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05360e14b5
# Conflicts: # source/games/duke/src/zz_gamedef.cpp
475 lines
17 KiB
C
475 lines
17 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 "inv.h"
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#include "namesdyn.h"
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#include "fix16.h"
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#include "net.h"
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#include "tarray.h"
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BEGIN_DUKE_NS
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extern int32_t g_mostConcurrentPlayers;
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#define MOVEFIFOSIZ 256
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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_DUKE (38<<8)
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#define PHEIGHT_RR (40<<8);
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extern int32_t PHEIGHT;
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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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#define MAX_WEAPON_RECS 256
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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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};
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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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union
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{
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vec3_t pos;
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struct { int ox, oy, oz; };
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};
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int16_t ang;
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union
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{
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int16_t sect;
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int16_t os;
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};
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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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FixedBitArray<MAX_WEAPONS> 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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int8_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 player_struct {
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union
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{
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vec3_t pos;
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struct { int32_t posx, posy, posz; };
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};
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union
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{
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vec3_t opos;
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struct { int32_t oposx, oposy, oposz; };
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};
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union
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{
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vec3_t vel;
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struct { int32_t posxv, posyv, poszv; };
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};
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vec3_t npos;
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union
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{
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vec2_t bobpos;
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struct { int32_t bobposx, bobposy; };
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};
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vec2_t fric;
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fix16_t q16horiz, q16horizoff;
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fix16_t q16ang, oq16ang;
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int getang() { return q16ang >> FRACBITS; }
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int getoang() { return oq16ang >> FRACBITS; }
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void setang(int v) { q16ang = v << FRACBITS; }
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void addang(int v) { q16ang = (q16ang + (v << FRACBITS)) & ((2048 << FRACBITS)-1); }
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void setoang(int v) { oq16ang = v << FRACBITS; }
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void addhoriz(int v) { q16horiz += (v << FRACBITS); }
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int gethoriz() { return q16horiz >> FRACBITS; }
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int32_t truefz, truecz, player_par;
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int32_t randomflamex, exitx, exity;
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int32_t runspeed;
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int32_t autostep, autostep_sbw;
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uint32_t interface_toggle_flag;
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uint16_t max_actors_killed, actors_killed;
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FixedBitArray<MAX_WEAPONS> gotweapon;
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uint16_t 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 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, one_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_WEAPON_RECS], 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, lastrandomspot;
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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 refresh_inventory, 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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int16_t recoil;
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int32_t stairs;
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int32_t hbomb_offset;
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int16_t hbomb_time;
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uint8_t shotgun_state[2];
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uint8_t make_noise;
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int32_t noise_x, noise_y, noise_radius;
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uint8_t keys[5];
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int16_t yehaa_timer;
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int16_t drink_amt, eat_amt, drink_ang, eat_ang;
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int32_t drink_timer, eat_timer;
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int16_t level_end_timer;
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int16_t MotoSpeed, tilt_status, moto_drink;
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uint8_t OnMotorcycle, OnBoat, moto_underwater, not_on_water, moto_on_ground;
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uint8_t moto_do_bump, moto_bump_fast, moto_on_oil, moto_on_mud;
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int16_t moto_bump, moto_bump_target, moto_turb;
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int16_t drug_stat[3];
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int32_t drug_aspect;
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uint8_t drug_mode, lotag800kill, sea_sick_stat;
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int32_t drug_timer;
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int32_t sea_sick;
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uint8_t hurt_delay2, nocheat;
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int32_t dhat60f, dhat613, dhat617, dhat61b, dhat61f;
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int8_t crouch_toggle;
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int SlotWin;
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int8_t padding_[3];
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} DukePlayer_t;
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// transition helpers
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#define SeaSick sea_sick
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#define firstaid_amount inv_amount[GET_FIRSTAID]
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#define steroids_amount inv_amount[GET_STEROIDS]
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#define holoduke_amount inv_amount[GET_HOLODUKE]
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#define jetpack_amount inv_amount[GET_JETPACK]
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#define heat_amount inv_amount[GET_HEATS]
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#define scuba_amount inv_amount[GET_SCUBA]
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#define boot_amount inv_amount[GET_BOOTS]
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#define raat609 level_end_timer // name in RRGDX is 'MamaEnd'
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#define raat5dd sea_sick_stat
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// KEEPINSYNC lunatic/_defs_game.lua
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typedef struct
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{
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DukePlayer_t *ps;
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input_t *input;
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bool horizRecenter;
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float horizAngleAdjust;
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fix16_t horizSkew;
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int32_t movefifoend, syncvalhead, myminlag;
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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];
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char vote, gotvote, playerreadyflag, playerquitflag, connected;
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char user_name[32];
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char syncval[SYNCFIFOSIZ][MAXSYNCBYTES];
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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 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 *aplWeaponFlashColor[MAX_WEAPONS]; // Color for polymer muzzle flash
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#endif
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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_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_Shoot(int spriteNum, int projecTile);
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inline int shoot(int s, int p)
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{
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return A_Shoot(s, p);
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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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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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}
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inline void SetPlayerPal(DukePlayer_t* pPlayer, PalEntry pe)
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{
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pPlayer->pals.f = pe.a;
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pPlayer->pals.r = pe.r;
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pPlayer->pals.g = pe.g;
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pPlayer->pals.b = pe.b;
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}
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int hitawall(DukePlayer_t* pPlayer, int* hitWall);
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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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inline int hits(int s) { return A_GetHitscanRange(s); }
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void P_GetInput(int playerNum);
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void P_GetInputMotorcycle(int playerNum);
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void P_GetInputBoat(int playerNum);
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void sub_299C0(void);
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void P_DHGetInput(int const playerNum);
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void P_AddAmmo(DukePlayer_t * pPlayer, int weaponNum, int addAmount);
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inline void addammo(int weaponNum, DukePlayer_t* pPlayer, int addAmount)
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{
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P_AddAmmo(pPlayer, weaponNum, addAmount);
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}
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void P_AddWeapon(DukePlayer_t *pPlayer, int weaponNum);
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void addweapon(DukePlayer_t* pPlayer, int weaponNum);
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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 findotherplayer(int p, int* d);
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void P_FragPlayer(int playerNum);
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#ifdef YAX_ENABLE
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void getzsofslope_player(int sectNum, int playerX, int playerY, int32_t *pCeilZ, int32_t *pFloorZ);
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#endif
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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_DHProcessInput(int playerNum);
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void P_QuickKill(DukePlayer_t *pPlayer);
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inline void quickkill(DukePlayer_t* pPlayer)
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{
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P_QuickKill(pPlayer);
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}
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void P_SelectNextInvItem(DukePlayer_t *pPlayer);
|
|
void P_UpdateScreenPal(DukePlayer_t *pPlayer);
|
|
inline void setpal(DukePlayer_t* pPlayer)
|
|
{
|
|
P_UpdateScreenPal(pPlayer);
|
|
}
|
|
|
|
void P_EndLevel(void);
|
|
void P_CheckWeaponI(int playerNum);
|
|
int P_GetHudPal(const DukePlayer_t *pPlayer);
|
|
int P_GetKneePal(const DukePlayer_t *pPlayer);
|
|
int P_GetKneePal(const DukePlayer_t *pPlayer, int hudPal);
|
|
int P_GetOverheadPal(const DukePlayer_t *pPlayer);
|
|
void P_MadeNoise(int playerNum);
|
|
int P_HasKey(int sectNum, int playerNum);
|
|
#define haskey P_HasKey
|
|
|
|
// Get the player index given an TILE_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 TILE_APLAYER sprite index.
|
|
static inline int P_Get(int32_t spriteNum) { return P_GetP((const uspritetype *)&sprite[spriteNum]); }
|
|
extern int16_t max_ammo_amount[MAX_WEAPONS];
|
|
|
|
void P_SetWeaponGamevars(int playerNum, const DukePlayer_t* const pPlayer);
|
|
|
|
END_DUKE_NS
|
|
|
|
#endif
|