raze/source/duke3d/src/player.h

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//-------------------------------------------------------------------------
/*
Copyright (C) 2010 EDuke32 developers and contributors
This file is part of EDuke32.
EDuke32 is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#ifndef player_h_
#define player_h_
#include "fix16.h"
#include "inv.h"
#ifdef __cplusplus
extern "C" {
#endif
extern int32_t g_mostConcurrentPlayers;
#define MOVEFIFOSIZ 2
#define NAM_GRENADE_LIFETIME 120
#define NAM_GRENADE_LIFETIME_VAR 30
#define HORIZ_MIN -99
#define HORIZ_MAX 299
#define AUTO_AIM_ANGLE 48
#define PHEIGHT (38<<8)
#define TRIPBOMB_TRIPWIRE 0x00000001
#define TRIPBOMB_TIMER 0x00000002
#define PIPEBOMB_REMOTE 0x00000001
#define PIPEBOMB_TIMER 0x00000002
#define WEAPON_POS_LOWER -9
#define WEAPON_POS_RAISE 10
#define WEAPON_POS_START 6
enum weaponflags_t {
WEAPON_SPAWNTYPE1 = 0x00000000, // just spawn
WEAPON_HOLSTER_CLEARS_CLIP = 0x00000001, // 'holstering' clears the current clip
WEAPON_GLOWS = 0x00000002, // weapon 'glows' (shrinker and grower)
WEAPON_AUTOMATIC = 0x00000004, // automatic fire (continues while 'fire' is held down
WEAPON_FIREEVERYOTHER = 0x00000008, // during 'hold time' fire every frame
WEAPON_FIREEVERYTHIRD = 0x00000010, // during 'hold time' fire every third frame
WEAPON_RANDOMRESTART = 0x00000020, // restart for automatic is 'randomized' by RND 3
WEAPON_AMMOPERSHOT = 0x00000040, // uses ammo for each shot (for automatic)
WEAPON_BOMB_TRIGGER = 0x00000080, // weapon is the 'bomb' trigger
WEAPON_NOVISIBLE = 0x00000100, // weapon use does not cause user to become 'visible'
WEAPON_THROWIT = 0x00000200, // weapon 'throws' the 'shoots' item...
WEAPON_CHECKATRELOAD = 0x00000400, // check weapon availability at 'reload' time
WEAPON_STANDSTILL = 0x00000800, // player stops jumping before actual fire (like tripbomb in duke)
WEAPON_SPAWNTYPE2 = 0x00001000, // spawn like shotgun shells
WEAPON_SPAWNTYPE3 = 0x00002000, // spawn like chaingun shells
WEAPON_SEMIAUTO = 0x00004000, // cancel button press after each shot
WEAPON_RELOAD_TIMING = 0x00008000, // special casing for pistol reload sounds
WEAPON_RESET = 0x00010000 // cycle weapon back to frame 1 if fire is held, 0 if not
};
enum gamemode_t {
MODE_MENU = 0x00000001,
MODE_DEMO = 0x00000002,
MODE_GAME = 0x00000004,
MODE_EOL = 0x00000008,
MODE_TYPE = 0x00000010,
MODE_RESTART = 0x00000020,
MODE_SENDTOWHOM = 0x00000040,
};
// Player Actions.
enum playeraction_t {
pstanding = 0x00000001,
pwalking = 0x00000002,
prunning = 0x00000004,
pducking = 0x00000008,
pfalling = 0x00000010,
pjumping = 0x00000020,
phigher = 0x00000040,
pwalkingback = 0x00000080,
prunningback = 0x00000100,
pkicking = 0x00000200,
pshrunk = 0x00000400,
pjetpack = 0x00000800,
ponsteroids = 0x00001000,
ponground = 0x00002000,
palive = 0x00004000,
pdead = 0x00008000,
pfacing = 0x00010000
};
typedef struct {
vec3_t pos;
int16_t ang, sect;
} playerspawn_t;
typedef struct {
int16_t got_access, last_extra, inv_amount[GET_MAX], curr_weapon, holoduke_on;
int16_t last_weapon, weapon_pos, kickback_pic;
int16_t ammo_amount[MAX_WEAPONS], frag[MAXPLAYERS];
uint16_t gotweapon;
char inven_icon, jetpack_on, heat_on;
} DukeStatus_t;
typedef struct {
uint32_t bits;
int16_t fvel, svel;
fix16_t q16avel, q16horz;
int8_t extbits;
} input_t;
#pragma pack(push,1)
// XXX: r1625 changed a lot types here, among others
// * int32_t --> int16_t
// * int16_t --> int8_t
// * char --> int8_t
// Need to carefully think about implications!
// TODO: rearrange this if the opportunity arises!
// KEEPINSYNC lunatic/_defs_game.lua
typedef struct {
vec3_t pos, opos, vel, npos;
vec2_t bobpos, fric;
fix16_t q16horiz, q16horizoff, oq16horiz, oq16horizoff;
fix16_t q16ang, oq16ang, q16angvel;
int32_t truefz, truecz, player_par;
int32_t runspeed, max_player_health, max_shield_amount;
int32_t autostep, autostep_sbw;
uint32_t interface_toggle;
#ifdef LUNATIC
int32_t pipebombControl, pipebombLifetime, pipebombLifetimeVar;
int32_t tripbombControl, tripbombLifetime, tripbombLifetimeVar;
int32_t zrange;
int16_t angrange, autoaimang;
#endif
uint16_t max_actors_killed, actors_killed;
uint16_t gotweapon, zoom;
int16_t loogiex[64], loogiey[64], sbs, sound_pitch;
int16_t cursectnum, look_ang, last_extra, subweapon;
int16_t max_ammo_amount[MAX_WEAPONS], ammo_amount[MAX_WEAPONS], inv_amount[GET_MAX];
int16_t wackedbyactor, pyoff, opyoff;
int16_t newowner, jumping_counter, airleft;
int16_t fta, ftq, access_wallnum, access_spritenum;
int16_t got_access, weapon_ang, visibility;
int16_t somethingonplayer, on_crane, i, parallax_sectnum;
int16_t random_club_frame, one_eighty_count;
int16_t dummyplayersprite, extra_extra8;
int16_t actorsqu, timebeforeexit, customexitsound, last_pissed_time;
int16_t weaprecs[MAX_WEAPONS], weapon_sway, crack_time, bobcounter;
int16_t orotscrnang, rotscrnang, dead_flag; // JBF 20031220: added orotscrnang
int16_t holoduke_on, pycount;
int16_t transporter_hold, clipdist;
uint8_t max_secret_rooms, secret_rooms;
// XXX: 255 values for frag(gedself) seems too small.
uint8_t frag, fraggedself, quick_kick, last_quick_kick;
uint8_t return_to_center, reloading, weapreccnt;
uint8_t aim_mode, auto_aim, weaponswitch, movement_lock, team;
uint8_t tipincs, hbomb_hold_delay, frag_ps, kickback_pic;
uint8_t gm, on_warping_sector, footprintcount, hurt_delay;
uint8_t hbomb_on, jumping_toggle, rapid_fire_hold, on_ground;
uint8_t inven_icon, buttonpalette, over_shoulder_on, show_empty_weapon;
uint8_t jetpack_on, spritebridge;
uint8_t scuba_on, footprintpal, heat_on, invdisptime;
uint8_t holster_weapon, falling_counter, footprintshade;
uint8_t last_full_weapon;
uint8_t toggle_key_flag, knuckle_incs, knee_incs, access_incs;
uint8_t walking_snd_toggle, palookup, hard_landing, fist_incs;
int8_t numloogs, loogcnt, scream_voice;
int8_t last_weapon, cheat_phase, weapon_pos, wantweaponfire, curr_weapon;
uint8_t palette;
palette_t pals;
int8_t last_used_weapon;
#ifdef LUNATIC
int8_t palsfadespeed, palsfadenext, palsfadeprio, padding2_;
// The player index. Always valid since we have no loose DukePlayer_t's
// anywhere (like with spritetype_t): g_player[i].ps->wa.idx == i.
struct { int32_t idx; } wa;
#endif
int8_t padding_[2];
} DukePlayer_t;
// KEEPINSYNC lunatic/_defs_game.lua
typedef struct {
DukePlayer_t *ps;
input_t *inputBits;
int32_t netsynctime;
int16_t ping, filler;
int32_t pcolor, pteam;
// NOTE: wchoice[HANDREMOTE_WEAPON .. MAX_WEAPONS-1] unused
uint8_t frags[MAXPLAYERS], wchoice[MAX_WEAPONS];
char vote, gotvote, pingcnt, playerquitflag,
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
char user_name[32];
uint32_t revision;
} playerdata_t;
#pragma pack(pop)
// KEEPINSYNC lunatic/con_lang.lua
typedef struct
{
// NOTE: the member names must be identical to aplWeapon* suffixes.
int32_t WorksLike; // What the original works like
int32_t Clip; // number of items in magazine
int32_t Reload; // delay to reload (include fire)
int32_t FireDelay; // delay to fire
int32_t TotalTime; // The total time the weapon is cycling before next fire.
int32_t HoldDelay; // delay after release fire button to fire (0 for none)
int32_t Flags; // Flags for weapon
int32_t Shoots; // what the weapon shoots
int32_t SpawnTime; // the frame at which to spawn an item
int32_t Spawn; // the item to spawn
int32_t ShotsPerBurst; // number of shots per 'burst' (one ammo per 'burst')
int32_t InitialSound; // Sound made when weapon starts firing. zero for no sound
int32_t FireSound; // Sound made when firing (each time for automatic)
int32_t Sound2Time; // Alternate sound time
int32_t Sound2Sound; // Alternate sound sound ID
int32_t ReloadSound1; // Sound of magazine being removed
int32_t ReloadSound2; // Sound of magazine being inserted
int32_t SelectSound; // Sound of weapon being selected
int32_t FlashColor; // Muzzle flash color
} weapondata_t;
#ifdef LUNATIC
# define PWEAPON(Player, Weapon, Wmember) (g_playerWeapon[Player][Weapon].Wmember)
extern weapondata_t g_playerWeapon[MAXPLAYERS][MAX_WEAPONS];
#else
# define PWEAPON(Player, Weapon, Wmember) (aplWeapon ## Wmember [Weapon][Player])
extern intptr_t *aplWeaponClip[MAX_WEAPONS]; // number of items in clip
extern intptr_t *aplWeaponReload[MAX_WEAPONS]; // delay to reload (include fire)
extern intptr_t *aplWeaponFireDelay[MAX_WEAPONS]; // delay to fire
extern intptr_t *aplWeaponHoldDelay[MAX_WEAPONS]; // delay after release fire button to fire (0 for none)
extern intptr_t *aplWeaponTotalTime[MAX_WEAPONS]; // The total time the weapon is cycling before next fire.
extern intptr_t *aplWeaponFlags[MAX_WEAPONS]; // Flags for weapon
extern intptr_t *aplWeaponShoots[MAX_WEAPONS]; // what the weapon shoots
extern intptr_t *aplWeaponSpawnTime[MAX_WEAPONS]; // the frame at which to spawn an item
extern intptr_t *aplWeaponSpawn[MAX_WEAPONS]; // the item to spawn
extern intptr_t *aplWeaponShotsPerBurst[MAX_WEAPONS]; // number of shots per 'burst' (one ammo per 'burst'
extern intptr_t *aplWeaponWorksLike[MAX_WEAPONS]; // What original the weapon works like
extern intptr_t *aplWeaponInitialSound[MAX_WEAPONS]; // Sound made when initialy firing. zero for no sound
extern intptr_t *aplWeaponFireSound[MAX_WEAPONS]; // Sound made when firing (each time for automatic)
extern intptr_t *aplWeaponSound2Time[MAX_WEAPONS]; // Alternate sound time
extern intptr_t *aplWeaponSound2Sound[MAX_WEAPONS]; // Alternate sound sound ID
extern intptr_t *aplWeaponReloadSound1[MAX_WEAPONS]; // Sound of magazine being removed
extern intptr_t *aplWeaponReloadSound2[MAX_WEAPONS]; // Sound of magazine being inserted
extern intptr_t *aplWeaponSelectSound[MAX_WEAPONS]; // Sound for weapon selection
extern intptr_t *aplWeaponFlashColor[MAX_WEAPONS]; // Color for polymer muzzle flash
#endif
typedef struct {
int32_t workslike, cstat; // 8b
int32_t hitradius, range, flashcolor; // 12b
int16_t spawns, sound, isound, vel; // 8b
int16_t decal, trail, tnum, drop; // 8b
int16_t offset, bounces, bsound; // 6b
int16_t toffset; // 2b
int16_t extra, extra_rand; // 4b
int8_t sxrepeat, syrepeat, txrepeat, tyrepeat; // 4b
int8_t shade, xrepeat, yrepeat, pal; // 4b
int8_t movecnt; // 1b
uint8_t clipdist; // 1b
int8_t filler[2]; // 2b
int32_t userdata; // 4b
} projectile_t;
// KEEPINSYNC lunatic/_defs_game.lua
typedef struct {
int32_t cur, count; // "cur" is the only member that is *used*
int32_t gunposx, lookhalfang; // weapon_xoffset, ps->look_ang>>1
int32_t gunposy, lookhoriz; // gun_pos, looking_arc
int32_t shade;
} hudweapon_t;
extern input_t inputfifo[MOVEFIFOSIZ][MAXPLAYERS];
extern playerspawn_t g_playerSpawnPoints[MAXPLAYERS];
extern playerdata_t *const g_player;
extern int16_t WeaponPickupSprites[MAX_WEAPONS];
extern hudweapon_t hudweap;
extern int32_t g_levelTextTime;
extern int32_t g_myAimMode;
extern int32_t g_numObituaries;
extern int32_t g_numSelfObituaries;
extern int32_t mouseyaxismode;
extern int32_t ticrandomseed;
#define SHOOT_HARDCODED_ZVEL INT32_MIN
int A_ShootWithZvel(int spriteNum, int projecTile, int forceZvel);
static inline int A_Shoot(int spriteNum, int projecTile)
{
return A_ShootWithZvel(spriteNum, projecTile, SHOOT_HARDCODED_ZVEL);
}
static inline void P_PalFrom(DukePlayer_t *pPlayer, uint8_t f, uint8_t r, uint8_t g, uint8_t b)
{
#ifdef LUNATIC
// Compare with _defs_game.lua: player[]:_palfrom().
if (pPlayer->pals.f == 0 || pPlayer->palsfadeprio <= 0)
#endif
{
pPlayer->pals.f = f;
pPlayer->pals.r = r;
pPlayer->pals.g = g;
pPlayer->pals.b = b;
#ifdef LUNATIC
pPlayer->palsfadespeed = pPlayer->palsfadenext = 0;
#endif
}
}
void P_AddKills(DukePlayer_t * pPlayer, uint16_t kills);
int32_t A_GetHitscanRange(int spriteNum);
void P_GetInput(int playerNum);
void P_AddAmmo(DukePlayer_t * pPlayer, int weaponNum, int addAmount);
void P_AddWeapon(DukePlayer_t *pPlayer, int weaponNum, int switchWeapon);
void P_CheckWeapon(DukePlayer_t *pPlayer);
void P_DisplayScuba(void);
void P_DisplayWeapon(void);
void P_DropWeapon(int playerNum);
int P_FindOtherPlayer(int playerNum, int32_t *pDist);
void P_FragPlayer(int playerNum);
void P_UpdatePosWhenViewingCam(DukePlayer_t *pPlayer);
void P_ProcessInput(int playerNum);
void P_QuickKill(DukePlayer_t *pPlayer);
void P_SelectNextInvItem(DukePlayer_t *pPlayer);
void P_UpdateScreenPal(DukePlayer_t *pPlayer);
void P_EndLevel(void);
void P_CheckWeaponI(int playerNum);
int P_GetHudPal(const DukePlayer_t *pPlayer);
int P_GetKneePal(const DukePlayer_t *pPlayer);
#ifdef __cplusplus
}
int P_GetKneePal(const DukePlayer_t *pPlayer, int hudPal);
extern "C" {
#endif
int P_GetOverheadPal(const DukePlayer_t *pPlayer);
int Proj_GetDamage(projectile_t const *pProj);
#if !defined LUNATIC
void P_SetWeaponGamevars(int playerNum, const DukePlayer_t *pPlayer);
#else
static inline void P_SetWeaponGamevars(int playerNum, const DukePlayer_t *pPlayer)
{
UNREFERENCED_PARAMETER(playerNum);
UNREFERENCED_PARAMETER(pPlayer);
}
#endif
// Get the player index given an APLAYER sprite pointer.
static inline int P_GetP(const void *pSprite)
{
#if 0 // unprotected player index retrieval
return spr->yvel;
#elif defined NETCODE_DISABLE
UNREFERENCED_PARAMETER(pSprite); // for NDEBUG build
// NOTE: In the no-netcode build, there's no point to pass player indices
// at all since there is ever only one player. However, merely returning 0
// would mean making this build less strict than the normal one.
Bassert(((const uspritetype *)pSprite)->yvel == 0);
return 0;
#else
int playerNum = ((const uspritetype *)pSprite)->yvel;
// [JM] Check against MAXPLAYERS as opposed to g_mostConcurrentPlayers
// to prevent CON for disconnected/fake players from executing as playernum 0.
if ((unsigned)playerNum >= MAXPLAYERS)
playerNum = 0;
return playerNum;
#endif
}
// Get the player index given an APLAYER sprite index.
static inline int P_Get(int32_t spriteNum) { return P_GetP((const uspritetype *)&sprite[spriteNum]); }
#ifdef __cplusplus
}
#endif
#endif