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83936bf5eb
This reverts commite878c5bab8
. Revert "SW: Use Q16.16 for horiz." This reverts commitf07a0ae01e
. Revert "SW: Use Q16.16 for angle." This reverts commit1ecc74c2ec
. Revert "SW: Minor repairs for Q16.16 implementation." This reverts commitd78d046bad
. Revert "SW: Process input at frame rate." This reverts commitc162014dab
. Revert "SW: Amendments to accommodate changes in master." This reverts commiteaa51138ad
. Revert "SW: Fix incorrectly declared function input type." This reverts commit1cdd5b08d8
. Revert "SW: Amend scaleAdjustmentToInterval() with correct value for SW." This reverts commitd4dd737cd5
. Revert "SW: Refinements to new input code." This reverts commit5ebc65a1fb
. Revert "SW: Adjust look and snap up/down keys and slightly tune PLAYER_TURN_AMOUNT." This reverts commit2852536dbf
. Revert "SW: Get PLAYER_TURN_SCALE to be just right." This reverts commit4630c8a0b7
. Revert "SW: Make map follow mode work better." This reverts commit8e94c48eff
. Revert "SW: Remove line accidentally left from 'MoveScrollMode2D()'." This reverts commit5db8047b41
. Revert "Fix multiplayer desync after the change to q16 angle and horiz." This reverts commit3bc46078b8
. Revert "SW: Revert commented out horiz->q16horiz renames in DSPRINTF strings" This reverts commit537313f620
. Revert "sw/src/draw.cpp:drawscreen: We can set the pp->si* fields just once," This reverts commitd2e9595980
. Revert "sw/src/game.cpp:LoadLevel: Rename q16ang -> ang" This reverts commita178961a3e
. Revert "SW: Minor tweaks." This reverts commit377ba68344
. Revert "SW: Further refine turning and optimise horizon adjustment." This reverts commit039022d9ac
. Revert "SW: Don't process input at frame rate if ScrollMode2D is true." This reverts commit1aa1e62c4d
. Revert "SW: Use a bit more Q16.16 in places." This reverts commit40ca656f38
. Revert "SW: Use the old interpolation path in drawscreen if player is dead" This reverts commit2d73466425
. Revert "SW: Smooth out 180 degree turn landing and replace some fix16_min/max with fix16_clamp." This reverts commit0996e87f79
. Revert "Change Next/Previous Weapon button handling for Shadow Warrior." This reverts commitf6b8ca6a22
. Revert "SW: Make "Center_View" key return smoothly." This reverts commit23c401fbc2
. Revert "SW: Use the old interpolation path in drawscreen if player is dead" This reverts commit43ec16eb55
. Revert "Interpolation fixes for SW:" This reverts commitac8a7ecfbd
. Revert "SW: Reset the number of interpolations on level load" This reverts commit04bf8499e7
. Revert "Another change modifying saved game format in SW:" This reverts commite80888523e
. Revert "SW: Interpolate sector objects in non-demo, single player games." This reverts commit996ab77cf4
. Revert "- fixed merge errors in SW." This reverts commitb8cfa94568
. Revert "- fix interpolation stutters when opening console for SW." This reverts commit99fdbfb6cb
. Revert "- reset buttonMap button states after returning from pause for SW (stops keys acting stuck down if down prior to pausing)." This reverts commit693b6955da
. Revert "SW: fix stupid input scaling bug" This reverts commit1c79e6e17c
. Revert "SW: Make vehicle input better." This reverts commit670a53c402
. Revert "SW: Change fix16_from_float() to fix16_from_int() that was changed in4630c8a0b7
but should have been reverted in 377ba68344e34495638c6fa7685ff78c9a0ed6f8." This reverts commit423c9da071
. Revert "SW: Remove ScrollMode2D extern boolean and move into PLAYERp struct." This reverts commit31eb55c1fa
.
149 lines
4.8 KiB
C
149 lines
4.8 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#ifndef PLAYER_H
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#define PLAYER_H
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#define PLAYER_HORIZ_MAX 299 // !JIM! was 199 and 5
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#define PLAYER_HORIZ_MIN -99 // Had to make plax sky pan up/down like in Duke
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// But this is MUCH better!
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#define MIN_SWIM_DEPTH 15
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// Player view height
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#define PLAYER_HEIGHT Z(58)
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#define PLAYER_CRAWL_HEIGHT Z(36)
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#define PLAYER_SWIM_HEIGHT Z(26)
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#define PLAYER_DIVE_HEIGHT Z(26)
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#define PLAYER_DIE_DOWN_HEIGHT Z(4)
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#define PLAYER_DIE_UP_HEIGHT Z(8)
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// step heights - effects floor_dist's
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#define PLAYER_STEP_HEIGHT Z(30)
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//#define PLAYER_STEP_HEIGHT Z(34)
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//#define PLAYER_STEP_HEIGHT Z(38)
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#define PLAYER_CRAWL_STEP_HEIGHT Z(8)
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#define PLAYER_SWIM_STEP_HEIGHT Z(8)
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#define PLAYER_DIVE_STEP_HEIGHT Z(8)
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//#define PLAYER_JUMP_STEP_HEIGHT Z(16)
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//#define PLAYER_FALL_STEP_HEIGHT Z(16)
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//#define PLAYER_JUMP_STEP_HEIGHT Z(34)
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//#define PLAYER_FALL_STEP_HEIGHT Z(24)
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#define PLAYER_JUMP_STEP_HEIGHT Z(48)
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#define PLAYER_FALL_STEP_HEIGHT Z(24)
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// FLOOR_DIST variables are the difference in the Players view and the sector floor.
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// Must be at LEAST this distance or you cannot move onto sector.
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#define PLAYER_RUN_FLOOR_DIST (PLAYER_HEIGHT - PLAYER_STEP_HEIGHT)
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#define PLAYER_CRAWL_FLOOR_DIST (PLAYER_CRAWL_HEIGHT - PLAYER_CRAWL_STEP_HEIGHT)
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#define PLAYER_WADE_FLOOR_DIST (PLAYER_HEIGHT - PLAYER_STEP_HEIGHT)
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#define PLAYER_JUMP_FLOOR_DIST (PLAYER_HEIGHT - PLAYER_JUMP_STEP_HEIGHT)
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#define PLAYER_FALL_FLOOR_DIST (PLAYER_HEIGHT - PLAYER_FALL_STEP_HEIGHT)
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#define PLAYER_SWIM_FLOOR_DIST (PLAYER_SWIM_HEIGHT - PLAYER_SWIM_STEP_HEIGHT)
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#define PLAYER_DIVE_FLOOR_DIST (PLAYER_DIVE_HEIGHT - PLAYER_DIVE_STEP_HEIGHT)
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// FLOOR_DIST variables are the difference in the Players view and the sector floor.
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// Must be at LEAST this distance or you cannot move onto sector.
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#define PLAYER_RUN_CEILING_DIST Z(10)
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#define PLAYER_SWIM_CEILING_DIST (Z(12))
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#define PLAYER_DIVE_CEILING_DIST (Z(22))
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#define PLAYER_CRAWL_CEILING_DIST (Z(12))
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#define PLAYER_JUMP_CEILING_DIST Z(4)
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#define PLAYER_FALL_CEILING_DIST Z(4)
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#define PLAYER_WADE_CEILING_DIST Z(4)
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//
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// DIVE
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//
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#define PLAYER_DIVE_MAX_SPEED (1700)
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#define PLAYER_DIVE_INC (600)
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#define PLAYER_DIVE_BOB_AMT (Z(8))
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#define PLAYER_DIVE_TIME (12*120) // time before damage is taken
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#define PLAYER_DIVE_DAMAGE_AMOUNT (-1) // amount of damage accessed
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#define PLAYER_DIVE_DAMAGE_TIME (50) // time between damage accessment
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//
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// FLY
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//
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#define PLAYER_FLY_MAX_SPEED (2560)
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#define PLAYER_FLY_INC (1000)
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#define PLAYER_FLY_BOB_AMT (Z(12))
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// Height from which Player will actually call DoPlayerBeginFall()
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//#define PLAYER_FALL_HEIGHT Z(16)
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#define PLAYER_FALL_HEIGHT Z(28)
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#define PLAYER_FALL_DAMAGE_AMOUNT (10)
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//
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// DEATH
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//
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// dead head height - used in DeathFall
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#define PLAYER_DEATH_HEIGHT (Z(16))
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#define PLAYER_DEAD_HEAD_FLOORZ_OFFSET (Z(7))
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//#define PLAYER_NINJA_XREPEAT (56)
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//#define PLAYER_NINJA_YREPEAT (56)
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#define PLAYER_NINJA_XREPEAT (47)
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#define PLAYER_NINJA_YREPEAT (33)
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BEGIN_SW_NS
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int SetVisHigh(void);
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int SetVisNorm(void);
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void DoWeapon(void);
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void HeadBobStateControl(void);
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int DoPickTarget(SPRITEp sp, uint32_t max_delta_ang, SWBOOL skip_targets);
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void DoPlayer(void);
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void domovethings(void);
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void InitAllPlayers(void);
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void InitMultiPlayerInfo(void);
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void MoveScrollMode2D(PLAYERp pp);
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void DoPlayerDivePalette(PLAYERp pp);
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void DoPlayerNightVisionPalette(PLAYERp pp);
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void DoPlayerStopDiveNoWarp(PLAYERp pp);
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void DoPlayerResetMovement(PLAYERp pp);
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void DoPlayerZrange(PLAYERp pp);
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void DoPlayerSpriteThrow(PLAYERp pp);
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int DoPlayerWadeSuperJump(PLAYERp pp);
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void DoPlayerWarpTeleporter(PLAYERp pp);
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void UpdatePlayerSprite(PLAYERp pp);
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void PlaySOsound(short sectnum,short sound_num);
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void DoSpawnTeleporterEffectPlace(SPRITEp sp);
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void FindMainSector(SECTOR_OBJECTp sop);
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END_SW_NS
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#endif
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