remove added header
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1206
src/k_menu.h
1206
src/k_menu.h
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163
src/k_profiles.h
163
src/k_profiles.h
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// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 2011-2016 by Matthew "Inuyasha" Walsh.
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// Copyright (C) 1999-2018 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file k_profiles.h
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/// \brief Control profiles definition
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#ifndef __PROFILES_H__
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#define __PROFILES_H__
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#include "doomdef.h" // MAXPLAYERNAME
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//#include "r_skins.h" // SKINNAMESIZE // This cuases stupid issues.
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#include "g_input.h" // Input related stuff
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#include "string.h" // strcpy etc
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#include "g_game.h" // game CVs
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#include "k_follower.h" // followers
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#ifdef __cplusplus
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extern "C" {
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#endif
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// We have to redefine this because somehow including r_skins.h causes a redefinition of node_t since that's used for both net nodes and BSP nodes too......
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// And honestly I don't wanna refactor that.
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#define SKINNAMESIZE 16
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#define PROFILENAMELEN 6
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#define PROFILEVER 2
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#define MAXPROFILES 16
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#define PROFILESFILE "ringprofiles.prf"
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#define PROFILE_GUEST 0
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#define PROFILEDEFAULTNAME "GUEST"
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#define PROFILEDEFAULTPNAME "Guest"
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#define PROFILEDEFAULTSKIN "eggman"
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#define PROFILEDEFAULTCOLOR SKINCOLOR_NONE
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#define PROFILEDEFAULTFOLLOWER "none"
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#define PROFILEDEFAULTFOLLOWERCOLOR FOLLOWERCOLOR_MATCH
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#define PROFILEHEADER "Doctor Robotnik's Ring Racers Profiles"
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// Man I wish I had more than 16 friends!!
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// profile_t definition (WIP)
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// If you edit, see PR_SaveProfiles and PR_LoadProfiles
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struct profile_t
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{
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// Versionning
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UINT8 version; // Version of the profile, this can be useful for backwards compatibility reading if we ever update the profile structure/format after release.
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// A version of 0 can easily be checked to identify an unitialized profile.
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// Profile header
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char profilename[PROFILENAMELEN+1]; // Profile name (not to be confused with player name)
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// Player data
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char playername[MAXPLAYERNAME+1]; // Player name
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char skinname[SKINNAMESIZE+1]; // Default Skin
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UINT16 color; // Default player coloUr. ...But for consistency we'll name it color.
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char follower[SKINNAMESIZE+1]; // Follower
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UINT16 followercolor; // Follower color
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UINT16 powerlevels[PWRLV_NUMTYPES]; // PWRLV for each gametype.
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// Player-specific consvars.
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// @TODO: List all of those
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boolean kickstartaccel; // cv_kickstartaccel
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// Finally, control data itself
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INT32 controls[num_gamecontrols][MAXINPUTMAPPING]; // Lists of all the controls, defined the same way as default inputs in g_input.c
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};
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// Functions
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// returns how many profiles there are
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INT32 PR_GetNumProfiles(void);
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// PR_MakeProfile
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// Makes a profile from the supplied profile name, player name, colour, follower, followercolour and controls.
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// The consvar values are left untouched.
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profile_t* PR_MakeProfile(
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const char *prname,
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const char *pname,
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const char *sname, const UINT16 col,
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const char *fname, const UINT16 fcol,
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INT32 controlarray[num_gamecontrols][MAXINPUTMAPPING],
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boolean guest
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);
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// PR_MakeProfileFromPlayer
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// Makes a profile_t from the supplied profile name, player name, colour, follower and followercolour.
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// The last argument is a player number to read cvars from; as for convenience, cvars will be set directly when making a profile (since loading another one will overwrite them, this will be inconsequential)
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profile_t* PR_MakeProfileFromPlayer(const char *prname, const char *pname, const char *sname, const UINT16 col, const char *fname, UINT16 fcol, UINT8 pnum);
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// PR_AddProfile(profile_t p)
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// Adds a profile to profilesList and increments numprofiles.
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// Returns true if succesful, false if not.
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boolean PR_AddProfile(profile_t *p);
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// PR_GetProfile(INT32 num)
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// Returns a pointer to the profile you're asking for or NULL if the profile is uninitialized.
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profile_t* PR_GetProfile(INT32 num);
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// PR_DeleteProfile(INT32 n)
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// Deletes the specified profile. n cannot be 0. Returns false if the profile couldn't be deleted, true otherwise.
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// This will also move every profile back accordingly to ensure the table has no empty profiles inbetween two valid profiles.
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boolean PR_DeleteProfile(INT32 n);
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// PR_InitNewProfile(void)
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// Initializes the first new profile
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void PR_InitNewProfile(void);
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// PR_SaveProfiles(void)
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// Saves all the profiles in profiles.cfg
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// This does not save profilesList[0] since that's always going to be the default profile.
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void PR_SaveProfiles(void);
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// PR_LoadProfiles(void)
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// Loads all the profiles saved in profiles.cfg.
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// This also loads
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void PR_LoadProfiles(void);
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// PR_GetProfileColor(profile_t *p)
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// Returns the profile's color, or the skin's prefcolor if set to none.
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skincolornum_t PR_GetProfileColor(profile_t *p);
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// PR_ApplyProfile(UINT8 profilenum, UINT8 playernum)
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// Applies the given profile's settings to the given player.
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void PR_ApplyProfile(UINT8 profilenum, UINT8 playernum);
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// PR_ApplyProfileLight(UINT8 profilenum, UINT8 playernum)
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// Similar to PR_ApplyProfile but only applies skin and follower values.
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// Controls, kickstartaccel and "current profile" data is *not* modified.
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void PR_ApplyProfileLight(UINT8 profilenum, UINT8 playernum);
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// PR_ApplyProfilePretend(UINT8 profilenum, UINT8 playernum)
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// ONLY modifies "current profile" data.
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// Exists because any other option inteferes with rapid testing.
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void PR_ApplyProfilePretend(UINT8 profilenum, UINT8 playernum);
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// PR_GetProfileNum(profile_t *p)
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// Gets the profile's index # in profilesList
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UINT8 PR_GetProfileNum(profile_t *p);
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// PR_ProfileUsedBy(profile_t *p)
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// Returns the player # this profile is used by (if any)
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// If the profile belongs to no player, then this returns -1
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SINT8 PR_ProfileUsedBy(profile_t *p);
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profile_t *PR_GetPlayerProfile(player_t *player);
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#ifdef __cplusplus
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} // extern "C"
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#endif
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#endif
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77
src/k_race.h
77
src/k_race.h
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// SONIC ROBO BLAST 2 KART
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//-----------------------------------------------------------------------------
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// Copyright (C) 2018-2020 by Kart Krew
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file k_race.h
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/// \brief Race Mode specific code.
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#ifndef __K_RACE__
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#define __K_RACE__
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#include "r_defs.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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extern line_t *finishBeamLine;
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#define FINISHLINEBEAM_SPACING (48*mapobjectscale)
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/*--------------------------------------------------
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void K_ClearFinishBeamLine(void);
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Clears variables for finishBeamLine.
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Separate from K_FreeFinishBeamLine since this
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needs called when PU_LEVEL is freed.
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Input Arguments:-
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None
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Return:-
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None
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--------------------------------------------------*/
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void K_ClearFinishBeamLine(void);
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/*--------------------------------------------------
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boolean K_GenerateFinishBeamLine(void);
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Finds pre-placed "beam points" to create a finish line out of,
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or tries to automatically create it from a finish linedef in the map.
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The result is stored in the "finishBeamLine" variable.
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Input Arguments:-
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None
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Return:-
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True if successful, otherwise false.
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--------------------------------------------------*/
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boolean K_GenerateFinishBeamLine(void);
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/*--------------------------------------------------
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void K_RunFinishLineBeam(void);
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Updates the finish line beam effect.
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Input Arguments:-
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None
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Return:-
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None
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--------------------------------------------------*/
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void K_RunFinishLineBeam(void);
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#ifdef __cplusplus
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} // extern "C"
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#endif
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#endif
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109
src/k_respawn.h
109
src/k_respawn.h
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@ -1,109 +0,0 @@
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// SONIC ROBO BLAST 2 KART
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//-----------------------------------------------------------------------------
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// Copyright (C) 2018-2020 by Kart Krew
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file k_respawn.h
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/// \brief Respawning logic
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#ifndef __K_RESPAWN__
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#define __K_RESPAWN__
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#include "k_waypoint.h"
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#include "d_player.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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#define RESPAWN_DIST 1024
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#define RESPAWN_TIME 48
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#define RESPAWNST_NONE 0x00
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#define RESPAWNST_MOVE 0x01
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#define RESPAWNST_DROP 0x02
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/*--------------------------------------------------
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fixed_t K_RespawnOffset(player_t *player, boolean flip);
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Updates the player's flip flags, and returns a
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Z offset for respawning.
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Input Arguments:-
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player - Player to preform this for.
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flip - false for normal, true for gravity flip.
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Return:-
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Z position offset.
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--------------------------------------------------*/
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fixed_t K_RespawnOffset(player_t *player, boolean flip);
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/*--------------------------------------------------
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void K_DoFault(player_t *player);
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Faults the specified player.
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Input Arguments:-
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player - Player to preform this for.
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Return:-
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None
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--------------------------------------------------*/
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void K_DoFault(player_t *player);
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/*--------------------------------------------------
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void K_DoIngameRespawn(player_t *player);
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Starts the respawning animation for the specified player,
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updating their respawn variables in preparation.
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Input Arguments:-
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player - Player to preform this for.
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Return:-
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None
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--------------------------------------------------*/
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void K_DoIngameRespawn(player_t *player);
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/*--------------------------------------------------
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size_t K_NextRespawnWaypointIndex(waypoint_t *waypoint);
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Returns the index for the next respawn waypoint.
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Input Arguments:-
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waypoint - Waypoint to look past.
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Return:-
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An table index for waypoint_t -> nextwaypoints.
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--------------------------------------------------*/
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size_t K_NextRespawnWaypointIndex(waypoint_t *waypoint);
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/*--------------------------------------------------
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void K_RespawnChecker(player_t *player);
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Thinker for the respawning animation.
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Input Arguments:-
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player - Player to preform this for.
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Return:-
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None
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--------------------------------------------------*/
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void K_RespawnChecker(player_t *player);
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#ifdef __cplusplus
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} // extern "C"
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#endif
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#endif
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176
src/k_roulette.h
176
src/k_roulette.h
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@ -1,176 +0,0 @@
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// DR. ROBOTNIK'S RING RACERS
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//-----------------------------------------------------------------------------
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// Copyright (C) 2022 by Kart Krew
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// Copyright (C) 2022 by Sally "TehRealSalt" Cochenour
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file k_roulette.h
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/// \brief Item roulette code.
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#ifndef __K_ROULETTE_H__
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#define __K_ROULETTE_H__
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#include "doomtype.h"
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#include "d_player.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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#define ROULETTE_SPACING (36 << FRACBITS)
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#define ROULETTE_SPACING_SPLITSCREEN (16 << FRACBITS)
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/*--------------------------------------------------
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boolean K_ItemEnabled(kartitems_t item);
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Determines whenever or not an item should
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be enabled. Accounts for situations where
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rules should not be able to be changed.
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Input Arguments:-
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item - The item to check.
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Return:-
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true if the item is enabled, otherwise false.
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--------------------------------------------------*/
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boolean K_ItemEnabled(kartitems_t item);
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/*--------------------------------------------------
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boolean K_ItemSingularity(kartitems_t item);
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Determines whenever or not this item should
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be using special cases to prevent more than
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one existing at a time.
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Input Arguments:-
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item - The item to check.
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Return:-
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true to use the special rules, otherwise false.
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--------------------------------------------------*/
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boolean K_ItemSingularity(kartitems_t item);
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/*--------------------------------------------------
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INT32 K_KartGetItemOdds(const player_t *player, itemroulette_t *const roulette, UINT8 pos, kartitems_t item);
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Gets the frequency an item should show up in
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an item bracket, and adjusted for special
|
||||
factors (such as Frantic Items).
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Input Arguments:-
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player - The player we intend to give the item to later.
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Can be NULL for generic use.
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roulette - The roulette data that we intend to
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insert this item into.
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pos - The item bracket we are in.
|
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item - The item to give.
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Return:-
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The number of items we want to insert
|
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into the roulette.
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||||
--------------------------------------------------*/
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INT32 K_KartGetItemOdds(const player_t *player, itemroulette_t *const roulette, UINT8 pos, kartitems_t item);
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/*--------------------------------------------------
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||||
void K_FillItemRouletteData(const player_t *player, itemroulette_t *const roulette);
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Fills out the item roulette struct when it is
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initially created. This function needs to be
|
||||
HUD-safe for the item debugger, so the player
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cannot be modified at this stage.
|
||||
|
||||
Input Arguments:-
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player - The player this roulette data is for.
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||||
Can be NULL for generic use.
|
||||
roulette - The roulette data struct to fill out.
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||||
|
||||
Return:-
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||||
N/A
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||||
--------------------------------------------------*/
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||||
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||||
void K_FillItemRouletteData(const player_t *player, itemroulette_t *const roulette);
|
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|
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|
||||
/*--------------------------------------------------
|
||||
void K_StartItemRoulette(player_t *const player);
|
||||
|
||||
Starts the item roulette sequence for a player.
|
||||
This stage can only be used by gameplay, thus
|
||||
this handles gameplay modifications as well.
|
||||
|
||||
Input Arguments:-
|
||||
player - The player to start the item roulette for.
|
||||
|
||||
Return:-
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||||
N/A
|
||||
--------------------------------------------------*/
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||||
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||||
void K_StartItemRoulette(player_t *const player);
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|
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/*--------------------------------------------------
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||||
void K_StartEggmanRoulette(player_t *const player);
|
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|
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Starts the Eggman Mark roulette sequence for
|
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a player. Looks identical to a regular item
|
||||
roulette, but gives you the Eggman explosion
|
||||
countdown instead when confirming it.
|
||||
|
||||
Input Arguments:-
|
||||
player - The player to start the Eggman roulette for.
|
||||
|
||||
Return:-
|
||||
N/A
|
||||
--------------------------------------------------*/
|
||||
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||||
void K_StartEggmanRoulette(player_t *const player);
|
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|
||||
|
||||
/*--------------------------------------------------
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||||
fixed_t K_GetRouletteOffset(itemroulette_t *const roulette, fixed_t renderDelta);
|
||||
|
||||
Gets the Y offset, for use in the roulette HUD.
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||||
A separate function since it is used both by the
|
||||
HUD itself, as well as when confirming an item.
|
||||
|
||||
Input Arguments:-
|
||||
roulette - The roulette we are drawing for.
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||||
renderDelta - Fractional tic delta, when used for HUD.
|
||||
|
||||
Return:-
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||||
The Y offset when drawing the item.
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||||
--------------------------------------------------*/
|
||||
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||||
fixed_t K_GetRouletteOffset(itemroulette_t *const roulette, fixed_t renderDelta);
|
||||
|
||||
|
||||
/*--------------------------------------------------
|
||||
void K_KartItemRoulette(player_t *const player, ticcmd_t *cmd);
|
||||
|
||||
Handles ticking a player's item roulette,
|
||||
and player input for stopping it.
|
||||
|
||||
Input Arguments:-
|
||||
player - The player to run the item roulette for.
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||||
cmd - The player's controls.
|
||||
|
||||
Return:-
|
||||
N/A
|
||||
--------------------------------------------------*/
|
||||
|
||||
void K_KartItemRoulette(player_t *const player, ticcmd_t *cmd);
|
||||
|
||||
#ifdef __cplusplus
|
||||
} // extern "C"
|
||||
#endif
|
||||
|
||||
#endif // __K_ROULETTE_H__
|
||||
|
|
@ -1,62 +0,0 @@
|
|||
// DR. ROBOTNIK'S RING RACERS
|
||||
//-----------------------------------------------------------------------------
|
||||
// Copyright (C) 2022 by Sally "TehRealSalt" Cochenour
|
||||
// Copyright (C) 2022 by Kart Krew
|
||||
//
|
||||
// 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 k_specialstage.h
|
||||
/// \brief Special Stage game logic
|
||||
|
||||
#ifndef __K_SPECIALSTAGE__
|
||||
#define __K_SPECIALSTAGE__
|
||||
|
||||
#include "doomdef.h"
|
||||
#include "doomstat.h"
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
extern struct specialStage
|
||||
{
|
||||
boolean active; ///< If true, then we are in a special stage
|
||||
boolean encore; ///< Copy of encore, just to make sure you can't cheat it with cvars
|
||||
|
||||
UINT32 beamDist; ///< Where the exit beam is.
|
||||
mobj_t *ufo; ///< The Chaos Emerald capsule.
|
||||
} specialStage;
|
||||
|
||||
/*--------------------------------------------------
|
||||
void K_ResetSpecialStage(void);
|
||||
|
||||
Resets Special Stage information to a clean slate.
|
||||
--------------------------------------------------*/
|
||||
|
||||
void K_ResetSpecialStage(void);
|
||||
|
||||
|
||||
/*--------------------------------------------------
|
||||
void K_InitSpecialStage(void);
|
||||
|
||||
Initializes Special Stage data on map load.
|
||||
--------------------------------------------------*/
|
||||
|
||||
void K_InitSpecialStage(void);
|
||||
|
||||
|
||||
/*--------------------------------------------------
|
||||
void K_TickSpecialStage(void);
|
||||
|
||||
Updates Special Stage data each frame.
|
||||
--------------------------------------------------*/
|
||||
|
||||
void K_TickSpecialStage(void);
|
||||
|
||||
#ifdef __cplusplus
|
||||
} // extern "C"
|
||||
#endif
|
||||
|
||||
#endif
|
||||
Loading…
Reference in a new issue