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

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//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#ifndef GAME_H
#define GAME_H
#ifdef _MSC_VER
#pragma warning(disable:4101) // there's too many of these... :(
#endif
#include "build.h"
#include "d_net.h"
#include "gamefuncs.h"
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#include "coreactor.h"
#include "sounds.h"
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#include "gamecvars.h"
#include "raze_sound.h"
#include "c_cvars.h"
#include "mapinfo.h"
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#include "gamecontrol.h"
#include "gamestruct.h"
#include "packet.h"
#include "gameinput.h"
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#include "serialize_obj.h"
EXTERN_CVAR(Bool, sw_ninjahack)
EXTERN_CVAR(Bool, sw_darts)
EXTERN_CVAR(Bool, sw_bunnyrockets)
BEGIN_SW_NS
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class DSWActor;
using HitInfo = THitInfo<DSWActor>;
using Collision = TCollision<DSWActor>;
constexpr int BIT(int shift)
{
return 1 << shift;
}
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struct GAME_SET
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{
// Net Options from Menus
uint8_t NetGameType; // 0=DeathMatch [spawn], 1=Cooperative 2=DeathMatch [no spawn]
uint8_t NetMonsters; // Cycle skill levels
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bool NetHurtTeammate; // Allow friendly kills
bool NetSpawnMarkers; // Respawn markers on/off
bool NetTeamPlay; // Team play
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uint8_t NetKillLimit; // Number of frags at which game ends
uint8_t NetTimeLimit; // Limit time of game
uint8_t NetColor; // Chosen color for player
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bool NetNuke;
};
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extern const GAME_SET gs_defaults;
extern GAME_SET gs;
enum
{
DREALMSPAL = 1,
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MAXMIRRORS = 8,
// This is just some, high, blank tile number not used
// by real graphics to put the MAXMIRRORS mirrors in
MIRRORLABEL = 6000,
};
//#define SW_SHAREWARE 1 // This determines whether game is shareware compile or not!
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#define SW_SHAREWARE (!!(g_gameType & GAMEFLAG_SHAREWARE))
// Turn warning off for unreferenced variables.
// I really should fix them at some point
//#pragma off(unreferenced)
#define PRODUCTION_ASSERT(f) \
assert(f);\
do { \
if (!(f)) \
I_FatalError("Assertion failed: %s %s, line %u", #f, __FILE__, __LINE__); \
} while (0)
#define ASSERT assert
int RandomRange(int);
inline int RANDOM(void)
{
randomseed = ((randomseed * 21 + 1) & 65535);
return randomseed;
}
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inline double RandomRangeF(double range)
{
return RANDOM() * range / 65536;
}
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inline DAngle RandomAngle(double range = 360.)
{
return DAngle::fromDeg(RandomRangeF(range));
}
inline DAngle RandomAngle(DAngle range)
{
return DAngle::fromDeg(RandomRangeF(range.Degrees()));
}
int RANDOM_P2(int pwr_of_2) { return (RANDOM() & (pwr_of_2 - 1)); }
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double RANDOM_P2F(int pwr_of_2, int shift) { return (RANDOM() & ((pwr_of_2 << shift) - 1)) * (1./(1 << shift)); }
//
// Map directions/degrees
//
#if 0
y--
^ 1536
|
|
|
|
|
| 2047
<---------------------------->
1024 | 0
x-- | x++
|
|
|
|
V 512
y++
#endif
//////////////////////////////////////////////////////
//
// KEYBOARD
//
//////////////////////////////////////////////////////
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extern bool MenuInputMode;
//
// Defines
//
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// dist at which actors will not move (unless shot?? to do)
constexpr int MAX_ACTIVE_RANGE = 2625;
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enum
{
CIRCLE_CAMERA_DIST_MIN = 12000,
// dist at which actors roam about on their own
MIN_ACTIVE_RANGE = 20000,
};
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constexpr double CIRCLE_CAMERA_DIST_MINF = 12000. / 65536.;
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constexpr int32_t FIXED(int32_t msw, int32_t lsw)
{
return IntToFixed(msw) | lsw;
}
// Ouch...
#ifndef WORDS_BIGENDIAN
# define MSB_VAR(fixed) (*(((uint8_t*)&(fixed)) + 1))
# define LSB_VAR(fixed) (*((uint8_t*)&(fixed)))
#else
# define LSB_VAR(fixed) (*(((uint8_t*)&(fixed)) + 1))
# define MSB_VAR(fixed) (*((uint8_t*)&(fixed)))
#endif
#define TRAVERSE_CONNECT(i) for (i = connecthead; i != -1; i = connectpoint2[i])
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constexpr int NORM_ANGLE(int ang) { return ((ang) & 2047); }
int StdRandomRange(int range);
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inline double GetSpriteSizeZ(const spritetypebase* sp)
{
return (tileHeight(sp->picnum) * sp->yrepeat) * REPEAT_SCALE;
}
// actual Z for TOS and BOS - handles both WYSIWYG and old style
inline double GetSpriteZOfTop(const spritetypebase* sp)
{
return (sp->cstat & CSTAT_SPRITE_YCENTER) ?
sp->pos.Z - ((GetSpriteSizeZ(sp) * 0.5) + tileTopOffset(sp->picnum)) :
sp->pos.Z - GetSpriteSizeZ(sp);
}
inline double GetSpriteZOfBottom(const spritetypebase* sp)
{
return (sp->cstat & CSTAT_SPRITE_YCENTER) ?
sp->pos.Z + ((GetSpriteSizeZ(sp) * 0.5) - tileTopOffset(sp->picnum)) :
sp->pos.Z;
}
// mid and upper/lower sprite calculations
constexpr int Z(int value)
{
return value << 8;
}
constexpr int PIXZ(int value)
{
return value >> 8;
}
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constexpr int SEC(int value)
{
return ((value) * 120);
}
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enum
{
CEILING_DIST = 4,
FLOOR_DIST = 4
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};
// Clip Sprite adjustment
constexpr int CS(int sprite_bit)
{
return (sprite_bit) << 16;
}
enum EClip
{
// for players to clip against walls
CLIPMASK_PLAYER = CS(CSTAT_SPRITE_BLOCK) | CSTAT_WALL_BLOCK,
// for actors to clip against walls
CLIPMASK_ACTOR = CS(CSTAT_SPRITE_BLOCK) | CSTAT_WALL_BLOCK | CSTAT_WALL_BLOCK_ACTOR,
// for missiles to clip against actors
CLIPMASK_MISSILE = CS(CSTAT_SPRITE_BLOCK_HITSCAN | CSTAT_SPRITE_BLOCK_MISSILE) | CSTAT_WALL_BLOCK_HITSCAN,
CLIPMASK_WARP_HITSCAN = CS(CSTAT_SPRITE_BLOCK_HITSCAN) | CSTAT_WALL_BLOCK_HITSCAN | CSTAT_WALL_WARP_HITSCAN,
};
#define SIZ countof
//
// Directions
//
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enum
{
DEGREE_45 = 256,
DEGREE_90 = 512
};
////
//
// Directional enumerations
//
////
enum DirOrd
{
ORD_NORTH, ORD_NE, ORD_EAST, ORD_SE, ORD_SOUTH, ORD_SW, ORD_WEST, ORD_NW
};
enum Dir8
{
NORTH = ORD_NORTH * DEGREE_45,
NE = ORD_NE * DEGREE_45,
EAST = ORD_EAST * DEGREE_45,
SE = ORD_SE * DEGREE_45,
SOUTH = ORD_SOUTH * DEGREE_45,
SW = ORD_SW * DEGREE_45,
WEST = ORD_WEST * DEGREE_45,
NW = ORD_NW * DEGREE_45,
};
// Auto building enumerations
#define DIGI_ENUM
enum digi
{
#include "digi.h"
DIGI_MAX
};
#undef DIGI_ENUM
#define DAMAGE_ENUM
enum dam
{
#include "damage.h"
};
#undef DAMAGE_ENUM
////
//
// State declarations
//
////
// Forward declarations
struct STATE;
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struct PANEL_STATE;
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struct PLAYER;
struct PERSONALITY;
struct ATTRIBUTE;
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struct SECTOR_OBJECT;
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struct PANEL_SPRITE;
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struct ANIM;
class DSWActor;
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typedef int ANIMATOR (DSWActor* actor);
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typedef void pANIMATOR (PANEL_SPRITE*);
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typedef void (*soANIMATORp) (SECTOR_OBJECT*);
struct STATE
{
short Pic;
int Tics;
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ANIMATOR* Animator;
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STATE* NextState;
};
//
// State Flags
//
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enum
{
SF_TICS_MASK = 0xFFFF,
SF_QUICK_CALL = BIT(16),
SF_PLAYER_FUNC = BIT(17), // only for players to execute
SF_TIC_ADJUST = BIT(18), // use tic adjustment for these frames
SF_WALL_STATE = BIT(19), // use for walls instead of sprite
};
///////////////////////////////////////////////////////////////////////////////
// Jim's MISC declarations from other files
///////////////////////////////////////////////////////////////////////////////
enum FOOT_TYPE
{WATER_FOOT, BLOOD_FOOT};
extern FOOT_TYPE FootMode;
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
enum
{
MAX_PAIN = 5,
MAX_TAUNTAI = 33,
MAX_GETSOUNDS = 5,
MAX_YELLSOUNDS = 3,
};
extern int PlayerPainVocs[MAX_PAIN];
extern int PlayerLowHealthPainVocs[MAX_PAIN];
extern int TauntAIVocs[MAX_TAUNTAI];
extern int PlayerGetItemVocs[MAX_GETSOUNDS];
extern int PlayerYellVocs[MAX_YELLSOUNDS];
void BossHealthMeter(void);
// Global variables used for modifying variouse things from the Console
///////////////////////////////////////////////////////////////////////////////////////////
//
// JPlayer
//
///////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////
//
// Weapon
//
///////////////////////////////////////////////////////////////////////////////////////////
enum
{
MAX_WEAPONS_KEYS = 10,
MAX_WEAPONS_EXTRA = 4, // extra weapons like the two extra head attacks
MAX_WEAPONS = (MAX_WEAPONS_KEYS + MAX_WEAPONS_EXTRA),
// weapons that not missile type sprites
WPN_NM_LAVA = (-8),
WPN_NM_SECTOR_SQUISH = (-9),
};
//#define WEAP_ENTRY(id, init_func, damage_lo, damage_hi, radius)
struct DAMAGE_DATA
{
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void (*Init)(PLAYER*);
int16_t damage_lo;
int16_t damage_hi;
unsigned int radius;
int16_t max_ammo;
int16_t min_ammo;
int16_t with_weapon;
int16_t weapon_pickup;
int16_t ammo_pickup;
};
extern DAMAGE_DATA DamageData[];
// bit arrays that determine if a) Weapon has no ammo b) Weapon is the ammo (no weapon exists)
extern int WeaponHasNoAmmo, WeaponIsAmmo;
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void InitWeaponFist(PLAYER*);
void InitWeaponStar(PLAYER*);
void InitWeaponShotgun(PLAYER*);
void InitWeaponRocket(PLAYER*);
void InitWeaponRail(PLAYER*);
void InitWeaponMicro(PLAYER*);
void InitWeaponUzi(PLAYER*);
void InitWeaponSword(PLAYER*);
void InitWeaponHothead(PLAYER*);
void InitWeaponElectro(PLAYER*);
void InitWeaponHeart(PLAYER*);
void InitWeaponGrenade(PLAYER*);
void InitWeaponMine(PLAYER*);
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void InitWeaponNapalm(PLAYER*);
void InitWeaponRing(PLAYER*);
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extern void (*InitWeapon[MAX_WEAPONS]) (PLAYER*);
///////////////////////////////////////////////////////////////////////////////////////////
//
// Player
//
///////////////////////////////////////////////////////////////////////////////////////////
enum
{
MAX_SW_PLAYERS_SW = (4),
MAX_SW_PLAYERS_REG = (8)
};
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#define MAX_SW_PLAYERS (SW_SHAREWARE ? MAX_SW_PLAYERS_SW : MAX_SW_PLAYERS_REG)
extern int ThemeTrack[6]; // w
extern FString ThemeSongs[6]; //
enum
{
MAX_KEYS = 8,
MAX_FORTUNES = 16,
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MAX_INVENTORY_Q = 11,//InvDecl_TOTAL
QUOTE_KEYMSG = 1,
QUOTE_DOORMSG = QUOTE_KEYMSG + MAX_KEYS,
// 23+24 are reserved.
QUOTE_COOKIE = 25,
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QUOTE_INVENTORY = QUOTE_COOKIE + MAX_FORTUNES,
QUOTE_WPNFIST = QUOTE_INVENTORY + MAX_INVENTORY_Q,
QUOTE_WPNSWORD,
QUOTE_WPNSHURIKEN,
QUOTE_WPNSTICKY,
QUOTE_WPNUZI,
QUOTE_WPNLAUNCH,
QUOTE_WPNNUKE,
QUOTE_WPNGRENADE,
QUOTE_WPNRAILGUN,
QUOTE_WPNRIOT,
QUOTE_WPNHEAD,
QUOTE_WPNRIPPER,
// Here a gap of two needs to be inserted because the weapon array contains two bogus entries the parser can access.
// Not all ammo types here are used, but the entries must be reserved for the parser.
QUOTE_AMMOFIST = QUOTE_WPNRIPPER + 2,
QUOTE_AMMOSWORD,
QUOTE_AMMOSHURIKEN,
QUOTE_AMMOSTICKY,
QUOTE_AMMOUZI,
QUOTE_AMMOLAUNCH,
QUOTE_AMMONUKE,
QUOTE_AMMOGRENADE,
QUOTE_AMMORAILGUN,
QUOTE_AMMORIOT,
QUOTE_AMMOHEAD,
QUOTE_AMMORIPPER,
// Again, here a gap of two needs to be inserted because the weapon array contains two bogus entries the parser can access.
};
enum PlayerDeathTypes
{
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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typedef void (*PLAYER_ACTION_FUNCp)(PLAYER*);
#include "inv.h"
struct REMOTE_CONTROL
{
sectortype* cursectp, * lastcursectp;
int pang;
DVector2 vect, ovect, slide_vect;
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DVector3 pos;
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SECTOR_OBJECT* sop_control;
};
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struct PLAYER
{
// variable that fit in the sprite or user structure
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DVector3 pos, opos, oldpos;
DSWActor* actor; // this may not be a TObjPtr!
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TObjPtr<DSWActor*> lowActor, highActor;
TObjPtr<DSWActor*> remoteActor;
TObjPtr<DSWActor*> PlayerUnderActor;
TObjPtr<DSWActor*> KillerActor; //who killed me
TObjPtr<DSWActor*> HitBy; // Sprite num of whatever player was last hit by
TObjPtr<DSWActor*> last_camera_act;
// holds last valid move position
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DVector3 lv;
REMOTE_CONTROL remote;
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SECTOR_OBJECT* sop_remote;
SECTOR_OBJECT* sop; // will either be sop_remote or sop_control
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double hiz, loz;
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double opbob_amt, pbob_amt;
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int jump_count, jump_speed; // jumping
double z_speed;
int climb_ndx;
double p_ceiling_dist,p_floor_dist;
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sectortype* hi_sectp, *lo_sectp;
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double circle_camera_dist;
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DVector3 si; // save player interp position for PlayerSprite
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DAngle siang;
DVector2 vect, ovect, slide_vect; // these need floatification, but must be done together. vect is in 14.18 format!
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int friction;
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int16_t slide_ang; // todo: floatify
int slide_dec;
float drive_avel;
DAngle circle_camera_ang;
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int16_t camera_check_time_delay;
sectortype
* cursector,
* lastcursector,
* lv_sector;
void setcursector(sectortype* s) { cursector = s; }
bool insector() const { return cursector != nullptr; }
// variables that do not fit into sprite structure
PlayerHorizon horizon;
PlayerAngle angle;
double recoil_amt;
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int16_t recoil_speed;
int16_t recoil_ndx;
fixedhoriz recoil_ohorizoff, recoil_horizoff;
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DVector3 Revolve;
DAngle RevolveDeltaAng;
DAngle RevolveAng;
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int16_t pnum; // carry along the player number
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sectortype* LadderSector;
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DVector2 LadderPosition; // ladder x and y
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int16_t JumpDuration;
int16_t WadeDepth;
int16_t bob_ndx;
int16_t bcnt; // bob count
double bob_z, obob_z;
//Multiplayer variables
InputPacket input;
InputPacket lastinput;
// must start out as 0
int playerreadyflag;
PLAYER_ACTION_FUNCp DoPlayerAction;
int Flags, Flags2;
ESyncBits KeyPressBits;
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SECTOR_OBJECT* sop_control; // sector object pointer
SECTOR_OBJECT* sop_riding; // sector object pointer
struct
{
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PANEL_SPRITE* Next, *Prev;
} PanelSpriteList;
// hack stuff to get a working pointer to this list element without running into type punning warnings with GCC.
// The list uses itself as sentinel element despite the type mismatch.
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PANEL_SPRITE* GetPanelSpriteList()
{
void* p = &PanelSpriteList;
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return reinterpret_cast<PANEL_SPRITE*>(p);
}
// Key stuff
uint8_t HasKey[8];
// Weapon stuff
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int16_t SwordAng;
int WpnGotOnceFlags; // for no respawn mode where weapons are allowed grabbed only once
int WpnFlags;
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int16_t WpnAmmo[MAX_WEAPONS];
int16_t WpnNum;
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PANEL_SPRITE* CurWpn;
PANEL_SPRITE* Wpn[MAX_WEAPONS];
PANEL_SPRITE* Chops;
uint8_t WpnRocketType; // rocket type
uint8_t WpnRocketHeat; // 5 to 0 range
uint8_t WpnRocketNuke; // 1, you have it, or you don't
uint8_t WpnFlameType; // Guardian weapons fire
uint8_t WpnFirstType; // First weapon type - Sword/Shuriken
uint8_t WeaponType; // for weapons with secondary functions
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int16_t FirePause; // for sector objects - limits rapid firing
//
// Inventory Vars
//
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int16_t InventoryNum;
int16_t InventoryBarTics;
int16_t InventoryTics[MAX_INVENTORY];
int16_t InventoryPercent[MAX_INVENTORY];
int8_t InventoryAmount[MAX_INVENTORY];
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bool InventoryActive[MAX_INVENTORY];
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int16_t DiveTics;
int16_t DiveDamageTics;
// Death stuff
uint16_t DeathType;
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int16_t Kills;
int16_t KilledPlayer[MAX_SW_PLAYERS_REG];
int16_t SecretsFound;
// Health
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int16_t Armor;
int16_t MaxHealth;
char PlayerName[32];
uint8_t UziShellLeftAlt;
uint8_t UziShellRightAlt;
uint8_t TeamColor; // used in team play and also used in regular mulit-play for show
// palette fading up and down for player hit and get items
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int16_t FadeTics; // Tics between each fade cycle
int16_t FadeAmt; // Current intensity of fade
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bool NightVision; // Is player's night vision active?
uint8_t StartColor; // Darkest color in color range being used
//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
int16_t NumFootPrints; // Number of foot prints left to lay down
uint8_t WpnUziType; // Toggle between single or double uzi's if you own 2.
uint8_t WpnShotgunType; // Shotgun has normal or fully automatic fire
uint8_t WpnShotgunAuto; // 50-0 automatic shotgun rounds
uint8_t WpnShotgunLastShell; // Number of last shell fired
uint8_t WpnRailType; // Normal Rail Gun or EMP Burst Mode
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bool Bloody; // Is player gooey from the slaughter?
bool InitingNuke;
bool TestNukeInit;
bool NukeInitialized; // Nuke already has counted down
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int16_t FistAng; // KungFu attack angle
uint8_t WpnKungFuMove; // KungFu special moves
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int16_t Reverb; // Player's current reverb setting
int16_t Heads; // Number of Accursed Heads orbiting player
int PlayerVersion;
char cookieQuote[256]; // Should be an FString but must be POD for now so that PLAYER remains POD.
int cookieTime;
uint8_t WpnReloadState;
};
extern PLAYER Player[MAX_SW_PLAYERS_REG+1];
//
// Player Flags
//
enum
{
PF_DEAD = (BIT(1)),
PF_JUMPING = (BIT(2)),
PF_FALLING = (BIT(3)),
PF_LOCK_CRAWL = (BIT(4)),
PF_PLAYER_MOVED = (BIT(7)),
PF_PLAYER_RIDING = (BIT(8)),
PF_RECOIL = (BIT(10)),
PF_FLYING = (BIT(11)),
PF_WEAPON_RETRACT = (BIT(12)),
PF_PICKED_UP_AN_UZI = (BIT(13)),
PF_CRAWLING = (BIT(14)),
PF_CLIMBING = (BIT(15)),
PF_SWIMMING = (BIT(16)),
PF_DIVING = (BIT(17)),
PF_DIVING_IN_LAVA = (BIT(18)),
PF_TWO_UZI = (BIT(19)),
PF_DEAD_HEAD = (BIT(22)), // are your a dead head
PF_HEAD_CONTROL = (BIT(23)), // have control of turning when a head?
PF_CLIP_CHEAT = (BIT(24)), // cheat for wall clipping
PF_SLIDING = (BIT(25)), // cheat for wall clipping
PF_VIEW_FROM_OUTSIDE = (BIT(26)),
PF_VIEW_OUTSIDE_WEAPON = (BIT(27)),
PF_VIEW_FROM_CAMERA = (BIT(28)),
PF_TANK = (BIT(29)), // Doin the tank thang
PF_WEAPON_DOWN = (BIT(31)),
PF2_TELEPORTED = (BIT(0)),
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PF2_INPUT_CAN_AIM = (BIT(1)), // Allow calling DoPlayerHorizon() from processMovement()
PF2_INPUT_CAN_TURN_GENERAL = (BIT(2)), // Allow calling DoPlayerTurn() from processMovement()
PF2_INPUT_CAN_TURN_VEHICLE = (BIT(3)), // Allow calling DoPlayerTurnVehicle() from processMovement()
PF2_INPUT_CAN_TURN_TURRET = (BIT(4)), // Allow calling DoPlayerTurnTurret() from processMovement()
};
///////////////////////////////////////////////////////////////////////////////////////////
//
// Actor
//
///////////////////////////////////////////////////////////////////////////////////////////
//
// Hit Points
//
enum
{
HEALTH_RIPPER = 70 ,
HEALTH_RIPPER2 = 200 ,
HEALTH_MOMMA_RIPPER = 500 ,
HEALTH_NINJA = 40 ,
HEALTH_RED_NINJA = 160 ,
HEALTH_COOLIE = 120 ,
HEALTH_COOLIE_GHOST = 65 ,
HEALTH_SKEL_PRIEST = 90 ,
HEALTH_GORO = 200 ,
HEALTH_HORNET = 4 ,
HEALTH_SKULL = 4 ,
HEALTH_EEL = 100 ,
HEALTH_SERP_GOD = 3800,
};
//
// Action Set Structure
//
enum
{
MAX_ACTOR_CLOSE_ATTACK = 2,
MAX_ACTOR_ATTACK = 6,
};
struct ACTOR_ACTION_SET
{
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STATE* *Stand;
STATE* *Run;
STATE* *Jump;
STATE* *Fall;
STATE* *Crawl;
STATE* *Swim;
STATE* *Fly;
STATE* *Rise;
STATE* *Sit;
STATE* *Look;
STATE* *Climb;
STATE* *Pain;
STATE* *Death1;
STATE* *Death2;
STATE* *Dead;
STATE* *DeathJump;
STATE* *DeathFall;
STATE* *CloseAttack[MAX_ACTOR_CLOSE_ATTACK];
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int16_t CloseAttackPercent[MAX_ACTOR_CLOSE_ATTACK];
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STATE* *Attack[MAX_ACTOR_ATTACK];
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int16_t AttackPercent[MAX_ACTOR_ATTACK];
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STATE* *Special[2];
STATE* *Duck;
STATE* *Dive;
};
struct ROTATOR
{
int pos; // current position - always moves toward tgt
int open_dest; // destination of open position
int tgt; // current target
int speed; // speed of movement
int orig_speed; // original speed - vel jacks with speed
int vel; // velocity adjuments
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TArray<DVector2> orig;
void SetNumWalls(int num)
{
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orig.Resize(num);
memset(orig.Data(), 0, num * sizeof(DVector2));
}
void ClearWalls()
{
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orig.Reset();
}
};
//
// User Extension record
//
struct USER
{
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void Clear()
{
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rotator.Clear();
WallShade.Clear();
memset(&WallP, 0, sizeof(USER) - myoffsetof(USER, WallP));
}
// frequently repeated patterns
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void addCounterToChange() { change.Z += Counter * zmaptoworld; }
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//
// Variables that can be used by actors and Player
//
TPointer<ROTATOR> rotator;
// wall vars for lighting
TArray<int8_t> WallShade;
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walltype* WallP; // operate on wall instead of sprite
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STATE* State;
STATE* *Rot;
STATE* StateStart;
STATE* StateEnd;
STATE* *StateFallOverride; // a bit kludgy - override std fall state
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ANIMATOR* ActorActionFunc;
ACTOR_ACTION_SET* ActorActionSet;
PERSONALITY* Personality;
ATTRIBUTE* Attrib;
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SECTOR_OBJECT* sop_parent; // denotes that this sprite is a part of the
// sector object - contains info for the SO
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// referenced actors
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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;
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DVector3 pos;
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DVector3 change; // precalculated vectors
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double hiz, loz;
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double oz; // serialized copy of sprite.oz
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double z_tgt;
double ceiling_dist;
double floor_dist;
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double zclip; // z height to move up for clipmove
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int Flags;
int Flags2;
int Tics;
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int16_t RotNum;
int16_t ID;
// Health/Pain related
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int16_t Health;
int16_t MaxHealth;
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int16_t LastDamage; // last damage amount taken
int16_t PainThreshold; // amount of damage that can be taken before
// going into pain frames.
// jump & fall
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int16_t jump_speed;
int16_t jump_grav;
// clipmove
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double lo_step;
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int active_range;
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sectortype* hi_sectp, *lo_sectp;
// if a player's sprite points to player structure
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PLAYER* PlayerP;
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int16_t Sibling;
//
// Possibly used by both.
//
// velocity
int vel_tgt;
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int16_t vel_rate;
uint8_t speed; // Ordinal Speed Range 0-3 from slow to fast
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int16_t Counter;
int16_t Counter2;
int16_t Counter3;
int16_t DamageTics;
int16_t BladeDamageTics;
unsigned int Radius; // for distance checking
double fRadius() const { return Radius * inttoworld; }
double OverlapZ; // for z overlap variable
//
// Only have a place for actors
//
// scaling
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int16_t scale_speed;
unsigned short scale_value;
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int16_t scale_tgt;
// zig zagging
double DistCheck;
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double Dist;
double TargetDist;
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int16_t WaitTics;
// track
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int16_t track;
int16_t point;
int16_t track_dir;
int track_vel;
// sliding variables - slide backwards etc
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DAngle slide_ang;
double slide_vel;
double slide_dec;
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int16_t motion_blur_dist;
int16_t motion_blur_num;
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int16_t wait_active_check; // for enemy checking of player
int16_t inactive_time; // length of time actor has been unaware of his tgt
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DAngle sang;
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uint8_t spal; // save off default palette number
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Collision coll; // same thing broken up into useful components.
// Need to get rid of these flags
int Flag1;
int8_t LastWeaponNum;
int8_t WeaponNum;
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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)
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int16_t FlagOwner; // Not the spritenum of the original flag (abused to hell by other things)
int16_t Vis; // Shading upgrade, for shooting, etc...
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bool DidAlert; // Has actor done his alert noise before?
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DAngle oangdiff; // Used for interpolating sprite angles
uint8_t filler;
};
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
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enum
{
SPR_MOVED = BIT(0), // Did actor move
SPR_ATTACKED = BIT(1), // Is sprite being attacked?
SPR_TARGETED = BIT(2), // Is sprite a target of a weapon?
SPR_ACTIVE = BIT(3), // Is sprite aware of the player?
SPR_ELECTRO_TOLERANT = BIT(4), // Electro spell does not slow actor
SPR_JUMPING = BIT(5), // Actor is jumping
SPR_FALLING = BIT(6), // Actor is falling
SPR_CLIMBING = BIT(7), // Actor is falling
SPR_DEAD = BIT(8), // Actor is dying
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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
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SPR_SO_ATTACHED = BIT(14), // sprite is part of a sector object
SPR_SUICIDE = BIT(15), // sprite is set to kill itself
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SPR_RUN_AWAY = BIT(16), // sprite is in "Run Away" track mode.
SPR_FIND_PLAYER = BIT(17), // sprite is in "Find Player" track mode.
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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
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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
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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
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SPR_BOUNCE = BIT(29), // For shrapnel types that can bounce once
SPR_UNDERWATER = BIT(30), // For missiles etc
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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'
};
///////////////////////////////////////////////////////////////////////////////////////////
//
// Sector Stuff - Sector Objects and Tracks
//
///////////////////////////////////////////////////////////////////////////////////////////
// flags in EXTRA variable
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enum
{
SECTFX_SINK = BIT(0),
SECTFX_OPERATIONAL = BIT(1),
SECTFX_WARP_SECTOR = BIT(2),
SECTFX_CURRENT = BIT(3),
SECTFX_Z_ADJUST = BIT(4), // adjust ceiling/floor
SECTFX_NO_RIDE = BIT(5), // moving sector - don't ride it
SECTFX_DYNAMIC_AREA = BIT(6),
SECTFX_DIVE_AREA = BIT(7), // Diving area
SECTFX_UNDERWATER = BIT(8), // Underwater area
SECTFX_UNDERWATER2 = BIT(9), // Underwater area
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SECTFX_LIQUID_MASK = (BIT(10)|BIT(11)), // only valid for sectors with depth
SECTFX_LIQUID_NONE = (0),
SECTFX_LIQUID_LAVA = BIT(10),
SECTFX_LIQUID_WATER = BIT(11),
SECTFX_SECTOR_OBJECT = BIT(12), // for collision detection
SECTFX_VATOR = BIT(13), // denotes that this is a vertical moving sector vator type
SECTFX_TRIGGER = BIT(14), // trigger type to replace tags.h trigger types
};
// flags in sector USER structure
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enum
{
SECTFU_SO_DONT_BOB = BIT(0),
SECTFU_SO_SINK_DEST = BIT(1),
SECTFU_SO_DONT_SINK = BIT(2),
SECTFU_DONT_COPY_PALETTE = BIT(3),
SECTFU_SO_SLOPE_FLOOR_TO_POINT = BIT(4),
SECTFU_SO_SLOPE_CEILING_TO_POINT = BIT(5),
SECTFU_DAMAGE_ABOVE_SECTOR = BIT(6),
SECTFU_VATOR_BOTH = BIT(7), // vators set up for both ceiling and floor
SECTFU_CANT_SURFACE = BIT(8), // for diving
SECTFU_SLIDE_SECTOR = BIT(9), // for diving
};
#define MAKE_STAG_ENUM
enum STAG_ID
{
#include "stag.h"
};
#undef MAKE_STAG_ENUM
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enum {
WALLFX_LOOP_DONT_SPIN = BIT(0),
WALLFX_LOOP_REVERSE_SPIN = BIT(1),
WALLFX_LOOP_SPIN_2X = BIT(2),
WALLFX_LOOP_SPIN_4X = BIT(3),
WALLFX_LOOP_OUTER = BIT(4), // for sector object
WALLFX_DONT_MOVE = BIT(5), // for sector object
WALLFX_SECTOR_OBJECT = BIT(6), // for collision detection
WALLFX_DONT_STICK = BIT(7), // for bullet holes and stars
WALLFX_DONT_SCALE = BIT(8), // for sector object
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
};
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# define CallocMem(size, num) M_Calloc(size, num)
# define FreeMem(ptr) M_Free(ptr)
struct TARGET_SORT
{
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DSWActor* actor;
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DAngle dangle;
double dst;
double weight;
};
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enum { MAX_TARGET_SORT = 16 };
extern TARGET_SORT TargetSort[MAX_TARGET_SORT];
extern unsigned TargetSortCount;
enum DOOR_TYPE
{
OPERATE_TYPE,
DOOR_HORIZ_TYPE,
DOOR_SLIDE_TYPE,
DOOR_SWING_TYPE,
DOOR_ROTATE_TYPE
};
struct DOOR_AUTO_CLOSE
{
DOOR_TYPE Type;
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int Sector;
int16_t Speed;
int16_t TimeOut;
};
struct SWING
{
int origx[17], origy[17];
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int sector;
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int16_t angopen, angclosed, angopendir, sang, anginc;
};
struct SINE_WAVE_FLOOR
{
sectortype* sectp;
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double floorOrigz, ceilingOrigz, Range;
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int16_t sintable_ndx, speed_shift;
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uint8_t flags;
};
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enum
{
MAX_SINE_WAVE = 12,
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MAX_SINE_WALL = 10,
MAX_SINE_WALL_POINTS = 64,
};
extern SINE_WAVE_FLOOR SineWaveFloor[MAX_SINE_WAVE][21];
struct SINE_WALL
{
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walltype* wallp;
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double origXY;
double Range;
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int16_t sintable_ndx, speed_shift, type;
};
extern SINE_WALL SineWall[MAX_SINE_WALL][MAX_SINE_WALL_POINTS];
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struct SPRING_BOARD
{
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sectortype* sectp;
int TimeOut;
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};
extern SPRING_BOARD SpringBoard[20];
extern SWING Rotate[17];
enum
{
MAX_DOOR_AUTO_CLOSE = 16,
MAXANIM = 256
};
extern DOOR_AUTO_CLOSE DoorAutoClose[MAX_DOOR_AUTO_CLOSE];
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typedef void (*ANIM_CALLBACKp) (ANIM*, void *);
enum
{
ANIM_Floorz,
ANIM_SopZ,
ANIM_Spritez,
ANIM_Userz,
ANIM_SUdepth,
};
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struct TRACK_POINT
{
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DVector3 pos;
DAngle angle;
int16_t tag_low, tag_high;
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};
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struct TRACK
{
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TRACK_POINT* TrackPoint;
int ttflags;
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int flags;
int NumPoints;
void FreeTrackPoints()
{
if (TrackPoint)
{
M_Free(TrackPoint);
// !JIM! I added null assigner
TrackPoint = nullptr;
}
}
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TRACK_POINT* SetTrackSize(unsigned newsize)
{
FreeTrackPoints();
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TrackPoint = (TRACK_POINT*)M_Calloc((newsize * sizeof(TRACK_POINT)), 1);
return TrackPoint;
}
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};
// Most track type flags are in tags.h
// Regular track flags
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struct COLOR_MAP
{
uint8_t FromRange,ToRange,FromColor,ToColor;
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};
enum
{
TF_TRACK_OCCUPIED = BIT(0),
MAX_TRACKS = 100,
MAX_SO_SECTOR = 50,
MAX_SO_POINTS = (MAX_SO_SECTOR*15),
MAX_SO_SPRITE = 60,
MAX_CLIPBOX = 32
};
extern TRACK Track[MAX_TRACKS];
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struct SECTOR_OBJECT
{
soANIMATORp PreMoveAnimator;
soANIMATORp PostMoveAnimator;
soANIMATORp Animator;
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TObjPtr<DSWActor*> controller;
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TObjPtr<DSWActor*> sp_child; // child sprite that holds info for the sector object
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DVector3 pmid; // midpoints of the sector object
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TObjPtr<DSWActor*> so_actors[MAX_SO_SPRITE]; // hold the actors of the object
TObjPtr<DSWActor*> match_event_actor; // spritenum of the match event sprite
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sectortype
*sectp[MAX_SO_SECTOR],
*scratch, // Just a filler to account for shitty loop tests.
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*op_main_sector, // main sector operational SO moves in - for speed purposes
*mid_sector; // middle sector
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walltype
* morph_wall_point; // actual wall point to drag
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double
target_dist, // distance to next point
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zdelta; // z delta from original
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int vel, // velocity
vel_tgt, // target velocity
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update; // Distance from player at which you continue updating
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double zorig_floor[MAX_SO_SECTOR], // original z values for all sectors
z_tgt; // target z delta
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int z_rate; // rate at which z aproaches target
// only works for single player.
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double bob_diff, // bobbing difference for the frame
floor_loz, // floor low z
floor_hiz, // floor hi z
bob_amt; // bob amount max in z coord
// variables set by mappers for drivables
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int drive_angspeed,
drive_angslide,
drive_speed,
drive_slide,
flags;
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double crush_z,
morph_z, // morphing point z
morph_z_min, // morphing point z min
morph_z_max;
DVector2 orig[MAX_SO_POINTS]; // save the original x & y location of each wall so it can be
int16_t 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
clipdist, // cliping distance for operational sector objects
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clipbox_dist[MAX_CLIPBOX]; // mult-clip box variables (clipdist equivalent)
double clipbox_vdist[MAX_CLIPBOX]; // mult-clip box variables
DAngle clipbox_ang[MAX_CLIPBOX]; // mult-clip box variables
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int int_i_ang() const { return ang.Buildang(); }
int int_i_ang_moving() const { return ang_moving.Buildang(); }
int int_i_ang_tgt() const { return ang_tgt.Buildang(); }
int int_i_ang_orig() const { return ang_orig.Buildang(); }
int int_i_last_ang() const { return last_ang.Buildang(); }
int int_i_spin_ang() const { return spin_ang.Buildang(); }
int int_i_spin_speed() const { return spin_speed.Buildang(); }
void set_int_i_spin_speed(int i) { spin_speed = DAngle::fromBuild(i); }
void set_int_i_last_ang(int i) { last_ang = DAngle::fromBuild(i); }
void set_int_i_spin_ang(int i) { spin_ang = DAngle::fromBuild(i); }
void set_int_i_ang(int i) { ang = DAngle::fromBuild(i); }
void set_int_i_ang_tgt(int i) { ang_tgt = DAngle::fromBuild(i); }
void set_int_i_ang_moving(int i) { ang_moving = DAngle::fromBuild(i); }
void set_int_i_ang_orig(int i) { ang_orig = DAngle::fromBuild(i); }
int16_t clipbox_num;
DAngle ang; // angle facing
DAngle ang_moving; // angle the SO is facing
DAngle ang_tgt; // target angle
DAngle ang_orig; // original angle
DAngle last_ang, // last angle before started spinning
old_ang; // holding variable for the old angle
DAngle spin_speed, // spin_speed
save_spin_speed, // save spin speed
spin_ang; // spin angle
int16_t 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
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
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scale_rand_freq; // freqency of direction change - based on rand(1024)
double scale_dist, // distance from center
scale_dist_min, // absolute min
scale_dist_max, // absolute max
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scale_speed, // speed of scaling
// values for single point scaling
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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
int16_t 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_rand_freq; // freq of dir change
DAngle morph_ang; // angle moving from CENTER
double morph_speed, // speed of movement
morph_dist_max, // radius boundry
morph_dist, // dist from CENTER
morph_z_speed; // z speed for morph point
DVector2 morph_off; // save yoff from center
//scale_rand_reverse; // random at random interval
// limit rotation angle
DAngle limit_ang_center, // for limiting the angle of turning - turrets etc
limit_ang_delta; //
};
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enum
{
SOBJ_SPEED_UP = BIT(0) ,
SOBJ_SLOW_DOWN = BIT(1) ,
SOBJ_ZUP = BIT(2) ,
SOBJ_ZDOWN = BIT(3) ,
SOBJ_ZDIFF_MODE = BIT(4) ,
SOBJ_MOVE_VERTICAL = BIT(5) ,// for sprite objects - move straight up/down
SOBJ_ABSOLUTE_ANGLE = BIT(7) ,
SOBJ_SPRITE_OBJ = BIT(8) ,
SOBJ_DONT_ROTATE = BIT(9) ,
SOBJ_WAIT_FOR_EVENT = BIT(10),
SOBJ_HAS_WEAPON = BIT(11),
SOBJ_SYNC1 = BIT(12), // for syncing up several SO's perfectly
SOBJ_SYNC2 = BIT(13), // for syncing up several SO's perfectly
SOBJ_DYNAMIC = BIT(14), // denotes scaling or morphing object
SOBJ_ZMID_FLOOR = BIT(15), // can't remember which sector objects need this think its the bobbing and sinking ones
SOBJ_SLIDE = BIT(16),
SOBJ_OPERATIONAL = BIT(17),
SOBJ_KILLABLE = BIT(18),
SOBJ_DIE_HARD = BIT(19),
SOBJ_UPDATE_ONCE = BIT(20),
SOBJ_UPDATE = BIT(21),
SOBJ_NO_QUAKE = BIT(22),
SOBJ_REMOTE_ONLY = BIT(23),
SOBJ_RECT_CLIP = BIT(24),
SOBJ_BROKEN = BIT(25),
};
// track set to these to tell them apart
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enum
{
MAX_SECTOR_OBJECTS = 20,
SO_OPERATE_TRACK_START = 90,
SO_TURRET_MGUN = 96, // machine gun
SO_TURRET = 97,
SO_VEHICLE = 98,
// #define SO_SPEED_BOAT 99
};
// make sure this does not overflow when converted to a Build int coordinate and survives a round trip through conversions.
constexpr double MAXSO = 0x7fffffe0 / 32;
static_assert(MAXSO == int(MAXSO * worldtoint) * inttoworld);
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inline bool SO_EMPTY(SECTOR_OBJECT* sop) { return (sop->pmid.X == MAXSO); }
extern SECTOR_OBJECT SectorObject[MAX_SECTOR_OBJECTS];
///////////////////////////////////////////////////////////////////////////////////////////
//
// Prototypes
//
///////////////////////////////////////////////////////////////////////////////////////////
ANIMATOR NullAnimator;
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int NewStateGroup(DSWActor* actor, STATE* SpriteGroup[]);
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DVector3 SectorMidPoint(sectortype* sectp);
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void SpawnUser(DSWActor* actor, short id, STATE* state);
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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 SoundAngle(int x, int y);
//void PlaySound(int num, short angle, short vol);
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int _PlaySound(int num, DSWActor* sprite, PLAYER* player, const DVector3 *const pos, int flags, int channel, EChanFlags sndflags);
void InitAmbient(int num, DSWActor* actor);
inline void PlaySound(int num, PLAYER* player, int flags, int channel = 8, EChanFlags sndflags = CHANF_NONE)
{
_PlaySound(num, nullptr, player, nullptr, flags, channel, sndflags);
}
inline void PlaySound(int num, int flags, int channel = 8, EChanFlags sndflags = CHANF_NONE)
{
_PlaySound(num, nullptr, nullptr, nullptr, flags, channel, sndflags);
}
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inline void PlaySound(int num, const DVector3 &pos, int flags, int channel = 8, EChanFlags sndflags = CHANF_NONE)
{
_PlaySound(num, nullptr, nullptr, &pos, flags, channel, sndflags);
}
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int _PlayerSound(int num, PLAYER* pp);
inline int PlayerSound(int num, int flags, PLAYER* pp) { return _PlayerSound(num, pp); }
void StopPlayerSound(PLAYER* pp, int which = -1);
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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);
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void PlayerUpdateHealth(PLAYER* pp, short value);
void PlayerUpdateAmmo(PLAYER* pp, short WeaponNum, short value);
void PlayerUpdateWeapon(PLAYER* pp, short WeaponNum);
void PlayerUpdateKills(PLAYER* pp, short value);
void RefreshInfoLine(PLAYER* 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, double thegoal, int thevel);
int AnimSet(int animtype, sectortype* animindex, double thegoal, int thevel)
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{
return AnimSet(animtype, sectnum(animindex), nullptr, thegoal, thevel);
}
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short AnimSetCallback(short anim_ndx, ANIM_CALLBACKp call, SECTOR_OBJECT* data);
short AnimSetVelAdj(short anim_ndx, double vel_adj);
void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SET* action, PERSONALITY* person);
void getzrangepoint(const DVector3& pos, sectortype* sect, double* hiz, Collision* ceilhit, double* loz, Collision* florhit);
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Collision move_sprite(DSWActor* actor, const DVector3& change, double ceildist, double flordist, uint32_t cliptype, int numtics);
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Collision move_missile(DSWActor* actor, const DVector3& change, double ceildist, double flordist, uint32_t cliptype, int numtics);
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DSWActor* DoPickTarget(DSWActor*, DAngle max_delta_ang, int skip_targets);
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void change_actor_stat(DSWActor* actor, int stat, bool quick = false);
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void SetOwner(DSWActor*, DSWActor*, bool flag = true);
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void SetOwner(int a, int b); // we still need this...
void ClearOwner(DSWActor* ownr);
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DSWActor* GetOwner(DSWActor* child);
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void SetAttach(DSWActor*, DSWActor*);
void CollectPortals();
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int SpawnBlood(DSWActor* actor, DSWActor* weapActor, DAngle hit_angle = nullAngle, const DVector3* hitpos = nullptr);
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enum
{
FAF_PLACE_MIRROR_PIC = 341,
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));
}
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void FAFhitscan(const DVector3& start, sectortype* sect, const DVector3& vect, HitInfo& hit, int32_t clipmask);
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bool FAFcansee(const DVector3& start, sectortype* sects, const DVector3& end, sectortype* secte);
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void FAFgetzrange(const DVector3& pos, sectortype* sect, double* hiz, Collision* ceilhit, double* loz, Collision* florhit, int32_t clipdist, int32_t clipmask);
void FAFgetzrangepoint(const DVector3& pos, sectortype* sect, double* hiz, Collision* ceilhit, double* loz, Collision* florhit);
enum SoundType
{
SOUND_OBJECT_TYPE,
SOUND_EVERYTHING_TYPE
};
void DoSoundSpotMatch(short match, short sound_num, short sound_type);
///////////////////////////////////////////////////////////////////////////////////////////
//
// Externs
//
///////////////////////////////////////////////////////////////////////////////////////////
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extern bool NewGame;
extern uint8_t CommPlayers;
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extern bool CommEnabled;
extern int LastFrameTics;
extern char ds[];
extern short Skill;
extern int GodMode;
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extern bool ReloadPrompt;
extern int lockspeed;
// Various scattered constants
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enum
{
synctics = 3,
ACTORMOVETICS = (synctics << 1),
TICSPERMOVEMENT = synctics,
ACTOR_GRAVITY = 8,
// subtract value from clipdist on getzrange calls
GETZRANGE_CLIP_ADJ = 8,
STAT_DAMAGE_LIST_SIZE = 20,
COLOR_PAIN = 128, // Light red range
ANIM_SERP = 1,
ANIM_SUMO =2,
ANIM_ZILLA =3
};
extern int *lastpacket2clock;
///////////////////////////
//
// RECENT network additions
//
///////////////////////////
extern int MoveSkip4, MoveSkip2, MoveSkip8;
extern int MinEnemySkill;
extern short screenpeek;
extern int16_t StatDamageList[STAT_DAMAGE_LIST_SIZE];
///////////////////////////////////////////////////////////////
//
// Stuff for player palette flashes when hurt or getting items
//
///////////////////////////////////////////////////////////////
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extern void SetFadeAmt(PLAYER* pp, short damage, uint8_t startcolor);
extern void DoPaletteFlash(PLAYER* pp);
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extern bool NightVision;
///////////////////////////////////////////////////////////////
//
// Stuff added by JonoF. These should get put into their own
// headers and included by that which needs them.
//
///////////////////////////////////////////////////////////////
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int PickJumpMaxSpeed(DSWActor*, short max_speed); // ripper.c
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int DoRipperRipHeart(DSWActor*); // ripper.c
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int DoRipper2RipHeart(DSWActor*); // ripper2.c
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DSWActor* BunnyHatch2(DSWActor*); // bunny.c
void TerminateLevel(void); // game.c
void DrawMenuLevelScreen(void); // game.c
void DebugWriteString(char *string); // game.c
void getsyncstat(void); // sync.c
void SyncStatMessage(void); // sync.c
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
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bool FAF_Sector(sectortype* sect); // rooms.c
double 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
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int PlayerInitChemBomb(PLAYER* pp); // jweapon.c
int PlayerInitFlashBomb(PLAYER* pp); // jweapon.c
int PlayerInitCaltrops(PLAYER* pp); // jweapon.c
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int InitPhosphorus(DSWActor*); // jweapon.c
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void SpawnFloorSplash(DSWActor*); // jweapon.c
int SaveGame(short save_num); // save.c
int LoadGame(short save_num); // save.c
int LoadGameFullHeader(short save_num, char *descr, short *level, short *skill); // save,c
void LoadGameDescr(short save_num, char *descr); // save.c
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void SetRotatorActive(DSWActor* actor); // rotator.c
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bool VatorSwitch(short match, short setting); // vator.c
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void MoveSpritesWithSector(sectortype* sect,double z_amt,bool type); // vator.c
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void SetVatorActive(DSWActor*); // vator.c
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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_OBJECT* sop, const DVector3& pos); // morph.c
void SOBJ_AlignFloorToPoint(SECTOR_OBJECT* sop, const DVector3& pos); // morph.c
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void ScaleSectorObject(SECTOR_OBJECT* sop); // morph.c
void MorphTornado(SECTOR_OBJECT* sop); // morph.c
void MorphFloor(SECTOR_OBJECT* sop); // morph.c
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DVector2 ScaleRandomPoint(SECTOR_OBJECT* sop, int k, DAngle ang, const DVector2& pos); // morph.c
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void CopySectorMatch(int match); // copysect.c
int DoWallMoveMatch(short match); // wallmove.c
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int DoWallMove(DSWActor* sp); // wallmove.c
bool CanSeeWallMove(DSWActor* wp,int match); // wallmove.c
void DoSpikeOperate(sectortype* sect); // spike.c
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void SetSpikeActive(DSWActor*); // spike.c
DSWActor* insertActor(sectortype* sect, int statnum);
void AudioUpdate(void); // stupid
extern short LastSaveNum;
void LoadSaveMsg(const char *msg);
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void UpdateStatusBar();
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int32_t registerosdcommands(void);
extern short LevelSecrets;
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extern int TotalKillable;
extern int OrigCommPlayers;
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extern uint8_t PlayerGravity;
extern short wait_active_check_offset;
//extern short Zombies;
extern double PlaxCeilGlobZadjust, PlaxFloorGlobZadjust;
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extern bool left_foot;
extern bool bosswasseen[3];
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extern DSWActor* BossSpriteNum[3];
extern int ChopTics;
extern int Bunny_Count;
struct GameInterface : public ::GameInterface
{
const char* Name() override { return "ShadowWarrior"; }
void app_init() override;
void LoadGameTextures();
void loadPalette();
void clearlocalinputstate() override;
void FreeLevelData() override;
bool GenerateSavePic() override;
void MenuSound(EMenuSounds snd) override;
bool CanSave() override;
bool StartGame(FNewGameStartup& gs) override;
FSavegameInfo GetSaveSig() override;
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void SerializeGameState(FSerializer& arc);
2019-12-07 19:48:16 +00:00
void SetAmbience(bool on) override { if (on) StartAmbientSound(); else StopAmbientSound(); }
std::pair<DVector3, DAngle> GetCoordinates() 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 DrawWeapons() 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(const DVector2& mxy, const DVector2& cpos, const DAngle cang, const DVector2& xydim, const double czoom, double const interpfrac) override;
void WarpToCoords(double x, double y, double z, DAngle ang) override;
void ToggleThirdPerson() override;
void SwitchCoopView() override;
DVector3 chaseCamPos(DAngle ang, fixedhoriz horiz) { return DVector3(-ang.ToVector() * 128., horiz.Tan() * 128.); }
void processSprites(tspriteArray& tsprites, const DVector3& view, DAngle 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
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#include "swactor.h"
BEGIN_SW_NS
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// OVER and UNDER water macros
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inline bool SectorIsDiveArea(sectortype* sect)
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{
return sect->extra & SECTFX_DIVE_AREA;
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}
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inline bool SectorIsUnderwaterArea(sectortype* sect)
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{
return sect ? sect->extra & (SECTFX_UNDERWATER | SECTFX_UNDERWATER2) : false;
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}
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inline bool PlayerFacingRange(PLAYER* pp, DSWActor* a, DAngle range)
{
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return absangle(VecToAngle(a->spr.pos - pp->pos), pp->angle.ang) < range;
}
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inline bool FacingRange(DSWActor* a1, DSWActor* a2, DAngle range)
{
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return absangle(VecToAngle(a1->spr.pos - a2->spr.pos), a2->spr.angle) < range;
}
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.intangle; } // this may not be transitioned to a real angular type
inline int16_t& SP_TAG5(DSWActor* actor) { return actor->spr.xint; }
inline int16_t& SP_TAG6(DSWActor* actor) { return actor->spr.yint; }
inline uint8_t& SP_TAG7(DSWActor* actor) { return MSB_VAR(actor->spr.inittype); }
inline uint8_t& SP_TAG8(DSWActor* actor) { return LSB_VAR(actor->spr.inittype); }
inline uint8_t& SP_TAG9(DSWActor* actor) { return MSB_VAR(actor->spr.intowner); }
inline uint8_t& SP_TAG10(DSWActor* actor) { return LSB_VAR(actor->spr.intowner); }
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(uint8_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 double ActorZOfTop(DSWActor* actor)
{
return GetSpriteZOfTop(&actor->spr);
}
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inline DVector3 ActorVectOfTop(DSWActor* actor)
{
return DVector3(actor->spr.pos.XY(), ActorZOfTop(actor));
}
inline double ActorZOfBottom(DSWActor* actor)
{
return GetSpriteZOfBottom(&actor->spr);
}
inline double ActorZOfMiddle(DSWActor* actor)
{
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return (ActorZOfTop(actor) + ActorZOfBottom(actor)) * 0.5;
}
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inline DVector3 ActorVectOfMiddle(DSWActor* actor)
{
return DVector3(actor->spr.pos.XY(), ActorZOfMiddle(actor));
}
inline double ActorSizeZ(DSWActor* actor)
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{
return (tileHeight(actor->spr.picnum) * actor->spr.yrepeat) * REPEAT_SCALE;
}
inline double ActorUpperZ(DSWActor* actor)
{
return (ActorZOfTop(actor) + (ActorSizeZ(actor) * 0.25));
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}
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inline DVector3 ActorUpperVect(DSWActor* actor)
{
return DVector3(actor->spr.pos.XY(), ActorUpperZ(actor));
}
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inline double ActorLowerZ(DSWActor* actor)
{
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return (ActorZOfBottom(actor) - (ActorSizeZ(actor) * 0.25));
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}
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inline DVector3 ActorLowerVect(DSWActor* actor)
{
return DVector3(actor->spr.pos.XY(), ActorLowerZ(actor));
}
// Z size of top (TOS) and bottom (BOS) part of sprite
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inline double ActorSizeToTop(DSWActor* a)
{
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return (ActorSizeZ(a) + tileTopOffset(a->spr.picnum)) * 0.5;
}
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inline void SetActorSizeX(DSWActor* sp)
{
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sp->set_native_clipdist(MulScale(tileWidth(sp->spr.picnum), sp->spr.xrepeat, 6));
}
inline bool Facing(DSWActor* actor1, DSWActor* actor2)
{
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return absangle(VecToAngle(actor1->spr.pos - actor2->spr.pos), actor2->spr.angle) < DAngle90;
}
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// Given a z height and sprite return the correct y repeat value
inline int GetRepeatFromHeight(DSWActor* sp, double zh)
{
return int(zh * 64) / tileHeight(sp->spr.picnum);
}
inline bool SpriteInDiveArea(DSWActor* a)
{
return a->sector()->extra & SECTFX_DIVE_AREA;
}
inline bool SpriteInUnderwaterArea(DSWActor* a)
{
return a->sector()->extra & (SECTFX_UNDERWATER | SECTFX_UNDERWATER2);
}
// just determine if the player is moving
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inline bool PLAYER_MOVING(PLAYER* pp)
{
return !pp->vect.isZero();
}
inline void PlaySound(int num, DSWActor* actor, int flags, int channel = 8, EChanFlags sndflags = CHANF_NONE)
{
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_PlaySound(num, actor, nullptr, nullptr, flags, channel, sndflags);
}
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struct ANIM
{
int animtype, animindex;
double goal;
double vel;
double vel_adj;
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TObjPtr<DSWActor*> animactor;
ANIM_CALLBACKp callback;
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SECTOR_OBJECT* callbackdata; // only gets used in one place for this so having a proper type makes serialization easier.
double getValue()
{
switch (animtype)
{
case ANIM_Floorz:
return sector[animindex].floorz;
case ANIM_SopZ:
return SectorObject[animindex].pmid.Z;
case ANIM_Spritez:
if (animactor == nullptr) return 0;
return animactor->spr.pos.Z;
case ANIM_Userz:
if (animactor == nullptr) return 0;
return animactor->user.pos.Z;
case ANIM_SUdepth:
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return sector[animindex].depth_fixed;
default:
return 0;
}
}
void setValue(double value)
{
switch (animtype)
{
case ANIM_Floorz:
sector[animindex].setfloorz(value);
break;
case ANIM_SopZ:
SectorObject[animindex].pmid.Z = value;
break;
case ANIM_Spritez:
if (animactor == nullptr) return;
animactor->spr.pos.Z = value;
case ANIM_Userz:
if (animactor == nullptr) return;
animactor->user.pos.Z = value;
break;
case ANIM_SUdepth:
sector[animindex].depth_fixed = value;
default:
return;
}
}
};
extern ANIM Anim[MAXANIM];
extern short AnimCnt;
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struct USERSAVE
{
int16_t Health;
int8_t WeaponNum;
int8_t LastWeaponNum;
void CopyFromUser(DSWActor* u)
{
Health = u->user.Health;
WeaponNum = u->user.WeaponNum;
LastWeaponNum = u->user.LastWeaponNum;
}
void CopyToUser(DSWActor* u)
{
u->user.Health = Health;
u->user.WeaponNum = WeaponNum;
u->user.LastWeaponNum = LastWeaponNum;
}
};
// 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];
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constexpr double JUMP_FACTOR = 1. / 256.;
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END_SW_NS
#endif