SRB2/src/d_player.h
Louis-Antoine d374bf4f9b Let clients rejoin the server without losing their status
This is accomplished by simply preserving
the player's body after disconnecting.

Bodies will despawn after the number of minutes
specified by the "rejointimeout" console variable (float).
A value of 0 disables the feature completely.

Clients rejoining are identified by their IP address,
and may rejoin even if the server is full or joins are disabled,
for as long as their body remains.

From a technical standpoint, when the user disconnects,
the player they were controlling does not leave,
the underlying player_t just keeps working normally,
except it does not receive any input anymore.
When the user reconnects, they are simply "relinked"
to their player_t.

Those "soulless" players can be identified through
their "quittime" field, which is the number of tics
elapsed since the user disconnected, or zero
if still connected. "quittime" is exposed to Lua.
2020-01-22 03:05:08 +01:00

526 lines
14 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2019 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 d_player.h
/// \brief player data structures
#ifndef __D_PLAYER__
#define __D_PLAYER__
// The player data structure depends on a number
// of other structs: items (internal inventory),
// animation states (closely tied to the sprites
// used to represent them, unfortunately).
#include "p_pspr.h"
// In addition, the player is just a special
// case of the generic moving object/actor.
#include "p_mobj.h"
// Finally, for odd reasons, the player input
// is buffered within the player data struct,
// as commands per game tick.
#include "d_ticcmd.h"
// Extra abilities/settings for skins (combinable stuff)
typedef enum
{
SF_SUPER = 1, // Can turn super in singleplayer/co-op mode?
SF_NOSUPERSPIN = 1<<1, // Should spin frames be played while super?
SF_NOSPINDASHDUST = 1<<2, // Spawn dust particles when charging a spindash?
SF_HIRES = 1<<3, // Draw the sprite at different size?
SF_NOSKID = 1<<4, // No skid particles etc
SF_NOSPEEDADJUST = 1<<5, // Skin-specific version of disablespeedadjust
SF_RUNONWATER = 1<<6, // Run on top of water FOFs?
SF_NOJUMPSPIN = 1<<7, // SPR2_JUMP defaults to SPR2_SPRG instead of SPR2_ROLL, falling states used, and player height is full when jumping?
SF_NOJUMPDAMAGE = 1<<8, // Don't damage enemies, etc whilst jumping?
SF_STOMPDAMAGE = 1<<9, // Always damage enemies, etc by landing on them, no matter your vunerability?
SF_MARIODAMAGE = SF_NOJUMPDAMAGE|SF_STOMPDAMAGE, // The Mario method of being able to damage enemies, etc.
SF_MACHINE = 1<<10, // Beep boop. Are you a robot?
SF_DASHMODE = 1<<11, // Sonic Advance 2 style top speed increase?
SF_FASTEDGE = 1<<12, // Faster edge teeter?
SF_MULTIABILITY = 1<<13, // Revenge of Final Demo.
SF_NONIGHTSROTATION = 1<<14, // Disable sprite rotation for NiGHTS
// free up to and including 1<<31
} skinflags_t;
//Primary and secondary skin abilities
typedef enum
{
CA_NONE=0,
CA_THOK,
CA_FLY,
CA_GLIDEANDCLIMB,
CA_HOMINGTHOK,
CA_SWIM,
CA_DOUBLEJUMP,
CA_FLOAT,
CA_SLOWFALL,
CA_TELEKINESIS,
CA_FALLSWITCH,
CA_JUMPBOOST,
CA_AIRDRILL,
CA_JUMPTHOK,
CA_BOUNCE,
CA_TWINSPIN
} charability_t;
//Secondary skin abilities
typedef enum
{
CA2_NONE=0,
CA2_SPINDASH,
CA2_GUNSLINGER,
CA2_MELEE
} charability2_t;
//
// Player states.
//
typedef enum
{
// Playing or camping.
PST_LIVE,
// Dead on the ground, view follows killer.
PST_DEAD,
// Ready to restart/respawn???
PST_REBORN
} playerstate_t;
//
// Player internal flags
//
typedef enum
{
// Cvars
PF_FLIPCAM = 1, // Flip camera angle with gravity flip prefrence.
PF_ANALOGMODE = 1<<1, // Analog mode?
PF_DIRECTIONCHAR = 1<<2, // Directional character sprites?
PF_AUTOBRAKE = 1<<3, // Autobrake?
// Cheats
PF_GODMODE = 1<<4,
PF_NOCLIP = 1<<5,
PF_INVIS = 1<<6,
// True if button down last tic.
PF_ATTACKDOWN = 1<<7,
PF_USEDOWN = 1<<8,
PF_JUMPDOWN = 1<<9,
PF_WPNDOWN = 1<<10,
// Unmoving states
PF_STASIS = 1<<11, // Player is not allowed to move
PF_JUMPSTASIS = 1<<12, // and that includes jumping.
PF_FULLSTASIS = PF_STASIS|PF_JUMPSTASIS,
// Applying autobrake?
PF_APPLYAUTOBRAKE = 1<<13,
// Character action status
PF_STARTJUMP = 1<<14,
PF_JUMPED = 1<<15,
PF_NOJUMPDAMAGE = 1<<16,
PF_SPINNING = 1<<17,
PF_STARTDASH = 1<<18,
PF_THOKKED = 1<<19,
PF_SHIELDABILITY = 1<<20,
PF_GLIDING = 1<<21,
PF_BOUNCING = 1<<22,
// Sliding (usually in water) like Labyrinth/Oil Ocean
PF_SLIDING = 1<<23,
// NiGHTS stuff
PF_TRANSFERTOCLOSEST = 1<<24,
PF_DRILLING = 1<<25,
// Gametype-specific stuff
PF_GAMETYPEOVER = 1<<26, // Race time over, or H&S out-of-game
PF_TAGIT = 1<<27, // The player is it! For Tag Mode
/*** misc ***/
PF_FORCESTRAFE = 1<<28, // Turning inputs are translated into strafing inputs
PF_CANCARRY = 1<<29, // Can carry another player?
PF_FINISHED = 1<<30, // The player finished the level. NOT the same as exiting
// up to 1<<31 is free
} pflags_t;
typedef enum
{
// Are animation frames playing?
PA_ETC=0,
PA_IDLE,
PA_EDGE,
PA_WALK,
PA_RUN,
PA_DASH,
PA_PAIN,
PA_ROLL,
PA_JUMP,
PA_SPRING,
PA_FALL,
PA_ABILITY,
PA_ABILITY2,
PA_RIDE
} panim_t;
//
// All of the base srb2 shields are either a single constant,
// or use damagetype-protecting flags applied to a constant,
// or are the force shield (which does everything weirdly).
//
// Base flags by themselves aren't used so modders can make
// abstract, ability-less shields should they so choose.
//
typedef enum
{
SH_NONE = 0,
// Shield flags
SH_PROTECTFIRE = 0x400,
SH_PROTECTWATER = 0x800,
SH_PROTECTELECTRIC = 0x1000,
SH_PROTECTSPIKE = 0x2000, // cactus shield one day? thanks, subarashii
//SH_PROTECTNUKE = 0x4000, // intentionally no hardcoded defense against nukes
// Indivisible shields
SH_PITY = 1, // the world's most basic shield ever, given to players who suck at Match
SH_WHIRLWIND,
SH_ARMAGEDDON,
SH_PINK, // PITY IN PINK!
// Normal shields that use flags
SH_ATTRACT = SH_PITY|SH_PROTECTELECTRIC,
SH_ELEMENTAL = SH_PITY|SH_PROTECTFIRE|SH_PROTECTWATER,
// Sonic 3 shields
SH_FLAMEAURA = SH_PITY|SH_PROTECTFIRE,
SH_BUBBLEWRAP = SH_PITY|SH_PROTECTWATER,
SH_THUNDERCOIN = SH_WHIRLWIND|SH_PROTECTELECTRIC,
// The force shield uses the lower 8 bits to count how many extra hits are left.
SH_FORCE = 0x100,
SH_FORCEHP = 0xFF, // to be used as a bitmask only
// Mostly for use with Mario mode.
SH_FIREFLOWER = 0x200,
SH_STACK = SH_FIREFLOWER, // second-layer shields
SH_NOSTACK = ~SH_STACK
} shieldtype_t; // pw_shield
typedef enum
{
CR_NONE = 0,
// The generic case is suitable for most objects.
CR_GENERIC,
// Tails carry.
CR_PLAYER,
// NiGHTS mode. Not technically a CARRYING, but doesn't stack with any of the others, so might as well go here.
CR_NIGHTSMODE,
CR_NIGHTSFALL,
// Old Brak sucks hard, but this gimmick could be used for something better, so we might as well continue supporting it.
CR_BRAKGOOP,
// Specific level gimmicks.
CR_ZOOMTUBE,
CR_ROPEHANG,
CR_MACESPIN,
CR_MINECART,
CR_ROLLOUT,
CR_PTERABYTE
} carrytype_t; // pw_carry
// Player powers. (don't edit this comment)
typedef enum
{
pw_invulnerability,
pw_sneakers,
pw_flashing,
pw_shield,
pw_carry,
pw_tailsfly, // tails flying
pw_underwater, // underwater timer
pw_spacetime, // In space, no one can hear you spin!
pw_extralife, // Extra Life timer
pw_pushing,
pw_justsprung,
pw_noautobrake,
pw_super, // Are you super?
pw_gravityboots, // gravity boots
// Weapon ammunition
pw_infinityring,
pw_automaticring,
pw_bouncering,
pw_scatterring,
pw_grenadering,
pw_explosionring,
pw_railring,
// Power Stones
pw_emeralds, // stored like global 'emeralds' variable
// NiGHTS powerups
pw_nights_superloop,
pw_nights_helper,
pw_nights_linkfreeze,
pw_nocontrol, //for linedef exec 427
NUMPOWERS
} powertype_t;
#define WEP_AUTO 1
#define WEP_BOUNCE 2
#define WEP_SCATTER 3
#define WEP_GRENADE 4
#define WEP_EXPLODE 5
#define WEP_RAIL 6
#define NUM_WEAPONS 7
typedef enum
{
RW_AUTO = 1,
RW_BOUNCE = 2,
RW_SCATTER = 4,
RW_GRENADE = 8,
RW_EXPLODE = 16,
RW_RAIL = 32
} ringweapons_t;
// ========================================================================
// PLAYER STRUCTURE
// ========================================================================
typedef struct player_s
{
mobj_t *mo;
// Caveat: ticcmd_t is ATTRPACK! Be careful what precedes it.
ticcmd_t cmd;
playerstate_t playerstate;
// Determine POV, including viewpoint bobbing during movement.
fixed_t camerascale;
fixed_t shieldscale;
// Focal origin above r.z
fixed_t viewz;
// Base height above floor for viewz.
fixed_t viewheight;
// Bob/squat speed.
fixed_t deltaviewheight;
// bounded/scaled total momentum.
fixed_t bob;
// Mouse aiming, where the guy is looking at!
// It is updated with cmd->aiming.
angle_t aiming;
// fun thing for player sprite
angle_t drawangle;
// player's ring count
INT16 rings;
INT16 spheres;
SINT8 pity; // i pity the fool.
INT32 currentweapon; // current weapon selected.
INT32 ringweapons; // weapons currently obtained.
UINT16 ammoremoval; // amount of ammo removed for the current weapon.
tic_t ammoremovaltimer; // flashing counter for ammo used.
INT32 ammoremovalweapon; // weapon from which the ammo was removed.
// Power ups. invinc and invis are tic counters.
UINT16 powers[NUMPOWERS];
// Bit flags.
// See pflags_t, above.
pflags_t pflags;
// playing animation.
panim_t panim;
// For screen flashing (bright).
UINT16 flashcount;
UINT16 flashpal;
// Player skin colorshift, 0-15 for which color to draw player.
UINT8 skincolor;
INT32 skin;
UINT32 availabilities;
UINT32 score; // player score
fixed_t dashspeed; // dashing speed
fixed_t normalspeed; // Normal ground
fixed_t runspeed; // Speed you break into the run animation
UINT8 thrustfactor; // Thrust = thrustfactor * acceleration
UINT8 accelstart; // Starting acceleration if speed = 0.
UINT8 acceleration; // Acceleration
// See charability_t and charability2_t for more information.
UINT8 charability; // Ability definition
UINT8 charability2; // Secondary ability definition
UINT32 charflags; // Extra abilities/settings for skins (combinable stuff)
// See SF_ flags
mobjtype_t thokitem; // Object # to spawn for the thok
mobjtype_t spinitem; // Object # to spawn for spindash/spinning
mobjtype_t revitem; // Object # to spawn for spindash/spinning
mobjtype_t followitem; // Object # to spawn for Smiles
mobj_t *followmobj; // Smiles all around
fixed_t actionspd; // Speed of thok/glide/fly
fixed_t mindash; // Minimum spindash speed
fixed_t maxdash; // Maximum spindash speed
fixed_t jumpfactor; // How high can the player jump?
fixed_t height; // Bounding box changes.
fixed_t spinheight;
SINT8 lives; // number of lives - if == INFLIVES, the player has infinite lives
SINT8 continues; // continues that player has acquired
SINT8 xtralife; // Ring Extra Life counter
UINT8 gotcontinue; // Got continue from this stage?
fixed_t speed; // Player's speed (distance formula of MOMX and MOMY values)
UINT8 secondjump; // Jump counter
UINT8 fly1; // Tails flying
UINT8 scoreadd; // Used for multiple enemy attack bonus
tic_t glidetime; // Glide counter for thrust
UINT8 climbing; // Climbing on the wall
INT32 deadtimer; // End game if game over lasts too long
tic_t exiting; // Exitlevel timer
UINT8 homing; // Are you homing?
tic_t dashmode; // counter for dashmode ability
tic_t skidtime; // Skid timer
////////////////////////////
// Conveyor Belt Movement //
////////////////////////////
fixed_t cmomx; // Conveyor momx
fixed_t cmomy; // Conveyor momy
fixed_t rmomx; // "Real" momx (momx - cmomx)
fixed_t rmomy; // "Real" momy (momy - cmomy)
/////////////////////
// Race Mode Stuff //
/////////////////////
INT16 numboxes; // Number of item boxes obtained for Race Mode
INT16 totalring; // Total number of rings obtained for Race Mode
tic_t realtime; // integer replacement for leveltime
UINT8 laps; // Number of laps (optional)
////////////////////
// CTF Mode Stuff //
////////////////////
INT32 ctfteam; // 0 == Spectator, 1 == Red, 2 == Blue
UINT16 gotflag; // 1 == Red, 2 == Blue Do you have the flag?
INT32 weapondelay; // Delay (if any) to fire the weapon again
INT32 tossdelay; // Delay (if any) to toss a flag/emeralds again
// Starpost information
INT16 starpostx;
INT16 starposty;
INT16 starpostz;
INT32 starpostnum; // The number of the last starpost you hit
tic_t starposttime; // Your time when you hit the starpost
angle_t starpostangle; // Angle that the starpost is facing - you respawn facing this way
fixed_t starpostscale; // Scale of the player; if negative, player is gravflipped
/////////////////
// NiGHTS Stuff//
/////////////////
angle_t angle_pos;
angle_t old_angle_pos;
mobj_t *axis1;
mobj_t *axis2;
tic_t bumpertime; // Currently being bounced by MT_NIGHTSBUMPER
INT32 flyangle;
tic_t drilltimer;
INT32 linkcount;
tic_t linktimer;
INT32 anotherflyangle;
tic_t nightstime; // How long you can fly as NiGHTS.
INT32 drillmeter;
UINT8 drilldelay;
boolean bonustime; // Capsule destroyed, now it's bonus time!
mobj_t *capsule; // Go inside the capsule
mobj_t *drone; // Move center to the drone
fixed_t oldscale; // Pre-Nightserize scale
UINT8 mare; // Current mare
UINT8 marelap; // Current mare lap
UINT8 marebonuslap; // Current mare lap starting from bonus time
// Statistical purposes.
tic_t marebegunat; // Leveltime when mare begun
tic_t startedtime; // Time which you started this mare with.
tic_t finishedtime; // Time it took you to finish the mare (used for display)
tic_t lapbegunat; // Leveltime when lap begun
tic_t lapstartedtime; // Time which you started this lap with.
INT16 finishedspheres; // The spheres you had left upon finishing the mare
INT16 finishedrings; // The rings/stars you had left upon finishing the mare
UINT32 marescore; // score for this nights stage
UINT32 lastmarescore; // score for the last mare
UINT32 totalmarescore; // score for all mares
UINT8 lastmare; // previous mare
UINT8 lastmarelap; // previous mare lap
UINT8 lastmarebonuslap; // previous mare bonus lap
UINT8 totalmarelap; // total mare lap
UINT8 totalmarebonuslap; // total mare bonus lap
INT32 maxlink; // maximum link obtained
UINT8 texttimer; // nights_texttime should not be local
UINT8 textvar; // which line of NiGHTS text to show -- let's not use cheap hacks
INT16 lastsidehit, lastlinehit;
tic_t losstime;
UINT8 timeshit; // That's TIMES HIT, not TIME SHIT, you doofus!
INT32 onconveyor; // You are on a conveyor belt if nonzero
mobj_t *awayviewmobj;
INT32 awayviewtics;
angle_t awayviewaiming; // Used for cut-away view
boolean spectator;
boolean outofcoop;
UINT8 bot;
tic_t jointime; // Timer when player joins game to change skin/color
tic_t quittime; // Time elapsed since user disconnected, zero if connected
#ifdef HWRENDER
fixed_t fovadd; // adjust FOV for hw rendering
#endif
} player_t;
// Values for dashmode
#define DASHMODE_THRESHOLD (3*TICRATE)
#define DASHMODE_MAX (DASHMODE_THRESHOLD + 3)
// Value for infinite lives
#define INFLIVES 0x7F
#endif