// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2019 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 p_local.h /// \brief Play functions, animation, global header #ifndef __P_LOCAL__ #define __P_LOCAL__ #include "command.h" #include "d_player.h" #include "d_think.h" #include "m_fixed.h" #include "m_bbox.h" #include "p_tick.h" #include "r_defs.h" #include "p_maputl.h" #define FLOATSPEED (FRACUNIT*4) // Maximum player score. #define MAXSCORE 99999990 // 999999990 // mapblocks are used to check movement // against lines and things #define MAPBLOCKUNITS 128 #define MAPBLOCKSIZE (MAPBLOCKUNITS*FRACUNIT) #define MAPBLOCKSHIFT (FRACBITS+7) #define MAPBMASK (MAPBLOCKSIZE-1) #define MAPBTOFRAC (MAPBLOCKSHIFT-FRACBITS) // Convenience macro to fix issue with collision along bottom/left edges of blockmap -Red #define BMBOUNDFIX(xl, xh, yl, yh) {if (xl > xh) xl = 0; if (yl > yh) yl = 0;} // MAXRADIUS is for precalculated sector block boxes // the spider demon is larger, // but we do not have any moving sectors nearby #define MAXRADIUS (32*FRACUNIT) // max Z move up or down without jumping // above this, a height difference is considered as a 'dropoff' #define MAXSTEPMOVE (24*FRACUNIT) #define USERANGE (64*FRACUNIT) #define MELEERANGE (64*FRACUNIT) #define MISSILERANGE (32*64*FRACUNIT) #define AIMINGTOSLOPE(aiming) FINESINE((aiming>>ANGLETOFINESHIFT) & FINEMASK) #define twodlevel (maptol & TOL_2D) #define mariomode (maptol & TOL_MARIO) #define P_GetPlayerHeight(player) FixedMul(player->height, player->mo->scale) #define P_GetPlayerSpinHeight(player) FixedMul(player->spinheight, player->mo->scale) typedef enum { THINK_POLYOBJ, THINK_MAIN, THINK_MOBJ, #ifdef ESLOPE THINK_DYNSLOPE, #endif THINK_PRECIP, NUM_THINKERLISTS } thinklistnum_t; /**< Thinker lists. */ extern thinker_t thlist[]; void P_InitThinkers(void); void P_AddThinker(const thinklistnum_t n, thinker_t *thinker); void P_RemoveThinker(thinker_t *thinker); // // P_USER // typedef struct camera_s { boolean chase; angle_t aiming; // Things used by FS cameras. fixed_t viewheight; angle_t startangle; // Camera demobjerization // Info for drawing: position. fixed_t x, y, z; //More drawing info: to determine current sprite. angle_t angle; // orientation struct subsector_s *subsector; // The closest interval over all contacted Sectors (or Things). fixed_t floorz; fixed_t ceilingz; // For movement checking. fixed_t radius; fixed_t height; fixed_t relativex; // Momentums, used to update position. fixed_t momx, momy, momz; } camera_t; extern camera_t camera, camera2; extern consvar_t cv_cam_dist, cv_cam_still, cv_cam_height; extern consvar_t cv_cam_speed, cv_cam_rotate, cv_cam_rotspeed, cv_cam_turnmultiplier, cv_cam_orbit, cv_cam_adjust; extern consvar_t cv_cam2_dist, cv_cam2_still, cv_cam2_height; extern consvar_t cv_cam2_speed, cv_cam2_rotate, cv_cam2_rotspeed, cv_cam2_turnmultiplier, cv_cam2_orbit, cv_cam2_adjust; extern consvar_t cv_cam_savedist[2][2], cv_cam_saveheight[2][2]; void CV_UpdateCamDist(void); void CV_UpdateCam2Dist(void); extern fixed_t t_cam_dist, t_cam_height, t_cam_rotate; extern fixed_t t_cam2_dist, t_cam2_height, t_cam2_rotate; INT32 P_GetPlayerControlDirection(player_t *player); void P_AddPlayerScore(player_t *player, UINT32 amount); void P_StealPlayerScore(player_t *player, UINT32 amount); void P_ResetCamera(player_t *player, camera_t *thiscam); boolean P_TryCameraMove(fixed_t x, fixed_t y, camera_t *thiscam); void P_SlideCameraMove(camera_t *thiscam); boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcalled); pflags_t P_GetJumpFlags(player_t *player); boolean P_PlayerInPain(player_t *player); void P_DoPlayerPain(player_t *player, mobj_t *source, mobj_t *inflictor); void P_ResetPlayer(player_t *player); boolean P_PlayerCanDamage(player_t *player, mobj_t *thing); boolean P_IsLocalPlayer(player_t *player); boolean P_IsObjectInGoop(mobj_t *mo); boolean P_IsObjectOnGround(mobj_t *mo); boolean P_IsObjectOnGroundIn(mobj_t *mo, sector_t *sec); boolean P_InSpaceSector(mobj_t *mo); boolean P_InQuicksand(mobj_t *mo); boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff); void P_SetObjectMomZ(mobj_t *mo, fixed_t value, boolean relative); void P_RestoreMusic(player_t *player); void P_SpawnShieldOrb(player_t *player); void P_SwitchShield(player_t *player, UINT16 shieldtype); mobj_t *P_SpawnGhostMobj(mobj_t *mobj); void P_GivePlayerRings(player_t *player, INT32 num_rings); void P_GivePlayerSpheres(player_t *player, INT32 num_spheres); void P_GivePlayerLives(player_t *player, INT32 numlives); void P_GiveCoopLives(player_t *player, INT32 numlives, boolean sound); UINT8 P_GetNextEmerald(void); void P_GiveEmerald(boolean spawnObj); #if 0 void P_ResetScore(player_t *player); #else #define P_ResetScore(player) player->scoreadd = 0 #endif boolean P_AutoPause(void); void P_DoJumpShield(player_t *player); void P_DoBubbleBounce(player_t *player); void P_DoAbilityBounce(player_t *player, boolean changemomz); void P_TwinSpinRejuvenate(player_t *player, mobjtype_t type); void P_BlackOw(player_t *player); void P_ElementalFire(player_t *player, boolean cropcircle); void P_DoPityCheck(player_t *player); void P_PlayerThink(player_t *player); void P_PlayerAfterThink(player_t *player); void P_DoPlayerFinish(player_t *player); void P_DoPlayerExit(player_t *player); void P_NightserizePlayer(player_t *player, INT32 ptime); void P_InstaThrust(mobj_t *mo, angle_t angle, fixed_t move); fixed_t P_ReturnThrustX(mobj_t *mo, angle_t angle, fixed_t move); fixed_t P_ReturnThrustY(mobj_t *mo, angle_t angle, fixed_t move); void P_InstaThrustEvenIn2D(mobj_t *mo, angle_t angle, fixed_t move); mobj_t *P_LookForFocusTarget(player_t *player, mobj_t *exclude, SINT8 direction, UINT8 lockonflags); mobj_t *P_LookForEnemies(player_t *player, boolean nonenemies, boolean bullet); void P_NukeEnemies(mobj_t *inflictor, mobj_t *source, fixed_t radius); boolean P_HomingAttack(mobj_t *source, mobj_t *enemy); /// \todo doesn't belong in p_user boolean P_SuperReady(player_t *player); void P_DoJump(player_t *player, boolean soundandstate); #define P_AnalogMove(player) (P_ControlStyle(player) == CS_LMAOGALOG) boolean P_TransferToNextMare(player_t *player); UINT8 P_FindLowestMare(void); void P_FindEmerald(void); void P_TransferToAxis(player_t *player, INT32 axisnum); boolean P_PlayerMoving(INT32 pnum); void P_SpawnThokMobj(player_t *player); void P_SpawnSpinMobj(player_t *player, mobjtype_t type); void P_Telekinesis(player_t *player, fixed_t thrust, fixed_t range); void P_PlayLivesJingle(player_t *player); #define P_PlayRinglossSound(s) S_StartSound(s, (mariomode) ? sfx_mario8 : sfx_altow1 + P_RandomKey(4)); #define P_PlayDeathSound(s) S_StartSound(s, sfx_altdi1 + P_RandomKey(4)); #define P_PlayVictorySound(s) S_StartSound(s, sfx_victr1 + P_RandomKey(4)); boolean P_GetLives(player_t *player); boolean P_SpectatorJoinGame(player_t *player); void P_RestoreMultiMusic(player_t *player); /// ------------------------ /// Jingle stuff /// ------------------------ typedef enum { JT_NONE, // Null state JT_OTHER, // Other state JT_MASTER, // Main level music JT_1UP, // Extra life JT_SHOES, // Speed shoes JT_INV, // Invincibility JT_MINV, // Mario Invincibility JT_DROWN, // Drowning JT_SUPER, // Super Sonic JT_GOVER, // Game Over JT_NIGHTSTIMEOUT, // NiGHTS Time Out (10 seconds) JT_SSTIMEOUT, // NiGHTS Special Stage Time Out (10 seconds) // these are not jingles // JT_LCLEAR, // Level Clear // JT_RACENT, // Multiplayer Intermission // JT_CONTSC, // Continue NUMJINGLES } jingletype_t; typedef struct { char musname[7]; boolean looping; } jingle_t; extern jingle_t jingleinfo[NUMJINGLES]; #define JINGLEPOSTFADE 1000 void P_PlayJingle(player_t *player, jingletype_t jingletype); boolean P_EvaluateMusicStatus(UINT16 status); void P_PlayJingleMusic(player_t *player, const char *musname, UINT16 musflags, boolean looping, UINT16 status); // // P_MOBJ // #define ONFLOORZ INT32_MIN #define ONCEILINGZ INT32_MAX // Time interval for item respawning. // WARNING MUST be a power of 2 #define ITEMQUESIZE 1024 extern mapthing_t *itemrespawnque[ITEMQUESIZE]; extern tic_t itemrespawntime[ITEMQUESIZE]; extern size_t iquehead, iquetail; extern consvar_t cv_gravity, cv_movebob; void P_RespawnSpecials(void); mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type); void P_RecalcPrecipInSector(sector_t *sector); void P_PrecipitationEffects(void); void P_RemoveMobj(mobj_t *th); boolean P_MobjWasRemoved(mobj_t *th); void P_RemoveSavegameMobj(mobj_t *th); boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state); boolean P_SetMobjState(mobj_t *mobj, statenum_t state); void P_RunShields(void); void P_RunOverlays(void); void P_HandleMinecartSegments(mobj_t *mobj); void P_MobjThinker(mobj_t *mobj); boolean P_RailThinker(mobj_t *mobj); void P_PushableThinker(mobj_t *mobj); void P_SceneryThinker(mobj_t *mobj); 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); 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); #define P_GetFloorZ(mobj, sector, x, y, line) P_MobjFloorZ(mobj, sector, NULL, x, y, line, false, false) #define P_GetCeilingZ(mobj, sector, x, y, line) P_MobjCeilingZ(mobj, sector, NULL, x, y, line, true, false) #define P_GetFOFTopZ(mobj, sector, fof, x, y, line) P_MobjCeilingZ(mobj, sectors + fof->secnum, sector, x, y, line, false, false) #define P_GetFOFBottomZ(mobj, sector, fof, x, y, line) P_MobjFloorZ(mobj, sectors + fof->secnum, sector, x, y, line, true, false) #define P_GetSpecialBottomZ(mobj, src, bound) P_MobjFloorZ(mobj, src, bound, mobj->x, mobj->y, NULL, src != bound, true) #define P_GetSpecialTopZ(mobj, src, bound) P_MobjCeilingZ(mobj, src, bound, mobj->x, mobj->y, NULL, src == bound, true) 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); 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); #define P_CameraGetFloorZ(mobj, sector, x, y, line) P_CameraFloorZ(mobj, sector, NULL, x, y, line, false, false) #define P_CameraGetCeilingZ(mobj, sector, x, y, line) P_CameraCeilingZ(mobj, sector, NULL, x, y, line, true, false) #define P_CameraGetFOFTopZ(mobj, sector, fof, x, y, line) P_CameraCeilingZ(mobj, sectors + fof->secnum, sector, x, y, line, false, false) #define P_CameraGetFOFBottomZ(mobj, sector, fof, x, y, line) P_CameraFloorZ(mobj, sectors + fof->secnum, sector, x, y, line, true, false) boolean P_InsideANonSolidFFloor(mobj_t *mobj, ffloor_t *rover); boolean P_CheckDeathPitCollide(mobj_t *mo); boolean P_CheckSolidLava(ffloor_t *rover); void P_AdjustMobjFloorZ_FFloors(mobj_t *mo, sector_t *sector, UINT8 motype); mobj_t *P_SpawnMobjFromMobj(mobj_t *mobj, fixed_t xofs, fixed_t yofs, fixed_t zofs, mobjtype_t type); mobj_t *P_SpawnMissile(mobj_t *source, mobj_t *dest, mobjtype_t type); mobj_t *P_SpawnXYZMissile(mobj_t *source, mobj_t *dest, mobjtype_t type, fixed_t x, fixed_t y, fixed_t z); 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); mobj_t *P_SpawnAlteredDirectionMissile(mobj_t *source, mobjtype_t type, fixed_t x, fixed_t y, fixed_t z, INT32 shiftingAngle); mobj_t *P_SPMAngle(mobj_t *source, mobjtype_t type, angle_t angle, UINT8 aimtype, UINT32 flags2); #define P_SpawnPlayerMissile(s,t,f) P_SPMAngle(s,t,s->angle,true,f) #ifdef SEENAMES #define P_SpawnNameFinder(s,t) P_SPMAngle(s,t,s->angle,true,0) #endif void P_ColorTeamMissile(mobj_t *missile, player_t *source); SINT8 P_MobjFlip(mobj_t *mobj); fixed_t P_GetMobjGravity(mobj_t *mo); FUNCMATH boolean P_WeaponOrPanel(mobjtype_t type); void P_CalcChasePostImg(player_t *player, camera_t *thiscam); boolean P_CameraThinker(player_t *player, camera_t *thiscam, boolean resetcalled); void P_Attract(mobj_t *source, mobj_t *enemy, boolean nightsgrab); mobj_t *P_GetClosestAxis(mobj_t *source); boolean P_CanRunOnWater(player_t *player, ffloor_t *rover); void P_MaceRotate(mobj_t *center, INT32 baserot, INT32 baseprevrot); void P_FlashPal(player_t *pl, UINT16 type, UINT16 duration); #define PAL_WHITE 1 #define PAL_MIXUP 2 #define PAL_RECYCLE 3 #define PAL_NUKE 4 // // P_ENEMY // // main player in game extern player_t *stplyr; // for splitscreen correct palette changes and overlay // Is there a better place for these? extern INT32 var1; extern INT32 var2; boolean P_CheckMeleeRange(mobj_t *actor); boolean P_JetbCheckMeleeRange(mobj_t *actor); boolean P_FaceStabCheckMeleeRange(mobj_t *actor); boolean P_SkimCheckMeleeRange(mobj_t *actor); boolean P_CheckMissileRange(mobj_t *actor); void P_NewChaseDir(mobj_t *actor); boolean P_LookForPlayers(mobj_t *actor, boolean allaround, boolean tracer, fixed_t dist); mobj_t *P_InternalFlickySpawn(mobj_t *actor, mobjtype_t flickytype, fixed_t momz, boolean lookforplayers, SINT8 moveforward); void P_InternalFlickySetColor(mobj_t *actor, UINT8 extrainfo); #define P_IsFlickyCenter(type) (type > MT_FLICKY_01 && type < MT_SEED && (type - MT_FLICKY_01) % 2 ? 1 : 0) void P_InternalFlickyBubble(mobj_t *actor); void P_InternalFlickyFly(mobj_t *actor, fixed_t flyspeed, fixed_t targetdist, fixed_t chasez); void P_InternalFlickyHop(mobj_t *actor, fixed_t momz, fixed_t momh, angle_t angle); // // P_MAP // // If "floatok" true, move would be ok // if within "tmfloorz - tmceilingz". extern boolean floatok; extern fixed_t tmfloorz; extern fixed_t tmceilingz; extern ffloor_t *tmfloorrover, *tmceilingrover; extern mobj_t *tmfloorthing, *tmhitthing, *tmthing; extern camera_t *mapcampointer; extern fixed_t tmx; extern fixed_t tmy; #ifdef ESLOPE extern pslope_t *tmfloorslope, *tmceilingslope; #endif /* cphipps 2004/08/30 */ extern void P_MapStart(void); extern void P_MapEnd(void); extern line_t *ceilingline; extern line_t *blockingline; extern msecnode_t *sector_list; extern mprecipsecnode_t *precipsector_list; void P_UnsetThingPosition(mobj_t *thing); void P_SetThingPosition(mobj_t *thing); void P_SetUnderlayPosition(mobj_t *thing); boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y); boolean P_CheckCameraPosition(fixed_t x, fixed_t y, camera_t *thiscam); boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff); boolean P_Move(mobj_t *actor, fixed_t speed); boolean P_TeleportMove(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z); boolean P_CheckMoveBlocked(line_t *li, mobj_t *mo); void P_SlideMove(mobj_t *mo); void P_BounceMove(mobj_t *mo); boolean P_CheckSight(mobj_t *t1, mobj_t *t2); void P_CheckHoopPosition(mobj_t *hoopthing, fixed_t x, fixed_t y, fixed_t z, fixed_t radius); boolean P_CheckSector(sector_t *sector, boolean crunch); void P_DelSeclist(msecnode_t *node); void P_DelPrecipSeclist(mprecipsecnode_t *node); void P_CreateSecNodeList(mobj_t *thing, fixed_t x, fixed_t y); void P_Initsecnode(void); void P_RadiusAttack(mobj_t *spot, mobj_t *source, fixed_t damagedist, UINT8 damagetype); fixed_t P_FloorzAtPos(fixed_t x, fixed_t y, fixed_t z, fixed_t height); boolean PIT_PushableMoved(mobj_t *thing); boolean P_DoSpring(mobj_t *spring, mobj_t *object); // // P_SETUP // extern UINT8 *rejectmatrix; // for fast sight rejection extern INT32 *blockmaplump; // offsets in blockmap are from here extern INT32 *blockmap; // Big blockmap extern INT32 bmapwidth; extern INT32 bmapheight; // in mapblocks extern fixed_t bmaporgx; extern fixed_t bmaporgy; // origin of block map extern mobj_t **blocklinks; // for thing chains // // P_INTER // typedef struct BasicFF_s { INT32 ForceX; ///< The X of the Force's Vel INT32 ForceY; ///< The Y of the Force's Vel const player_t *player; ///< Player of Rumble //All UINT32 Duration; ///< The total duration of the effect, in microseconds INT32 Gain; ///< /The gain to be applied to the effect, in the range from 0 through 10,000. //All, CONSTANTFORCE �10,000 to 10,000 INT32 Magnitude; ///< Magnitude of the effect, in the range from 0 through 10,000. } BasicFF_t; /* Damage/death types, for P_DamageMobj and related */ //// Damage types //#define DMG_NORMAL 0 (unneeded?) #define DMG_WATER 1 #define DMG_FIRE 2 #define DMG_ELECTRIC 3 #define DMG_SPIKE 4 #define DMG_NUKE 5 // bomb shield //#define DMG_SPECIALSTAGE 6 //// Death types - cannot be combined with damage types #define DMG_INSTAKILL 0x80 #define DMG_DROWNED 0x80+1 #define DMG_SPACEDROWN 0x80+2 #define DMG_DEATHPIT 0x80+3 #define DMG_CRUSHED 0x80+4 #define DMG_SPECTATOR 0x80+5 // Masks #define DMG_CANHURTSELF 0x40 // Flag - can hurt self/team indirectly, such as through mines #define DMG_DEATHMASK DMG_INSTAKILL // if bit 7 is set, this is a death type instead of a damage type void P_ForceFeed(const player_t *player, INT32 attack, INT32 fade, tic_t duration, INT32 period); void P_ForceConstant(const BasicFF_t *FFInfo); void P_RampConstant(const BasicFF_t *FFInfo, INT32 Start, INT32 End); void P_RemoveShield(player_t *player); void P_SpecialStageDamage(player_t *player, mobj_t *inflictor, mobj_t *source); boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype); void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damagetype); void P_PlayerRingBurst(player_t *player, INT32 num_rings); /// \todo better fit in p_user.c void P_PlayerWeaponPanelBurst(player_t *player); void P_PlayerWeaponAmmoBurst(player_t *player); void P_PlayerWeaponPanelOrAmmoBurst(player_t *player); void P_PlayerEmeraldBurst(player_t *player, boolean toss); void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck); void P_PlayerFlagBurst(player_t *player, boolean toss); void P_CheckTimeLimit(void); void P_CheckPointLimit(void); void P_CheckSurvivors(void); boolean P_CheckRacers(void); void P_ClearStarPost(INT32 postnum); void P_ResetStarposts(void); boolean P_CanPickupItem(player_t *player, boolean weapon); void P_DoNightsScore(player_t *player); void P_DoMatchSuper(player_t *player); // // P_SPEC // #include "p_spec.h" extern INT32 ceilmovesound; // Factor to scale scrolling effect into mobj-carrying properties = 3/32. // (This is so scrolling floors and objects on them can move at same speed.) #define CARRYFACTOR ((3*FRACUNIT)/32) void P_MixUp(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle, INT16 starpostx, INT16 starposty, INT16 starpostz, INT32 starpostnum, tic_t starposttime, angle_t starpostangle, fixed_t starpostscale, angle_t drawangle, INT32 flags2); boolean P_Teleport(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle, boolean flash, boolean dontstopmove); boolean P_SetMobjStateNF(mobj_t *mobj, statenum_t state); boolean P_CheckMissileSpawn(mobj_t *th); void P_Thrust(mobj_t *mo, angle_t angle, fixed_t move); void P_DoSuperTransformation(player_t *player, boolean giverings); void P_ExplodeMissile(mobj_t *mo); void P_CheckGravity(mobj_t *mo, boolean affect); #endif // __P_LOCAL__