// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2018 by Sonic Team Junior. // // This program is free software distributed under the // terms of the GNU General Public License, version 2. // See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file d_player.h /// \brief player data structures #ifndef __D_PLAYER__ #define __D_PLAYER__ // The player data structure depends on a number // of other structs: items (internal inventory), // animation states (closely tied to the sprites // used to represent them, unfortunately). #include "p_pspr.h" // In addition, the player is just a special // case of the generic moving object/actor. #include "p_mobj.h" // Finally, for odd reasons, the player input // is buffered within the player data struct, // as commands per game tick. #include "d_ticcmd.h" // the player struct stores a waypoint for racing #include "k_waypoint.h" // Extra abilities/settings for skins (combinable stuff) typedef enum { SF_HIRES = 1, // Draw the sprite 2x as small? } skinflags_t; // // Player states. // typedef enum { // Playing or camping. PST_LIVE, // Dead on the ground, view follows killer. PST_DEAD, // Ready to restart/respawn??? PST_REBORN } playerstate_t; // // Player internal flags // typedef enum { // Flip camera angle with gravity flip prefrence. PF_FLIPCAM = 1, // Cheats PF_GODMODE = 1<<1, PF_NOCLIP = 1<<2, PF_INVIS = 1<<3, // True if button down last tic. PF_ATTACKDOWN = 1<<4, PF_USEDOWN = 1<<5, PF_JUMPDOWN = 1<<6, PF_WPNDOWN = 1<<7, // Unmoving states PF_STASIS = 1<<8, // Player is not allowed to move PF_JUMPSTASIS = 1<<9, // and that includes jumping. PF_FULLSTASIS = PF_STASIS|PF_JUMPSTASIS, // Did you get a time-over? PF_TIMEOVER = 1<<10, // SRB2Kart: Spectator that wants to join PF_WANTSTOJOIN = 1<<11, // Character action status PF_JUMPED = 1<<12, PF_SPINNING = 1<<13, PF_STARTDASH = 1<<14, PF_THOKKED = 1<<15, // Are you gliding? PF_GLIDING = 1<<16, // Tails pickup! PF_CARRIED = 1<<17, // Sliding (usually in water) like Labyrinth/Oil Ocean PF_SLIDING = 1<<18, // Hanging on a rope PF_ROPEHANG = 1<<19, // Hanging on an item of some kind - zipline, chain, etc. (->tracer) PF_ITEMHANG = 1<<20, // On the mace chain spinning around (->tracer) PF_MACESPIN = 1<<21, /*** NIGHTS STUFF ***/ // Is the player in NiGHTS mode? PF_NIGHTSMODE = 1<<22, PF_TRANSFERTOCLOSEST = 1<<23, // Spill rings after falling PF_NIGHTSFALL = 1<<24, PF_DRILLING = 1<<25, PF_SKIDDOWN = 1<<26, /*** TAG STUFF ***/ PF_TAGGED = 1<<27, // Player has been tagged and awaits the next round in hide and seek. PF_TAGIT = 1<<28, // The player is it! For Tag Mode /*** misc ***/ PF_FORCESTRAFE = 1<<29, // Turning inputs are translated into strafing inputs PF_HITFINISHLINE = 1<<30, // Already hit the finish line this tic // free: 1<<30 and 1<<31 } pflags_t; typedef enum { // Are animation frames playing? PA_ETC=0, PA_IDLE, PA_WALK, PA_RUN, PA_ROLL, PA_FALL, PA_ABILITY } panim_t; typedef enum { SH_NONE = 0, // Standard shields SH_JUMP, SH_ATTRACT, SH_ELEMENTAL, SH_BOMB, // Stupid useless unimplimented Sonic 3 shields SH_BUBBLEWRAP, SH_THUNDERCOIN, SH_FLAMEAURA, // Pity shield: the world's most basic shield ever, given to players who suck at Match SH_PITY, // The fireflower is special, it combines with other shields. SH_FIREFLOWER = 0x100, // The force shield uses the lower 8 bits to count how many hits are left. SH_FORCE = 0x200, SH_STACK = SH_FIREFLOWER, SH_NOSTACK = ~SH_STACK } shieldtype_t; // Player powers. (don't edit this comment) typedef enum { pw_invulnerability, pw_sneakers, pw_flashing, pw_shield, pw_tailsfly, // tails flying pw_underwater, // underwater timer pw_spacetime, // In space, no one can hear you spin! pw_extralife, // Extra Life timer pw_super, // Are you super? pw_gravityboots, // gravity boots // Weapon ammunition pw_infinityring, pw_automaticring, pw_bouncering, pw_scatterring, pw_grenadering, pw_explosionring, pw_railring, // Power Stones pw_emeralds, // stored like global 'emeralds' variable // NiGHTS powerups pw_nights_superloop, pw_nights_helper, pw_nights_linkfreeze, //for linedef exec 427 pw_nocontrol, pw_ingoop, // In goop NUMPOWERS } powertype_t; /* To use: #define FOREACH( name, number ) Do with it whatever you want. Run this macro, then #undef FOREACH afterward */ #define KART_ITEM_ITERATOR \ FOREACH (SAD, -1),\ FOREACH (NONE, 0),\ FOREACH (SNEAKER, 1),\ FOREACH (ROCKETSNEAKER, 2),\ FOREACH (INVINCIBILITY, 3),\ FOREACH (BANANA, 4),\ FOREACH (EGGMAN, 5),\ FOREACH (ORBINAUT, 6),\ FOREACH (JAWZ, 7),\ FOREACH (MINE, 8),\ FOREACH (BALLHOG, 9),\ FOREACH (SPB, 10),\ FOREACH (GROW, 11),\ FOREACH (SHRINK, 12),\ FOREACH (THUNDERSHIELD, 13),\ FOREACH (BUBBLESHIELD, 14),\ FOREACH (FLAMESHIELD, 15),\ FOREACH (HYUDORO, 16),\ FOREACH (POGOSPRING, 17),\ FOREACH (SUPERRING, 18),\ FOREACH (KITCHENSINK, 19) typedef enum { #define FOREACH( name, n ) KITEM_ ## name = n KART_ITEM_ITERATOR, #undef FOREACH NUMKARTITEMS, // Additional roulette numbers, only used for K_KartGetItemResult KRITEM_TRIPLESNEAKER = NUMKARTITEMS, KRITEM_TRIPLEBANANA, KRITEM_TENFOLDBANANA, KRITEM_TRIPLEORBINAUT, KRITEM_QUADORBINAUT, KRITEM_DUALJAWZ, NUMKARTRESULTS } kartitems_t; typedef enum { KSHIELD_NONE = 0, KSHIELD_THUNDER = 1, KSHIELD_BUBBLE = 2, KSHIELD_FLAME = 3, NUMKARTSHIELDS } kartshields_t; //{ SRB2kart - kartstuff typedef enum { // TODO: Kill this giant array. Add them as actual player_t variables, or condense related timers into their own, smaller arrays. // Basic gameplay things k_position, // Used for Kart positions, mostly for deterministic stuff k_oldposition, // Used for taunting when you pass someone k_positiondelay, // Used for position number, so it can grow when passing/being passed k_throwdir, // Held dir of controls; 1 = forward, 0 = none, -1 = backward (was "player->heldDir") k_instashield, // Instashield no-damage animation timer k_floorboost, // Prevents Sneaker sounds for a breif duration when triggered by a floor panel k_spinouttype, // Determines whether to thrust forward or not while spinning out; 0 = move forwards, 1 = stay still, 2 = stay still & no flashing tics k_drift, // Drifting Left or Right, plus a bigger counter = sharper turn k_driftend, // Drift has ended, used to adjust character angle after drift k_driftcharge, // Charge your drift so you can release a burst of speed k_driftboost, // Boost you get from drifting k_boostcharge, // Charge-up for boosting at the start of the race k_startboost, // Boost you get from start of race or respawn drop dash k_rings, // Number of held rings k_pickuprings, // Number of rings being picked up before added to the counter (prevents rings from being deleted forever over 20) k_userings, // Have to be not holding the item button to change from using rings to using items (or vice versa), to prevent some weirdness with the button k_ringdelay, // 3 tic delay between every ring usage k_ringboost, // Ring boost timer k_ringlock, // Prevent picking up rings while SPB is locked on k_sparkleanim, // Angle offset for ring sparkle animation k_jmp, // In Mario Kart, letting go of the jump button stops the drift k_offroad, // In Super Mario Kart, going offroad has lee-way of about 1 second before you start losing speed k_pogospring, // Pogo spring bounce effect k_spindash, // Spindash charge k_waterskip, // Water skipping counter k_dashpadcooldown, // Separate the vanilla SA-style dash pads from using pw_flashing k_numboosts, // Count of how many boosts are being stacked, for after image spawning k_boostpower, // Base boost value, for offroad k_speedboost, // Boost value smoothing for max speed k_accelboost, // Boost value smoothing for acceleration k_draftpower, // Drafting power (from 0 to FRACUNIT), doubles your top speed & acceleration at max k_draftleeway, // Leniency timer before removing draft power k_lastdraft, // Last player being drafted k_boostangle, // angle set when not spun out OR boosted to determine what direction you should keep going at if you're spun out and boosted. k_aizdriftstrat, // Let go of your drift while boosting? Helper for the SICK STRATZ you have just unlocked k_brakedrift, // Helper for brake-drift spark spawning k_itemroulette, // Used for the roulette when deciding what item to give you (was "pw_kartitem") k_roulettetype, // Used for the roulette, for deciding type (currently only used for Battle, to give you better items from Karma items) // Item held stuff k_itemtype, // KITEM_ constant for item number k_itemamount, // Amount of said item k_itemheld, // Are you holding an item? k_holdready, // Hold button-style item is ready to activate // Some items use timers for their duration or effects k_curshield, // 0 = no shield, 1 = thunder shield k_hyudorotimer, // Duration of the Hyudoro offroad effect itself k_stealingtimer, // You are stealing an item, this is your timer k_stolentimer, // You are being stolen from, this is your timer k_superring, // Spawn rings on top of you every tic! k_sneakertimer, // Duration of a Sneaker Boost (from Sneakers or level boosters) k_numsneakers, // Number of stacked sneaker effects k_growshrinktimer, // > 0 = Big, < 0 = small k_squishedtimer, // Squished frame timer k_rocketsneakertimer, // Rocket Sneaker duration timer k_invincibilitytimer, // Invincibility timer k_bubblecool, // Bubble Shield use cooldown k_bubbleblowup, // Bubble Shield usage blowup k_flamedash, // Flame Shield dash power k_flamemeter, // Flame Shield dash meter left k_flamelength, // Flame Shield dash meter, number of segments k_eggmanheld, // Eggman monitor held, separate from k_itemheld so it doesn't stop you from getting items k_eggmanexplode, // Fake item recieved, explode in a few seconds k_eggmanblame, // Fake item recieved, who set this fake k_lastjawztarget, // Last person you target with jawz, for playing the target switch sfx k_bananadrag, // After a second of holding a banana behind you, you start to slow down k_spinouttimer, // Spin-out from a banana peel or oil slick (was "pw_bananacam") k_wipeoutslow, // Timer before you slowdown when getting wiped out k_justbumped, // Prevent players from endlessly bumping into each other k_comebacktimer, // Battle mode, how long before you become a bomb after death k_sadtimer, // How long you've been sad // Battle Mode vars k_bumper, // Number of bumpers left k_comebackpoints, // Number of times you've bombed or gave an item to someone; once it's 3 it gets set back to 0 and you're given a bumper k_comebackmode, // 0 = bomb, 1 = item k_wanted, // Timer for determining WANTED status, lowers when hitting people, prevents the game turning into Camp Lazlo // v1.0.2+ vars k_getsparks, // Disable drift sparks at low speed, JUST enough to give acceleration the actual headstart above speed k_jawztargetdelay, // Delay for Jawz target switching, to make it less twitchy k_spectatewait, // How long have you been waiting as a spectator k_tiregrease, // Reduced friction timer after hitting a horizontal spring k_springstars, // Spawn stars around a player when they hit a spring k_springcolor, // Color of spring stars k_killfield, // How long have you been in the kill field, stay in too long and lose a bumper k_wrongway, // Display WRONG WAY on screen NUMKARTSTUFF } kartstufftype_t; typedef enum { // Unsynced, HUD or clientsided effects // Item box khud_itemblink, // Item flashing after roulette, prevents Hyudoro stealing AND serves as a mashing indicator khud_itemblinkmode, // Type of flashing: 0 = white (normal), 1 = red (mashing), 2 = rainbow (enhanced items) // Rings khud_ringframe, // Ring spin frame khud_ringtics, // Tics left until next ring frame khud_ringdelay, // Next frame's tics khud_ringspblock, // Which frame of the SPB ring lock animation to use // Lap finish khud_lapanimation, // Used to show the lap start wing logo animation khud_laphand, // Lap hand gfx to use; 0 = none, 1 = :ok_hand:, 2 = :thumbs_up:, 3 = :thumps_down: // Camera khud_boostcam, // Camera push forward on boost khud_destboostcam, // Ditto khud_timeovercam, // Camera timer for leaving behind or not // Sounds khud_enginesnd, // Engine sound offset this player is using. khud_voices, // Used to stop the player saying more voices than it should khud_tauntvoices, // Used to specifically stop taunt voice spam // Battle khud_cardanimation, // Used to determine the position of some full-screen Battle Mode graphics khud_yougotem, // "You Got Em" gfx when hitting someone as a karma player via a method that gets you back in the game instantly NUMKARTHUD } karthudtype_t; // QUICKLY GET RING TOTAL, INCLUDING RINGS CURRENTLY IN THE PICKUP ANIMATION #define RINGTOTAL(p) (p->kartstuff[k_rings] + p->kartstuff[k_pickuprings]) //} #define WEP_AUTO 1 #define WEP_BOUNCE 2 #define WEP_SCATTER 3 #define WEP_GRENADE 4 #define WEP_EXPLODE 5 #define WEP_RAIL 6 #define NUM_WEAPONS 7 typedef enum { RW_AUTO = 1, RW_BOUNCE = 2, RW_SCATTER = 4, RW_GRENADE = 8, RW_EXPLODE = 16, RW_RAIL = 32 } ringweapons_t; // player_t struct for all respawn variables typedef struct respawnvars_s { UINT8 state; // 0: not respawning, 1: heading towards respawn point, 2: about to drop waypoint_t *wp; // Waypoint that we're going towards, NULL if the position isn't linked to one fixed_t pointx; // Respawn position coords to go towards fixed_t pointy; fixed_t pointz; boolean flip; // Flip upside down or not tic_t timer; // Time left on respawn animation once you're there UINT32 distanceleft; // How far along the course to respawn you tic_t dropdash; // Drop Dash charge timer } respawnvars_t; // player_t struct for all bot variables typedef struct botvars_s { UINT8 difficulty; // Bot's difficulty setting UINT8 diffincrease; // In GP: bot difficulty will increase this much next round boolean rival; // If true, they're the GP rival tic_t itemdelay; // Delay before using item at all tic_t itemconfirm; // When high enough, they will use their item SINT8 turnconfirm; // Confirm turn direction } botvars_t; // ======================================================================== // PLAYER STRUCTURE // ======================================================================== typedef struct player_s { mobj_t *mo; // Caveat: ticcmd_t is ATTRPACK! Be careful what precedes it. ticcmd_t cmd; playerstate_t playerstate; // Determine POV, including viewpoint bobbing during movement. // Focal origin above r.z fixed_t viewz; // Base height above floor for viewz. fixed_t viewheight; // Bob/squat speed. //fixed_t deltaviewheight; // bounded/scaled total momentum. //fixed_t bob; // Mouse aiming, where the guy is looking at! // It is updated with cmd->aiming. angle_t aiming; // This is only used between levels, // mo->health is used during levels. /// \todo Remove this. We don't need a second health definition for players. INT32 health; SINT8 pity; // i pity the fool. INT32 currentweapon; // current weapon selected. INT32 ringweapons; // weapons currently obtained. // Power ups. invinc and invis are tic counters. UINT16 powers[NUMPOWERS]; // SRB2kart stuff INT32 kartstuff[NUMKARTSTUFF]; INT32 karthud[NUMKARTHUD]; angle_t frameangle; // for the player add the ability to have the sprite only face other angles INT16 lturn_max[MAXPREDICTTICS]; // What's the expected turn value for full-left for a number of frames back (to account for netgame latency)? INT16 rturn_max[MAXPREDICTTICS]; // Ditto but for full-right UINT32 distancetofinish; waypoint_t *nextwaypoint; respawnvars_t respawn; // Respawn info tic_t airtime; // Keep track of how long you've been in the air // Bit flags. // See pflags_t, above. pflags_t pflags; // playing animation. panim_t panim; // For screen flashing (bright). UINT16 flashcount; UINT16 flashpal; // Player skin colorshift, 0-15 for which color to draw player. UINT8 skincolor; INT32 skin; UINT32 score; // player score fixed_t dashspeed; // dashing speed INT32 dashtime; // tics dashing, used for rev sound // SRB2kart UINT8 kartspeed; // Kart speed stat between 1 and 9 UINT8 kartweight; // Kart weight stat between 1 and 9 // UINT32 charflags; // Extra abilities/settings for skins (combinable stuff) // See SF_ flags SINT8 lives; boolean lostlife; SINT8 continues; // continues that player has acquired SINT8 xtralife; // Ring Extra Life counter UINT8 gotcontinue; // Got continue from this stage? fixed_t speed; // Player's speed (distance formula of MOMX and MOMY values) fixed_t lastspeed; UINT8 jumping; // Jump counter UINT8 secondjump; UINT8 fly1; // Tails flying UINT8 scoreadd; // Used for multiple enemy attack bonus tic_t glidetime; // Glide counter for thrust UINT8 climbing; // Climbing on the wall INT32 deadtimer; // End game if game over lasts too long tic_t exiting; // Exitlevel timer UINT8 homing; // Are you homing? tic_t skidtime; // Skid timer //////////////////////////// // Conveyor Belt Movement // //////////////////////////// fixed_t cmomx; // Conveyor momx fixed_t cmomy; // Conveyor momy fixed_t rmomx; // "Real" momx (momx - cmomx) fixed_t rmomy; // "Real" momy (momy - cmomy) ///////////////////// // Race Mode Stuff // ///////////////////// INT16 numboxes; // Number of item boxes obtained for Race Mode INT16 totalring; // Total number of rings obtained for Race Mode tic_t realtime; // integer replacement for leveltime UINT8 laps; // Number of laps (optional) INT32 starpostnum; // The number of the last starpost you hit //////////////////// // CTF Mode Stuff // //////////////////// INT32 ctfteam; // 0 == Spectator, 1 == Red, 2 == Blue UINT16 gotflag; // 1 == Red, 2 == Blue Do you have the flag? INT32 weapondelay; // Delay (if any) to fire the weapon again INT32 tossdelay; // Delay (if any) to toss a flag/emeralds again ///////////////// // NiGHTS Stuff// ///////////////// angle_t angle_pos; angle_t old_angle_pos; mobj_t *axis1; mobj_t *axis2; tic_t bumpertime; // Currently being bounced by MT_NIGHTSBUMPER INT32 flyangle; tic_t drilltimer; INT32 linkcount; tic_t linktimer; INT32 anotherflyangle; tic_t nightstime; // How long you can fly as NiGHTS. INT32 drillmeter; UINT8 drilldelay; boolean bonustime; // Capsule destroyed, now it's bonus time! mobj_t *capsule; // Go inside the capsule UINT8 mare; // Current mare // Statistical purposes. tic_t marebegunat; // Leveltime when mare begun tic_t startedtime; // Time which you started this mare with. tic_t finishedtime; // Time it took you to finish the mare (used for display) INT16 finishedrings; // The rings you had left upon finishing the mare UINT32 marescore; // SRB2Kart: Battle score UINT32 lastmarescore; // score for the last mare UINT8 lastmare; // previous mare INT32 maxlink; // maximum link obtained UINT8 texttimer; // nights_texttime should not be local UINT8 textvar; // which line of NiGHTS text to show -- let's not use cheap hacks INT16 lastsidehit, lastlinehit; tic_t losstime; UINT8 timeshit; // That's TIMES HIT, not TIME SHIT, you doofus! INT32 onconveyor; // You are on a conveyor belt if nonzero mobj_t *awayviewmobj; INT32 awayviewtics; angle_t awayviewaiming; // Used for cut-away view boolean spectator; boolean bot; botvars_t botvars; tic_t jointime; // Timer when player joins game to change skin/color UINT8 splitscreenindex; #ifdef HWRENDER fixed_t fovadd; // adjust FOV for hw rendering #endif } player_t; #endif