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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2016-05-18 00:42:11 +00:00
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// Copyright (C) 1999-2016 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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2017-03-11 02:09:01 +00:00
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SF_SUPER = 1, // Can turn super in singleplayer/co-op mode?
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SF_NOSUPERSPIN = 1<<1, // Should spin frames be played while super?
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SF_NOSPINDASHDUST = 1<<2, // Spawn dust particles when charging a spindash?
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SF_HIRES = 1<<3, // Draw the sprite at different size?
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2014-03-15 16:59:03 +00:00
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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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2014-07-05 08:15:35 +00:00
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SF_RUNONWATER = 1<<6, // Run on top of water FOFs?
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2017-03-11 02:09:01 +00:00
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SF_NOJUMPSPIN = 1<<7, // SPR2_JUMP defaults to SPR2_SPRG instead of SPR2_ROLL, falling states used, and player height is full when jumping?
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A thorough reimplementation of Nojumpspin for the SPR2_ age.
* SF_NOJUMPSPIN - Player's height is full whilst jumping, SPR2_JUMP defaults to SPR2_SPNG instead of SPR2_SPIN, and the player goes into fall frames if they start moving downwards or use their ability.
* PA_JUMP - for jumping (upwards in the case of SF_NOJUMPSPIN.
* SF_NOJUMPDAMAGE - Ala rosy.wad, don't damage enemies, etc when jumping into them.
* SF_STOMPDAMAGE - Just for fun. Ala in Mario, always damage enemies when you land on top of them (your gravity reference, not theirs).
* SF_MARIODAMAGE - SF_NOJUMPDAMAGE|SF_STOMPDAMAGE is reasonably accurate to the Mario games, and might as well be surfaced as such.
Also, a minor change:
* Instead of not spawning the revitem if your SPR2_ is SPR2_DASH, don't spawn it if it's set to 0. This requires the player.dta I uploaded a couple days ago to behave as it was previously.
* Don't get stuck in spindash frames if your maxdash is 0, and don't flash rolling frames if you're on goop.
2016-07-10 17:41:38 +00:00
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SF_NOJUMPDAMAGE = 1<<8, // Don't damage enemies, etc whilst jumping?
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SF_STOMPDAMAGE = 1<<9, // Always damage enemies, etc by landing on them, no matter your vunerability?
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SF_MARIODAMAGE = SF_NOJUMPDAMAGE|SF_STOMPDAMAGE, // The Mario method of being able to damage enemies, etc.
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2016-07-16 21:43:49 +00:00
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SF_MACHINE = 1<<10, // Beep boop. Are you a robot?
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2017-03-11 02:09:01 +00:00
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SF_DASHMODE = 1<<11, // Sonic Advance 2 style top speed increase?
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2017-03-22 18:51:30 +00:00
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SF_FASTEDGE = 1<<12, // Faster edge teeter?
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2017-03-27 14:03:21 +00:00
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SF_MULTIABILITY = 1<<13, // Revenge of Final Demo.
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2016-09-23 22:48:48 +00:00
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// free up to and including 1<<31
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2014-03-15 16:59:03 +00:00
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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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2014-07-05 07:08:39 +00:00
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CA_AIRDRILL,
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2016-07-16 12:55:12 +00:00
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CA_JUMPTHOK,
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2016-12-23 17:31:07 +00:00
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CA_BOUNCE,
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2016-07-16 12:55:12 +00:00
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CA_TWINSPIN
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2014-03-15 16:59:03 +00:00
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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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2017-03-21 00:54:47 +00:00
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CA2_GUNSLINGER,
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2016-07-17 20:31:15 +00:00
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CA2_MELEE
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2014-03-15 16:59:03 +00:00
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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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2017-09-15 19:34:46 +00:00
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// Cvars
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PF_FLIPCAM = 1, // Flip camera angle with gravity flip prefrence.
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PF_ANALOGMODE = 1<<1, // Analog mode?
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PF_DIRECTIONCHAR = 1<<2, // Directional character sprites?
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PF_AUTOBRAKE = 1<<3, // Autobrake?
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2014-03-15 16:59:03 +00:00
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// Cheats
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2017-09-15 19:34:46 +00:00
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PF_GODMODE = 1<<4,
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PF_NOCLIP = 1<<5,
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PF_INVIS = 1<<6,
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2014-03-15 16:59:03 +00:00
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// True if button down last tic.
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2017-09-15 19:34:46 +00:00
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PF_ATTACKDOWN = 1<<7,
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PF_USEDOWN = 1<<8,
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PF_JUMPDOWN = 1<<9,
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PF_WPNDOWN = 1<<10,
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2014-03-15 16:59:03 +00:00
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// Unmoving states
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2017-09-15 19:34:46 +00:00
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PF_STASIS = 1<<11, // Player is not allowed to move
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PF_JUMPSTASIS = 1<<12, // and that includes jumping.
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2014-03-15 16:59:03 +00:00
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PF_FULLSTASIS = PF_STASIS|PF_JUMPSTASIS,
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2017-09-15 19:34:46 +00:00
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// Applying autobrake?
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PF_APPLYAUTOBRAKE = 1<<13,
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2014-03-15 16:59:03 +00:00
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// Character action status
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2017-09-15 19:34:46 +00:00
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PF_STARTJUMP = 1<<14,
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PF_JUMPED = 1<<15,
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PF_NOJUMPDAMAGE = 1<<16,
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2014-03-15 16:59:03 +00:00
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2017-09-15 19:34:46 +00:00
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PF_SPINNING = 1<<17,
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PF_STARTDASH = 1<<18,
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2014-03-15 16:59:03 +00:00
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2017-09-15 19:34:46 +00:00
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PF_THOKKED = 1<<19,
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PF_SHIELDABILITY = 1<<20,
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PF_GLIDING = 1<<21,
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PF_BOUNCING = 1<<22,
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2014-03-15 16:59:03 +00:00
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2017-09-15 19:34:46 +00:00
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// Sliding (usually in water) like Labyrinth/Oil Ocean
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PF_SLIDING = 1<<23,
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2017-03-14 18:11:17 +00:00
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2017-09-15 19:34:46 +00:00
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// NiGHTS stuff
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PF_TRANSFERTOCLOSEST = 1<<24,
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PF_DRILLING = 1<<25,
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2014-03-15 16:59:03 +00:00
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2017-09-15 19:34:46 +00:00
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// Gametype-specific stuff
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PF_GAMETYPEOVER = 1<<26, // Race time over, or H&S out-of-game
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PF_TAGIT = 1<<27, // The player is it! For Tag Mode
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2014-03-15 16:59:03 +00:00
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2014-08-04 03:49:33 +00:00
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/*** misc ***/
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2017-09-15 19:34:46 +00:00
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PF_FORCESTRAFE = 1<<28, // Turning inputs are translated into strafing inputs
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PF_CANCARRY = 1<<29, // Can carry another player?
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2016-09-24 12:18:08 +00:00
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2017-03-22 18:51:30 +00:00
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// up to 1<<31 is free
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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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2015-06-18 15:36:08 +00:00
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PA_EDGE,
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2014-03-15 16:59:03 +00:00
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PA_WALK,
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PA_RUN,
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2017-03-11 02:09:01 +00:00
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PA_DASH,
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2015-05-29 18:57:53 +00:00
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PA_PAIN,
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2014-03-15 16:59:03 +00:00
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PA_ROLL,
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A thorough reimplementation of Nojumpspin for the SPR2_ age.
* SF_NOJUMPSPIN - Player's height is full whilst jumping, SPR2_JUMP defaults to SPR2_SPNG instead of SPR2_SPIN, and the player goes into fall frames if they start moving downwards or use their ability.
* PA_JUMP - for jumping (upwards in the case of SF_NOJUMPSPIN.
* SF_NOJUMPDAMAGE - Ala rosy.wad, don't damage enemies, etc when jumping into them.
* SF_STOMPDAMAGE - Just for fun. Ala in Mario, always damage enemies when you land on top of them (your gravity reference, not theirs).
* SF_MARIODAMAGE - SF_NOJUMPDAMAGE|SF_STOMPDAMAGE is reasonably accurate to the Mario games, and might as well be surfaced as such.
Also, a minor change:
* Instead of not spawning the revitem if your SPR2_ is SPR2_DASH, don't spawn it if it's set to 0. This requires the player.dta I uploaded a couple days ago to behave as it was previously.
* Don't get stuck in spindash frames if your maxdash is 0, and don't flash rolling frames if you're on goop.
2016-07-10 17:41:38 +00:00
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PA_JUMP,
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2016-01-14 14:35:10 +00:00
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PA_SPRING,
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2014-03-15 16:59:03 +00:00
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PA_FALL,
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2015-05-29 05:48:56 +00:00
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PA_ABILITY,
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2016-07-17 20:31:15 +00:00
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PA_ABILITY2,
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2015-05-29 05:48:56 +00:00
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PA_RIDE
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2014-03-15 16:59:03 +00:00
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} panim_t;
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2017-08-09 19:56:31 +00:00
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//
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// All of the base srb2 shields are either a single constant,
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// or use damagetype-protecting flags applied to a constant,
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// or are the force shield (which does everything weirdly).
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//
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// Base flags by themselves aren't used so modders can make
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// abstract, ability-less shields should they so choose.
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//
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2014-03-15 16:59:03 +00:00
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typedef enum
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{
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SH_NONE = 0,
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2016-10-13 14:13:33 +00:00
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// Shield flags
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SH_PROTECTFIRE = 0x400,
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SH_PROTECTWATER = 0x800,
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2016-10-13 14:13:33 +00:00
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SH_PROTECTELECTRIC = 0x1000,
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2017-08-09 19:56:31 +00:00
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SH_PROTECTSPIKE = 0x2000, // cactus shield one day? thanks, subarashii
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//SH_PROTECTNUKE = 0x4000, // intentionally no hardcoded defense against nukes
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2016-10-13 14:13:33 +00:00
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// Indivisible shields
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2016-10-19 23:33:12 +00:00
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SH_PITY = 1, // the world's most basic shield ever, given to players who suck at Match
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2016-10-13 14:13:33 +00:00
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SH_WHIRLWIND,
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SH_ARMAGEDDON,
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2016-10-13 14:13:33 +00:00
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2017-08-09 19:56:31 +00:00
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// Normal shields that use flags
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SH_ATTRACT = SH_PITY|SH_PROTECTELECTRIC,
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SH_ELEMENTAL = SH_PITY|SH_PROTECTFIRE|SH_PROTECTWATER,
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2016-10-13 14:13:33 +00:00
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// Sonic 3 shields
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2017-08-09 19:56:31 +00:00
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SH_FLAMEAURA = SH_PITY|SH_PROTECTFIRE,
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SH_BUBBLEWRAP = SH_PITY|SH_PROTECTWATER,
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2016-10-13 14:13:33 +00:00
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SH_THUNDERCOIN = SH_WHIRLWIND|SH_PROTECTELECTRIC,
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2016-10-13 14:13:33 +00:00
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2016-10-11 22:35:31 +00:00
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// The force shield uses the lower 8 bits to count how many extra hits are left.
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SH_FORCE = 0x100,
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2016-09-30 11:15:22 +00:00
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SH_FORCEHP = 0xFF, // to be used as a bitmask only
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2016-10-13 14:13:33 +00:00
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// Mostly for use with Mario mode.
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2016-10-24 11:35:40 +00:00
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SH_FIREFLOWER = 0x200,
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2016-10-13 14:13:33 +00:00
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2016-10-24 11:35:40 +00:00
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SH_STACK = SH_FIREFLOWER, // second-layer shields
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2014-03-15 16:59:03 +00:00
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SH_NOSTACK = ~SH_STACK
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2016-09-23 22:48:48 +00:00
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} shieldtype_t; // pw_shield
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typedef enum
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{
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CR_NONE = 0,
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// The generic case is suitable for most objects.
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CR_GENERIC,
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// Tails carry.
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CR_PLAYER,
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2017-03-14 18:11:17 +00:00
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// NiGHTS mode. Not technically a CARRYING, but doesn't stack with any of the others, so might as well go here.
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CR_NIGHTSMODE,
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2017-09-15 19:34:46 +00:00
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CR_NIGHTSFALL,
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2017-03-15 21:51:35 +00:00
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// Old Brak sucks hard, but this gimmick could be used for something better, so we might as well continue supporting it.
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CR_BRAKGOOP,
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2016-09-23 22:48:48 +00:00
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// Specific level gimmicks.
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CR_ZOOMTUBE,
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CR_ROPEHANG,
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CR_MACESPIN
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} carrytype_t; // pw_carry
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2014-03-15 16:59:03 +00:00
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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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2016-09-23 22:48:48 +00:00
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pw_carry,
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2014-03-15 16:59:03 +00:00
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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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2017-02-06 20:36:21 +00:00
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pw_pushing,
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2014-03-15 16:59:03 +00:00
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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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2017-03-15 21:51:35 +00:00
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pw_nocontrol, //for linedef exec 427
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2014-03-15 16:59:03 +00:00
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NUMPOWERS
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} powertype_t;
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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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2016-09-25 17:21:52 +00:00
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fixed_t camerascale;
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fixed_t shieldscale;
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2014-03-15 16:59:03 +00:00
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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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2017-02-05 18:15:20 +00:00
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// fun thing for player sprite
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angle_t drawangle;
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2015-08-15 20:07:16 +00:00
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// player's ring count
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2018-06-03 21:41:54 +00:00
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INT16 rings;
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INT16 spheres;
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2014-03-15 16:59:03 +00:00
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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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// 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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2017-03-16 18:57:42 +00:00
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UINT32 availabilities;
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2014-03-15 16:59:03 +00:00
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UINT32 score; // player score
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fixed_t dashspeed; // dashing speed
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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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2017-10-02 13:08:58 +00:00
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mobjtype_t followitem; // Object # to spawn for Smiles
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mobj_t *followmobj; // Smiles all around
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2014-03-15 16:59:03 +00:00
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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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2016-09-25 17:21:52 +00:00
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fixed_t height; // Bounding box changes.
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fixed_t spinheight;
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2014-03-21 18:42:55 +00:00
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SINT8 lives;
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SINT8 continues; // continues that player has acquired
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2014-03-15 16:59:03 +00:00
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2014-03-21 18:42:55 +00:00
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SINT8 xtralife; // Ring Extra Life counter
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2014-03-15 16:59:03 +00:00
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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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2016-10-19 23:33:12 +00:00
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UINT8 secondjump; // Jump counter
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2014-03-15 16:59:03 +00:00
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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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2016-01-25 11:47:33 +00:00
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tic_t dashmode; // counter for dashmode ability
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2014-03-15 16:59:03 +00:00
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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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2014-03-21 18:42:55 +00:00
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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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2014-03-15 16:59:03 +00:00
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tic_t realtime; // integer replacement for leveltime
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2014-03-21 18:42:55 +00:00
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UINT8 laps; // Number of laps (optional)
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2014-03-15 16:59:03 +00:00
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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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2018-03-30 18:36:49 +00:00
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UINT8 marelap; // Current mare lap
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UINT8 marebonuslap; // Current mare lap starting from bonus time
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2014-03-15 16:59:03 +00:00
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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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2018-06-03 21:41:54 +00:00
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INT16 finishedspheres; // The spheres you had left upon finishing the mare
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2018-08-10 08:05:20 +00:00
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INT16 finishedrings; // The rings/stars you had left upon finishing the mare
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2014-03-15 16:59:03 +00:00
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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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2018-08-10 20:30:49 +00:00
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UINT8 lastmarelap; // previous mare lap
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UINT8 lastmarebonuslap; // previous mare bonus lap
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2014-03-15 16:59:03 +00:00
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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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2014-03-21 18:42:55 +00:00
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angle_t awayviewaiming; // Used for cut-away view
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2014-03-15 16:59:03 +00:00
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boolean spectator;
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2017-07-03 14:43:29 +00:00
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boolean outofcoop;
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2014-03-15 16:59:03 +00:00
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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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