} player_t;
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#endif
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