raze/source/games/sw/src/game.h

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//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#ifndef GAME_H
#define GAME_H
#ifndef DEBUG
#define DEBUG 0
#endif
#ifdef _MSC_VER
#pragma warning(disable:4101) // there's too many of these... :(
#endif
#include "build.h"
#include "compat.h"
#include "d_net.h"
#include "mytypes.h"
#include "sounds.h"
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#include "gamecvars.h"
#include "raze_sound.h"
#include "c_cvars.h"
#include "mapinfo.h"
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#include "gamecontrol.h"
#include "gamestruct.h"
#include "packet.h"
#include "gameinput.h"
EXTERN_CVAR(Bool, sw_ninjahack)
EXTERN_CVAR(Bool, sw_darts)
EXTERN_CVAR(Bool, sw_bunnyrockets)
BEGIN_SW_NS
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// Wrapper around the insane collision info mess from Build.
class DSWActor;
struct Collision
{
int type;
int index;
int legacyVal; // should be removed later, but needed for converting back for unadjusted code.
DSWActor* actor;
Collision() = default;
Collision(int legacyval) { setFromEngine(legacyval); }
int setNone();
int setSector(int num);
int setWall(int num);
int setSprite(DSWActor* num);
int setFromEngine(int value);
};
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typedef struct
{
// Net Options from Menus
uint8_t NetGameType; // 0=DeathMatch [spawn], 1=Cooperative 2=DeathMatch [no spawn]
uint8_t NetMonsters; // Cycle skill levels
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bool NetHurtTeammate; // Allow friendly kills
bool NetSpawnMarkers; // Respawn markers on/off
bool NetTeamPlay; // Team play
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uint8_t NetKillLimit; // Number of frags at which game ends
uint8_t NetTimeLimit; // Limit time of game
uint8_t NetColor; // Chosen color for player
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bool NetNuke;
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} GAME_SET, * GAME_SETp;
extern const GAME_SET gs_defaults;
extern GAME_SET gs;
enum
{
DREALMSPAL = 1,
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MAXMIRRORS = 8,
// This is just some, high, blank tile number not used
// by real graphics to put the MAXMIRRORS mirrors in
MIRRORLABEL = 6000,
};
//#define SW_SHAREWARE 1 // This determines whether game is shareware compile or not!
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#define SW_SHAREWARE (!!(g_gameType & GAMEFLAG_SHAREWARE))
// Turn warning off for unreferenced variables.
// I really should fix them at some point
//#pragma off(unreferenced)
#define PRODUCTION_ASSERT(f) \
do { \
if (!(f)) \
I_FatalError("Assertion failed: %s %s, line %u", #f, __FILE__, __LINE__); \
} while (0)
#define ASSERT assert
#define MONO_PRINT(str)
#define HEAP_CHECK()
#define RANDOM_DEBUG 0
int RandomRange(int);
inline int RANDOM(void)
{
randomseed = ((randomseed * 21 + 1) & 65535);
return randomseed;
}
#define RANDOM_P2(pwr_of_2) (MOD_P2(RANDOM(),(pwr_of_2)))
//
// Map directions/degrees
//
#if 0
y--
^ 1536
|
|
|
|
|
| 2047
<---------------------------->
1024 | 0
x-- | x++
|
|
|
|
V 512
y++
#endif
//////////////////////////////////////////////////////
//
// KEYBOARD
//
//////////////////////////////////////////////////////
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extern bool MenuInputMode;
//
// Defines
//
#define CIRCLE_CAMERA_DIST_MIN 12000
// dist at which actors will not move (unless shot?? to do)
#define MAX_ACTIVE_RANGE 42000
// dist at which actors roam about on their own
#define MIN_ACTIVE_RANGE 20000
inline int32_t FIXED(int32_t msw, int32_t lsw)
{
return IntToFixed(msw) | lsw;
}
// Ouch...
#if B_BIG_ENDIAN == 0
# define MSB_VAR(fixed) (*(((uint8_t*)&(fixed)) + 1))
# define LSB_VAR(fixed) (*((uint8_t*)&(fixed)))
#else
# define LSB_VAR(fixed) (*(((uint8_t*)&(fixed)) + 1))
# define MSB_VAR(fixed) (*((uint8_t*)&(fixed)))
#endif
#define MSW(fixed) ((fixed)>>16)
#define LSW(fixed) (((int16_t)(fixed)))
// Defines for reading in ST1 sprite tagging
#define SP_TAG1(sp) ((sp)->hitag)
#define SP_TAG2(sp) ((sp)->lotag)
#define SP_TAG3(sp) ((sp)->clipdist)
#define SP_TAG4(sp) ((sp)->ang)
#define SP_TAG5(sp) ((sp)->xvel)
#define SP_TAG6(sp) ((sp)->yvel)
#define SP_TAG7(sp) (MSB_VAR((sp)->zvel))
#define SP_TAG8(sp) (LSB_VAR((sp)->zvel))
#define SP_TAG9(sp) (MSB_VAR((sp)->owner))
#define SP_TAG10(sp) (LSB_VAR((sp)->owner))
#define SP_TAG11(sp) ((sp)->shade)
#define SP_TAG12(sp) ((sp)->pal)
#define SP_TAG13(sp) LittleShort(*((short*)&(sp)->xoffset))
#define SP_TAG14(sp) LittleShort(*((short*)&(sp)->xrepeat))
#define SP_TAG15(sp) ((sp)->z)
#define SET_SP_TAG13(sp,val) (*((short*)&(sp)->xoffset)) = LittleShort((short)val)
#define SET_SP_TAG14(sp,val) (*((short*)&(sp)->xrepeat)) = LittleShort((short)val)
// OVER and UNDER water macros
#define SpriteInDiveArea(sp) (TEST(sector[(sp)->sectnum].extra, SECTFX_DIVE_AREA) ? true : false)
#define SpriteInUnderwaterArea(sp) (TEST(sector[(sp)->sectnum].extra, SECTFX_UNDERWATER|SECTFX_UNDERWATER2) ? true : false)
#define SectorIsDiveArea(sect) (TEST(sector[sect].extra, SECTFX_DIVE_AREA) ? true : false)
#define SectorIsUnderwaterArea(sect) (TEST(sector[sect].extra, SECTFX_UNDERWATER|SECTFX_UNDERWATER2) ? true : false)
#define TRAVERSE_CONNECT(i) for (i = connecthead; i != -1; i = connectpoint2[i])
#define NORM_ANGLE(ang) ((ang) & 2047)
#define ANGLE_2_PLAYER(pp,x,y) (NORM_ANGLE(getangle(pp->posx-(x), pp->posy-(y))))
#define NORM_Q16ANGLE(ang) ((ang) & 0x7FFFFFF)
int StdRandomRange(int range);
#define STD_RANDOM_P2(pwr_of_2) (MOD_P2(rand(),(pwr_of_2)))
#define STD_RANDOM_RANGE(range) (StdRandomRange(range))
#define STD_RANDOM() (rand())
#define RANDOM_NEG(x,y) ((RANDOM_P2(((x)<<(y))<<1) - (x))<<(y))
#define MOVEx(vel,ang) (MulScale(vel, bcos(ang), 14))
#define MOVEy(vel,ang) (MulScale(vel, bsin(ang), 14))
#define DIST(x1, y1, x2, y2) ksqrt( SQ((x1) - (x2)) + SQ((y1) - (y2)) )
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inline int PIC_SIZY(spritetype* sp)
{
return tileHeight(sp->picnum);
}
// Distance macro - tx, ty, tmin are holding vars that must be declared in the routine
// that uses this macro
inline void DISTANCE(int x1, int y1, int x2, int y2, int& dist, int& tx, int& ty, int& tmin)
{
tx = abs(x2 - x1);
ty = abs(y2 - y1);
tmin = min(tx, ty);
dist = tx + ty - (tmin >> 1);
}
inline int SPRITEp_SIZE_X(const spritetype* sp)
{
return MulScale(tileWidth(sp->picnum), sp->xrepeat, 6);
}
inline int SPRITEp_SIZE_Y(const spritetype* sp)
{
return MulScale(tileHeight(sp->picnum), sp->yrepeat, 6);
}
inline int SPRITEp_SIZE_Z(const spritetype* sp)
{
return (tileHeight(sp->picnum) * sp->yrepeat) << 2;
}
// Given a z height and sprite return the correct y repeat value
inline int SPRITEp_SIZE_Z_2_YREPEAT(const spritetype* sp, int zh)
{
return zh / (4 * tileHeight(sp->picnum));
}
// Z size of top (TOS) and bottom (BOS) part of sprite
inline int SPRITEp_SIZE_TOS(const spritetype* sp)
{
return (DIV2(SPRITEp_SIZE_Z(sp)) + (tileTopOffset(sp->picnum) << 8));
}
inline int SPRITEp_SIZE_BOS(const spritetype* sp)
{
return (DIV2(SPRITEp_SIZE_Z(sp)) - (tileTopOffset(sp->picnum) << 8));
}
// actual Z for TOS and BOS - handles both WYSIWYG and old style
#define SPRITEp_TOS(sp) (TEST((sp)->cstat, CSTAT_SPRITE_YCENTER) ? \
((sp)->z - SPRITEp_SIZE_TOS(sp)) : \
((sp)->z - SPRITEp_SIZE_Z(sp)))
#define SPRITEp_BOS(sp) (TEST((sp)->cstat, CSTAT_SPRITE_YCENTER) ? \
((sp)->z + SPRITEp_SIZE_BOS(sp)) : \
(sp)->z)
// mid and upper/lower sprite calculations
#define SPRITEp_MID(sp) (DIV2(SPRITEp_TOS(sp) + SPRITEp_BOS(sp)))
#define SPRITEp_UPPER(sp) (SPRITEp_TOS(sp) + DIV4(SPRITEp_SIZE_Z(sp)))
#define SPRITEp_LOWER(sp) (SPRITEp_BOS(sp) - DIV4(SPRITEp_SIZE_Z(sp)))
#define Z(value) ((int)(value) << 8)
#define PIXZ(value) ((int)(value) >> 8)
#define SQ(val) ((val) * (val))
#define KENFACING_PLAYER(pp,sp) (bcos(sp->ang)*(pp->posy-sp->y) >= bsin(sp-ang)*(pp->posx-sp->x))
#define FACING_PLAYER(pp,sp) (abs(getincangle(getangle((pp)->posx - (sp)->x, (pp)->posy - (sp)->y), (sp)->ang)) < 512)
#define PLAYER_FACING(pp,sp) (abs(getincangle(getangle((sp)->x - (pp)->posx, (sp)->y - (pp)->posy), (pp)->angle.ang.asbuild())) < 320)
#define FACING_PLAYER_RANGE(pp,sp,range) (abs(getincangle(getangle((pp)->posx - (sp)->x, (pp)->posy - (sp)->y), (sp)->ang)) < (range))
#define PLAYER_FACING_RANGE(pp,sp,range) (abs(getincangle(getangle((sp)->x - (pp)->posx, (sp)->y - (pp)->posy), (pp)->angle.ang.asbuild())) < (range))
#define FACING_RANGE(sp1,sp2,range) (abs(getincangle(getangle((sp1)->x - (sp2)->x, (sp1)->y - (sp2)->y), (sp2)->ang)) < (range))
// two vectors
// can determin direction
#define DOT_PRODUCT_2D(x1,y1,x2,y2) (MulScale((x1), (x2), 16) + MulScale((y1), (y2), 16))
#define SEC(value) ((value)*120)
#define CEILING_DIST (Z(4))
#define FLOOR_DIST (Z(4))
// defines for move_sprite return value
#define HIT_MASK (BIT(14)|BIT(15)|BIT(16))
#define HIT_SPRITE (BIT(14)|BIT(15))
#define HIT_WALL BIT(15)
#define HIT_SECTOR BIT(14)
#define HIT_PLAX_WALL BIT(16)
#define NORM_SPRITE(val) ((val) & (kHitIndexMask))
#define NORM_WALL(val) ((val) & (kHitIndexMask))
#define NORM_SECTOR(val) ((val) & (kHitIndexMask))
// overwritesprite flags
#define OVER_SPRITE_MIDDLE (BIT(0))
#define OVER_SPRITE_VIEW_CLIP (BIT(1))
#define OVER_SPRITE_TRANSLUCENT (BIT(2))
#define OVER_SPRITE_XFLIP (BIT(3))
#define OVER_SPRITE_YFLIP (BIT(4))
// system defines for status bits
#define CEILING_STAT_PLAX BIT(0)
#define CEILING_STAT_SLOPE BIT(1)
#define CEILING_STAT_SWAPXY BIT(2)
#define CEILING_STAT_SMOOSH BIT(3)
#define CEILING_STAT_XFLIP BIT(4)
#define CEILING_STAT_YFLIP BIT(5)
#define CEILING_STAT_RELATIVE BIT(6)
#define CEILING_STAT_TYPE_MASK (BIT(7)|BIT(8))
#define CEILING_STAT_MASKED BIT(7)
#define CEILING_STAT_TRANS BIT(8)
#define CEILING_STAT_TRANS_FLIP (BIT(7)|BIT(8))
#define CEILING_STAT_FAF_BLOCK_HITSCAN BIT(15)
#define FLOOR_STAT_PLAX BIT(0)
#define FLOOR_STAT_SLOPE BIT(1)
#define FLOOR_STAT_SWAPXY BIT(2)
#define FLOOR_STAT_SMOOSH BIT(3)
#define FLOOR_STAT_XFLIP BIT(4)
#define FLOOR_STAT_YFLIP BIT(5)
#define FLOOR_STAT_RELATIVE BIT(6)
#define FLOOR_STAT_TYPE_MASK (BIT(7)|BIT(8))
#define FLOOR_STAT_MASKED BIT(7)
#define FLOOR_STAT_TRANS BIT(8)
#define FLOOR_STAT_TRANS_FLIP (BIT(7)|BIT(8))
#define FLOOR_STAT_FAF_BLOCK_HITSCAN BIT(15)
#define CSTAT_WALL_BLOCK BIT(0)
#define CSTAT_WALL_BOTTOM_SWAP BIT(1)
#define CSTAT_WALL_ALIGN_BOTTOM BIT(2)
#define CSTAT_WALL_XFLIP BIT(3)
#define CSTAT_WALL_MASKED BIT(4)
#define CSTAT_WALL_1WAY BIT(5)
#define CSTAT_WALL_BLOCK_HITSCAN BIT(6)
#define CSTAT_WALL_TRANSLUCENT BIT(7)
#define CSTAT_WALL_YFLIP BIT(8)
#define CSTAT_WALL_TRANS_FLIP BIT(9)
#define CSTAT_WALL_BLOCK_ACTOR (BIT(14)) // my def
#define CSTAT_WALL_WARP_HITSCAN (BIT(15)) // my def
//cstat, bit 0: 1 = Blocking sprite (use with clipmove, getzrange) "B"
// bit 1: 1 = 50/50 transluscence, 0 = normal "T"
// bit 2: 1 = x-flipped, 0 = normal "F"
// bit 3: 1 = y-flipped, 0 = normal "F"
// bits 5-4: 00 = FACE sprite (default) "R"
// 01 = WALL sprite (like masked walls)
// 10 = FLOOR sprite (parallel to ceilings&floors)
// 11 = SPIN sprite (face sprite that can spin 2draw style - not done yet)
// bit 6: 1 = 1-sided sprite, 0 = normal "1"
// bit 7: 1 = Real centered centering, 0 = foot center "C"
// bit 8: 1 = Blocking sprite (use with hitscan) "H"
// bit 9: reserved
// bit 10: reserved
// bit 11: reserved
// bit 12: reserved
// bit 13: reserved
// bit 14: reserved
// bit 15: 1 = Invisible sprite, 0 = not invisible
#define CSTAT_SPRITE_RESTORE BIT(12) // my def
#define CSTAT_SPRITE_CLOSE_FLOOR BIT(13) // my def - tells whether a sprite
// started out close to a ceiling or floor
#define CSTAT_SPRITE_BLOCK_MISSILE BIT(14) // my def
#define CSTAT_SPRITE_BREAKABLE (CSTAT_SPRITE_BLOCK_HITSCAN|CSTAT_SPRITE_BLOCK_MISSILE)
#undef CLIPMASK0 // defined in build.h
#undef CLIPMASK1
// new define more readable defines
// Clip Sprite adjustment
#define CS(sprite_bit) IntToFixed(sprite_bit)
// for players to clip against walls
#define CLIPMASK_PLAYER (CS(CSTAT_SPRITE_BLOCK) | CSTAT_WALL_BLOCK)
// for actors to clip against walls
#define CLIPMASK_ACTOR \
( \
CS(CSTAT_SPRITE_BLOCK) | \
CSTAT_WALL_BLOCK | \
CSTAT_WALL_BLOCK_ACTOR \
)
// for missiles to clip against actors
#define CLIPMASK_MISSILE \
( \
CS(CSTAT_SPRITE_BLOCK_HITSCAN|CSTAT_SPRITE_BLOCK_MISSILE) | \
CSTAT_WALL_BLOCK_HITSCAN \
)
#define CLIPMASK_WARP_HITSCAN \
( \
CS(CSTAT_SPRITE_BLOCK_HITSCAN) | \
CSTAT_WALL_BLOCK_HITSCAN | \
CSTAT_WALL_WARP_HITSCAN \
)
#define SIZ countof
//
// Directions
//
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enum
{
DEGREE_45 = 256,
DEGREE_90 = 512
};
////
//
// Directional enumerations
//
////
enum DirOrd
{
ORD_NORTH, ORD_NE, ORD_EAST, ORD_SE, ORD_SOUTH, ORD_SW, ORD_WEST, ORD_NW
};
enum Dir8
{
NORTH = ORD_NORTH * DEGREE_45,
NE = ORD_NE * DEGREE_45,
EAST = ORD_EAST * DEGREE_45,
SE = ORD_SE * DEGREE_45,
SOUTH = ORD_SOUTH * DEGREE_45,
SW = ORD_SW * DEGREE_45,
WEST = ORD_WEST * DEGREE_45,
NW = ORD_NW * DEGREE_45,
};
typedef enum Dir8 DIR8;
// Auto building enumerations
#define DIGI_ENUM
enum digi
{
#include "digi.h"
DIGI_MAX
};
#undef DIGI_ENUM
#define DAMAGE_ENUM
enum dam
{
#include "damage.h"
};
#undef DAMAGE_ENUM
////
//
// State declarations
//
////
// Forward declarations
struct STATEstruct;
typedef struct STATEstruct STATE, *STATEp, * *STATEpp;
//struct PIC_STATEstruct;
//typedef struct PIC_STATEstruct PIC_STATE, *PIC_STATEp;
struct PANEL_STATEstruct;
typedef struct PANEL_STATEstruct PANEL_STATE, *PANEL_STATEp;
struct PLAYERstruct;
typedef struct PLAYERstruct PLAYER, *PLAYERp;
struct PERSONALITYstruct;
typedef struct PERSONALITYstruct PERSONALITY, *PERSONALITYp;
struct ATTRIBUTEstruct;
typedef struct ATTRIBUTEstruct ATTRIBUTE, *ATTRIBUTEp;
struct SECTOR_OBJECTstruct;
typedef struct SECTOR_OBJECTstruct SECTOR_OBJECT, *SECTOR_OBJECTp;
struct PANEL_SPRITEstruct;
typedef struct PANEL_SPRITEstruct PANEL_SPRITE, *PANEL_SPRITEp;
struct ANIMstruct;
typedef struct ANIMstruct ANIM, *ANIMp;
class DSWActor;
typedef int ANIMATOR (DSWActor* actor);
typedef ANIMATOR *ANIMATORp;
typedef void pANIMATOR (PANEL_SPRITEp);
typedef pANIMATOR *pANIMATORp;
typedef void soANIMATOR (SECTOR_OBJECTp);
typedef soANIMATOR *soANIMATORp;
typedef spritetype SPRITE, *SPRITEp;
typedef sectortype SECTOR, *SECTORp;
typedef walltype WALL, *WALLp;
struct STATEstruct
{
short Pic;
int Tics;
ANIMATORp Animator;
STATEp NextState;
};
//
// State Flags
//
#define SF_TICS_MASK 0xFFFF
#define SF_QUICK_CALL BIT(16)
#define SF_PLAYER_FUNC BIT(17) // only for players to execute
#define SF_TIC_ADJUST BIT(18) // use tic adjustment for these frames
#define SF_WALL_STATE BIT(19) // use for walls instead of sprite
///////////////////////////////////////////////////////////////////////////////
// Jim's MISC declarations from other files
///////////////////////////////////////////////////////////////////////////////
typedef enum {WATER_FOOT, BLOOD_FOOT} FOOT_TYPE;
extern FOOT_TYPE FootMode;
ANIMATOR QueueFloorBlood; // Weapon.c
int QueueFootPrint(short hit_sprite); // Weapon.c
int QueueGeneric(short SpriteNum, short pic); // Weapon.c
int QueueLoWangs(short SpriteNum); // Weapon.c
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int SpawnShell(DSWActor* actor, int ShellNum); // JWeapon.c
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void UnlockKeyLock(short key_num, DSWActor* actor); // JSector.c
#define MAX_PAIN 5
extern int PlayerPainVocs[MAX_PAIN];
extern int PlayerLowHealthPainVocs[MAX_PAIN];
#define MAX_TAUNTAI 33
extern int TauntAIVocs[MAX_TAUNTAI];
#define MAX_GETSOUNDS 5
extern int PlayerGetItemVocs[MAX_GETSOUNDS];
#define MAX_YELLSOUNDS 3
extern int PlayerYellVocs[MAX_YELLSOUNDS];
void BossHealthMeter(void);
// Global variables used for modifying variouse things from the Console
///////////////////////////////////////////////////////////////////////////////////////////
//
// CALLER - DLL handler
//
///////////////////////////////////////////////////////////////////////////////////////////
extern unsigned char DLL_Loaded;
extern int DLL_Handle; // Global DLL handle
extern char *DLL_path; // DLL path name
int DLL_Load(char *DLLpathname);
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bool DLL_Unload(int procHandle);
bool DLL_ExecFunc(int procHandle, char *fName);
///////////////////////////////////////////////////////////////////////////////////////////
//
// JPlayer
//
///////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////
//
// Weapon
//
///////////////////////////////////////////////////////////////////////////////////////////
#define MAX_WEAPONS_KEYS 10
#define MAX_WEAPONS_EXTRA 4 // extra weapons like the two extra head attacks
#define MAX_WEAPONS (MAX_WEAPONS_KEYS + MAX_WEAPONS_EXTRA)
// weapons that not missile type sprites
#define WPN_NM_LAVA (-8)
#define WPN_NM_SECTOR_SQUISH (-9)
//#define WEAP_ENTRY(id, init_func, damage_lo, damage_hi, radius)
typedef struct
{
void (*Init)(PLAYERp);
int16_t damage_lo;
int16_t damage_hi;
unsigned int radius;
int16_t max_ammo;
int16_t min_ammo;
int16_t with_weapon;
int16_t weapon_pickup;
int16_t ammo_pickup;
} DAMAGE_DATA, *DAMAGE_DATAp;
extern DAMAGE_DATA DamageData[];
// bit arrays that determine if a) Weapon has no ammo b) Weapon is the ammo (no weapon exists)
extern int WeaponHasNoAmmo, WeaponIsAmmo;
void InitWeaponFist(PLAYERp);
void InitWeaponStar(PLAYERp);
void InitWeaponShotgun(PLAYERp);
void InitWeaponRocket(PLAYERp);
void InitWeaponRail(PLAYERp);
void InitWeaponMicro(PLAYERp);
void InitWeaponUzi(PLAYERp);
void InitWeaponSword(PLAYERp);
void InitWeaponHothead(PLAYERp);
void InitWeaponElectro(PLAYERp);
void InitWeaponHeart(PLAYERp);
void InitWeaponGrenade(PLAYERp);
void InitWeaponMine(PLAYERp);
void InitWeaponNapalm(PLAYERp);
void InitWeaponRing(PLAYERp);
extern void (*InitWeapon[MAX_WEAPONS]) (PLAYERp);
///////////////////////////////////////////////////////////////////////////////////////////
//
// Player
//
///////////////////////////////////////////////////////////////////////////////////////////
#define MAX_SW_PLAYERS_SW (4)
#define MAX_SW_PLAYERS_REG (8)
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#define MAX_SW_PLAYERS (SW_SHAREWARE ? MAX_SW_PLAYERS_SW : MAX_SW_PLAYERS_REG)
extern int ThemeTrack[6]; // w
extern FString ThemeSongs[6]; //
#define MAX_EPISODE_NAME_LEN 24
extern char EpisodeNames[3][MAX_EPISODE_NAME_LEN+2];
enum
{
MAX_KEYS = 8,
MAX_FORTUNES = 16,
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MAX_INVENTORY_Q = 11,//InvDecl_TOTAL
QUOTE_KEYMSG = 1,
QUOTE_DOORMSG = QUOTE_KEYMSG + MAX_KEYS,
// 23+24 are reserved.
QUOTE_COOKIE = 25,
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QUOTE_INVENTORY = QUOTE_COOKIE + MAX_FORTUNES,
QUOTE_WPNFIST = QUOTE_INVENTORY + MAX_INVENTORY_Q,
QUOTE_WPNSWORD,
QUOTE_WPNSHURIKEN,
QUOTE_WPNSTICKY,
QUOTE_WPNUZI,
QUOTE_WPNLAUNCH,
QUOTE_WPNNUKE,
QUOTE_WPNGRENADE,
QUOTE_WPNRAILGUN,
QUOTE_WPNRIOT,
QUOTE_WPNHEAD,
QUOTE_WPNRIPPER,
// Here a gap of two needs to be inserted because the weapon array contains two bogus entries the parser can access.
// Not all ammo types here are used, but the entries must be reserved for the parser.
QUOTE_AMMOFIST = QUOTE_WPNRIPPER + 2,
QUOTE_AMMOSWORD,
QUOTE_AMMOSHURIKEN,
QUOTE_AMMOSTICKY,
QUOTE_AMMOUZI,
QUOTE_AMMOLAUNCH,
QUOTE_AMMONUKE,
QUOTE_AMMOGRENADE,
QUOTE_AMMORAILGUN,
QUOTE_AMMORIOT,
QUOTE_AMMOHEAD,
QUOTE_AMMORIPPER,
// Again, here a gap of two needs to be inserted because the weapon array contains two bogus entries the parser can access.
};
#define PACK 1
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extern bool CameraTestMode;
enum PlayerDeathTypes
{
PLAYER_DEATH_FLIP, PLAYER_DEATH_CRUMBLE, PLAYER_DEATH_EXPLODE, PLAYER_DEATH_RIPPER, PLAYER_DEATH_SQUISH, PLAYER_DEATH_DROWN, MAX_PLAYER_DEATHS
};
typedef void (*PLAYER_ACTION_FUNCp)(PLAYERp);
#include "inv.h"
typedef struct
{
int cursectnum,lastcursectnum,pang;
int xvect,yvect,oxvect,oyvect,slide_xvect,slide_yvect;
int posx,posy,posz;
SECTOR_OBJECTp sop_control;
} REMOTE_CONTROL, *REMOTE_CONTROLp;
struct PLAYERstruct
{
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DSWActor* Actor();
// variable that fit in the sprite or user structure
union
{
struct { int32_t posx, posy, posz; };
vec3_t pos;
};
DSWActor* lowActor, * highActor;
DSWActor* remoteActor;
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DSWActor* PlayerUnderActor;
DSWActor* KillerActor; //who killed me
// interpolation
int oposx, oposy, oposz;
// holds last valid move position
short lv_sectnum;
int lv_x,lv_y,lv_z;
REMOTE_CONTROL remote;
SECTOR_OBJECTp sop_remote;
SECTOR_OBJECTp sop; // will either be sop_remote or sop_control
int jump_count, jump_speed; // jumping
short down_speed, up_speed; // diving
int z_speed,oz_speed; // used for diving and flying instead of down_speed, up_speed
int climb_ndx;
int hiz,loz;
int ceiling_dist,floor_dist;
SECTORp hi_sectp, lo_sectp;
SPRITEp last_camera_sp;
int circle_camera_dist;
int six,siy,siz; // save player interp position for PlayerSprite
short siang;
int xvect, yvect;
int oxvect, oyvect;
int friction;
int slide_xvect, slide_yvect;
short slide_ang;
int slide_dec;
float drive_avel;
short view_outside_dang; // outside view delta ang
short circle_camera_ang;
short camera_check_time_delay;
int cursectnum,lastcursectnum;
fixed_t turn180_target; // 180 degree turn
// variables that do not fit into sprite structure
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int hvel,tilt,tilt_dest;
PlayerHorizon horizon;
PlayerAngle angle;
short recoil_amt;
short recoil_speed;
short recoil_ndx;
fixed_t recoil_ohorizoff, recoil_horizoff;
int oldposx,oldposy,oldposz;
int RevolveX, RevolveY;
short RevolveDeltaAng;
binangle RevolveAng;
// under vars are for wading and swimming
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short PlayerSprite;
SPRITEp SpriteP;
short pnum; // carry along the player number
short LadderSector;
int lx,ly; // ladder x and y
short JumpDuration;
short WadeDepth;
short bob_amt;
short bob_ndx;
short bcnt; // bob count
int bob_z, obob_z;
//Multiplayer variables
InputPacket input;
InputPacket lastinput;
// must start out as 0
int playerreadyflag;
PLAYER_ACTION_FUNCp DoPlayerAction;
int Flags, Flags2;
ESyncBits KeyPressBits;
SECTOR_OBJECTp sop_control; // sector object pointer
SECTOR_OBJECTp sop_riding; // sector object pointer
struct
{
PANEL_SPRITEp Next, Prev;
} PanelSpriteList;
// hack stuff to get a working pointer to this list element without running into type punning warnings with GCC.
// The list uses itself as sentinel element despite the type mismatch.
PANEL_SPRITEp GetPanelSpriteList()
{
void* p = &PanelSpriteList;
return reinterpret_cast<PANEL_SPRITEp>(p);
}
// Key stuff
unsigned char HasKey[8];
// Weapon stuff
short SwordAng;
int WpnGotOnceFlags; // for no respawn mode where weapons are allowed grabbed only once
int WpnFlags;
short WpnAmmo[MAX_WEAPONS];
short WpnNum;
PANEL_SPRITEp CurWpn;
PANEL_SPRITEp Wpn[MAX_WEAPONS];
PANEL_SPRITEp Chops;
unsigned char WpnRocketType; // rocket type
unsigned char WpnRocketHeat; // 5 to 0 range
unsigned char WpnRocketNuke; // 1, you have it, or you don't
unsigned char WpnFlameType; // Guardian weapons fire
unsigned char WpnFirstType; // First weapon type - Sword/Shuriken
unsigned char WeaponType; // for weapons with secondary functions
short FirePause; // for sector objects - limits rapid firing
//
// Inventory Vars
//
short InventoryNum;
short InventoryBarTics;
short InventoryTics[MAX_INVENTORY];
short InventoryPercent[MAX_INVENTORY];
int8_t InventoryAmount[MAX_INVENTORY];
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bool InventoryActive[MAX_INVENTORY];
short DiveTics;
short DiveDamageTics;
// Death stuff
uint16_t DeathType;
short Kills;
short KilledPlayer[MAX_SW_PLAYERS_REG];
short SecretsFound;
// Health
short Armor;
short MaxHealth;
//char RocketBarrel;
char PlayerName[32];
unsigned char UziShellLeftAlt;
unsigned char UziShellRightAlt;
unsigned char TeamColor; // used in team play and also used in regular mulit-play for show
// palette fading up and down for player hit and get items
short FadeTics; // Tics between each fade cycle
short FadeAmt; // Current intensity of fade
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bool NightVision; // Is player's night vision active?
unsigned char StartColor; // Darkest color in color range being used
//short electro[64];
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bool IsAI; // Is this and AI character?
short fta,ftq; // First time active and first time quote, for talking in multiplayer games
short NumFootPrints; // Number of foot prints left to lay down
unsigned char WpnUziType; // Toggle between single or double uzi's if you own 2.
unsigned char WpnShotgunType; // Shotgun has normal or fully automatic fire
unsigned char WpnShotgunAuto; // 50-0 automatic shotgun rounds
unsigned char WpnShotgunLastShell; // Number of last shell fired
unsigned char WpnRailType; // Normal Rail Gun or EMP Burst Mode
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bool Bloody; // Is player gooey from the slaughter?
bool InitingNuke;
bool TestNukeInit;
bool NukeInitialized; // Nuke already has counted down
short FistAng; // KungFu attack angle
unsigned char WpnKungFuMove; // KungFu special moves
short HitBy; // SpriteNum of whatever player was last hit by
short Reverb; // Player's current reverb setting
short Heads; // Number of Accursed Heads orbiting player
int PlayerVersion;
char cookieQuote[256]; // Should be an FString but must be POD for now so that PLAYER remains POD.
int cookieTime;
uint8_t WpnReloadState;
};
extern PLAYER Player[MAX_SW_PLAYERS_REG+1];
//
// Player Flags
//
enum
{
PF_DEAD = (BIT(1)),
PF_JUMPING = (BIT(2)),
PF_FALLING = (BIT(3)),
PF_LOCK_CRAWL = (BIT(4)),
PF_PLAYER_MOVED = (BIT(7)),
PF_PLAYER_RIDING = (BIT(8)),
PF_RECOIL = (BIT(10)),
PF_FLYING = (BIT(11)),
PF_WEAPON_RETRACT = (BIT(12)),
PF_PICKED_UP_AN_UZI = (BIT(13)),
PF_CRAWLING = (BIT(14)),
PF_CLIMBING = (BIT(15)),
PF_SWIMMING = (BIT(16)),
PF_DIVING = (BIT(17)),
PF_DIVING_IN_LAVA = (BIT(18)),
PF_TWO_UZI = (BIT(19)),
PF_DEAD_HEAD = (BIT(22)), // are your a dead head
PF_HEAD_CONTROL = (BIT(23)), // have control of turning when a head?
PF_CLIP_CHEAT = (BIT(24)), // cheat for wall clipping
PF_SLIDING = (BIT(25)), // cheat for wall clipping
PF_VIEW_FROM_OUTSIDE = (BIT(26)),
PF_VIEW_OUTSIDE_WEAPON = (BIT(27)),
PF_VIEW_FROM_CAMERA = (BIT(28)),
PF_TANK = (BIT(29)), // Doin the tank thang
PF_WEAPON_DOWN = (BIT(31)),
PF2_TELEPORTED = (BIT(0)),
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PF2_INPUT_CAN_AIM = (BIT(1)), // Allow calling DoPlayerHorizon() from processMovement()
PF2_INPUT_CAN_TURN_GENERAL = (BIT(2)), // Allow calling DoPlayerTurn() from processMovement()
PF2_INPUT_CAN_TURN_VEHICLE = (BIT(3)), // Allow calling DoPlayerTurnVehicle() from processMovement()
PF2_INPUT_CAN_TURN_TURRET = (BIT(4)), // Allow calling DoPlayerTurnTurret() from processMovement()
};
///////////////////////////////////////////////////////////////////////////////////////////
//
// Actor
//
///////////////////////////////////////////////////////////////////////////////////////////
//
// Hit Points
//
#define HEALTH_RIPPER 70
#define HEALTH_RIPPER2 200
#define HEALTH_MOMMA_RIPPER 500
#define HEALTH_NINJA 40
#define HEALTH_RED_NINJA 160
#define HEALTH_COOLIE 120
#define HEALTH_COOLIE_GHOST 65
#define HEALTH_SKEL_PRIEST 90
#define HEALTH_GORO 200
#define HEALTH_HORNET 4
#define HEALTH_SKULL 4
#define HEALTH_EEL 100
#define HEALTH_SERP_GOD 3800
//
// Action Set Structure
//
typedef struct
{
#define MAX_ACTOR_CLOSE_ATTACK 2
#define MAX_ACTOR_ATTACK 6
STATEp *Stand;
STATEp *Run;
STATEp *Jump;
STATEp *Fall;
STATEp *Crawl;
STATEp *Swim;
STATEp *Fly;
STATEp *Rise;
STATEp *Sit;
STATEp *Look;
STATEp *Climb;
STATEp *Pain;
STATEp *Death1;
STATEp *Death2;
STATEp *Dead;
STATEp *DeathJump;
STATEp *DeathFall;
STATEp *CloseAttack[MAX_ACTOR_CLOSE_ATTACK];
short CloseAttackPercent[MAX_ACTOR_CLOSE_ATTACK];
STATEp *Attack[MAX_ACTOR_ATTACK];
short AttackPercent[MAX_ACTOR_ATTACK];
STATEp *Special[2];
STATEp *Duck;
STATEp *Dive;
} ACTOR_ACTION_SET,*ACTOR_ACTION_SETp;
struct ROTATOR
{
int pos; // current position - always moves toward tgt
int open_dest; // destination of open position
int tgt; // current target
int speed; // speed of movement
int orig_speed; // original speed - vel jacks with speed
int vel; // velocity adjuments
TArray<int> origX;
TArray<int> origY;
void SetNumWalls(int num)
{
origX.Resize(num);
origY.Resize(num);
memset(origX.Data(), 0, num * sizeof(int));
memset(origY.Data(), 0, num * sizeof(int));
}
void ClearWalls()
{
origX.Reset();
origY.Reset();
}
};
using ROTATORp = ROTATOR*;
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struct Collision;
//
// User Extension record
//
struct USER
{
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// C++'s default init rules suck, so we have to help it out a bit to do what we need (i.e. setting all POD members to 0.
USER()
{
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memset(&WallP, 0, sizeof(USER) - myoffsetof(USER, WallP));
}
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void Clear()
{
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rotator.Clear();
WallShade.Clear();
memset(&WallP, 0, sizeof(USER) - myoffsetof(USER, WallP));
}
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Collision hitCode() const;
//
// Variables that can be used by actors and Player
//
TPointer<ROTATOR> rotator;
// wall vars for lighting
TArray<int8_t> WallShade;
WALLp WallP; // operate on wall instead of sprite
STATEp State;
STATEp *Rot;
STATEp StateStart;
STATEp StateEnd;
STATEp *StateFallOverride; // a bit kludgy - override std fall state
ANIMATORp ActorActionFunc;
ACTOR_ACTION_SETp ActorActionSet;
PERSONALITYp Personality;
ATTRIBUTEp Attrib;
SECTOR_OBJECTp sop_parent; // denotes that this sprite is a part of the
// sector object - contains info for the SO
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// referenced actors
DSWActor* lowActor, * highActor;
DSWActor* targetActor; // target player for the enemy - can only handle one player at at time
DSWActor* flameActor;
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DSWActor* attachActor; // attach to sprite if needed - electro snake
DSWActor* flagOwnerActor;
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DSWActor* WpnGoalActor;
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int Flags;
int Flags2;
int Tics;
int oz; // serialized copy of sprite.oz
short RotNum;
short ID;
// Health/Pain related
short Health;
short MaxHealth;
short LastDamage; // last damage amount taken
short PainThreshold; // amount of damage that can be taken before
// going into pain frames.
// jump & fall
short jump_speed;
short jump_grav;
// clipmove
short ceiling_dist;
short floor_dist;
short lo_step;
int hiz,loz;
int zclip; // z height to move up for clipmove
SECTORp hi_sectp, lo_sectp;
int active_range;
short SpriteNum;
SPRITEp SpriteP;
SPRITEp s() { return SpriteP;}
// if a player's sprite points to player structure
PLAYERp PlayerP;
short Sibling;
//
// Possibly used by both.
//
// precalculated vectors
int xchange,ychange,zchange;
int z_tgt;
// velocity
int vel_tgt;
short vel_rate;
uint8_t speed; // Ordinal Speed Range 0-3 from slow to fast
short Counter;
short Counter2;
short Counter3;
short DamageTics;
short BladeDamageTics;
unsigned int Radius; // for distance checking
int OverlapZ; // for z overlap variable
//
// Only have a place for actors
//
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// scaling
short scale_speed;
unsigned short scale_value;
short scale_tgt;
// zig zagging
short DistCheck;
//short ZigZagDist;
//short ZigZagAng;
//short ZigZagDir;
short Dist;
short TargetDist;
short WaitTics;
// track
short track;
short point;
short track_dir;
int track_vel;
// sliding variables - slide backwards etc
short slide_ang;
int slide_vel;
short slide_dec;
short motion_blur_dist;
short motion_blur_num;
short wait_active_check; // for enemy checking of player
short inactive_time; // length of time actor has been unaware of his tgt
int sx,sy,sz;
short sang;
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uint8_t spal; // save off default palette number
int ret; //holder for move_sprite return value
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Collision coll; // same thing broken up into useful components.
// Need to get rid of these flags
int Flag1;
int8_t LastWeaponNum;
int8_t WeaponNum;
short bounce; // count bounces off wall for killing shrap stuff
// !JIM! my extensions
int ShellNum; // This is shell no. 0 to whatever
// Shell gets deleted when ShellNum < (ShellCount - MAXSHELLS)
short FlagOwner; // The spritenum of the original flag (abused to hell by other things)
short Vis; // Shading upgrade, for shooting, etc...
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bool DidAlert; // Has actor done his alert noise before?
int16_t oangdiff; // Used for interpolating sprite angles
uint8_t filler;
};
using USERp = USER*;
struct USERSAVE
{
short Health;
int8_t WeaponNum;
int8_t LastWeaponNum;
void CopyFromUser(USER* u)
{
Health = u->Health;
WeaponNum = u->WeaponNum;
LastWeaponNum = u->LastWeaponNum;
}
void CopyToUser(USER* u)
{
u->Health = Health;
u->WeaponNum = WeaponNum;
u->LastWeaponNum = LastWeaponNum;
}
};
enum
{
// sprite->extra flags
// BUILD AND GAME - DO NOT MOVE THESE
SPRX_SKILL = (BIT(0) | BIT(1) | BIT(2)),
// BIT(4) ST1 BUILD AND GAME
SPRX_STAY_PUT_VATOR = (BIT(5)), // BUILD AND GAME - will not move with vators etc
// DO NOT MOVE THIS
SPRX_STAG = (BIT(6)), // BUILD AND GAME - NON-ST1 sprite with ST1 type tagging
// DO NOT MOVE
SPRX_QUEUE_SPRITE = (BIT(7)), // Queue sprite -check queue when deleting
SPRX_MULTI_ITEM = (BIT(9)), // BUILD AND GAME - multi player item
// have users - could be moved
SPRX_PLAYER_OR_ENEMY = (BIT(11)), // for checking quickly if sprite is a
// player or actor
// do not need Users
SPRX_FOUND = (BIT(12)), // BUILD ONLY INTERNAL - used for finding sprites
SPRX_BLADE = (BIT(12)), // blade sprite
SPRX_BREAKABLE = (BIT(13)), // breakable items
SPRX_BURNABLE = (BIT(14)), // used for burnable sprites in the game
// temp use
SPRX_BLOCK = (BIT(15)), // BUILD AND GAME
};
// BUILD - tell which actors should not spawn
// GAME - used for internal game code
// ALT-M debug mode
// !LIGHT
// all three bits set - should never happen with skill
// #define SPRX_USER_NON_STANDARD (BIT(0)|BIT(1)|BIT(2)) // used for lighting
// boolean flags carried over from build
#define SPRX_BOOL11 (BIT(5))
#define SPRX_BOOL1 (BIT(6))
#define SPRX_BOOL2 (BIT(7))
#define SPRX_BOOL3 (BIT(8))
#define SPRX_BOOL4 (BIT(9))
#define SPRX_BOOL5 (BIT(10))
#define SPRX_BOOL6 (BIT(11))
#define SPRX_BOOL7 (BIT(4)) // bit 12 was used build
#define SPRX_BOOL8 (BIT(13))
#define SPRX_BOOL9 (BIT(14))
#define SPRX_BOOL10 (BIT(15))
#define SET_BOOL1(sp) SET((sp)->extra, SPRX_BOOL1)
#define SET_BOOL2(sp) SET((sp)->extra, SPRX_BOOL2)
#define SET_BOOL3(sp) SET((sp)->extra, SPRX_BOOL3)
#define SET_BOOL4(sp) SET((sp)->extra, SPRX_BOOL4)
#define SET_BOOL5(sp) SET((sp)->extra, SPRX_BOOL5)
#define SET_BOOL6(sp) SET((sp)->extra, SPRX_BOOL6)
#define SET_BOOL7(sp) SET((sp)->extra, SPRX_BOOL7)
#define SET_BOOL8(sp) SET((sp)->extra, SPRX_BOOL8)
#define SET_BOOL9(sp) SET((sp)->extra, SPRX_BOOL9)
#define SET_BOOL10(sp) SET((sp)->extra, SPRX_BOOL10)
#define SET_BOOL11(sp) SET((sp)->extra, SPRX_BOOL11)
#define RESET_BOOL1(sp) RESET((sp)->extra, SPRX_BOOL1)
#define RESET_BOOL2(sp) RESET((sp)->extra, SPRX_BOOL2)
#define RESET_BOOL3(sp) RESET((sp)->extra, SPRX_BOOL3)
#define RESET_BOOL4(sp) RESET((sp)->extra, SPRX_BOOL4)
#define RESET_BOOL5(sp) RESET((sp)->extra, SPRX_BOOL5)
#define RESET_BOOL6(sp) RESET((sp)->extra, SPRX_BOOL6)
#define RESET_BOOL7(sp) RESET((sp)->extra, SPRX_BOOL7)
#define RESET_BOOL8(sp) RESET((sp)->extra, SPRX_BOOL8)
#define RESET_BOOL9(sp) RESET((sp)->extra, SPRX_BOOL9)
#define RESET_BOOL10(sp) RESET((sp)->extra, SPRX_BOOL10)
#define RESET_BOOL11(sp) RESET((sp)->extra, SPRX_BOOL11)
#define TEST_BOOL1(sp) TEST((sp)->extra, SPRX_BOOL1)
#define TEST_BOOL2(sp) TEST((sp)->extra, SPRX_BOOL2)
#define TEST_BOOL3(sp) TEST((sp)->extra, SPRX_BOOL3)
#define TEST_BOOL4(sp) TEST((sp)->extra, SPRX_BOOL4)
#define TEST_BOOL5(sp) TEST((sp)->extra, SPRX_BOOL5)
#define TEST_BOOL6(sp) TEST((sp)->extra, SPRX_BOOL6)
#define TEST_BOOL7(sp) TEST((sp)->extra, SPRX_BOOL7)
#define TEST_BOOL8(sp) TEST((sp)->extra, SPRX_BOOL8)
#define TEST_BOOL9(sp) TEST((sp)->extra, SPRX_BOOL9)
#define TEST_BOOL10(sp) TEST((sp)->extra, SPRX_BOOL10)
#define TEST_BOOL11(sp) TEST((sp)->extra, SPRX_BOOL11)
// User->Flags flags
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enum
{
SPR_MOVED = BIT(0), // Did actor move
SPR_ATTACKED = BIT(1), // Is sprite being attacked?
SPR_TARGETED = BIT(2), // Is sprite a target of a weapon?
SPR_ACTIVE = BIT(3), // Is sprite aware of the player?
SPR_ELECTRO_TOLERANT = BIT(4), // Electro spell does not slow actor
SPR_JUMPING = BIT(5), // Actor is jumping
SPR_FALLING = BIT(6), // Actor is falling
SPR_CLIMBING = BIT(7), // Actor is falling
SPR_DEAD = BIT(8), // Actor is dying
SPR_ZDIFF_MODE = BIT(10), // For following tracks at different z heights
SPR_SPEED_UP = BIT(11), // For following tracks at different speeds
SPR_SLOW_DOWN = BIT(12), // For following tracks at different speeds
SPR_DONT_UPDATE_ANG = BIT(13), // For tracks - don't update the angle for a while
SPR_SO_ATTACHED = BIT(14), // sprite is part of a sector object
SPR_SUICIDE = BIT(15), // sprite is set to kill itself
SPR_RUN_AWAY = BIT(16), // sprite is in "Run Away" track mode.
SPR_FIND_PLAYER = BIT(17), // sprite is in "Find Player" track mode.
SPR_SWIMMING = BIT(18), // Actor is swimming
SPR_WAIT_FOR_PLAYER = BIT(19), // Track Mode - Actor is waiting for player to come close
SPR_WAIT_FOR_TRIGGER = BIT(20), // Track Mode - Actor is waiting for player to trigger
SPR_SLIDING = BIT(21), // Actor is sliding
SPR_ON_SO_SECTOR = BIT(22), // sprite is on a sector object sector
SPR_SHADE_DIR = BIT(23), // sprite is on a sector object sector
SPR_XFLIP_TOGGLE = BIT(24), // sprite rotation xflip bit
SPR_NO_SCAREDZ = BIT(25), // not afraid of falling
SPR_SET_POS_DONT_KILL = BIT(26), // Don't kill sprites in MissileSetPos
SPR_SKIP2 = BIT(27), // 20 moves ps
SPR_SKIP4 = BIT(28), // 10 moves ps
SPR_BOUNCE = BIT(29), // For shrapnel types that can bounce once
SPR_UNDERWATER = BIT(30), // For missiles etc
SPR_SHADOW = BIT(31), // Sprites that have shadows
// User->Flags2 flags
SPR2_BLUR_TAPER = BIT(13)|BIT(14), // taper type
SPR2_BLUR_TAPER_FAST = BIT(13), // taper fast
SPR2_BLUR_TAPER_SLOW = BIT(14), // taper slow
SPR2_SPRITE_FAKE_BLOCK = BIT(15), // fake blocking bit for damage
SPR2_NEVER_RESPAWN = BIT(16), // for item respawning
SPR2_ATTACH_WALL = BIT(17),
SPR2_ATTACH_FLOOR = BIT(18),
SPR2_ATTACH_CEILING = BIT(19),
SPR2_CHILDREN = BIT(20), // sprite OWNS children
SPR2_SO_MISSILE = BIT(21), // this is a missile from a SO
SPR2_DYING = BIT(22), // Sprite is currently dying
SPR2_VIS_SHADING = BIT(23), // Sprite shading to go along with vis adjustments
SPR2_DONT_TARGET_OWNER = BIT(24),
SPR2_FLAMEDIE = BIT(25), // was previously 'flame == -2'
};
extern TPointer<USER> User[MAXSPRITES];
typedef struct
{
short high;
} RANGE,*RANGEp;
///////////////////////////////////////////////////////////////////////////////////////////
//
// Sector Stuff - Sector Objects and Tracks
//
///////////////////////////////////////////////////////////////////////////////////////////
// flags in EXTRA variable
#define SECTFX_SINK BIT(0)
#define SECTFX_OPERATIONAL BIT(1)
#define SECTFX_WARP_SECTOR BIT(2)
#define SECTFX_CURRENT BIT(3)
#define SECTFX_Z_ADJUST BIT(4) // adjust ceiling/floor
#define SECTFX_NO_RIDE BIT(5) // moving sector - don't ride it
#define SECTFX_DYNAMIC_AREA BIT(6)
#define SECTFX_DIVE_AREA BIT(7) // Diving area
#define SECTFX_UNDERWATER BIT(8) // Underwater area
#define SECTFX_UNDERWATER2 BIT(9) // Underwater area
#define SECTFX_LIQUID_MASK (BIT(10)|BIT(11)) // only valid for sectors with depth
#define SECTFX_LIQUID_NONE (0)
#define SECTFX_LIQUID_LAVA BIT(10)
#define SECTFX_LIQUID_WATER BIT(11)
#define SECTFX_SECTOR_OBJECT BIT(12) // for collision detection
#define SECTFX_VATOR BIT(13) // denotes that this is a vertical moving sector
// vator type
#define SECTFX_TRIGGER BIT(14) // trigger type to replace tags.h trigger types
// flags in sector USER structure
#define SECTFU_SO_DONT_BOB BIT(0)
#define SECTFU_SO_SINK_DEST BIT(1)
#define SECTFU_SO_DONT_SINK BIT(2)
#define SECTFU_DONT_COPY_PALETTE BIT(3)
#define SECTFU_SO_SLOPE_FLOOR_TO_POINT BIT(4)
#define SECTFU_SO_SLOPE_CEILING_TO_POINT BIT(5)
#define SECTFU_DAMAGE_ABOVE_SECTOR BIT(6)
#define SECTFU_VATOR_BOTH BIT(7) // vators set up for both ceiling and floor
#define SECTFU_CANT_SURFACE BIT(8) // for diving
#define SECTFU_SLIDE_SECTOR BIT(9) // for diving
#define MAKE_STAG_ENUM
enum stag_id
{
#include "stag.h"
};
typedef enum stag_id STAG_ID;
#undef MAKE_STAG_ENUM
#define WALLFX_LOOP_DONT_SPIN BIT(0)
#define WALLFX_LOOP_REVERSE_SPIN BIT(1)
#define WALLFX_LOOP_SPIN_2X BIT(2)
#define WALLFX_LOOP_SPIN_4X BIT(3)
#define WALLFX_LOOP_OUTER BIT(4) // for sector object
#define WALLFX_DONT_MOVE BIT(5) // for sector object
#define WALLFX_SECTOR_OBJECT BIT(6) // for collision detection
#define WALLFX_DONT_STICK BIT(7) // for bullet holes and stars
#define WALLFX_DONT_SCALE BIT(8) // for sector object
#define WALLFX_LOOP_OUTER_SECONDARY BIT(9) // for sector object
enum ShrapType
{
SHRAP_NONE = 0,
SHRAP_GLASS = 1, //
SHRAP_TREE_BARK = 2, // (NEED) outside tree bark
SHRAP_SO_SMOKE = 3, // only used for damaged SO's
SHRAP_PAPER = 4, //
SHRAP_BLOOD = 5, // std blood from gibs
SHRAP_EXPLOSION = 6, // small explosion
SHRAP_LARGE_EXPLOSION = 7, // large explosion
SHRAP_METAL = 8, //
SHRAP_STONE = 9, // what we have might be ok
SHRAP_PLANT = 10, // (NEED)
SHRAP_GIBS = 11, // std blood and guts
SHRAP_WOOD = 12, //
SHRAP_GENERIC = 13, // what we have might be ok - sort of gray brown rock look
SHRAP_TREE_PULP = 14, // (NEED) inside tree wood
SHRAP_COIN = 15,
SHRAP_METALMIX = 16,
SHRAP_WOODMIX = 17,
SHRAP_MARBELS = 18,
SHRAP_PAPERMIX = 19,
SHRAP_USER_DEFINED = 99
};
typedef struct SECT_USER
{
SECT_USER() { memset(this, 0, sizeof(*this)); }
int dist, flags;
int depth_fixed;
short stag, // ST? tag number - for certain things it helps to know it
ang,
height,
speed,
damage,
number; // usually used for matching number
uint8_t flags2;
} *SECT_USERp;
extern TPointer<SECT_USER> SectUser[MAXSECTORS];
SECT_USERp SpawnSectUser(short sectnum);
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# define CallocMem(size, num) M_Calloc(size, num)
# define FreeMem(ptr) M_Free(ptr)
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typedef struct TARGET_SORT
{
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DSWActor* actor;
short dang;
int dist;
int weight;
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} *TARGET_SORTp;
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enum { MAX_TARGET_SORT = 16 };
extern TARGET_SORT TargetSort[MAX_TARGET_SORT];
extern unsigned TargetSortCount;
enum DoorType
{
OPERATE_TYPE,
DOOR_HORIZ_TYPE,
DOOR_SLIDE_TYPE,
DOOR_SWING_TYPE,
DOOR_ROTATE_TYPE
};
typedef enum DoorType DOOR_TYPE;
typedef struct
{
DOOR_TYPE Type;
short Sector;
short Speed;
short TimeOut;
} DOOR_AUTO_CLOSE, *DOOR_AUTO_CLOSEp;
#define MAX_DOOR_AUTO_CLOSE 16
typedef struct
{
int origx[17], origy[17];
short sector, angopen, angclosed, angopendir, sang, anginc, wall[17];
} SWING;
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typedef struct SINE_WAVE_FLOOR
{
int floor_origz, ceiling_origz, range;
short sector, sintable_ndx, speed_shift;
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uint8_t flags;
} *SINE_WAVE_FLOORp;
#define MAX_SINE_WAVE 6
extern SINE_WAVE_FLOOR SineWaveFloor[MAX_SINE_WAVE][21];
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typedef struct SINE_WALL
{
int orig_xy, range;
short wall, sintable_ndx, speed_shift, type;
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} *SINE_WALLp;
#define MAX_SINE_WALL 10
#define MAX_SINE_WALL_POINTS 64
extern SINE_WALL SineWall[MAX_SINE_WALL][MAX_SINE_WALL_POINTS];
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struct SPRING_BOARD
{
short Sector, TimeOut;
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};
extern SPRING_BOARD SpringBoard[20];
extern SWING Rotate[17];
typedef struct
{
short sector, speed;
int xmid, ymid;
} SPIN;
extern SPIN Spin[17];
extern DOOR_AUTO_CLOSE DoorAutoClose[MAX_DOOR_AUTO_CLOSE];
#define MAXANIM 256
typedef void ANIM_CALLBACK (ANIMp, void *);
typedef ANIM_CALLBACK *ANIM_CALLBACKp;
typedef void *ANIM_DATAp;
enum
{
ANIM_Floorz,
ANIM_SopZ,
ANIM_Spritez,
ANIM_Userz,
ANIM_SUdepth,
};
typedef struct TRACK_POINT
{
int x,y,z;
short ang, tag_low, tag_high, filler;
} *TRACK_POINTp;
typedef struct TRACK
{
TRACK_POINTp TrackPoint;
int ttflags;
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int flags;
int NumPoints;
void FreeTrackPoints()
{
if (TrackPoint)
{
M_Free(TrackPoint);
// !JIM! I added null assigner
TrackPoint = nullptr;
}
}
TRACK_POINTp SetTrackSize(unsigned newsize)
{
FreeTrackPoints();
TrackPoint = (TRACK_POINTp)M_Calloc((newsize * sizeof(TRACK_POINT)), 1);
return TrackPoint;
}
}*TRACKp;
// Most track type flags are in tags.h
// Regular track flags
#define TF_TRACK_OCCUPIED BIT(0)
typedef struct
{
uint8_t FromRange,ToRange,FromColor,ToColor;
} COLOR_MAP, *COLOR_MAPp;
#define MAX_TRACKS 100
extern TRACK Track[MAX_TRACKS];
struct SECTOR_OBJECTstruct
{
#define MAX_SO_SECTOR 40
#define MAX_SO_POINTS (MAX_SO_SECTOR*15)
#define MAX_SO_SPRITE 60
#define MAX_CLIPBOX 32
SECTORp sectp[MAX_SO_SECTOR];
soANIMATORp PreMoveAnimator;
soANIMATORp PostMoveAnimator;
soANIMATORp Animator;
SPRITEp controller;
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DSWActor* sp_child; // child sprite that holds info for the sector object
union
{
struct { int xmid, ymid, zmid; }; // midpoints of the sector object
vec3_t pmid;
};
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DSWActor* so_actors[MAX_SO_SPRITE]; // hold the actors of the object
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DSWActor* match_event_actor; // spritenum of the match event sprite
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int vel, // velocity
vel_tgt, // target velocity
player_xoff, // player x offset from the xmid
player_yoff, // player y offset from the ymid
zorig_floor[MAX_SO_SECTOR], // original z values for all sectors
zorig_ceiling[MAX_SO_SECTOR], // original z values for all sectors
zdelta, // z delta from original
z_tgt, // target z delta
z_rate, // rate at which z aproaches target
update, // Distance from player at which you continue updating
// only works for single player.
bob_diff, // bobbing difference for the frame
target_dist, // distance to next point
floor_loz, // floor low z
floor_hiz, // floor hi z
morph_z, // morphing point z
morph_z_min, // morphing point z min
morph_z_max,
bob_amt, // bob amount max in z coord
// variables set by mappers for drivables
drive_angspeed,
drive_angslide,
drive_speed,
drive_slide,
crush_z,
op_main_sector, // main sector operational SO moves in - for speed purposes
flags;
short sector[MAX_SO_SECTOR], // hold the sector numbers of the sector object
xorig[MAX_SO_POINTS], // save the original x & y location of each wall so it can be
yorig[MAX_SO_POINTS], // refreshed
sectnum, // current secnum of midpoint
mid_sector, // middle sector
max_damage, // max damage
ram_damage, // damage taken by ramming
wait_tics, //
num_sectors, // number of sectors
num_walls, // number of sectors
track, // the track # 0 to 20
point, // the point on the track that the sector object is headed toward
vel_rate, // rate at which velocity aproaches target
dir, // direction traveling on the track
ang, // angle facing
ang_moving, // angle the SO is facing
clipdist, // cliping distance for operational sector objects
clipbox_dist[MAX_CLIPBOX], // mult-clip box variables
clipbox_xoff[MAX_CLIPBOX], // mult-clip box variables
clipbox_yoff[MAX_CLIPBOX], // mult-clip box variables
clipbox_ang[MAX_CLIPBOX], // mult-clip box variables
clipbox_vdist[MAX_CLIPBOX], // mult-clip box variables
clipbox_num,
ang_tgt, // target angle
ang_orig, // original angle
last_ang, // last angle before started spinning
old_ang, // holding variable for the old angle
spin_speed, // spin_speed
spin_ang, // spin angle
turn_speed, // shift value determines how fast SO turns to match new angle
bob_sine_ndx, // index into sine table
bob_speed, // shift value for speed
save_vel, // save velocity
save_spin_speed, // save spin speed
match_event, // match number
// SO Scaling Vector Info
scale_type, // type of scaling - enum controled
scale_active_type, // activated by a switch or trigger
// values for whole SO
scale_dist, // distance from center
scale_speed, // speed of scaling
scale_dist_min, // absolute min
scale_dist_max, // absolute max
scale_rand_freq, // freqency of direction change - based on rand(1024)
// values for single point scaling
scale_point_dist[MAX_SO_POINTS], // distance from center
scale_point_speed[MAX_SO_POINTS], // speed of scaling
scale_point_base_speed, // base speed of scaling
scale_point_dist_min, // absolute min
scale_point_dist_max, // absolute max
scale_point_rand_freq, // freqency of direction change - based on rand(1024)
scale_x_mult, // x multiplyer for scaling
scale_y_mult, // y multiplyer for scaling
// Used for center point movement
morph_wall_point, // actual wall point to drag
morph_ang, // angle moving from CENTER
morph_speed, // speed of movement
morph_dist_max, // radius boundry
morph_rand_freq, // freq of dir change
morph_dist, // dist from CENTER
morph_z_speed, // z speed for morph point
morph_xoff, // save xoff from center
morph_yoff, // save yoff from center
//scale_rand_reverse, // random at random interval
// limit rotation angle
limit_ang_center, // for limiting the angle of turning - turrets etc
limit_ang_delta; //
};
#define MAX_SECTOR_OBJECTS 20
#define SOBJ_SPEED_UP BIT(0)
#define SOBJ_SLOW_DOWN BIT(1)
#define SOBJ_ZUP BIT(2)
#define SOBJ_ZDOWN BIT(3)
#define SOBJ_ZDIFF_MODE BIT(4)
#define SOBJ_MOVE_VERTICAL BIT(5) // for sprite objects - move straight up/down
#define SOBJ_ABSOLUTE_ANGLE BIT(7)
#define SOBJ_SPRITE_OBJ BIT(8)
#define SOBJ_DONT_ROTATE BIT(9)
#define SOBJ_WAIT_FOR_EVENT BIT(10)
#define SOBJ_HAS_WEAPON BIT(11)
#define SOBJ_SYNC1 BIT(12) // for syncing up several SO's perfectly
#define SOBJ_SYNC2 BIT(13) // for syncing up several SO's perfectly
#define SOBJ_DYNAMIC BIT(14) // denotes scaling or morphing object
#define SOBJ_ZMID_FLOOR BIT(15) // can't remember which sector objects need this
// think its the bobbing and sinking ones
#define SOBJ_SLIDE BIT(16)
#define SOBJ_OPERATIONAL BIT(17)
#define SOBJ_KILLABLE BIT(18)
#define SOBJ_DIE_HARD BIT(19)
#define SOBJ_UPDATE_ONCE BIT(20)
#define SOBJ_UPDATE BIT(21)
#define SOBJ_NO_QUAKE BIT(22)
#define SOBJ_REMOTE_ONLY BIT(23)
#define SOBJ_RECT_CLIP BIT(24)
#define SOBJ_BROKEN BIT(25)
// track set to these to tell them apart
#define SO_OPERATE_TRACK_START 90
#define SO_TURRET_MGUN 96 // machine gun
#define SO_TURRET 97
#define SO_VEHICLE 98
// #define SO_SPEED_BOAT 99
#define SO_EMPTY(sop) ((sop)->xmid == INT32_MAX)
extern SECTOR_OBJECT SectorObject[MAX_SECTOR_OBJECTS];
///////////////////////////////////////////////////////////////////////////////////////////
//
// Prototypes
//
///////////////////////////////////////////////////////////////////////////////////////////
ANIMATOR NullAnimator;
int Distance(int x1, int y1, int x2, int y2);
int NewStateGroup_(short SpriteNum, STATEp SpriteGroup[]);
int NewStateGroup_(USERp user, STATEp SpriteGroup[]);
int NewStateGroup(DSWActor* actor, STATEp SpriteGroup[]);
void SectorMidPoint(short sectnum, int *xmid, int *ymid, int *zmid);
USERp SpawnUser(short SpriteNum, short id, STATEp state);
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USERp SpawnUser(DSWActor* actor, short id, STATEp state);
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short ActorFindTrack(DSWActor* actor, int8_t player_dir, int track_type, short *track_point_num, short *track_dir);
SECT_USERp GetSectUser(short sectnum);
// Some sounds were checked by storing handles in static local variables.
// Problems with this design:
// 1. The variables were unmaintained and could refer to handles that had been reused already.
// 2. No proper sound ownership tracking.
// 3. In some cases items that were supposed to use the same check referred to different handle variables.
// In short: It was very broken. This is a list of all sound items used this way, now each one gets a dedicated channel
// so that proper checks can be performed and sound ownership be tracked.
enum
{
CHAN_ToiletFart = 1000,
CHAN_AnimeMad = 1001,
CHAN_AnimeSing = 1002,
CHAN_CoyHandle = 1003,
CHAN_RipHeart = 1004,
};
short SoundDist(int x, int y, int z, int basedist);
short SoundAngle(int x, int y);
//void PlaySound(int num, short angle, short vol);
int _PlaySound(int num, SPRITEp sprite, PLAYERp player, vec3_t *pos, Voc3D_Flags flags, int channel, EChanFlags sndflags);
void InitAmbient(int num, SPRITEp sprite);
inline void PlaySound(int num, SPRITEp sprite, Voc3D_Flags flags, int channel = 8, EChanFlags sndflags = CHANF_NONE)
{
_PlaySound(num, sprite, nullptr, nullptr, flags, channel, sndflags);
}
inline void PlaySound(int num, PLAYERp player, Voc3D_Flags flags, int channel = 8, EChanFlags sndflags = CHANF_NONE)
{
_PlaySound(num, nullptr, player, nullptr, flags, channel, sndflags);
}
inline void PlaySound(int num, Voc3D_Flags flags, int channel = 8, EChanFlags sndflags = CHANF_NONE)
{
_PlaySound(num, nullptr, nullptr, nullptr, flags, channel, sndflags);
}
inline void PlaySound(int num, vec3_t *pos, Voc3D_Flags flags, int channel = 8, EChanFlags sndflags = CHANF_NONE)
{
_PlaySound(num, nullptr, nullptr, pos, flags, channel, sndflags);
}
int _PlayerSound(int num, PLAYERp pp);
inline int PlayerSound(int num, int flags, PLAYERp pp) { return _PlayerSound(num, pp); }
void StopPlayerSound(PLAYERp pp, int which = -1);
bool SoundValidAndActive(SPRITEp spr, int channel);
ANIMATOR DoActorBeginJump,DoActorJump,DoActorBeginFall,DoActorFall,DoActorDeathMove;
struct BREAK_INFO;
int SpawnShrap(DSWActor*, DSWActor*, int = -1, BREAK_INFO* breakinfo = nullptr);
void PlayerUpdateHealth(PLAYERp pp, short value);
void PlayerUpdateAmmo(PLAYERp pp, short WeaponNum, short value);
void PlayerUpdateWeapon(PLAYERp pp, short WeaponNum);
void PlayerUpdateKills(PLAYERp pp, short value);
void RefreshInfoLine(PLAYERp pp);
void DoAnim(int numtics);
void AnimDelete(int animtype, int animindex, DSWActor*);
short AnimGetGoal(int animtype, int animindex, DSWActor*);
short AnimSet(int animtype, int animindex, DSWActor* animactor, int thegoal, int thevel);
short AnimSetCallback(short anim_ndx, ANIM_CALLBACKp call, SECTOR_OBJECTp data);
short AnimSetVelAdj(short anim_ndx, short vel_adj);
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void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SETp action, PERSONALITYp person);
void getzrangepoint(int x, int y, int z, short sectnum, int32_t* ceilz, int32_t* ceilhit, int32_t* florz, int32_t* florhit);
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int move_sprite(int spritenum, int xchange, int ychange, int zchange, int ceildist, int flordist, uint32_t cliptype, int numtics);
int move_missile(int spritenum, int xchange, int ychange, int zchange, int ceildist, int flordist, uint32_t cliptype, int numtics);
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DSWActor* DoPickTarget(DSWActor*, uint32_t max_delta_ang, int skip_targets);
void change_sprite_stat(short, short);
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void change_actor_stat(DSWActor* actor, int stat);
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void SetOwner(DSWActor*, DSWActor*);
void SetOwner(int a, int b); // we still need this...
void ClearOwner(DSWActor* ownr);
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DSWActor* GetOwner(DSWActor* child);
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void SetAttach(DSWActor*, DSWActor*);
void analyzesprites(spritetype* tsprite, int& spritesortcnt, int viewx, int viewy, int viewz, int camang);
void ChangeSpriteState(short SpriteNum, STATEp statep);
void CollectPortals();
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int SpawnBlood(DSWActor* actor, DSWActor* weapActor, short hit_ang, int hit_x, int hit_y, int hit_z);
#define FAF_PLACE_MIRROR_PIC 341
#define FAF_MIRROR_PIC 2356
#define FAF_ConnectCeiling(sectnum) (sector[(sectnum)].ceilingpicnum == FAF_MIRROR_PIC)
#define FAF_ConnectFloor(sectnum) (sector[(sectnum)].floorpicnum == FAF_MIRROR_PIC)
#define FAF_ConnectArea(sectnum) (FAF_ConnectCeiling(sectnum) || FAF_ConnectFloor(sectnum))
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bool PlayerCeilingHit(PLAYERp pp, int zlimit);
bool PlayerFloorHit(PLAYERp pp, int zlimit);
void FAFhitscan(int32_t x, int32_t y, int32_t z, int16_t sectnum,
int32_t xvect, int32_t yvect, int32_t zvect,
hitdata_t* hitinfo, int32_t clipmask);
2020-09-09 18:32:24 +00:00
bool FAFcansee(int32_t xs, int32_t ys, int32_t zs, int16_t sects, int32_t xe, int32_t ye, int32_t ze, int16_t secte);
void FAFgetzrange(vec3_t pos, int16_t sectnum,
int32_t* hiz, int32_t* ceilhit,
int32_t* loz, int32_t* florhit,
int32_t clipdist, int32_t clipmask);
void FAFgetzrangepoint(int32_t x, int32_t y, int32_t z, int16_t sectnum,
int32_t* hiz, int32_t* ceilhit,
int32_t* loz, int32_t* florhit);
void short_setinterpolation(short *posptr);
void short_stopinterpolation(short *posptr);
void short_updateinterpolations(void);
void short_dointerpolations(int smoothratio);
void short_restoreinterpolations(void);
enum SoundType
{
SOUND_OBJECT_TYPE,
SOUND_EVERYTHING_TYPE
};
void DoSoundSpotMatch(short match, short sound_num, short sound_type);
#define ACTOR_GRAVITY 8
///////////////////////////////////////////////////////////////////////////////////////////
//
// Externs
//
///////////////////////////////////////////////////////////////////////////////////////////
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extern bool NewGame;
extern uint8_t CommPlayers;
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extern bool CommEnabled;
extern int LastFrameTics;
extern char ds[];
extern short Skill;
extern int GodMode;
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extern bool ReloadPrompt;
extern int lockspeed;
#define synctics 3
#define ACTORMOVETICS (synctics<<1)
#define TICSPERMOVEMENT synctics
// subtract value from clipdist on getzrange calls
#define GETZRANGE_CLIP_ADJ 8
//#define GETZRANGE_CLIP_ADJ 0
// MULTIPLAYER
// VARIABLES: (You should extern these in your game.c)
/*
extern short numplayers, myconnectindex;
extern short connecthead, connectpoint2[MAXPLAYERS];
*/
extern int *lastpacket2clock;
// save player info when moving to a new level (shortened to only cover the fields that actually are copied back.(
extern USERSAVE puser[MAX_SW_PLAYERS_REG];
///////////////////////////
//
// TEXT PRINTING
//
///////////////////////////
#define TEXT_TEST_LINE (200/2)
#define TEXT_XCENTER(width) ((320 - width)/2)
#define TEXT_YCENTER(h) ((200 - height)/2)
#define TEXT_TEST_COL(width) TEXT_XCENTER(width)
#define TEXT_TEST_TIME 2
///////////////////////////
//
// RECENT network additions
//
///////////////////////////
extern double smoothratio;
extern int MoveSkip4, MoveSkip2, MoveSkip8;
extern int MinEnemySkill;
#define MASTER_SWITCHING 1
extern char option[];
extern char keys[];
extern short screenpeek;
#define STAT_DAMAGE_LIST_SIZE 20
extern int16_t StatDamageList[STAT_DAMAGE_LIST_SIZE];
///////////////////////////////////////////////////////////////
//
// Stuff for player palette flashes when hurt or getting items
//
///////////////////////////////////////////////////////////////
#define COLOR_PAIN 128 // Light red range
extern void SetFadeAmt(PLAYERp pp, short damage, unsigned char startcolor);
extern void DoPaletteFlash(PLAYERp pp);
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extern bool NightVision;
#define MAXSO (INT32_MAX)
///////////////////////////////////////////////////////////////
//
// Stuff added by JonoF. These should get put into their own
// headers and included by that which needs them.
//
///////////////////////////////////////////////////////////////
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int PickJumpMaxSpeed(DSWActor*, short max_speed); // ripper.c
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int DoRipperRipHeart(DSWActor*); // ripper.c
int DoRipper2RipHeart(short SpriteNum); // ripper2.c
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DSWActor* BunnyHatch2(DSWActor*); // bunny.c
void TerminateLevel(void); // game.c
void DrawMenuLevelScreen(void); // game.c
void DebugWriteString(char *string); // game.c
void getsyncstat(void); // sync.c
void SyncStatMessage(void); // sync.c
void drawscreen(PLAYERp pp, double smoothratio); // draw.c
int COVERsetgamemode(int mode, int xdim, int ydim, int bpp); // draw.c
void ScreenCaptureKeys(void); // draw.c
void computergetinput(int snum,InputPacket *syn); // jplayer.c
void DrawOverlapRoom(int tx,int ty,int tz,fixed_t tq16ang,fixed_t tq16horiz,short tsectnum); // rooms.c
void SetupMirrorTiles(void); // rooms.c
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bool FAF_Sector(short sectnum); // rooms.c
int GetZadjustment(short sectnum,short hitag); // rooms.c
void InitSetup(void); // setup.c
void LoadKVXFromScript(const char *filename); // scrip2.c
void LoadCustomInfoFromScript(const char *filename); // scrip2.c
int PlayerInitChemBomb(PLAYERp pp); // jweapon.c
int PlayerInitFlashBomb(PLAYERp pp); // jweapon.c
int PlayerInitCaltrops(PLAYERp pp); // jweapon.c
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int InitPhosphorus(DSWActor*); // jweapon.c
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void SpawnFloorSplash(DSWActor*); // jweapon.c
int SaveGame(short save_num); // save.c
int LoadGame(short save_num); // save.c
int LoadGameFullHeader(short save_num, char *descr, short *level, short *skill); // save,c
void LoadGameDescr(short save_num, char *descr); // save.c
void SetRotatorActive(short SpriteNum); // rotator.c
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bool VatorSwitch(short match, short setting); // vator.c
void MoveSpritesWithSector(short sectnum,int z_amt,bool type); // vator.c
void SetVatorActive(short SpriteNum); // vator.c
short DoSpikeMatch(short match); // spike.c
void SpikeAlign(short SpriteNum); // spike.c
short DoSectorObjectSetScale(short match); // morph.c
short DoSOevent(short match,short state); // morph.c
void SOBJ_AlignCeilingToPoint(SECTOR_OBJECTp sop,int x,int y,int z); // morph.c
void SOBJ_AlignFloorToPoint(SECTOR_OBJECTp sop,int x,int y,int z); // morph.c
void ScaleSectorObject(SECTOR_OBJECTp sop); // morph.c
void MorphTornado(SECTOR_OBJECTp sop); // morph.c
void MorphFloor(SECTOR_OBJECTp sop); // morph.c
void ScaleRandomPoint(SECTOR_OBJECTp sop,short k,short ang,int x,int y,int *dx,int *dy); // morph.c
void CopySectorMatch(short match); // copysect.c
int DoWallMoveMatch(short match); // wallmove.c
int DoWallMove(SPRITEp sp); // wallmove.c
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bool CanSeeWallMove(SPRITEp wp,short match); // wallmove.c
short DoSpikeOperate(short sectnum); // spike.c
void SetSpikeActive(short SpriteNum); // spike.c
#define NTAG_SEARCH_LO 1
#define NTAG_SEARCH_HI 2
#define NTAG_SEARCH_LO_HI 3
int COVERinsertsprite(short sectnum, short statnum); //returns (short)spritenum;
DSWActor* InsertActor(int sectnum, int statnum);
void AudioUpdate(void); // stupid
extern short LastSaveNum;
void LoadSaveMsg(const char *msg);
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void UpdateStatusBar();
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int32_t registerosdcommands(void);
void SW_InitMultiPsky(void);
extern short LevelSecrets;
extern short TotalKillable;
extern int OrigCommPlayers;
extern char PlayerGravity;
extern short wait_active_check_offset;
//extern short Zombies;
extern int PlaxCeilGlobZadjust, PlaxFloorGlobZadjust;
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extern bool left_foot;
extern bool bosswasseen[3];
extern short BossSpriteNum[3];
extern int ChopTics;
extern short Bunny_Count;
#define ANIM_SERP 1
#define ANIM_SUMO 2
#define ANIM_ZILLA 3
struct GameInterface : public ::GameInterface
{
const char* Name() override { return "ShadowWarrior"; }
void app_init() override;
void LoadGameTextures();
void loadPalette();
void clearlocalinputstate() override;
void FreeLevelData() override;
bool GenerateSavePic() override;
void MenuSound(EMenuSounds snd) override;
bool CanSave() override;
bool StartGame(FNewGameStartup& gs) override;
FSavegameInfo GetSaveSig() override;
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void SerializeGameState(FSerializer& arc);
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void SetAmbience(bool on) override { if (on) StartAmbientSound(); else StopAmbientSound(); }
FString GetCoordString() override;
ReservedSpace GetReservedScreenSpace(int viewsize) override;
void UpdateSounds() override;
void ErrorCleanup() override;
void GetInput(ControlInfo* const hidInput, double const scaleAdjust, InputPacket* input = nullptr) override;
void DrawBackground(void) override;
void Ticker(void) override;
void Render() override;
void Startup() override;
const char *CheckCheatMode() override;
const char* GenericCheat(int player, int cheat) override;
void LevelCompleted(MapRecord *map, int skill) override;
void NextLevel(MapRecord *map, int skill) override;
void NewGame(MapRecord *map, int skill, bool) override;
bool DrawAutomapPlayer(int x, int y, int z, int a, double const smoothratio) override;
int playerKeyMove() override { return 35; }
void WarpToCoords(int x, int y, int z, int a, int h) override;
void ToggleThirdPerson() override;
void SwitchCoopView() override;
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int chaseCamX(binangle ang) override { return -ang.bcos(-3); }
int chaseCamY(binangle ang) override { return -ang.bsin(-3); }
int chaseCamZ(fixedhoriz horiz) override { return horiz.asq16() >> 8; }
void processSprites(spritetype* tsprite, int& spritesortcnt, int viewx, int viewy, int viewz, binangle viewang, double smoothRatio) override;
void UpdateCameras(double smoothratio) override;
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void EnterPortal(spritetype* viewer, int type) override;
void LeavePortal(spritetype* viewer, int type) override;
int Voxelize(int sprnum);
void ExitFromMenu() override;
int GetCurrentSkill() override;
GameStats getStats() override;
};
END_SW_NS
#include "swactor.h"
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BEGIN_SW_NS
DSWActor* PLAYERstruct::Actor()
{
return &swActors[PlayerSprite];
}
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Collision USER::hitCode() const
{
return Collision(ret);
}
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inline int ActorUpper(DSWActor* actor)
{
return SPRITEp_UPPER(&actor->s());
}
inline int ActorLower(DSWActor* actor)
{
return SPRITEp_LOWER(&actor->s());
}
inline int ActorMid(DSWActor* actor)
{
return SPRITEp_MID(&actor->s());
}
inline int Facing(DSWActor* actor1, DSWActor* actor2)
{
auto sp1 = &actor1->s();
auto sp2 = &actor2->s();
return (abs(getincangle(getangle((sp1)->x - (sp2)->x, (sp1)->y - (sp2)->y), (sp2)->ang)) < 512);
}
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// temporary helper.
inline void SetCollision(USER* u, int coll)
{
u->ret = coll;
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u->coll.setFromEngine(coll);
}
// just determine if the player is moving
inline bool PLAYER_MOVING(PLAYERp pp)
{
return (pp->xvect | pp->yvect);
}
struct ANIMstruct
{
int animtype, animindex;
int goal;
int vel;
short vel_adj;
DSWActor* animactor;
ANIM_CALLBACKp callback;
SECTOR_OBJECTp callbackdata; // only gets used in one place for this so having a proper type makes serialization easier.
int& Addr()
{
switch (animtype)
{
case ANIM_Floorz:
return sector[animindex].floorz;
case ANIM_SopZ:
return SectorObject[animindex].zmid;
case ANIM_Spritez:
return animactor->s().z;
case ANIM_Userz:
return animactor->u()->sz;
case ANIM_SUdepth:
return SectUser[animindex]->depth_fixed;
default:
return animindex;
}
}
};
extern ANIM Anim[MAXANIM];
extern short AnimCnt;
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END_SW_NS
#endif