// 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" // 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_ANALOGMODE = 1<<30, // Analog mode? // 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; typedef enum { KITEM_SAD = -1, KITEM_NONE = 0, KITEM_SNEAKER, KITEM_ROCKETSNEAKER, KITEM_INVINCIBILITY, KITEM_BANANA, KITEM_EGGMAN, KITEM_ORBINAUT, KITEM_JAWZ, KITEM_MINE, KITEM_BALLHOG, KITEM_SPB, KITEM_GROW, KITEM_SHRINK, KITEM_THUNDERSHIELD, KITEM_HYUDORO, KITEM_POGOSPRING, KITEM_KITCHENSINK, 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; //{ SRB2kart - kartstuff typedef enum { // 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_prevcheck, // Previous checkpoint distance; for p_user.c (was "pw_pcd") k_nextcheck, // Next checkpoint distance; for p_user.c (was "pw_ncd") k_waypoint, // Waypoints. k_starpostwp, // Temporarily stores player waypoint for... some reason. Used when respawning and finishing. k_starpostflip, // the last starpost we hit requires flipping? k_respawn, // Timer for the DEZ laser respawn effect k_dropdash, // Charge up for respawn Drop Dash k_throwdir, // Held dir of controls; 1 = forward, 0 = none, -1 = backward (was "player->heldDir") k_lapanimation, // Used to show the lap start wing logo animation k_laphand, // Lap hand gfx to use; 0 = none, 1 = :ok_hand:, 2 = :thumbs_up:, 3 = :thumps_down: k_cardanimation, // Used to determine the position of some full-screen Battle Mode graphics k_voices, // Used to stop the player saying more voices than it should k_tauntvoices, // Used to specifically stop taunt voice spam k_instashield, // Instashield no-damage animation timer k_enginesnd, // Engine sound number you're on. 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 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_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_brakestop, // Wait until you've made a complete stop for a few tics before letting brake go in reverse. k_waterskip, // Water skipping counter k_dashpadcooldown, // Separate the vanilla SA-style dash pads from using pw_flashing k_boostpower, // Base boost value, for offroad k_speedboost, // Boost value smoothing for max speed k_accelboost, // Boost value smoothing for acceleration 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_boostcam, // Camera push forward on boost k_destboostcam, // Ditto k_timeovercam, // Camera timer for leaving behind or not 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? // Some items use timers for their duration or effects //k_thunderanim, // Duration of Thunder Shield's use animation 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_sneakertimer, // Duration of the Sneaker Boost itself k_growshrinktimer, // > 0 = Big, < 0 = small k_squishedtimer, // Squished frame timer k_rocketsneakertimer, // Rocket Sneaker duration timer k_invincibilitytimer, // Invincibility timer 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 k_yougotem, // "You Got Em" gfx when hitting someone as a karma player via a method that gets you back in the game instantly // v1.0.2+ vars k_itemblink, // Item flashing after roulette, prevents Hyudoro stealing AND serves as a mashing indicator k_itemblinkmode, // Type of flashing: 0 = white (normal), 1 = red (mashing), 2 = rainbow (enhanced items) 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_growcancel, // Hold the item button down to cancel Grow NUMKARTSTUFF } kartstufftype_t; //} #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 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]; 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 // 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; 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) 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) //////////////////// // 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 // Starpost information INT16 starpostx; INT16 starposty; INT16 starpostz; INT32 starpostnum; // The number of the last starpost you hit tic_t starposttime; // Your time when you hit the starpost angle_t starpostangle; // Angle that the starpost is facing - you respawn facing this way ///////////////// // 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; UINT8 bot; 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