Kart-Public/src/d_player.h
2019-05-25 13:08:38 +02:00

530 lines
16 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2018 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file d_player.h
/// \brief player data structures
#ifndef __D_PLAYER__
#define __D_PLAYER__
// The player data structure depends on a number
// of other structs: items (internal inventory),
// animation states (closely tied to the sprites
// used to represent them, unfortunately).
#include "p_pspr.h"
// In addition, the player is just a special
// case of the generic moving object/actor.
#include "p_mobj.h"
// Finally, for odd reasons, the player input
// is buffered within the player data struct,
// as commands per game tick.
#include "d_ticcmd.h"
// Extra abilities/settings for skins (combinable stuff)
typedef enum
{
SF_HIRES = 1, // Draw the sprite 2x as small?
} skinflags_t;
//
// Player states.
//
typedef enum
{
// Playing or camping.
PST_LIVE,
// Dead on the ground, view follows killer.
PST_DEAD,
// Ready to restart/respawn???
PST_REBORN
} playerstate_t;
//
// Player internal flags
//
typedef enum
{
// Flip camera angle with gravity flip prefrence.
PF_FLIPCAM = 1,
// Cheats
PF_GODMODE = 1<<1,
PF_NOCLIP = 1<<2,
PF_INVIS = 1<<3,
// True if button down last tic.
PF_ATTACKDOWN = 1<<4,
PF_USEDOWN = 1<<5,
PF_JUMPDOWN = 1<<6,
PF_WPNDOWN = 1<<7,
// Unmoving states
PF_STASIS = 1<<8, // Player is not allowed to move
PF_JUMPSTASIS = 1<<9, // and that includes jumping.
PF_FULLSTASIS = PF_STASIS|PF_JUMPSTASIS,
// Did you get a time-over?
PF_TIMEOVER = 1<<10,
// SRB2Kart: Spectator that wants to join
PF_WANTSTOJOIN = 1<<11,
// Character action status
PF_JUMPED = 1<<12,
PF_SPINNING = 1<<13,
PF_STARTDASH = 1<<14,
PF_THOKKED = 1<<15,
// Are you gliding?
PF_GLIDING = 1<<16,
// Tails pickup!
PF_CARRIED = 1<<17,
// Sliding (usually in water) like Labyrinth/Oil Ocean
PF_SLIDING = 1<<18,
// Hanging on a rope
PF_ROPEHANG = 1<<19,
// Hanging on an item of some kind - zipline, chain, etc. (->tracer)
PF_ITEMHANG = 1<<20,
// On the mace chain spinning around (->tracer)
PF_MACESPIN = 1<<21,
/*** NIGHTS STUFF ***/
// Is the player in NiGHTS mode?
PF_NIGHTSMODE = 1<<22,
PF_TRANSFERTOCLOSEST = 1<<23,
// Spill rings after falling
PF_NIGHTSFALL = 1<<24,
PF_DRILLING = 1<<25,
PF_SKIDDOWN = 1<<26,
/*** TAG STUFF ***/
PF_TAGGED = 1<<27, // Player has been tagged and awaits the next round in hide and seek.
PF_TAGIT = 1<<28, // The player is it! For Tag Mode
/*** misc ***/
PF_FORCESTRAFE = 1<<29, // Turning inputs are translated into strafing inputs
PF_ANALOGMODE = 1<<30, // Analog mode?
// free: 1<<30 and 1<<31
} pflags_t;
typedef enum
{
// Are animation frames playing?
PA_ETC=0,
PA_IDLE,
PA_WALK,
PA_RUN,
PA_ROLL,
PA_FALL,
PA_ABILITY
} panim_t;
typedef enum
{
SH_NONE = 0,
// Standard shields
SH_JUMP,
SH_ATTRACT,
SH_ELEMENTAL,
SH_BOMB,
// Stupid useless unimplimented Sonic 3 shields
SH_BUBBLEWRAP,
SH_THUNDERCOIN,
SH_FLAMEAURA,
// Pity shield: the world's most basic shield ever, given to players who suck at Match
SH_PITY,
// The fireflower is special, it combines with other shields.
SH_FIREFLOWER = 0x100,
// The force shield uses the lower 8 bits to count how many hits are left.
SH_FORCE = 0x200,
SH_STACK = SH_FIREFLOWER,
SH_NOSTACK = ~SH_STACK
} shieldtype_t;
// Player powers. (don't edit this comment)
typedef enum
{
pw_invulnerability,
pw_sneakers,
pw_flashing,
pw_shield,
pw_tailsfly, // tails flying
pw_underwater, // underwater timer
pw_spacetime, // In space, no one can hear you spin!
pw_extralife, // Extra Life timer
pw_super, // Are you super?
pw_gravityboots, // gravity boots
// Weapon ammunition
pw_infinityring,
pw_automaticring,
pw_bouncering,
pw_scatterring,
pw_grenadering,
pw_explosionring,
pw_railring,
// Power Stones
pw_emeralds, // stored like global 'emeralds' variable
// NiGHTS powerups
pw_nights_superloop,
pw_nights_helper,
pw_nights_linkfreeze,
//for linedef exec 427
pw_nocontrol,
pw_ingoop, // In goop
NUMPOWERS
} powertype_t;
typedef enum
{
KITEM_SAD = -1,
KITEM_NONE = 0,
KITEM_SNEAKER,
KITEM_ROCKETSNEAKER,
KITEM_INVINCIBILITY,
KITEM_BANANA,
KITEM_EGGMAN,
KITEM_ORBINAUT,
KITEM_JAWZ,
KITEM_MINE,
KITEM_BALLHOG,
KITEM_SPB,
KITEM_GROW,
KITEM_SHRINK,
KITEM_THUNDERSHIELD,
KITEM_HYUDORO,
KITEM_POGOSPRING,
KITEM_KITCHENSINK,
NUMKARTITEMS,
// Additional roulette numbers, only used for K_KartGetItemResult
KRITEM_TRIPLESNEAKER = NUMKARTITEMS,
KRITEM_TRIPLEBANANA,
KRITEM_TENFOLDBANANA,
KRITEM_TRIPLEORBINAUT,
KRITEM_QUADORBINAUT,
KRITEM_DUALJAWZ,
NUMKARTRESULTS
} kartitems_t;
//{ SRB2kart - kartstuff
typedef enum
{
// Basic gameplay things
k_position, // Used for Kart positions, mostly for deterministic stuff
k_oldposition, // Used for taunting when you pass someone
k_positiondelay, // Used for position number, so it can grow when passing/being passed
k_prevcheck, // Previous checkpoint distance; for p_user.c (was "pw_pcd")
k_nextcheck, // Next checkpoint distance; for p_user.c (was "pw_ncd")
k_waypoint, // Waypoints.
k_starpostwp, // Temporarily stores player waypoint for... some reason. Used when respawning and finishing.
k_starpostflip, // the last starpost we hit requires flipping?
k_respawn, // Timer for the DEZ laser respawn effect
k_dropdash, // Charge up for respawn Drop Dash
k_throwdir, // Held dir of controls; 1 = forward, 0 = none, -1 = backward (was "player->heldDir")
k_lapanimation, // Used to show the lap start wing logo animation
k_laphand, // Lap hand gfx to use; 0 = none, 1 = :ok_hand:, 2 = :thumbs_up:, 3 = :thumps_down:
k_cardanimation, // Used to determine the position of some full-screen Battle Mode graphics
k_voices, // Used to stop the player saying more voices than it should
k_tauntvoices, // Used to specifically stop taunt voice spam
k_instashield, // Instashield no-damage animation timer
k_enginesnd, // Engine sound number you're on.
k_floorboost, // Prevents Sneaker sounds for a breif duration when triggered by a floor panel
k_spinouttype, // Determines whether to thrust forward or not while spinning out; 0 = move forwards, 1 = stay still
k_drift, // Drifting Left or Right, plus a bigger counter = sharper turn
k_driftend, // Drift has ended, used to adjust character angle after drift
k_driftcharge, // Charge your drift so you can release a burst of speed
k_driftboost, // Boost you get from drifting
k_boostcharge, // Charge-up for boosting at the start of the race
k_startboost, // Boost you get from start of race or respawn drop dash
k_jmp, // In Mario Kart, letting go of the jump button stops the drift
k_offroad, // In Super Mario Kart, going offroad has lee-way of about 1 second before you start losing speed
k_pogospring, // Pogo spring bounce effect
k_brakestop, // Wait until you've made a complete stop for a few tics before letting brake go in reverse.
k_waterskip, // Water skipping counter
k_dashpadcooldown, // Separate the vanilla SA-style dash pads from using pw_flashing
k_boostpower, // Base boost value, for offroad
k_speedboost, // Boost value smoothing for max speed
k_accelboost, // Boost value smoothing for acceleration
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.
k_boostcam, // Camera push forward on boost
k_destboostcam, // Ditto
k_timeovercam, // Camera timer for leaving behind or not
k_aizdriftstrat, // Let go of your drift while boosting? Helper for the SICK STRATZ you have just unlocked
k_brakedrift, // Helper for brake-drift spark spawning
k_itemroulette, // Used for the roulette when deciding what item to give you (was "pw_kartitem")
k_roulettetype, // Used for the roulette, for deciding type (currently only used for Battle, to give you better items from Karma items)
// Item held stuff
k_itemtype, // KITEM_ constant for item number
k_itemamount, // Amount of said item
k_itemheld, // Are you holding an item?
// Some items use timers for their duration or effects
//k_thunderanim, // Duration of Thunder Shield's use animation
k_curshield, // 0 = no shield, 1 = thunder shield
k_hyudorotimer, // Duration of the Hyudoro offroad effect itself
k_stealingtimer, // You are stealing an item, this is your timer
k_stolentimer, // You are being stolen from, this is your timer
k_sneakertimer, // Duration of the Sneaker Boost itself
k_growshrinktimer, // > 0 = Big, < 0 = small
k_squishedtimer, // Squished frame timer
k_rocketsneakertimer, // Rocket Sneaker duration timer
k_invincibilitytimer, // Invincibility timer
k_eggmanheld, // Eggman monitor held, separate from k_itemheld so it doesn't stop you from getting items
k_eggmanexplode, // Fake item recieved, explode in a few seconds
k_eggmanblame, // Fake item recieved, who set this fake
k_lastjawztarget, // Last person you target with jawz, for playing the target switch sfx
k_bananadrag, // After a second of holding a banana behind you, you start to slow down
k_spinouttimer, // Spin-out from a banana peel or oil slick (was "pw_bananacam")
k_wipeoutslow, // Timer before you slowdown when getting wiped out
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
// Battle Mode vars
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
k_comebackmode, // 0 = bomb, 1 = item
k_wanted, // Timer for determining WANTED status, lowers when hitting people, prevents the game turning into Camp Lazlo
k_yougotem, // "You Got Em" gfx when hitting someone as a karma player via a method that gets you back in the game instantly
// v1.0.2+ vars
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)
k_getsparks, // Disable drift sparks at low speed, JUST enough to give acceleration the actual headstart above speed
k_jawztargetdelay, // Delay for Jawz target switching, to make it less twitchy
k_spectatewait, // How long have you been waiting as a spectator
k_growcancel, // Hold the item button down to cancel Grow
NUMKARTSTUFF
} kartstufftype_t;
//}
#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.
//fixed_t deltaviewheight;
// bounded/scaled total momentum.
//fixed_t bob;
// 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.
/// \todo Remove this. We don't need a second health definition for players.
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];
// SRB2kart stuff
INT32 kartstuff[NUMKARTSTUFF];
angle_t frameangle; // for the player add the ability to have the sprite only face other angles
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
// 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
// SRB2kart
UINT8 kartspeed; // Kart speed stat between 1 and 9
UINT8 kartweight; // Kart weight stat between 1 and 9
//
UINT32 charflags; // Extra abilities/settings for skins (combinable stuff)
// See SF_ flags
SINT8 lives;
SINT8 continues; // continues that player has acquired
SINT8 xtralife; // Ring Extra Life counter
UINT8 gotcontinue; // Got continue from this stage?
fixed_t speed; // Player's speed (distance formula of MOMX and MOMY values)
UINT8 jumping; // Jump counter
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 //
/////////////////////
INT16 numboxes; // Number of item boxes obtained for Race Mode
INT16 totalring; // Total number of rings obtained for Race Mode
tic_t realtime; // integer replacement for leveltime
UINT8 laps; // Number of laps (optional)
////////////////////
// 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
UINT32 marescore; // SRB2Kart: Battle score
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;
angle_t awayviewaiming; // Used for cut-away view
boolean spectator;
UINT8 bot;
tic_t jointime; // Timer when player joins game to change skin/color
UINT8 splitscreenindex;
#ifdef HWRENDER
fixed_t fovadd; // adjust FOV for hw rendering
#endif
} player_t;
#endif