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419 lines
15 KiB
C
419 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) 1999-2018 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 p_local.h
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/// \brief Play functions, animation, global header
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#ifndef __P_LOCAL__
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#define __P_LOCAL__
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#include "command.h"
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#include "d_player.h"
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#include "d_think.h"
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#include "m_fixed.h"
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#include "m_bbox.h"
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#include "p_tick.h"
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#include "r_defs.h"
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#include "p_maputl.h"
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#define FLOATSPEED (FRACUNIT*4)
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#define VIEWHEIGHTS "41"
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// Maximum player score.
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#define MAXSCORE 999999990
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// mapblocks are used to check movement
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// against lines and things
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#define MAPBLOCKUNITS 128
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#define MAPBLOCKSIZE (MAPBLOCKUNITS*FRACUNIT)
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#define MAPBLOCKSHIFT (FRACBITS+7)
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#define MAPBMASK (MAPBLOCKSIZE-1)
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#define MAPBTOFRAC (MAPBLOCKSHIFT-FRACBITS)
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// Convenience macro to fix issue with collision along bottom/left edges of blockmap -Red
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#define BMBOUNDFIX(xl, xh, yl, yh) {if (xl > xh) xl = 0; if (yl > yh) yl = 0;}
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// player radius used only in am_map.c
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#define PLAYERRADIUS (16*FRACUNIT)
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// MAXRADIUS is for precalculated sector block boxes
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// the spider demon is larger,
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// but we do not have any moving sectors nearby
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#define MAXRADIUS (32*FRACUNIT)
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// max Z move up or down without jumping
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// above this, a height difference is considered as a 'dropoff'
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#define MAXSTEPMOVE (24*FRACUNIT)
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#define USERANGE (64*FRACUNIT)
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#define MELEERANGE (64*FRACUNIT)
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#define MISSILERANGE (32*64*FRACUNIT)
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#define AIMINGTOSLOPE(aiming) FINESINE((aiming>>ANGLETOFINESHIFT) & FINEMASK)
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#define mariomode (maptol & TOL_MARIO)
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#define twodlevel (maptol & TOL_2D)
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//
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// P_TICK
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//
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// both the head and tail of the thinker list
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extern thinker_t thinkercap;
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void P_InitThinkers(void);
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void P_AddThinker(thinker_t *thinker);
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void P_RemoveThinker(thinker_t *thinker);
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//
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// P_USER
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//
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typedef struct camera_s
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{
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boolean chase;
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angle_t aiming;
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// Things used by FS cameras.
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fixed_t viewheight;
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angle_t startangle;
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// Camera demobjerization
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// Info for drawing: position.
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fixed_t x, y, z;
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//More drawing info: to determine current sprite.
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angle_t angle; // orientation
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struct subsector_s *subsector;
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// The closest interval over all contacted Sectors (or Things).
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fixed_t floorz;
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fixed_t ceilingz;
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// For movement checking.
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fixed_t radius;
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fixed_t height;
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fixed_t relativex;
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// Momentums, used to update position.
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fixed_t momx, momy, momz;
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} camera_t;
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extern camera_t camera, camera2;
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extern consvar_t cv_cam_dist, cv_cam_still, cv_cam_height;
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extern consvar_t cv_cam_speed, cv_cam_rotate, cv_cam_rotspeed;
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extern consvar_t cv_cam2_dist, cv_cam2_still, cv_cam2_height;
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extern consvar_t cv_cam2_speed, cv_cam2_rotate, cv_cam2_rotspeed;
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extern fixed_t t_cam_dist, t_cam_height, t_cam_rotate;
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extern fixed_t t_cam2_dist, t_cam2_height, t_cam2_rotate;
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fixed_t P_GetPlayerHeight(player_t *player);
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fixed_t P_GetPlayerSpinHeight(player_t *player);
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INT32 P_GetPlayerControlDirection(player_t *player);
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void P_AddPlayerScore(player_t *player, UINT32 amount);
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void P_ResetCamera(player_t *player, camera_t *thiscam);
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boolean P_TryCameraMove(fixed_t x, fixed_t y, camera_t *thiscam);
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void P_SlideCameraMove(camera_t *thiscam);
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boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcalled);
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boolean P_PlayerInPain(player_t *player);
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void P_DoPlayerPain(player_t *player, mobj_t *source, mobj_t *inflictor);
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void P_ResetPlayer(player_t *player);
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boolean P_IsLocalPlayer(player_t *player);
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boolean P_IsObjectInGoop(mobj_t *mo);
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boolean P_IsObjectOnGround(mobj_t *mo);
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boolean P_IsObjectOnGroundIn(mobj_t *mo, sector_t *sec);
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boolean P_InSpaceSector(mobj_t *mo);
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boolean P_InQuicksand(mobj_t *mo);
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void P_SetObjectMomZ(mobj_t *mo, fixed_t value, boolean relative);
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void P_RestoreMusic(player_t *player);
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void P_SpawnShieldOrb(player_t *player);
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mobj_t *P_SpawnGhostMobj(mobj_t *mobj);
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void P_GivePlayerRings(player_t *player, INT32 num_rings);
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void P_GivePlayerLives(player_t *player, INT32 numlives);
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UINT8 P_GetNextEmerald(void);
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void P_GiveEmerald(boolean spawnObj);
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void P_ResetScore(player_t *player);
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boolean P_AutoPause(void);
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void P_DoJumpShield(player_t *player);
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void P_BlackOw(player_t *player);
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void P_ElementalFireTrail(player_t *player);
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void P_DoPityCheck(player_t *player);
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void P_PlayerThink(player_t *player);
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void P_PlayerAfterThink(player_t *player);
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void P_DoPlayerExit(player_t *player);
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void P_NightserizePlayer(player_t *player, INT32 ptime);
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void P_InstaThrust(mobj_t *mo, angle_t angle, fixed_t move);
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fixed_t P_ReturnThrustX(mobj_t *mo, angle_t angle, fixed_t move);
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fixed_t P_ReturnThrustY(mobj_t *mo, angle_t angle, fixed_t move);
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void P_InstaThrustEvenIn2D(mobj_t *mo, angle_t angle, fixed_t move);
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boolean P_LookForEnemies(player_t *player);
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void P_NukeEnemies(mobj_t *inflictor, mobj_t *source, fixed_t radius);
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void P_HomingAttack(mobj_t *source, mobj_t *enemy); /// \todo doesn't belong in p_user
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boolean P_SuperReady(player_t *player);
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void P_DoJump(player_t *player, boolean soundandstate);
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boolean P_AnalogMove(player_t *player);
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boolean P_TransferToNextMare(player_t *player);
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UINT8 P_FindLowestMare(void);
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void P_FindEmerald(void);
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void P_TransferToAxis(player_t *player, INT32 axisnum);
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boolean P_PlayerMoving(INT32 pnum);
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void P_SpawnThokMobj(player_t *player);
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void P_SpawnSpinMobj(player_t *player, mobjtype_t type);
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void P_Telekinesis(player_t *player, fixed_t thrust, fixed_t range);
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void P_PlayLivesJingle(player_t *player);
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#define P_PlayRinglossSound(s) S_StartSound(s, (mariomode) ? sfx_mario8 : sfx_altow1 + P_RandomKey(4));
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#define P_PlayDeathSound(s) S_StartSound(s, sfx_altdi1 + P_RandomKey(4));
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#define P_PlayVictorySound(s) S_StartSound(s, sfx_victr1 + P_RandomKey(4));
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//
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// P_MOBJ
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//
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#define ONFLOORZ INT32_MIN
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#define ONCEILINGZ INT32_MAX
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// Time interval for item respawning.
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// WARNING MUST be a power of 2
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#define ITEMQUESIZE 1024
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extern mapthing_t *itemrespawnque[ITEMQUESIZE];
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extern tic_t itemrespawntime[ITEMQUESIZE];
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extern size_t iquehead, iquetail;
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extern consvar_t cv_gravity, cv_viewheight;
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void P_RespawnSpecials(void);
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mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type);
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void P_RecalcPrecipInSector(sector_t *sector);
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void P_PrecipitationEffects(void);
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void P_RemoveMobj(mobj_t *th);
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boolean P_MobjWasRemoved(mobj_t *th);
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void P_RemoveSavegameMobj(mobj_t *th);
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boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state);
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boolean P_SetMobjState(mobj_t *mobj, statenum_t state);
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void P_RunShields(void);
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void P_RunOverlays(void);
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void P_MobjThinker(mobj_t *mobj);
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boolean P_RailThinker(mobj_t *mobj);
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void P_PushableThinker(mobj_t *mobj);
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void P_SceneryThinker(mobj_t *mobj);
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fixed_t P_MobjFloorZ(mobj_t *mobj, sector_t *sector, sector_t *boundsec, fixed_t x, fixed_t y, line_t *line, boolean lowest, boolean perfect);
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fixed_t P_MobjCeilingZ(mobj_t *mobj, sector_t *sector, sector_t *boundsec, fixed_t x, fixed_t y, line_t *line, boolean lowest, boolean perfect);
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#define P_GetFloorZ(mobj, sector, x, y, line) P_MobjFloorZ(mobj, sector, NULL, x, y, line, false, false)
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#define P_GetCeilingZ(mobj, sector, x, y, line) P_MobjCeilingZ(mobj, sector, NULL, x, y, line, true, false)
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#define P_GetFOFTopZ(mobj, sector, fof, x, y, line) P_MobjCeilingZ(mobj, sectors + fof->secnum, sector, x, y, line, false, false)
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#define P_GetFOFBottomZ(mobj, sector, fof, x, y, line) P_MobjFloorZ(mobj, sectors + fof->secnum, sector, x, y, line, true, false)
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#define P_GetSpecialBottomZ(mobj, src, bound) P_MobjFloorZ(mobj, src, bound, mobj->x, mobj->y, NULL, src != bound, true)
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#define P_GetSpecialTopZ(mobj, src, bound) P_MobjCeilingZ(mobj, src, bound, mobj->x, mobj->y, NULL, src == bound, true)
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fixed_t P_CameraFloorZ(camera_t *mobj, sector_t *sector, sector_t *boundsec, fixed_t x, fixed_t y, line_t *line, boolean lowest, boolean perfect);
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fixed_t P_CameraCeilingZ(camera_t *mobj, sector_t *sector, sector_t *boundsec, fixed_t x, fixed_t y, line_t *line, boolean lowest, boolean perfect);
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#define P_CameraGetFloorZ(mobj, sector, x, y, line) P_CameraFloorZ(mobj, sector, NULL, x, y, line, false, false)
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#define P_CameraGetCeilingZ(mobj, sector, x, y, line) P_CameraCeilingZ(mobj, sector, NULL, x, y, line, true, false)
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#define P_CameraGetFOFTopZ(mobj, sector, fof, x, y, line) P_CameraCeilingZ(mobj, sectors + fof->secnum, sector, x, y, line, false, false)
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#define P_CameraGetFOFBottomZ(mobj, sector, fof, x, y, line) P_CameraFloorZ(mobj, sectors + fof->secnum, sector, x, y, line, true, false)
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boolean P_InsideANonSolidFFloor(mobj_t *mobj, ffloor_t *rover);
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boolean P_CheckDeathPitCollide(mobj_t *mo);
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boolean P_CheckSolidLava(mobj_t *mo, ffloor_t *rover);
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mobj_t *P_SpawnMissile(mobj_t *source, mobj_t *dest, mobjtype_t type);
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mobj_t *P_SpawnXYZMissile(mobj_t *source, mobj_t *dest, mobjtype_t type, fixed_t x, fixed_t y, fixed_t z);
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mobj_t *P_SpawnPointMissile(mobj_t *source, fixed_t xa, fixed_t ya, fixed_t za, mobjtype_t type, fixed_t x, fixed_t y, fixed_t z);
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mobj_t *P_SpawnAlteredDirectionMissile(mobj_t *source, mobjtype_t type, fixed_t x, fixed_t y, fixed_t z, INT32 shiftingAngle);
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mobj_t *P_SPMAngle(mobj_t *source, mobjtype_t type, angle_t angle, UINT8 aimtype, UINT32 flags2);
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#define P_SpawnPlayerMissile(s,t,f) P_SPMAngle(s,t,s->angle,true,f)
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#ifdef SEENAMES
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#define P_SpawnNameFinder(s,t) P_SPMAngle(s,t,s->angle,true,0)
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#endif
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void P_ColorTeamMissile(mobj_t *missile, player_t *source);
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SINT8 P_MobjFlip(mobj_t *mobj);
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fixed_t P_GetMobjGravity(mobj_t *mo);
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FUNCMATH boolean P_WeaponOrPanel(mobjtype_t type);
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boolean P_CameraThinker(player_t *player, camera_t *thiscam, boolean resetcalled);
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void P_Attract(mobj_t *source, mobj_t *enemy, boolean nightsgrab);
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mobj_t *P_GetClosestAxis(mobj_t *source);
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boolean P_CanRunOnWater(player_t *player, ffloor_t *rover);
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void P_FlashPal(player_t *pl, UINT16 type, UINT16 duration);
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#define PAL_WHITE 1
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#define PAL_MIXUP 2
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#define PAL_RECYCLE 3
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#define PAL_NUKE 4
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//
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// P_ENEMY
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//
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// main player in game
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extern player_t *stplyr; // for splitscreen correct palette changes and overlay
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// Is there a better place for these?
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extern INT32 var1;
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extern INT32 var2;
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boolean P_CheckMeleeRange(mobj_t *actor);
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boolean P_JetbCheckMeleeRange(mobj_t *actor);
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boolean P_FaceStabCheckMeleeRange(mobj_t *actor);
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boolean P_SkimCheckMeleeRange(mobj_t *actor);
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boolean P_CheckMissileRange(mobj_t *actor);
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void P_NewChaseDir(mobj_t *actor);
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boolean P_LookForPlayers(mobj_t *actor, boolean allaround, boolean tracer, fixed_t dist);
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//
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// P_MAP
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//
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// If "floatok" true, move would be ok
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// if within "tmfloorz - tmceilingz".
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extern boolean floatok;
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extern fixed_t tmfloorz;
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extern fixed_t tmceilingz;
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extern mobj_t *tmfloorthing, *tmhitthing, *tmthing;
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extern camera_t *mapcampointer;
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extern fixed_t tmx;
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extern fixed_t tmy;
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#ifdef ESLOPE
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extern pslope_t *tmfloorslope, *tmceilingslope;
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#endif
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/* cphipps 2004/08/30 */
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extern void P_MapStart(void);
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extern void P_MapEnd(void);
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extern line_t *ceilingline;
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extern line_t *blockingline;
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extern msecnode_t *sector_list;
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extern mprecipsecnode_t *precipsector_list;
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void P_UnsetThingPosition(mobj_t *thing);
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void P_SetThingPosition(mobj_t *thing);
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void P_SetUnderlayPosition(mobj_t *thing);
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boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y);
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boolean P_CheckCameraPosition(fixed_t x, fixed_t y, camera_t *thiscam);
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boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff);
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boolean P_Move(mobj_t *actor, fixed_t speed);
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boolean P_TeleportMove(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z);
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void P_SlideMove(mobj_t *mo);
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void P_BounceMove(mobj_t *mo);
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boolean P_CheckSight(mobj_t *t1, mobj_t *t2);
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void P_CheckHoopPosition(mobj_t *hoopthing, fixed_t x, fixed_t y, fixed_t z, fixed_t radius);
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boolean P_CheckSector(sector_t *sector, boolean crunch);
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void P_DelSeclist(msecnode_t *node);
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void P_DelPrecipSeclist(mprecipsecnode_t *node);
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void P_CreateSecNodeList(mobj_t *thing, fixed_t x, fixed_t y);
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void P_Initsecnode(void);
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void P_RadiusAttack(mobj_t *spot, mobj_t *source, fixed_t damagedist);
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fixed_t P_FloorzAtPos(fixed_t x, fixed_t y, fixed_t z, fixed_t height);
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boolean PIT_PushableMoved(mobj_t *thing);
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boolean P_DoSpring(mobj_t *spring, mobj_t *object);
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//
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// P_SETUP
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//
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extern UINT8 *rejectmatrix; // for fast sight rejection
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extern INT32 *blockmaplump; // offsets in blockmap are from here
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extern INT32 *blockmap; // Big blockmap
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extern INT32 bmapwidth;
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extern INT32 bmapheight; // in mapblocks
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extern fixed_t bmaporgx;
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extern fixed_t bmaporgy; // origin of block map
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extern mobj_t **blocklinks; // for thing chains
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//
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// P_INTER
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//
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typedef struct BasicFF_s
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{
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INT32 ForceX; ///< The X of the Force's Vel
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INT32 ForceY; ///< The Y of the Force's Vel
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const player_t *player; ///< Player of Rumble
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//All
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UINT32 Duration; ///< The total duration of the effect, in microseconds
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INT32 Gain; ///< /The gain to be applied to the effect, in the range from 0 through 10,000.
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//All, CONSTANTFORCE <20>10,000 to 10,000
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INT32 Magnitude; ///< Magnitude of the effect, in the range from 0 through 10,000.
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} BasicFF_t;
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void P_ForceFeed(const player_t *player, INT32 attack, INT32 fade, tic_t duration, INT32 period);
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void P_ForceConstant(const BasicFF_t *FFInfo);
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void P_RampConstant(const BasicFF_t *FFInfo, INT32 Start, INT32 End);
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void P_RemoveShield(player_t *player);
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boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage);
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void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source);
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void P_PlayerRingBurst(player_t *player, INT32 num_rings); /// \todo better fit in p_user.c
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void P_PlayerWeaponPanelBurst(player_t *player);
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void P_PlayerWeaponAmmoBurst(player_t *player);
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void P_PlayerEmeraldBurst(player_t *player, boolean toss);
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void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck);
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void P_PlayerFlagBurst(player_t *player, boolean toss);
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void P_CheckTimeLimit(void);
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void P_CheckPointLimit(void);
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void P_CheckSurvivors(void);
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boolean P_CheckRacers(void);
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void P_ClearStarPost(INT32 postnum);
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void P_ResetStarposts(void);
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boolean P_CanPickupItem(player_t *player, boolean weapon);
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void P_DoNightsScore(player_t *player);
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//
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// P_SPEC
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//
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#include "p_spec.h"
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extern INT32 ceilmovesound;
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// Factor to scale scrolling effect into mobj-carrying properties = 3/32.
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// (This is so scrolling floors and objects on them can move at same speed.)
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#define CARRYFACTOR ((3*FRACUNIT)/32)
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void P_MixUp(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle,
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INT16 starpostx, INT16 starposty, INT16 starpostz,
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INT32 starpostnum, tic_t starposttime, angle_t starpostangle,
|
||
INT32 flags2);
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||
boolean P_Teleport(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle, boolean flash, boolean dontstopmove);
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boolean P_SetMobjStateNF(mobj_t *mobj, statenum_t state);
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boolean P_CheckMissileSpawn(mobj_t *th);
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void P_Thrust(mobj_t *mo, angle_t angle, fixed_t move);
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void P_DoSuperTransformation(player_t *player, boolean giverings);
|
||
void P_ExplodeMissile(mobj_t *mo);
|
||
void P_CheckGravity(mobj_t *mo, boolean affect);
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||
|
||
#endif // __P_LOCAL__
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