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417 lines
16 KiB
C
417 lines
16 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010 EDuke32 developers and contributors
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This file is part of EDuke32.
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EDuke32 is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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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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*/
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//-------------------------------------------------------------------------
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#ifndef player_h_
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#define player_h_
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#include "build.h"
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#include "inv.h"
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BEGIN_DUKE_NS
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extern int32_t g_mostConcurrentPlayers;
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#define MOVEFIFOSIZ 2
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#define NAM_GRENADE_LIFETIME 120
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#define NAM_GRENADE_LIFETIME_VAR 30
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#define HORIZ_MIN -99
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#define HORIZ_MAX 299
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#define AUTO_AIM_ANGLE 48
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#define PHEIGHT (38<<8)
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#define PCROUCHHEIGHT ZOFFSET2
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#define PCROUCHINCREMENT (2048+768)
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#define PMINHEIGHT (2048)
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#define PCRACKTIME 777
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#define TRIPBOMB_TRIPWIRE 0x00000001
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#define TRIPBOMB_TIMER 0x00000002
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#define PIPEBOMB_REMOTE 0x00000001
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#define PIPEBOMB_TIMER 0x00000002
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#define WEAPON_POS_LOWER -9
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#define WEAPON_POS_RAISE 10
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#define WEAPON_POS_START 6
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enum weaponflags_t {
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WEAPON_SPAWNTYPE1 = 0x00000000, // just spawn
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WEAPON_HOLSTER_CLEARS_CLIP = 0x00000001, // 'holstering' clears the current clip
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WEAPON_GLOWS = 0x00000002, // weapon 'glows' (shrinker and grower)
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WEAPON_AUTOMATIC = 0x00000004, // automatic fire (continues while 'fire' is held down
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WEAPON_FIREEVERYOTHER = 0x00000008, // during 'hold time' fire every frame
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WEAPON_FIREEVERYTHIRD = 0x00000010, // during 'hold time' fire every third frame
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WEAPON_RANDOMRESTART = 0x00000020, // restart for automatic is 'randomized' by RND 3
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WEAPON_AMMOPERSHOT = 0x00000040, // uses ammo for each shot (for automatic)
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WEAPON_BOMB_TRIGGER = 0x00000080, // weapon is the 'bomb' trigger
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WEAPON_NOVISIBLE = 0x00000100, // weapon use does not cause user to become 'visible'
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WEAPON_THROWIT = 0x00000200, // weapon 'throws' the 'shoots' item...
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WEAPON_CHECKATRELOAD = 0x00000400, // check weapon availability at 'reload' time
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WEAPON_STANDSTILL = 0x00000800, // player stops jumping before actual fire (like tripbomb in duke)
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WEAPON_SPAWNTYPE2 = 0x00001000, // spawn like shotgun shells
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WEAPON_SPAWNTYPE3 = 0x00002000, // spawn like chaingun shells
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WEAPON_SEMIAUTO = 0x00004000, // cancel button press after each shot
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WEAPON_RELOAD_TIMING = 0x00008000, // special casing for pistol reload sounds
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WEAPON_RESET = 0x00010000 // cycle weapon back to frame 1 if fire is held, 0 if not
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};
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enum gamemode_t {
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MODE_MENU = 0x00000001,
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MODE_DEMO = 0x00000002,
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MODE_GAME = 0x00000004,
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MODE_EOL = 0x00000008,
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MODE_TYPE = 0x00000010,
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MODE_RESTART = 0x00000020,
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MODE_SENDTOWHOM = 0x00000040,
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};
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// Player Actions.
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enum playeraction_t {
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pstanding = 0x00000001,
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pwalking = 0x00000002,
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prunning = 0x00000004,
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pducking = 0x00000008,
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pfalling = 0x00000010,
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pjumping = 0x00000020,
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phigher = 0x00000040,
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pwalkingback = 0x00000080,
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prunningback = 0x00000100,
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pkicking = 0x00000200,
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pshrunk = 0x00000400,
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pjetpack = 0x00000800,
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ponsteroids = 0x00001000,
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ponground = 0x00002000,
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palive = 0x00004000,
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pdead = 0x00008000,
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pfacing = 0x00010000
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};
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typedef struct {
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vec3_t pos;
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int16_t ang, sect;
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} playerspawn_t;
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typedef struct {
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int16_t got_access, last_extra, inv_amount[GET_MAX], curr_weapon, holoduke_on;
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int16_t last_weapon, weapon_pos, kickback_pic;
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int16_t ammo_amount[MAX_WEAPONS], frag[MAXPLAYERS];
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uint16_t gotweapon;
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char inven_icon, jetpack_on, heat_on;
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} DukeStatus_t;
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typedef struct {
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uint32_t bits;
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int16_t fvel, svel;
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fix16_t q16avel, q16horz;
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uint8_t extbits;
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} input_t;
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#pragma pack(push,1)
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// XXX: r1625 changed a lot types here, among others
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// * int32_t --> int16_t
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// * int16_t --> int8_t
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// * char --> int8_t
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// Need to carefully think about implications!
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// TODO: rearrange this if the opportunity arises!
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// KEEPINSYNC lunatic/_defs_game.lua
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typedef struct {
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vec3_t pos, opos;
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vec3_t vel, npos;
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vec2_t bobpos, fric;
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fix16_t q16horiz, q16horizoff, oq16horiz, oq16horizoff;
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fix16_t q16ang, oq16ang, q16angvel;
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int32_t truefz, truecz, player_par;
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int32_t runspeed, max_player_health, max_shield_amount;
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int32_t autostep, autostep_sbw;
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uint32_t interface_toggle;
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#ifdef LUNATIC
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int32_t pipebombControl, pipebombLifetime, pipebombLifetimeVar;
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int32_t tripbombControl, tripbombLifetime, tripbombLifetimeVar;
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int32_t zrange;
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int16_t angrange, autoaimang;
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#endif
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uint16_t max_actors_killed, actors_killed;
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uint16_t gotweapon, zoom;
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int16_t loogiex[64], loogiey[64], sbs, sound_pitch;
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int16_t cursectnum, look_ang, last_extra, subweapon;
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int16_t max_ammo_amount[MAX_WEAPONS], ammo_amount[MAX_WEAPONS], inv_amount[GET_MAX];
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int16_t wackedbyactor, pyoff, opyoff;
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int16_t newowner, jumping_counter, airleft;
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int16_t fta, ftq, access_wallnum, access_spritenum;
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int16_t got_access, weapon_ang, visibility;
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int16_t somethingonplayer, on_crane, i, parallax_sectnum;
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int16_t random_club_frame, one_eighty_count;
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int16_t dummyplayersprite, extra_extra8;
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int16_t actorsqu, timebeforeexit, customexitsound, last_pissed_time;
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int16_t weaprecs[MAX_WEAPONS], weapon_sway, crack_time, bobcounter;
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int16_t orotscrnang, rotscrnang, dead_flag; // JBF 20031220: added orotscrnang
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int16_t holoduke_on, pycount;
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int16_t transporter_hold, clipdist;
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uint8_t max_secret_rooms, secret_rooms;
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// XXX: 255 values for frag(gedself) seems too small.
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uint8_t frag, fraggedself, quick_kick, last_quick_kick;
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uint8_t return_to_center, reloading, weapreccnt;
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uint8_t aim_mode, auto_aim, weaponswitch, movement_lock, team;
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uint8_t tipincs, hbomb_hold_delay, frag_ps, kickback_pic;
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uint8_t gm, on_warping_sector, footprintcount, hurt_delay;
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uint8_t hbomb_on, jumping_toggle, rapid_fire_hold, on_ground;
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uint8_t inven_icon, buttonpalette, over_shoulder_on, show_empty_weapon;
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uint8_t jetpack_on, spritebridge;
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uint8_t scuba_on, footprintpal, heat_on, invdisptime;
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uint8_t holster_weapon, falling_counter, footprintshade;
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uint8_t last_full_weapon;
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uint8_t toggle_key_flag, knuckle_incs, knee_incs, access_incs;
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uint8_t walking_snd_toggle, palookup, hard_landing, fist_incs;
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int8_t numloogs, loogcnt, scream_voice;
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int8_t last_weapon, cheat_phase, weapon_pos, wantweaponfire, curr_weapon;
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uint8_t palette;
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palette_t pals;
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int8_t last_used_weapon;
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#ifdef LUNATIC
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int8_t palsfadespeed, palsfadenext, palsfadeprio, padding2_;
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// The player index. Always valid since we have no loose DukePlayer_t's
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// anywhere (like with spritetype_t): g_player[i].ps->wa.idx == i.
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struct { int32_t idx; } wa;
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#endif
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int8_t crouch_toggle;
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int8_t padding_[1];
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} DukePlayer_t;
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// KEEPINSYNC lunatic/_defs_game.lua
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typedef struct {
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DukePlayer_t *ps;
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input_t *input;
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int32_t netsynctime;
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int16_t ping, filler;
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int32_t pcolor, pteam;
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// NOTE: wchoice[HANDREMOTE_WEAPON .. MAX_WEAPONS-1] unused
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uint8_t frags[MAXPLAYERS], wchoice[MAX_WEAPONS];
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char vote, gotvote, pingcnt, playerquitflag,
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ready; // currently unused. May be used later to indicate that a player has pressed use on intermission to indicate they are ready to go on to the next map
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char user_name[32];
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uint32_t revision;
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} playerdata_t;
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#pragma pack(pop)
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// KEEPINSYNC lunatic/con_lang.lua
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typedef struct
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{
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// NOTE: the member names must be identical to aplWeapon* suffixes.
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int32_t WorksLike; // What the original works like
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int32_t Clip; // number of items in magazine
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int32_t Reload; // delay to reload (include fire)
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int32_t FireDelay; // delay to fire
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int32_t TotalTime; // The total time the weapon is cycling before next fire.
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int32_t HoldDelay; // delay after release fire button to fire (0 for none)
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int32_t Flags; // Flags for weapon
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int32_t Shoots; // what the weapon shoots
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int32_t SpawnTime; // the frame at which to spawn an item
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int32_t Spawn; // the item to spawn
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int32_t ShotsPerBurst; // number of shots per 'burst' (one ammo per 'burst')
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int32_t InitialSound; // Sound made when weapon starts firing. zero for no sound
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int32_t FireSound; // Sound made when firing (each time for automatic)
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int32_t Sound2Time; // Alternate sound time
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int32_t Sound2Sound; // Alternate sound sound ID
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int32_t ReloadSound1; // Sound of magazine being removed
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int32_t ReloadSound2; // Sound of magazine being inserted
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int32_t SelectSound; // Sound of weapon being selected
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int32_t FlashColor; // Muzzle flash color
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} weapondata_t;
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#ifdef LUNATIC
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# define PWEAPON(Player, Weapon, Wmember) (g_playerWeapon[Player][Weapon].Wmember)
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extern weapondata_t g_playerWeapon[MAXPLAYERS][MAX_WEAPONS];
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#else
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# define PWEAPON(Player, Weapon, Wmember) (aplWeapon ## Wmember [Weapon][Player])
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extern intptr_t *aplWeaponClip[MAX_WEAPONS]; // number of items in clip
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extern intptr_t *aplWeaponReload[MAX_WEAPONS]; // delay to reload (include fire)
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extern intptr_t *aplWeaponFireDelay[MAX_WEAPONS]; // delay to fire
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extern intptr_t *aplWeaponHoldDelay[MAX_WEAPONS]; // delay after release fire button to fire (0 for none)
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extern intptr_t *aplWeaponTotalTime[MAX_WEAPONS]; // The total time the weapon is cycling before next fire.
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extern intptr_t *aplWeaponFlags[MAX_WEAPONS]; // Flags for weapon
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extern intptr_t *aplWeaponShoots[MAX_WEAPONS]; // what the weapon shoots
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extern intptr_t *aplWeaponSpawnTime[MAX_WEAPONS]; // the frame at which to spawn an item
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extern intptr_t *aplWeaponSpawn[MAX_WEAPONS]; // the item to spawn
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extern intptr_t *aplWeaponShotsPerBurst[MAX_WEAPONS]; // number of shots per 'burst' (one ammo per 'burst'
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extern intptr_t *aplWeaponWorksLike[MAX_WEAPONS]; // What original the weapon works like
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extern intptr_t *aplWeaponInitialSound[MAX_WEAPONS]; // Sound made when initialy firing. zero for no sound
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extern intptr_t *aplWeaponFireSound[MAX_WEAPONS]; // Sound made when firing (each time for automatic)
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extern intptr_t *aplWeaponSound2Time[MAX_WEAPONS]; // Alternate sound time
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extern intptr_t *aplWeaponSound2Sound[MAX_WEAPONS]; // Alternate sound sound ID
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extern intptr_t *aplWeaponReloadSound1[MAX_WEAPONS]; // Sound of magazine being removed
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extern intptr_t *aplWeaponReloadSound2[MAX_WEAPONS]; // Sound of magazine being inserted
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extern intptr_t *aplWeaponSelectSound[MAX_WEAPONS]; // Sound for weapon selection
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extern intptr_t *aplWeaponFlashColor[MAX_WEAPONS]; // Color for polymer muzzle flash
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#endif
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typedef struct {
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int32_t workslike, cstat; // 8b
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int32_t hitradius, range, flashcolor; // 12b
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int16_t spawns, sound, isound, vel; // 8b
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int16_t decal, trail, tnum, drop; // 8b
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int16_t offset, bounces, bsound; // 6b
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int16_t toffset; // 2b
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int16_t extra, extra_rand; // 4b
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int8_t sxrepeat, syrepeat, txrepeat, tyrepeat; // 4b
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int8_t shade, xrepeat, yrepeat, pal; // 4b
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int8_t movecnt; // 1b
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uint8_t clipdist; // 1b
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int8_t filler[2]; // 2b
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int32_t userdata; // 4b
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} projectile_t;
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// KEEPINSYNC lunatic/_defs_game.lua
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typedef struct {
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int32_t cur, count; // "cur" is the only member that is *used*
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int32_t gunposx, lookhalfang; // weapon_xoffset, ps->look_ang>>1
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int32_t gunposy, lookhoriz; // gun_pos, looking_arc
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int32_t shade;
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} hudweapon_t;
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extern input_t inputfifo[MOVEFIFOSIZ][MAXPLAYERS];
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extern playerspawn_t g_playerSpawnPoints[MAXPLAYERS];
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extern playerdata_t *const g_player;
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extern int16_t WeaponPickupSprites[MAX_WEAPONS];
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extern hudweapon_t hudweap;
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extern int32_t g_levelTextTime;
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extern int32_t g_myAimMode;
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extern int32_t g_numObituaries;
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extern int32_t g_numSelfObituaries;
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extern int32_t mouseyaxismode;
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extern int32_t ticrandomseed;
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#define SHOOT_HARDCODED_ZVEL INT32_MIN
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int A_ShootWithZvel(int spriteNum, int projecTile, int forceZvel);
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static inline int A_Shoot(int spriteNum, int projecTile)
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{
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return A_ShootWithZvel(spriteNum, projecTile, SHOOT_HARDCODED_ZVEL);
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}
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static inline void P_PalFrom(DukePlayer_t *pPlayer, uint8_t f, uint8_t r, uint8_t g, uint8_t b)
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{
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#ifdef LUNATIC
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// Compare with _defs_game.lua: player[]:_palfrom().
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if (pPlayer->pals.f == 0 || pPlayer->palsfadeprio <= 0)
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#endif
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{
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pPlayer->pals.f = f;
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pPlayer->pals.r = r;
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pPlayer->pals.g = g;
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pPlayer->pals.b = b;
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#ifdef LUNATIC
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pPlayer->palsfadespeed = pPlayer->palsfadenext = 0;
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#endif
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}
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}
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void P_AddKills(DukePlayer_t * pPlayer, uint16_t kills);
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int32_t A_GetHitscanRange(int spriteNum);
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void P_GetInput(int playerNum);
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void P_AddAmmo(DukePlayer_t * pPlayer, int weaponNum, int addAmount);
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void P_AddWeapon(DukePlayer_t *pPlayer, int weaponNum, int switchWeapon);
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void P_CheckWeapon(DukePlayer_t *pPlayer);
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void P_DisplayScuba(void);
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void P_DisplayWeapon(void);
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void P_DropWeapon(int playerNum);
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int P_FindOtherPlayer(int playerNum, int32_t *pDist);
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void P_FragPlayer(int playerNum);
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void P_UpdatePosWhenViewingCam(DukePlayer_t *pPlayer);
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void P_ProcessInput(int playerNum);
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void P_QuickKill(DukePlayer_t *pPlayer);
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void P_SelectNextInvItem(DukePlayer_t *pPlayer);
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void P_UpdateScreenPal(DukePlayer_t *pPlayer);
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void P_EndLevel(void);
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void P_CheckWeaponI(int playerNum);
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int P_GetHudPal(const DukePlayer_t *pPlayer);
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int P_GetKneePal(const DukePlayer_t *pPlayer);
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int P_GetKneePal(const DukePlayer_t *pPlayer, int hudPal);
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int P_GetOverheadPal(const DukePlayer_t *pPlayer);
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int Proj_GetDamage(projectile_t const *pProj);
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#if !defined LUNATIC
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void P_SetWeaponGamevars(int playerNum, const DukePlayer_t *pPlayer);
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#else
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static inline void P_SetWeaponGamevars(int playerNum, const DukePlayer_t *pPlayer)
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{
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UNREFERENCED_PARAMETER(playerNum);
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UNREFERENCED_PARAMETER(pPlayer);
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}
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#endif
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// Get the player index given an APLAYER sprite pointer.
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static inline int P_GetP(const void *pSprite)
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{
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#if 0 // unprotected player index retrieval
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return spr->yvel;
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#elif defined NETCODE_DISABLE
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UNREFERENCED_PARAMETER(pSprite); // for NDEBUG build
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// NOTE: In the no-netcode build, there's no point to pass player indices
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// at all since there is ever only one player. However, merely returning 0
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// would mean making this build less strict than the normal one.
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Bassert(((uspriteptr_t)pSprite)->yvel == 0);
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return 0;
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#else
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int playerNum = ((uspriteptr_t)pSprite)->yvel;
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// [JM] Check against MAXPLAYERS as opposed to g_mostConcurrentPlayers
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// to prevent CON for disconnected/fake players from executing as playernum 0.
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if ((unsigned)playerNum >= MAXPLAYERS)
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playerNum = 0;
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return playerNum;
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#endif
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}
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// Get the player index given an APLAYER sprite index.
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static inline int P_Get(int32_t spriteNum) { return P_GetP((uspriteptr_t)&sprite[spriteNum]); }
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extern int portableBackupSave(const char *, const char *, int, int);
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END_DUKE_NS
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#endif
|