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https://github.com/DrBeef/Raze.git
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2288 lines
70 KiB
C++
2288 lines
70 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#ifndef GAME_H
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#define GAME_H
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#ifndef DEBUG
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#define DEBUG 0
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#endif
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#ifdef _MSC_VER
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#pragma warning(disable:4101) // there's too many of these... :(
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#endif
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#include "build.h"
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#include "d_net.h"
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#include "gamefuncs.h"
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#include "coreactor.h"
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#include "mytypes.h"
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#include "sounds.h"
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#include "gamecvars.h"
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#include "raze_sound.h"
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#include "c_cvars.h"
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#include "mapinfo.h"
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#include "gamecontrol.h"
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#include "gamestruct.h"
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#include "packet.h"
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#include "gameinput.h"
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#include "serialize_obj.h"
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EXTERN_CVAR(Bool, sw_ninjahack)
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EXTERN_CVAR(Bool, sw_darts)
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EXTERN_CVAR(Bool, sw_bunnyrockets)
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BEGIN_SW_NS
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class DSWActor;
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using HitInfo = THitInfo<DSWActor>;
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using Collision = TCollision<DSWActor>;
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typedef struct
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{
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// Net Options from Menus
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uint8_t NetGameType; // 0=DeathMatch [spawn], 1=Cooperative 2=DeathMatch [no spawn]
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uint8_t NetMonsters; // Cycle skill levels
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bool NetHurtTeammate; // Allow friendly kills
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bool NetSpawnMarkers; // Respawn markers on/off
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bool NetTeamPlay; // Team play
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uint8_t NetKillLimit; // Number of frags at which game ends
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uint8_t NetTimeLimit; // Limit time of game
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uint8_t NetColor; // Chosen color for player
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bool NetNuke;
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} GAME_SET, * GAME_SETp;
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extern const GAME_SET gs_defaults;
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extern GAME_SET gs;
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enum
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{
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DREALMSPAL = 1,
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MAXMIRRORS = 8,
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// This is just some, high, blank tile number not used
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// by real graphics to put the MAXMIRRORS mirrors in
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MIRRORLABEL = 6000,
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};
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//#define SW_SHAREWARE 1 // This determines whether game is shareware compile or not!
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#define SW_SHAREWARE (!!(g_gameType & GAMEFLAG_SHAREWARE))
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// Turn warning off for unreferenced variables.
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// I really should fix them at some point
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//#pragma off(unreferenced)
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#define PRODUCTION_ASSERT(f) \
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do { \
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if (!(f)) \
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I_FatalError("Assertion failed: %s %s, line %u", #f, __FILE__, __LINE__); \
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} while (0)
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#define ASSERT assert
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#define MONO_PRINT(str)
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#define HEAP_CHECK()
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#define RANDOM_DEBUG 0
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int RandomRange(int);
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inline int RANDOM(void)
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{
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randomseed = ((randomseed * 21 + 1) & 65535);
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return randomseed;
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}
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#define RANDOM_P2(pwr_of_2) (MOD_P2(RANDOM(),(pwr_of_2)))
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//
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// Map directions/degrees
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//
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#if 0
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y--
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^ 1536
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| 2047
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<---------------------------->
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1024 | 0
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x-- | x++
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V 512
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y++
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#endif
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//////////////////////////////////////////////////////
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//
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// KEYBOARD
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//
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//////////////////////////////////////////////////////
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extern bool MenuInputMode;
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//
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// Defines
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//
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#define CIRCLE_CAMERA_DIST_MIN 12000
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// dist at which actors will not move (unless shot?? to do)
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#define MAX_ACTIVE_RANGE 42000
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// dist at which actors roam about on their own
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#define MIN_ACTIVE_RANGE 20000
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inline int32_t FIXED(int32_t msw, int32_t lsw)
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{
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return IntToFixed(msw) | lsw;
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}
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// Ouch...
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#ifndef WORDS_BIGENDIAN
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# define MSB_VAR(fixed) (*(((uint8_t*)&(fixed)) + 1))
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# define LSB_VAR(fixed) (*((uint8_t*)&(fixed)))
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#else
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# define LSB_VAR(fixed) (*(((uint8_t*)&(fixed)) + 1))
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# define MSB_VAR(fixed) (*((uint8_t*)&(fixed)))
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#endif
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#define MSW(fixed) ((fixed)>>16)
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#define LSW(fixed) (((int16_t)(fixed)))
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#define TRAVERSE_CONNECT(i) for (i = connecthead; i != -1; i = connectpoint2[i])
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#define NORM_ANGLE(ang) ((ang) & 2047)
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#define ANGLE_2_PLAYER(pp,x,y) (NORM_ANGLE(getangle(pp->posx-(x), pp->posy-(y))))
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#define NORM_Q16ANGLE(ang) ((ang) & 0x7FFFFFF)
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int StdRandomRange(int range);
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#define STD_RANDOM_P2(pwr_of_2) (MOD_P2(rand(),(pwr_of_2)))
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#define STD_RANDOM_RANGE(range) (StdRandomRange(range))
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#define STD_RANDOM() (rand())
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#define RANDOM_NEG(x,y) ((RANDOM_P2(((x)<<(y))<<1) - (x))<<(y))
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#define MOVEx(vel,ang) (MulScale(vel, bcos(ang), 14))
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#define MOVEy(vel,ang) (MulScale(vel, bsin(ang), 14))
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#define DIST(x1, y1, x2, y2) ksqrt( SQ((x1) - (x2)) + SQ((y1) - (y2)) )
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// Distance macro - tx, ty, tmin are holding vars that must be declared in the routine
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// that uses this macro
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inline void DISTANCE(int x1, int y1, int x2, int y2, int& dist, int& tx, int& ty, int& tmin)
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{
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tx = abs(x2 - x1);
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ty = abs(y2 - y1);
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tmin = min(tx, ty);
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dist = tx + ty - (tmin >> 1);
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}
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inline int GetSpriteSizeX(const spritetypebase* sp)
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{
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return MulScale(tileWidth(sp->picnum), sp->xrepeat, 6);
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}
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inline int GetSpriteSizeY(const spritetypebase* sp)
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{
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return MulScale(tileHeight(sp->picnum), sp->yrepeat, 6);
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}
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inline int GetSpriteSizeZ(const spritetypebase* sp)
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{
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return (tileHeight(sp->picnum) * sp->yrepeat) << 2;
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}
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// Given a z height and sprite return the correct y repeat value
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inline int GetRepeatFromHeight(const spritetype* sp, int zh)
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{
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return zh / (4 * tileHeight(sp->picnum));
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}
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// Z size of top (TOS) and bottom (BOS) part of sprite
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inline int GetSpriteSizeToTop(const spritetypebase* sp)
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{
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return (DIV2(GetSpriteSizeZ(sp)) + (tileTopOffset(sp->picnum) << 8));
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}
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inline int GetSpriteSizeToBottom(const spritetypebase* sp)
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{
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return (DIV2(GetSpriteSizeZ(sp)) - (tileTopOffset(sp->picnum) << 8));
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}
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// actual Z for TOS and BOS - handles both WYSIWYG and old style
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inline int GetSpriteZOfTop(const spritetypebase* sp)
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{
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return (TEST(sp->cstat, CSTAT_SPRITE_YCENTER) ?
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sp->pos.Z - GetSpriteSizeToTop(sp) :
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sp->pos.Z - GetSpriteSizeZ(sp));
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}
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inline int GetSpriteZOfBottom(const spritetypebase* sp)
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{
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return (TEST(sp->cstat, CSTAT_SPRITE_YCENTER) ?
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sp->pos.Z + GetSpriteSizeToBottom(sp) :
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sp->pos.Z);
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}
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// mid and upper/lower sprite calculations
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constexpr int Z(int value)
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{
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return value << 8;
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}
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constexpr int PIXZ(int value)
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{
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return value >> 8;
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}
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constexpr int SQ(int val)
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{
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return val * val;
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}
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// two vectors
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// can determin direction
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#define DOT_PRODUCT_2D(x1,y1,x2,y2) (MulScale((x1), (x2), 16) + MulScale((y1), (y2), 16))
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#define SEC(value) ((value)*120)
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#define CEILING_DIST (Z(4))
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#define FLOOR_DIST (Z(4))
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#define NORM_SPRITE(val) ((val) & (kHitIndexMask))
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#define NORM_SECTOR(val) ((val) & (kHitIndexMask))
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// overwritesprite flags
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#define OVER_SPRITE_MIDDLE (BIT(0))
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#define OVER_SPRITE_VIEW_CLIP (BIT(1))
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#define OVER_SPRITE_TRANSLUCENT (BIT(2))
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#define OVER_SPRITE_XFLIP (BIT(3))
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#define OVER_SPRITE_YFLIP (BIT(4))
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#undef CLIPMASK0 // defined in build.h
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#undef CLIPMASK1
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// new define more readable defines
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// Clip Sprite adjustment
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constexpr int CS(int sprite_bit)
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{
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return (sprite_bit) << 16;
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}
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enum EClip
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{
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// for players to clip against walls
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CLIPMASK_PLAYER = CS(CSTAT_SPRITE_BLOCK) | CSTAT_WALL_BLOCK,
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// for actors to clip against walls
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CLIPMASK_ACTOR = CS(CSTAT_SPRITE_BLOCK) | CSTAT_WALL_BLOCK | CSTAT_WALL_BLOCK_ACTOR,
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// for missiles to clip against actors
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CLIPMASK_MISSILE = CS(CSTAT_SPRITE_BLOCK_HITSCAN | CSTAT_SPRITE_BLOCK_MISSILE) | CSTAT_WALL_BLOCK_HITSCAN,
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CLIPMASK_WARP_HITSCAN = CS(CSTAT_SPRITE_BLOCK_HITSCAN) | CSTAT_WALL_BLOCK_HITSCAN | CSTAT_WALL_WARP_HITSCAN,
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};
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#define SIZ countof
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//
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// Directions
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//
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enum
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{
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DEGREE_45 = 256,
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DEGREE_90 = 512
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};
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////
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//
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// Directional enumerations
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//
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////
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enum DirOrd
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{
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ORD_NORTH, ORD_NE, ORD_EAST, ORD_SE, ORD_SOUTH, ORD_SW, ORD_WEST, ORD_NW
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};
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enum Dir8
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{
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NORTH = ORD_NORTH * DEGREE_45,
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NE = ORD_NE * DEGREE_45,
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EAST = ORD_EAST * DEGREE_45,
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SE = ORD_SE * DEGREE_45,
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SOUTH = ORD_SOUTH * DEGREE_45,
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SW = ORD_SW * DEGREE_45,
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WEST = ORD_WEST * DEGREE_45,
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NW = ORD_NW * DEGREE_45,
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};
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typedef enum Dir8 DIR8;
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// Auto building enumerations
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#define DIGI_ENUM
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enum digi
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{
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#include "digi.h"
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DIGI_MAX
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};
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#undef DIGI_ENUM
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#define DAMAGE_ENUM
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enum dam
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{
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#include "damage.h"
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};
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#undef DAMAGE_ENUM
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////
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//
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// State declarations
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//
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////
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// Forward declarations
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struct STATEstruct;
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typedef struct STATEstruct STATE, *STATEp, * *STATEpp;
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//struct PIC_STATEstruct;
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//typedef struct PIC_STATEstruct PIC_STATE, *PIC_STATEp;
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struct PANEL_STATEstruct;
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typedef struct PANEL_STATEstruct PANEL_STATE, *PANEL_STATEp;
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struct PLAYERstruct;
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typedef struct PLAYERstruct PLAYER, *PLAYERp;
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struct PERSONALITYstruct;
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typedef struct PERSONALITYstruct PERSONALITY, *PERSONALITYp;
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struct ATTRIBUTEstruct;
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typedef struct ATTRIBUTEstruct ATTRIBUTE, *ATTRIBUTEp;
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struct SECTOR_OBJECTstruct;
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typedef struct SECTOR_OBJECTstruct SECTOR_OBJECT, *SECTOR_OBJECTp;
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struct PANEL_SPRITEstruct;
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typedef struct PANEL_SPRITEstruct PANEL_SPRITE, *PANEL_SPRITEp;
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struct ANIMstruct;
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typedef struct ANIMstruct ANIM, *ANIMp;
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class DSWActor;
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typedef int ANIMATOR (DSWActor* actor);
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typedef ANIMATOR *ANIMATORp;
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typedef void pANIMATOR (PANEL_SPRITEp);
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typedef pANIMATOR *pANIMATORp;
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typedef void soANIMATOR (SECTOR_OBJECTp);
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typedef soANIMATOR *soANIMATORp;
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typedef spritetype SPRITE, *SPRITEp;
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typedef sectortype SECTOR, *SECTORp;
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typedef walltype WALL, *WALLp;
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struct STATEstruct
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{
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short Pic;
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int Tics;
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ANIMATORp Animator;
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STATEp NextState;
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};
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//
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// State Flags
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//
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#define SF_TICS_MASK 0xFFFF
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#define SF_QUICK_CALL BIT(16)
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#define SF_PLAYER_FUNC BIT(17) // only for players to execute
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#define SF_TIC_ADJUST BIT(18) // use tic adjustment for these frames
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#define SF_WALL_STATE BIT(19) // use for walls instead of sprite
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///////////////////////////////////////////////////////////////////////////////
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// Jim's MISC declarations from other files
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///////////////////////////////////////////////////////////////////////////////
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typedef enum {WATER_FOOT, BLOOD_FOOT} FOOT_TYPE;
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extern FOOT_TYPE FootMode;
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ANIMATOR QueueFloorBlood; // Weapon.c
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int QueueFootPrint(DSWActor*); // Weapon.c
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void QueueLoWangs(DSWActor*); // 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
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#define MAX_PAIN 5
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extern int PlayerPainVocs[MAX_PAIN];
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extern int PlayerLowHealthPainVocs[MAX_PAIN];
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#define MAX_TAUNTAI 33
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extern int TauntAIVocs[MAX_TAUNTAI];
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#define MAX_GETSOUNDS 5
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extern int PlayerGetItemVocs[MAX_GETSOUNDS];
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#define MAX_YELLSOUNDS 3
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extern int PlayerYellVocs[MAX_YELLSOUNDS];
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void BossHealthMeter(void);
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// Global variables used for modifying variouse things from the Console
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///////////////////////////////////////////////////////////////////////////////////////////
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//
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// JPlayer
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//
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///////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////
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//
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// Weapon
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//
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///////////////////////////////////////////////////////////////////////////////////////////
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#define MAX_WEAPONS_KEYS 10
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#define MAX_WEAPONS_EXTRA 4 // extra weapons like the two extra head attacks
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#define MAX_WEAPONS (MAX_WEAPONS_KEYS + MAX_WEAPONS_EXTRA)
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// weapons that not missile type sprites
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#define WPN_NM_LAVA (-8)
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#define WPN_NM_SECTOR_SQUISH (-9)
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//#define WEAP_ENTRY(id, init_func, damage_lo, damage_hi, radius)
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typedef struct
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{
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void (*Init)(PLAYERp);
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int16_t damage_lo;
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int16_t damage_hi;
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unsigned int radius;
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int16_t max_ammo;
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int16_t min_ammo;
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int16_t with_weapon;
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int16_t weapon_pickup;
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int16_t ammo_pickup;
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} DAMAGE_DATA, *DAMAGE_DATAp;
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extern DAMAGE_DATA DamageData[];
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// bit arrays that determine if a) Weapon has no ammo b) Weapon is the ammo (no weapon exists)
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extern int WeaponHasNoAmmo, WeaponIsAmmo;
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void InitWeaponFist(PLAYERp);
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void InitWeaponStar(PLAYERp);
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void InitWeaponShotgun(PLAYERp);
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void InitWeaponRocket(PLAYERp);
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void InitWeaponRail(PLAYERp);
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void InitWeaponMicro(PLAYERp);
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void InitWeaponUzi(PLAYERp);
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void InitWeaponSword(PLAYERp);
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void InitWeaponHothead(PLAYERp);
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void InitWeaponElectro(PLAYERp);
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void InitWeaponHeart(PLAYERp);
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void InitWeaponGrenade(PLAYERp);
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void InitWeaponMine(PLAYERp);
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void InitWeaponNapalm(PLAYERp);
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void InitWeaponRing(PLAYERp);
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extern void (*InitWeapon[MAX_WEAPONS]) (PLAYERp);
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///////////////////////////////////////////////////////////////////////////////////////////
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//
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// Player
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//
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///////////////////////////////////////////////////////////////////////////////////////////
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#define MAX_SW_PLAYERS_SW (4)
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#define MAX_SW_PLAYERS_REG (8)
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#define MAX_SW_PLAYERS (SW_SHAREWARE ? MAX_SW_PLAYERS_SW : MAX_SW_PLAYERS_REG)
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extern int ThemeTrack[6]; // w
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extern FString ThemeSongs[6]; //
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#define MAX_EPISODE_NAME_LEN 24
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extern char EpisodeNames[3][MAX_EPISODE_NAME_LEN+2];
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enum
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{
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MAX_KEYS = 8,
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MAX_FORTUNES = 16,
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MAX_INVENTORY_Q = 11,//InvDecl_TOTAL
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QUOTE_KEYMSG = 1,
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QUOTE_DOORMSG = QUOTE_KEYMSG + MAX_KEYS,
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// 23+24 are reserved.
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QUOTE_COOKIE = 25,
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QUOTE_INVENTORY = QUOTE_COOKIE + MAX_FORTUNES,
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QUOTE_WPNFIST = QUOTE_INVENTORY + MAX_INVENTORY_Q,
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QUOTE_WPNSWORD,
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QUOTE_WPNSHURIKEN,
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QUOTE_WPNSTICKY,
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QUOTE_WPNUZI,
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QUOTE_WPNLAUNCH,
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QUOTE_WPNNUKE,
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QUOTE_WPNGRENADE,
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QUOTE_WPNRAILGUN,
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QUOTE_WPNRIOT,
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QUOTE_WPNHEAD,
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QUOTE_WPNRIPPER,
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// Here a gap of two needs to be inserted because the weapon array contains two bogus entries the parser can access.
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// Not all ammo types here are used, but the entries must be reserved for the parser.
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QUOTE_AMMOFIST = QUOTE_WPNRIPPER + 2,
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QUOTE_AMMOSWORD,
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QUOTE_AMMOSHURIKEN,
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QUOTE_AMMOSTICKY,
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QUOTE_AMMOUZI,
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QUOTE_AMMOLAUNCH,
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QUOTE_AMMONUKE,
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QUOTE_AMMOGRENADE,
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QUOTE_AMMORAILGUN,
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QUOTE_AMMORIOT,
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QUOTE_AMMOHEAD,
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QUOTE_AMMORIPPER,
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// Again, here a gap of two needs to be inserted because the weapon array contains two bogus entries the parser can access.
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};
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#define PACK 1
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extern bool CameraTestMode;
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enum PlayerDeathTypes
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{
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PLAYER_DEATH_FLIP, PLAYER_DEATH_CRUMBLE, PLAYER_DEATH_EXPLODE, PLAYER_DEATH_RIPPER, PLAYER_DEATH_SQUISH, PLAYER_DEATH_DROWN, MAX_PLAYER_DEATHS
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};
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typedef void (*PLAYER_ACTION_FUNCp)(PLAYERp);
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#include "inv.h"
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typedef struct
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{
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sectortype* cursectp, * lastcursectp;
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int pang;
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int xvect,yvect,oxvect,oyvect,slide_xvect,slide_yvect;
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int posx,posy,posz;
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SECTOR_OBJECTp sop_control;
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} REMOTE_CONTROL, *REMOTE_CONTROLp;
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struct PLAYERstruct
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{
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// variable that fit in the sprite or user structure
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vec3_t pos, opos;
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TObjPtr<DSWActor*> actor;
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TObjPtr<DSWActor*> lowActor, highActor;
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TObjPtr<DSWActor*> remoteActor;
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TObjPtr<DSWActor*> PlayerUnderActor;
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TObjPtr<DSWActor*> KillerActor; //who killed me
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TObjPtr<DSWActor*> HitBy; // Sprite num of whatever player was last hit by
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TObjPtr<DSWActor*> last_camera_act;
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DSWActor* Actor()
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{
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return actor;
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}
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// holds last valid move position
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int lv_x,lv_y,lv_z;
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REMOTE_CONTROL remote;
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SECTOR_OBJECTp sop_remote;
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SECTOR_OBJECTp sop; // will either be sop_remote or sop_control
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int jump_count, jump_speed; // jumping
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int16_t down_speed, up_speed; // diving
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int z_speed,oz_speed; // used for diving and flying instead of down_speed, up_speed
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int climb_ndx;
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int hiz,loz;
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int ceiling_dist,floor_dist;
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SECTORp hi_sectp, lo_sectp;
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int circle_camera_dist;
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int six,siy,siz; // save player interp position for PlayerSprite
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int16_t siang;
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int xvect, yvect;
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int oxvect, oyvect;
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int friction;
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int slide_xvect, slide_yvect;
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int16_t slide_ang;
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int slide_dec;
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float drive_avel;
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int16_t view_outside_dang; // outside view delta ang
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int16_t circle_camera_ang;
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int16_t camera_check_time_delay;
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sectortype
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* cursector,
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* lastcursector,
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* lv_sector;
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void setcursector(sectortype* s) { cursector = s; }
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bool insector() const { return cursector != nullptr; }
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fixed_t turn180_target; // 180 degree turn
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// variables that do not fit into sprite structure
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int hvel,tilt,tilt_dest;
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PlayerHorizon horizon;
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PlayerAngle angle;
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int16_t recoil_amt;
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int16_t recoil_speed;
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int16_t recoil_ndx;
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fixed_t recoil_ohorizoff, recoil_horizoff;
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int oldposx,oldposy,oldposz;
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int RevolveX, RevolveY;
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int16_t RevolveDeltaAng;
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binangle RevolveAng;
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int16_t pnum; // carry along the player number
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sectortype* LadderSector;
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int lx,ly; // ladder x and y
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int16_t JumpDuration;
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int16_t WadeDepth;
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int16_t bob_amt;
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int16_t bob_ndx;
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int16_t bcnt; // bob count
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int bob_z, obob_z;
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//Multiplayer variables
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InputPacket input;
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InputPacket lastinput;
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// must start out as 0
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int playerreadyflag;
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PLAYER_ACTION_FUNCp DoPlayerAction;
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int Flags, Flags2;
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ESyncBits KeyPressBits;
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SECTOR_OBJECTp sop_control; // sector object pointer
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SECTOR_OBJECTp sop_riding; // sector object pointer
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struct
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{
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PANEL_SPRITEp Next, Prev;
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} PanelSpriteList;
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// hack stuff to get a working pointer to this list element without running into type punning warnings with GCC.
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// The list uses itself as sentinel element despite the type mismatch.
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PANEL_SPRITEp GetPanelSpriteList()
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{
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void* p = &PanelSpriteList;
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return reinterpret_cast<PANEL_SPRITEp>(p);
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}
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// Key stuff
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uint8_t HasKey[8];
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// Weapon stuff
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int16_t SwordAng;
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int WpnGotOnceFlags; // for no respawn mode where weapons are allowed grabbed only once
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int WpnFlags;
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int16_t WpnAmmo[MAX_WEAPONS];
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int16_t WpnNum;
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PANEL_SPRITEp CurWpn;
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PANEL_SPRITEp Wpn[MAX_WEAPONS];
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PANEL_SPRITEp Chops;
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uint8_t WpnRocketType; // rocket type
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uint8_t WpnRocketHeat; // 5 to 0 range
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uint8_t WpnRocketNuke; // 1, you have it, or you don't
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uint8_t WpnFlameType; // Guardian weapons fire
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uint8_t WpnFirstType; // First weapon type - Sword/Shuriken
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uint8_t WeaponType; // for weapons with secondary functions
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int16_t FirePause; // for sector objects - limits rapid firing
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//
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// Inventory Vars
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//
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int16_t InventoryNum;
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int16_t InventoryBarTics;
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int16_t InventoryTics[MAX_INVENTORY];
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int16_t InventoryPercent[MAX_INVENTORY];
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int8_t InventoryAmount[MAX_INVENTORY];
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bool InventoryActive[MAX_INVENTORY];
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int16_t DiveTics;
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int16_t DiveDamageTics;
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// Death stuff
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uint16_t DeathType;
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int16_t Kills;
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int16_t KilledPlayer[MAX_SW_PLAYERS_REG];
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int16_t SecretsFound;
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// Health
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int16_t Armor;
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int16_t MaxHealth;
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char PlayerName[32];
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uint8_t UziShellLeftAlt;
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uint8_t UziShellRightAlt;
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uint8_t TeamColor; // used in team play and also used in regular mulit-play for show
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// palette fading up and down for player hit and get items
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int16_t FadeTics; // Tics between each fade cycle
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int16_t FadeAmt; // Current intensity of fade
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bool NightVision; // Is player's night vision active?
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uint8_t StartColor; // Darkest color in color range being used
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//short electro[64];
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bool IsAI; // Is this and AI character?
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int16_t fta,ftq; // First time active and first time quote, for talking in multiplayer games
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int16_t NumFootPrints; // Number of foot prints left to lay down
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uint8_t WpnUziType; // Toggle between single or double uzi's if you own 2.
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uint8_t WpnShotgunType; // Shotgun has normal or fully automatic fire
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uint8_t WpnShotgunAuto; // 50-0 automatic shotgun rounds
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uint8_t WpnShotgunLastShell; // Number of last shell fired
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uint8_t WpnRailType; // Normal Rail Gun or EMP Burst Mode
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bool Bloody; // Is player gooey from the slaughter?
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bool InitingNuke;
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bool TestNukeInit;
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bool NukeInitialized; // Nuke already has counted down
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int16_t FistAng; // KungFu attack angle
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uint8_t WpnKungFuMove; // KungFu special moves
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int16_t Reverb; // Player's current reverb setting
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int16_t Heads; // Number of Accursed Heads orbiting player
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int PlayerVersion;
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char cookieQuote[256]; // Should be an FString but must be POD for now so that PLAYER remains POD.
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int cookieTime;
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uint8_t WpnReloadState;
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};
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extern PLAYER Player[MAX_SW_PLAYERS_REG+1];
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//
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// Player Flags
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//
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enum
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{
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PF_DEAD = (BIT(1)),
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PF_JUMPING = (BIT(2)),
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PF_FALLING = (BIT(3)),
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PF_LOCK_CRAWL = (BIT(4)),
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PF_PLAYER_MOVED = (BIT(7)),
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PF_PLAYER_RIDING = (BIT(8)),
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PF_RECOIL = (BIT(10)),
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PF_FLYING = (BIT(11)),
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PF_WEAPON_RETRACT = (BIT(12)),
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PF_PICKED_UP_AN_UZI = (BIT(13)),
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PF_CRAWLING = (BIT(14)),
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PF_CLIMBING = (BIT(15)),
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PF_SWIMMING = (BIT(16)),
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PF_DIVING = (BIT(17)),
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PF_DIVING_IN_LAVA = (BIT(18)),
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PF_TWO_UZI = (BIT(19)),
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PF_DEAD_HEAD = (BIT(22)), // are your a dead head
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PF_HEAD_CONTROL = (BIT(23)), // have control of turning when a head?
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PF_CLIP_CHEAT = (BIT(24)), // cheat for wall clipping
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PF_SLIDING = (BIT(25)), // cheat for wall clipping
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PF_VIEW_FROM_OUTSIDE = (BIT(26)),
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PF_VIEW_OUTSIDE_WEAPON = (BIT(27)),
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PF_VIEW_FROM_CAMERA = (BIT(28)),
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PF_TANK = (BIT(29)), // Doin the tank thang
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PF_WEAPON_DOWN = (BIT(31)),
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PF2_TELEPORTED = (BIT(0)),
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PF2_INPUT_CAN_AIM = (BIT(1)), // Allow calling DoPlayerHorizon() from processMovement()
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PF2_INPUT_CAN_TURN_GENERAL = (BIT(2)), // Allow calling DoPlayerTurn() from processMovement()
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PF2_INPUT_CAN_TURN_VEHICLE = (BIT(3)), // Allow calling DoPlayerTurnVehicle() from processMovement()
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PF2_INPUT_CAN_TURN_TURRET = (BIT(4)), // Allow calling DoPlayerTurnTurret() from processMovement()
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};
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///////////////////////////////////////////////////////////////////////////////////////////
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//
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// Actor
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//
|
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///////////////////////////////////////////////////////////////////////////////////////////
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//
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// Hit Points
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//
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#define HEALTH_RIPPER 70
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#define HEALTH_RIPPER2 200
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#define HEALTH_MOMMA_RIPPER 500
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#define HEALTH_NINJA 40
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#define HEALTH_RED_NINJA 160
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#define HEALTH_COOLIE 120
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#define HEALTH_COOLIE_GHOST 65
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#define HEALTH_SKEL_PRIEST 90
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#define HEALTH_GORO 200
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#define HEALTH_HORNET 4
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#define HEALTH_SKULL 4
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#define HEALTH_EEL 100
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#define HEALTH_SERP_GOD 3800
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|
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//
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// Action Set Structure
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//
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typedef struct
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{
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#define MAX_ACTOR_CLOSE_ATTACK 2
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#define MAX_ACTOR_ATTACK 6
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STATEp *Stand;
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STATEp *Run;
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STATEp *Jump;
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STATEp *Fall;
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STATEp *Crawl;
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STATEp *Swim;
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STATEp *Fly;
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STATEp *Rise;
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STATEp *Sit;
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STATEp *Look;
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STATEp *Climb;
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STATEp *Pain;
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STATEp *Death1;
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STATEp *Death2;
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STATEp *Dead;
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STATEp *DeathJump;
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STATEp *DeathFall;
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STATEp *CloseAttack[MAX_ACTOR_CLOSE_ATTACK];
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int16_t CloseAttackPercent[MAX_ACTOR_CLOSE_ATTACK];
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|
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STATEp *Attack[MAX_ACTOR_ATTACK];
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int16_t AttackPercent[MAX_ACTOR_ATTACK];
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STATEp *Special[2];
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STATEp *Duck;
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STATEp *Dive;
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} ACTOR_ACTION_SET,*ACTOR_ACTION_SETp;
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|
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struct ROTATOR
|
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{
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int pos; // current position - always moves toward tgt
|
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int open_dest; // destination of open position
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int tgt; // current target
|
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int speed; // speed of movement
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int orig_speed; // original speed - vel jacks with speed
|
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int vel; // velocity adjuments
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|
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TArray<int> origX;
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TArray<int> origY;
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|
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void SetNumWalls(int num)
|
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{
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origX.Resize(num);
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origY.Resize(num);
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memset(origX.Data(), 0, num * sizeof(int));
|
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memset(origY.Data(), 0, num * sizeof(int));
|
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}
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|
|
void ClearWalls()
|
|
{
|
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origX.Reset();
|
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origY.Reset();
|
|
}
|
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|
|
};
|
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|
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using ROTATORp = ROTATOR*;
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|
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//
|
|
// User Extension record
|
|
//
|
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|
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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()
|
|
{
|
|
memset(&WallP, 0, sizeof(USER) - myoffsetof(USER, WallP));
|
|
}
|
|
|
|
void Clear()
|
|
{
|
|
rotator.Clear();
|
|
WallShade.Clear();
|
|
memset(&WallP, 0, sizeof(USER) - myoffsetof(USER, WallP));
|
|
}
|
|
|
|
//
|
|
// 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
|
|
|
|
// referenced actors
|
|
TObjPtr<DSWActor*> lowActor, highActor;
|
|
TObjPtr<DSWActor*> targetActor; // target player for the enemy - can only handle one player at at time
|
|
TObjPtr<DSWActor*> flameActor;
|
|
TObjPtr<DSWActor*> attachActor; // attach to sprite if needed - electro snake
|
|
TObjPtr<DSWActor*> flagOwnerActor;
|
|
TObjPtr<DSWActor*> WpnGoalActor;
|
|
|
|
int Flags;
|
|
int Flags2;
|
|
int Tics;
|
|
int oz; // serialized copy of sprite.oz
|
|
|
|
int16_t RotNum;
|
|
int16_t ID;
|
|
|
|
// Health/Pain related
|
|
int16_t Health;
|
|
int16_t MaxHealth;
|
|
|
|
int16_t LastDamage; // last damage amount taken
|
|
int16_t PainThreshold; // amount of damage that can be taken before
|
|
// going into pain frames.
|
|
|
|
// jump & fall
|
|
int16_t jump_speed;
|
|
int16_t jump_grav;
|
|
|
|
// clipmove
|
|
int16_t ceiling_dist;
|
|
int16_t floor_dist;
|
|
int16_t lo_step;
|
|
int hiz,loz;
|
|
int zclip; // z height to move up for clipmove
|
|
int active_range;
|
|
SECTORp hi_sectp, lo_sectp;
|
|
|
|
|
|
// if a player's sprite points to player structure
|
|
PLAYERp PlayerP;
|
|
int16_t Sibling;
|
|
|
|
|
|
//
|
|
// Possibly used by both.
|
|
//
|
|
|
|
// precalculated vectors
|
|
int xchange,ychange,zchange;
|
|
|
|
int z_tgt;
|
|
|
|
// velocity
|
|
int vel_tgt;
|
|
int16_t vel_rate;
|
|
uint8_t speed; // Ordinal Speed Range 0-3 from slow to fast
|
|
|
|
int16_t Counter;
|
|
int16_t Counter2;
|
|
int16_t Counter3;
|
|
int16_t DamageTics;
|
|
int16_t BladeDamageTics;
|
|
|
|
unsigned int Radius; // for distance checking
|
|
int OverlapZ; // for z overlap variable
|
|
|
|
//
|
|
// Only have a place for actors
|
|
//
|
|
|
|
|
|
|
|
// scaling
|
|
int16_t scale_speed;
|
|
unsigned short scale_value;
|
|
int16_t scale_tgt;
|
|
|
|
// zig zagging
|
|
int16_t DistCheck;
|
|
|
|
int16_t Dist;
|
|
int16_t TargetDist;
|
|
int16_t WaitTics;
|
|
|
|
// track
|
|
int16_t track;
|
|
int16_t point;
|
|
int16_t track_dir;
|
|
int track_vel;
|
|
|
|
// sliding variables - slide backwards etc
|
|
int16_t slide_ang;
|
|
int slide_vel;
|
|
int16_t slide_dec;
|
|
|
|
int16_t motion_blur_dist;
|
|
int16_t motion_blur_num;
|
|
|
|
int16_t wait_active_check; // for enemy checking of player
|
|
int16_t inactive_time; // length of time actor has been unaware of his tgt
|
|
int sx,sy,sz;
|
|
int16_t sang;
|
|
uint8_t spal; // save off default palette number
|
|
|
|
Collision coll; // same thing broken up into useful components.
|
|
|
|
// Need to get rid of these flags
|
|
int Flag1;
|
|
|
|
int8_t LastWeaponNum;
|
|
int8_t WeaponNum;
|
|
|
|
int16_t 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)
|
|
int16_t FlagOwner; // Not the spritenum of the original flag (abused to hell by other things)
|
|
int16_t Vis; // Shading upgrade, for shooting, etc...
|
|
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
|
|
{
|
|
int16_t 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
|
|
enum
|
|
{
|
|
SPRX_BOOL11 = (BIT(5)),
|
|
SPRX_BOOL1 = (BIT(6)),
|
|
SPRX_BOOL2 = (BIT(7)),
|
|
SPRX_BOOL3 = (BIT(8)),
|
|
SPRX_BOOL4 = (BIT(9)),
|
|
SPRX_BOOL5 = (BIT(10)),
|
|
SPRX_BOOL6 = (BIT(11)),
|
|
SPRX_BOOL7 = (BIT(4)), // bit 12 was used build
|
|
SPRX_BOOL8 = (BIT(13)),
|
|
SPRX_BOOL9 = (BIT(14)),
|
|
SPRX_BOOL10 = (BIT(15)),
|
|
};
|
|
|
|
|
|
// User->Flags flags
|
|
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'
|
|
};
|
|
|
|
|
|
typedef struct
|
|
{
|
|
int16_t 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
|
|
};
|
|
|
|
# define CallocMem(size, num) M_Calloc(size, num)
|
|
# define FreeMem(ptr) M_Free(ptr)
|
|
|
|
typedef struct TARGET_SORT
|
|
{
|
|
DSWActor* actor;
|
|
int16_t dang;
|
|
int dist;
|
|
int weight;
|
|
} *TARGET_SORTp;
|
|
|
|
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;
|
|
int Sector;
|
|
int16_t Speed;
|
|
int16_t TimeOut;
|
|
} DOOR_AUTO_CLOSE, *DOOR_AUTO_CLOSEp;
|
|
|
|
#define MAX_DOOR_AUTO_CLOSE 16
|
|
|
|
typedef struct
|
|
{
|
|
int origx[17], origy[17];
|
|
int sector;
|
|
int16_t angopen, angclosed, angopendir, sang, anginc;
|
|
} SWING;
|
|
|
|
typedef struct SINE_WAVE_FLOOR
|
|
{
|
|
sectortype* sectp;
|
|
int floor_origz, ceiling_origz, range;
|
|
int16_t sintable_ndx, speed_shift;
|
|
uint8_t flags;
|
|
} *SINE_WAVE_FLOORp;
|
|
|
|
#define MAX_SINE_WAVE 6
|
|
extern SINE_WAVE_FLOOR SineWaveFloor[MAX_SINE_WAVE][21];
|
|
|
|
typedef struct SINE_WALL
|
|
{
|
|
walltype* wallp;
|
|
int orig_xy, range;
|
|
int16_t sintable_ndx, speed_shift, type;
|
|
} *SINE_WALLp;
|
|
|
|
#define MAX_SINE_WALL 10
|
|
#define MAX_SINE_WALL_POINTS 64
|
|
extern SINE_WALL SineWall[MAX_SINE_WALL][MAX_SINE_WALL_POINTS];
|
|
|
|
struct SPRING_BOARD
|
|
{
|
|
sectortype* sectp;
|
|
int TimeOut;
|
|
};
|
|
|
|
extern SPRING_BOARD SpringBoard[20];
|
|
extern SWING Rotate[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;
|
|
int16_t ang, tag_low, tag_high, filler;
|
|
} *TRACK_POINTp;
|
|
|
|
typedef struct TRACK
|
|
{
|
|
TRACK_POINTp TrackPoint;
|
|
int ttflags;
|
|
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
|
|
|
|
soANIMATORp PreMoveAnimator;
|
|
soANIMATORp PostMoveAnimator;
|
|
soANIMATORp Animator;
|
|
TObjPtr<DSWActor*> controller;
|
|
|
|
TObjPtr<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;
|
|
};
|
|
|
|
TObjPtr<DSWActor*> so_actors[MAX_SO_SPRITE]; // hold the actors of the object
|
|
TObjPtr<DSWActor*> match_event_actor; // spritenum of the match event sprite
|
|
|
|
sectortype
|
|
*sectp[MAX_SO_SECTOR],
|
|
*scratch, // Just a filler to account for shitty loop tests.
|
|
*op_main_sector, // main sector operational SO moves in - for speed purposes
|
|
*mid_sector; // middle sector
|
|
|
|
walltype
|
|
* morph_wall_point; // actual wall point to drag
|
|
|
|
|
|
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,
|
|
flags;
|
|
|
|
int16_t xorig[MAX_SO_POINTS], // save the original x & y location of each wall so it can be
|
|
yorig[MAX_SO_POINTS], // refreshed
|
|
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_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(DSWActor* actor, STATEp SpriteGroup[]);
|
|
void SectorMidPoint(sectortype* sect, int *xmid, int *ymid, int *zmid);
|
|
USERp SpawnUser(DSWActor* actor, short id, STATEp state);
|
|
|
|
short ActorFindTrack(DSWActor* actor, int8_t player_dir, int track_type, int *track_point_num, int *track_dir);
|
|
|
|
// 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, DSWActor* sprite, PLAYERp player, vec3_t *pos, Voc3D_Flags flags, int channel, EChanFlags sndflags);
|
|
void InitAmbient(int num, DSWActor* actor);
|
|
|
|
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(DSWActor* 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*);
|
|
int AnimSet(int animtype, int animindex, DSWActor* animactor, int thegoal, int thevel);
|
|
int AnimSet(int animtype, sectortype* animindex, int thegoal, int thevel)
|
|
{
|
|
return AnimSet(animtype, sectnum(animindex), nullptr, thegoal, thevel);
|
|
}
|
|
|
|
short AnimSetCallback(short anim_ndx, ANIM_CALLBACKp call, SECTOR_OBJECTp data);
|
|
short AnimSetVelAdj(short anim_ndx, short vel_adj);
|
|
|
|
void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SETp action, PERSONALITYp person);
|
|
|
|
void getzrangepoint(int x, int y, int z, sectortype* sect, int32_t* ceilz, Collision* ceilhit, int32_t* florz, Collision* florhit);
|
|
Collision move_sprite(DSWActor* , int xchange, int ychange, int zchange, int ceildist, int flordist, uint32_t cliptype, int numtics);
|
|
Collision move_missile(DSWActor*, int xchange, int ychange, int zchange, int ceildist, int flordist, uint32_t cliptype, int numtics);
|
|
DSWActor* DoPickTarget(DSWActor*, uint32_t max_delta_ang, int skip_targets);
|
|
|
|
void change_actor_stat(DSWActor* actor, int stat, bool quick = false);
|
|
void SetOwner(DSWActor*, DSWActor*, bool flag = true);
|
|
void SetOwner(int a, int b); // we still need this...
|
|
void ClearOwner(DSWActor* ownr);
|
|
DSWActor* GetOwner(DSWActor* child);
|
|
void SetAttach(DSWActor*, DSWActor*);
|
|
void analyzesprites(spritetype* tsprite, int& spritesortcnt, int viewx, int viewy, int viewz, int camang);
|
|
void CollectPortals();
|
|
|
|
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
|
|
|
|
inline bool FAF_ConnectCeiling(sectortype* sect)
|
|
{
|
|
return (sect && sect->ceilingpicnum == FAF_MIRROR_PIC);
|
|
}
|
|
|
|
inline bool FAF_ConnectFloor(sectortype* sect)
|
|
{
|
|
return (sect && sect->floorpicnum == FAF_MIRROR_PIC);
|
|
}
|
|
|
|
inline bool FAF_ConnectArea(sectortype* sect)
|
|
{
|
|
return sect && (FAF_ConnectCeiling(sect) || FAF_ConnectFloor(sect));
|
|
}
|
|
|
|
bool PlayerCeilingHit(PLAYERp pp, int zlimit);
|
|
bool PlayerFloorHit(PLAYERp pp, int zlimit);
|
|
|
|
void FAFhitscan(int32_t x, int32_t y, int32_t z, sectortype* sect,
|
|
int32_t xvect, int32_t yvect, int32_t zvect,
|
|
HitInfo& hit, int32_t clipmask);
|
|
|
|
bool FAFcansee(int32_t xs, int32_t ys, int32_t zs, sectortype* sects, int32_t xe, int32_t ye, int32_t ze, sectortype* secte);
|
|
|
|
void FAFgetzrange(vec3_t pos, sectortype* sect,
|
|
int32_t* hiz, Collision* ceilhit,
|
|
int32_t* loz, Collision* florhit,
|
|
int32_t clipdist, int32_t clipmask);
|
|
|
|
void FAFgetzrangepoint(int32_t x, int32_t y, int32_t z, sectortype* sect,
|
|
int32_t* hiz, Collision* ceilhit,
|
|
int32_t* loz, Collision* florhit);
|
|
|
|
|
|
enum SoundType
|
|
{
|
|
SOUND_OBJECT_TYPE,
|
|
SOUND_EVERYTHING_TYPE
|
|
};
|
|
|
|
void DoSoundSpotMatch(short match, short sound_num, short sound_type);
|
|
|
|
#define ACTOR_GRAVITY 8
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Externs
|
|
//
|
|
///////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
extern bool NewGame;
|
|
extern uint8_t CommPlayers;
|
|
extern bool CommEnabled;
|
|
extern int LastFrameTics;
|
|
extern char ds[];
|
|
extern short Skill;
|
|
extern int GodMode;
|
|
|
|
extern bool ReloadPrompt;
|
|
|
|
extern int lockspeed;
|
|
|
|
enum
|
|
{
|
|
synctics = 3,
|
|
ACTORMOVETICS = (synctics << 1),
|
|
TICSPERMOVEMENT = synctics,
|
|
};
|
|
|
|
// subtract value from clipdist on getzrange calls
|
|
#define GETZRANGE_CLIP_ADJ 8
|
|
|
|
// 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 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, uint8_t startcolor);
|
|
extern void DoPaletteFlash(PLAYERp pp);
|
|
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.
|
|
//
|
|
///////////////////////////////////////////////////////////////
|
|
|
|
int PickJumpMaxSpeed(DSWActor*, short max_speed); // ripper.c
|
|
int DoRipperRipHeart(DSWActor*); // ripper.c
|
|
int DoRipper2RipHeart(DSWActor*); // ripper2.c
|
|
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 SetupMirrorTiles(void); // rooms.c
|
|
bool FAF_Sector(sectortype* sect); // rooms.c
|
|
int GetZadjustment(sectortype* sect,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
|
|
int InitPhosphorus(DSWActor*); // jweapon.c
|
|
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(DSWActor* actor); // rotator.c
|
|
|
|
bool VatorSwitch(short match, short setting); // vator.c
|
|
void MoveSpritesWithSector(sectortype* sect,int z_amt,bool type); // vator.c
|
|
void SetVatorActive(DSWActor*); // vator.c
|
|
|
|
void DoSpikeMatch(short match); // spike.c
|
|
void SpikeAlign(DSWActor*); // 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(int match); // copysect.c
|
|
|
|
int DoWallMoveMatch(short match); // wallmove.c
|
|
int DoWallMove(DSWActor* sp); // wallmove.c
|
|
bool CanSeeWallMove(DSWActor* wp,int match); // wallmove.c
|
|
|
|
void DoSpikeOperate(sectortype* sect); // spike.c
|
|
void SetSpikeActive(DSWActor*); // spike.c
|
|
|
|
#define NTAG_SEARCH_LO 1
|
|
#define NTAG_SEARCH_HI 2
|
|
#define NTAG_SEARCH_LO_HI 3
|
|
|
|
DSWActor* insertActor(sectortype* sect, int statnum);
|
|
|
|
void AudioUpdate(void); // stupid
|
|
|
|
extern short LastSaveNum;
|
|
void LoadSaveMsg(const char *msg);
|
|
|
|
void UpdateStatusBar();
|
|
int32_t registerosdcommands(void);
|
|
void SW_InitMultiPsky(void);
|
|
|
|
extern short LevelSecrets;
|
|
extern int TotalKillable;
|
|
extern int OrigCommPlayers;
|
|
|
|
extern uint8_t PlayerGravity;
|
|
extern short wait_active_check_offset;
|
|
//extern short Zombies;
|
|
extern int PlaxCeilGlobZadjust, PlaxFloorGlobZadjust;
|
|
extern bool left_foot;
|
|
extern bool bosswasseen[3];
|
|
extern DSWActor* BossSpriteNum[3];
|
|
extern int ChopTics;
|
|
extern int 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;
|
|
void SerializeGameState(FSerializer& arc);
|
|
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 mx, int my, 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;
|
|
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(tspritetype* tsprite, int& spritesortcnt, int viewx, int viewy, int viewz, binangle viewang, double smoothRatio) override;
|
|
void UpdateCameras(double smoothratio) override;
|
|
void EnterPortal(DCoreActor* viewer, int type) override;
|
|
void LeavePortal(DCoreActor* viewer, int type) override;
|
|
int Voxelize(int sprnum);
|
|
void ExitFromMenu() override;
|
|
int GetCurrentSkill() override;
|
|
|
|
|
|
GameStats getStats() override;
|
|
};
|
|
|
|
|
|
END_SW_NS
|
|
|
|
#include "swactor.h"
|
|
|
|
BEGIN_SW_NS
|
|
|
|
// OVER and UNDER water macros
|
|
inline bool SectorIsDiveArea(sectortype* sect)
|
|
{
|
|
return (TEST(sect->extra, SECTFX_DIVE_AREA) ? true : false);
|
|
}
|
|
|
|
inline bool SectorIsUnderwaterArea(sectortype* sect)
|
|
{
|
|
if (!sect) return false;
|
|
return (TEST(sect->extra, SECTFX_UNDERWATER | SECTFX_UNDERWATER2) ? true : false);
|
|
}
|
|
|
|
inline int PlayerFacingRange(PLAYERp pp, DSWActor* a, int range)
|
|
{
|
|
return (abs(getincangle(getangle(a->spr.pos.X - (pp)->pos.X, a->spr.pos.Y - (pp)->pos.Y), (pp)->angle.ang.asbuild())) < (range));
|
|
}
|
|
|
|
inline int FacingRange(DSWActor* a1, DSWActor* a2, int range)
|
|
{
|
|
return (abs(getincangle(getangle(a1->spr.pos.X - a2->spr.pos.X, a1->spr.pos.Y - a2->spr.pos.Y), a2->spr.ang)) < (range));
|
|
}
|
|
|
|
inline void SET_BOOL1(spritetype* sp) { sp->extra |= SPRX_BOOL1; }
|
|
inline void SET_BOOL2(spritetype* sp) { sp->extra |= SPRX_BOOL2; }
|
|
inline void SET_BOOL3(spritetype* sp) { sp->extra |= SPRX_BOOL3; }
|
|
inline void SET_BOOL4(spritetype* sp) { sp->extra |= SPRX_BOOL4; }
|
|
inline void SET_BOOL5(spritetype* sp) { sp->extra |= SPRX_BOOL5; }
|
|
inline void SET_BOOL6(spritetype* sp) { sp->extra |= SPRX_BOOL6; }
|
|
inline void SET_BOOL7(spritetype* sp) { sp->extra |= SPRX_BOOL7; }
|
|
inline void SET_BOOL8(spritetype* sp) { sp->extra |= SPRX_BOOL8; }
|
|
inline void SET_BOOL9(spritetype* sp) { sp->extra |= SPRX_BOOL9; }
|
|
inline void SET_BOOL10(spritetype* sp) { sp->extra |= SPRX_BOOL10; }
|
|
inline void SET_BOOL11(spritetype* sp) { sp->extra |= SPRX_BOOL11; }
|
|
|
|
inline void RESET_BOOL1(spritetype* sp) { sp->extra &= ~SPRX_BOOL1; }
|
|
inline void RESET_BOOL2(spritetype* sp) { sp->extra &= ~SPRX_BOOL2; }
|
|
inline void RESET_BOOL3(spritetype* sp) { sp->extra &= ~SPRX_BOOL3; }
|
|
inline void RESET_BOOL4(spritetype* sp) { sp->extra &= ~SPRX_BOOL4; }
|
|
inline void RESET_BOOL5(spritetype* sp) { sp->extra &= ~SPRX_BOOL5; }
|
|
inline void RESET_BOOL6(spritetype* sp) { sp->extra &= ~SPRX_BOOL6; }
|
|
inline void RESET_BOOL7(spritetype* sp) { sp->extra &= ~SPRX_BOOL7; }
|
|
inline void RESET_BOOL8(spritetype* sp) { sp->extra &= ~SPRX_BOOL8; }
|
|
inline void RESET_BOOL9(spritetype* sp) { sp->extra &= ~SPRX_BOOL9; }
|
|
inline void RESET_BOOL10(spritetype* sp) { sp->extra &= ~SPRX_BOOL10; }
|
|
inline void RESET_BOOL11(spritetype* sp) { sp->extra &= ~SPRX_BOOL11; }
|
|
|
|
inline int TEST_BOOL1(spritetype* sp) { return sp->extra & SPRX_BOOL1; }
|
|
inline int TEST_BOOL2(spritetype* sp) { return sp->extra & SPRX_BOOL2; }
|
|
inline int TEST_BOOL3(spritetype* sp) { return sp->extra & SPRX_BOOL3; }
|
|
inline int TEST_BOOL4(spritetype* sp) { return sp->extra & SPRX_BOOL4; }
|
|
inline int TEST_BOOL5(spritetype* sp) { return sp->extra & SPRX_BOOL5; }
|
|
inline int TEST_BOOL6(spritetype* sp) { return sp->extra & SPRX_BOOL6; }
|
|
inline int TEST_BOOL7(spritetype* sp) { return sp->extra & SPRX_BOOL7; }
|
|
inline int TEST_BOOL8(spritetype* sp) { return sp->extra & SPRX_BOOL8; }
|
|
inline int TEST_BOOL9(spritetype* sp) { return sp->extra & SPRX_BOOL9; }
|
|
inline int TEST_BOOL10(spritetype* sp) { return sp->extra & SPRX_BOOL10; }
|
|
inline int TEST_BOOL11(spritetype* sp) { return sp->extra & SPRX_BOOL11; }
|
|
|
|
inline uint8_t& SP_TAG3(spritetype* s) { return s->clipdist; }
|
|
inline int16_t& SP_TAG4(spritetype* s) { return s->ang; }
|
|
inline int16_t& SP_TAG5(spritetype* s) { return s->xvel; }
|
|
inline int16_t& SP_TAG6(spritetype* s) { return s->yvel; }
|
|
inline uint8_t& SP_TAG7(spritetype* s) { return MSB_VAR(s->zvel); }
|
|
inline uint8_t& SP_TAG8(spritetype* s) { return LSB_VAR(s->zvel); }
|
|
inline uint8_t& SP_TAG9(spritetype* s) { return MSB_VAR(s->owner); }
|
|
inline uint8_t& SP_TAG10(spritetype* s) { return LSB_VAR(s->owner); }
|
|
inline int8_t& SP_TAG11(spritetype* s) { return s->shade; }
|
|
inline uint8_t& SP_TAG12(spritetype* s) { return s->pal; }
|
|
|
|
inline void SET_BOOL1(DSWActor* sp) { sp->spr.extra |= SPRX_BOOL1; }
|
|
inline void SET_BOOL2(DSWActor* sp) { sp->spr.extra |= SPRX_BOOL2; }
|
|
inline void SET_BOOL3(DSWActor* sp) { sp->spr.extra |= SPRX_BOOL3; }
|
|
inline void SET_BOOL4(DSWActor* sp) { sp->spr.extra |= SPRX_BOOL4; }
|
|
inline void SET_BOOL5(DSWActor* sp) { sp->spr.extra |= SPRX_BOOL5; }
|
|
inline void SET_BOOL6(DSWActor* sp) { sp->spr.extra |= SPRX_BOOL6; }
|
|
inline void SET_BOOL7(DSWActor* sp) { sp->spr.extra |= SPRX_BOOL7; }
|
|
inline void SET_BOOL8(DSWActor* sp) { sp->spr.extra |= SPRX_BOOL8; }
|
|
inline void SET_BOOL9(DSWActor* sp) { sp->spr.extra |= SPRX_BOOL9; }
|
|
inline void SET_BOOL10(DSWActor* sp) { sp->spr.extra |= SPRX_BOOL10; }
|
|
inline void SET_BOOL11(DSWActor* sp) { sp->spr.extra |= SPRX_BOOL11; }
|
|
|
|
inline void RESET_BOOL1(DSWActor* sp) { sp->spr.extra &= ~SPRX_BOOL1; }
|
|
inline void RESET_BOOL2(DSWActor* sp) { sp->spr.extra &= ~SPRX_BOOL2; }
|
|
inline void RESET_BOOL3(DSWActor* sp) { sp->spr.extra &= ~SPRX_BOOL3; }
|
|
inline void RESET_BOOL4(DSWActor* sp) { sp->spr.extra &= ~SPRX_BOOL4; }
|
|
inline void RESET_BOOL5(DSWActor* sp) { sp->spr.extra &= ~SPRX_BOOL5; }
|
|
inline void RESET_BOOL6(DSWActor* sp) { sp->spr.extra &= ~SPRX_BOOL6; }
|
|
inline void RESET_BOOL7(DSWActor* sp) { sp->spr.extra &= ~SPRX_BOOL7; }
|
|
inline void RESET_BOOL8(DSWActor* sp) { sp->spr.extra &= ~SPRX_BOOL8; }
|
|
inline void RESET_BOOL9(DSWActor* sp) { sp->spr.extra &= ~SPRX_BOOL9; }
|
|
inline void RESET_BOOL10(DSWActor* sp) { sp->spr.extra &= ~SPRX_BOOL10; }
|
|
inline void RESET_BOOL11(DSWActor* sp) { sp->spr.extra &= ~SPRX_BOOL11; }
|
|
|
|
inline int TEST_BOOL1(DSWActor* sp) { return sp->spr.extra & SPRX_BOOL1; }
|
|
inline int TEST_BOOL2(DSWActor* sp) { return sp->spr.extra & SPRX_BOOL2; }
|
|
inline int TEST_BOOL3(DSWActor* sp) { return sp->spr.extra & SPRX_BOOL3; }
|
|
inline int TEST_BOOL4(DSWActor* sp) { return sp->spr.extra & SPRX_BOOL4; }
|
|
inline int TEST_BOOL5(DSWActor* sp) { return sp->spr.extra & SPRX_BOOL5; }
|
|
inline int TEST_BOOL6(DSWActor* sp) { return sp->spr.extra & SPRX_BOOL6; }
|
|
inline int TEST_BOOL7(DSWActor* sp) { return sp->spr.extra & SPRX_BOOL7; }
|
|
inline int TEST_BOOL8(DSWActor* sp) { return sp->spr.extra & SPRX_BOOL8; }
|
|
inline int TEST_BOOL9(DSWActor* sp) { return sp->spr.extra & SPRX_BOOL9; }
|
|
inline int TEST_BOOL10(DSWActor* sp) { return sp->spr.extra & SPRX_BOOL10; }
|
|
inline int TEST_BOOL11(DSWActor* sp) { return sp->spr.extra & SPRX_BOOL11; }
|
|
|
|
// Defines for reading in ST1 sprite tagging
|
|
inline int16_t SP_TAG1(DSWActor* actor) { return actor->spr.hitag; }
|
|
inline int16_t& SP_TAG2(DSWActor* actor) { return actor->spr.lotag; }
|
|
inline uint8_t& SP_TAG3(DSWActor* actor) { return actor->spr.clipdist; }
|
|
inline int16_t& SP_TAG4(DSWActor* actor) { return actor->spr.ang; }
|
|
inline int16_t& SP_TAG5(DSWActor* actor) { return actor->spr.xvel; }
|
|
inline int16_t& SP_TAG6(DSWActor* actor) { return actor->spr.yvel; }
|
|
inline uint8_t& SP_TAG7(DSWActor* actor) { return MSB_VAR(actor->spr.zvel); }
|
|
inline uint8_t& SP_TAG8(DSWActor* actor) { return LSB_VAR(actor->spr.zvel); }
|
|
inline uint8_t& SP_TAG9(DSWActor* actor) { return MSB_VAR(actor->spr.owner); }
|
|
inline uint8_t& SP_TAG10(DSWActor* actor) { return LSB_VAR(actor->spr.owner); }
|
|
inline int8_t& SP_TAG11(DSWActor* actor) { return actor->spr.shade; }
|
|
inline uint8_t& SP_TAG12(DSWActor* actor) { return actor->spr.pal; }
|
|
inline int16_t SP_TAG13(DSWActor* actor) { return int16_t(actor->spr.xoffset + (actor->spr.yoffset << 8)); }
|
|
inline void SET_SP_TAG13(DSWActor* actor, int val) { actor->spr.xoffset = uint8_t(val); actor->spr.yoffset = uint8_t(val >> 8); }
|
|
|
|
// actual Z for TOS and BOS - handles both WYSIWYG and old style
|
|
inline int ActorZOfTop(DSWActor* actor)
|
|
{
|
|
return GetSpriteZOfTop(&actor->spr);
|
|
}
|
|
|
|
inline int ActorZOfBottom(DSWActor* actor)
|
|
{
|
|
return GetSpriteZOfBottom(&actor->spr);
|
|
}
|
|
|
|
inline int ActorZOfMiddle(DSWActor* actor)
|
|
{
|
|
return (ActorZOfTop(actor) + ActorZOfBottom(actor)) >> 1;
|
|
}
|
|
|
|
inline int ActorSizeZ(DSWActor* actor)
|
|
{
|
|
return (tileHeight(actor->spr.picnum) * actor->spr.yrepeat) << 2;
|
|
}
|
|
|
|
inline int ActorUpperZ(DSWActor* actor)
|
|
{
|
|
return (GetSpriteZOfTop(&actor->spr) + (GetSpriteSizeZ(&actor->spr) >> 2));
|
|
}
|
|
|
|
inline int ActorLowerZ(DSWActor* actor)
|
|
{
|
|
return (GetSpriteZOfBottom(&actor->spr) - (GetSpriteSizeZ(&actor->spr) >> 2));
|
|
}
|
|
|
|
// Z size of top (TOS) and bottom (BOS) part of sprite
|
|
inline int ActorSizeToTop(DSWActor* a)
|
|
{
|
|
return ((ActorSizeZ(a)) + (tileTopOffset(a->spr.picnum) << 8)) >> 1;
|
|
}
|
|
|
|
inline int ActorSizeToBottom(DSWActor* a)
|
|
{
|
|
return ((ActorSizeZ(a)) - (tileTopOffset(a->spr.picnum) << 8)) >> 1;
|
|
}
|
|
|
|
inline int ActorSizeX(DSWActor* sp)
|
|
{
|
|
return MulScale(tileWidth(sp->spr.picnum), sp->spr.xrepeat, 6);
|
|
}
|
|
|
|
inline int ActorSizeY(DSWActor* sp)
|
|
{
|
|
return MulScale(tileHeight(sp->spr.picnum), sp->spr.yrepeat, 6);
|
|
}
|
|
|
|
inline int Facing(DSWActor* actor1, DSWActor* actor2)
|
|
{
|
|
return (abs(getincangle(getangle(actor1->spr.pos.X - actor2->spr.pos.X, actor1->spr.pos.Y - actor2->spr.pos.Y), actor2->spr.ang)) < 512);
|
|
}
|
|
|
|
// Given a z height and sprite return the correct y repeat value
|
|
inline int GetRepeatFromHeight(DSWActor* sp, int zh)
|
|
{
|
|
return zh / (4 * tileHeight(sp->spr.picnum));
|
|
}
|
|
|
|
inline bool SpriteInDiveArea(DSWActor* a)
|
|
{
|
|
return (TEST(a->spr.sector()->extra, SECTFX_DIVE_AREA) ? true : false);
|
|
}
|
|
|
|
inline bool SpriteInUnderwaterArea(DSWActor* a)
|
|
{
|
|
return (TEST(a->spr.sector()->extra, SECTFX_UNDERWATER | SECTFX_UNDERWATER2) ? true : false);
|
|
}
|
|
|
|
|
|
// just determine if the player is moving
|
|
inline bool PLAYER_MOVING(PLAYERp pp)
|
|
{
|
|
return (pp->xvect | pp->yvect);
|
|
}
|
|
|
|
inline void PlaySound(int num, DSWActor* actor, Voc3D_Flags flags, int channel = 8, EChanFlags sndflags = CHANF_NONE)
|
|
{
|
|
_PlaySound(num, actor, nullptr, nullptr, flags, channel, sndflags);
|
|
}
|
|
|
|
struct ANIMstruct
|
|
{
|
|
int animtype, animindex;
|
|
int goal;
|
|
int vel;
|
|
short vel_adj;
|
|
TObjPtr<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()
|
|
{
|
|
static int scratch;
|
|
switch (animtype)
|
|
{
|
|
case ANIM_Floorz:
|
|
return sector[animindex].floorz;
|
|
case ANIM_SopZ:
|
|
return SectorObject[animindex].zmid;
|
|
case ANIM_Spritez:
|
|
if (animactor == nullptr) return scratch;
|
|
return animactor->spr.pos.Z;
|
|
case ANIM_Userz:
|
|
if (animactor == nullptr) return scratch;
|
|
return animactor->user.sz;
|
|
case ANIM_SUdepth:
|
|
return sector[animindex].depth_fixed;
|
|
default:
|
|
return animindex;
|
|
}
|
|
}
|
|
};
|
|
|
|
extern ANIM Anim[MAXANIM];
|
|
extern short AnimCnt;
|
|
|
|
|
|
END_SW_NS
|
|
|
|
#endif
|
|
|