remove added header

This commit is contained in:
NepDisk 2024-10-15 14:16:03 -04:00
parent d08b923f06
commit fb34898a29
6 changed files with 0 additions and 1793 deletions

File diff suppressed because it is too large Load diff

View file

@ -1,163 +0,0 @@
// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 2011-2016 by Matthew "Inuyasha" Walsh.
// 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 k_profiles.h
/// \brief Control profiles definition
#ifndef __PROFILES_H__
#define __PROFILES_H__
#include "doomdef.h" // MAXPLAYERNAME
//#include "r_skins.h" // SKINNAMESIZE // This cuases stupid issues.
#include "g_input.h" // Input related stuff
#include "string.h" // strcpy etc
#include "g_game.h" // game CVs
#include "k_follower.h" // followers
#ifdef __cplusplus
extern "C" {
#endif
// 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......
// And honestly I don't wanna refactor that.
#define SKINNAMESIZE 16
#define PROFILENAMELEN 6
#define PROFILEVER 2
#define MAXPROFILES 16
#define PROFILESFILE "ringprofiles.prf"
#define PROFILE_GUEST 0
#define PROFILEDEFAULTNAME "GUEST"
#define PROFILEDEFAULTPNAME "Guest"
#define PROFILEDEFAULTSKIN "eggman"
#define PROFILEDEFAULTCOLOR SKINCOLOR_NONE
#define PROFILEDEFAULTFOLLOWER "none"
#define PROFILEDEFAULTFOLLOWERCOLOR FOLLOWERCOLOR_MATCH
#define PROFILEHEADER "Doctor Robotnik's Ring Racers Profiles"
// Man I wish I had more than 16 friends!!
// profile_t definition (WIP)
// If you edit, see PR_SaveProfiles and PR_LoadProfiles
struct profile_t
{
// Versionning
UINT8 version; // Version of the profile, this can be useful for backwards compatibility reading if we ever update the profile structure/format after release.
// A version of 0 can easily be checked to identify an unitialized profile.
// Profile header
char profilename[PROFILENAMELEN+1]; // Profile name (not to be confused with player name)
// Player data
char playername[MAXPLAYERNAME+1]; // Player name
char skinname[SKINNAMESIZE+1]; // Default Skin
UINT16 color; // Default player coloUr. ...But for consistency we'll name it color.
char follower[SKINNAMESIZE+1]; // Follower
UINT16 followercolor; // Follower color
UINT16 powerlevels[PWRLV_NUMTYPES]; // PWRLV for each gametype.
// Player-specific consvars.
// @TODO: List all of those
boolean kickstartaccel; // cv_kickstartaccel
// Finally, control data itself
INT32 controls[num_gamecontrols][MAXINPUTMAPPING]; // Lists of all the controls, defined the same way as default inputs in g_input.c
};
// Functions
// returns how many profiles there are
INT32 PR_GetNumProfiles(void);
// PR_MakeProfile
// Makes a profile from the supplied profile name, player name, colour, follower, followercolour and controls.
// The consvar values are left untouched.
profile_t* PR_MakeProfile(
const char *prname,
const char *pname,
const char *sname, const UINT16 col,
const char *fname, const UINT16 fcol,
INT32 controlarray[num_gamecontrols][MAXINPUTMAPPING],
boolean guest
);
// PR_MakeProfileFromPlayer
// Makes a profile_t from the supplied profile name, player name, colour, follower and followercolour.
// 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)
profile_t* PR_MakeProfileFromPlayer(const char *prname, const char *pname, const char *sname, const UINT16 col, const char *fname, UINT16 fcol, UINT8 pnum);
// PR_AddProfile(profile_t p)
// Adds a profile to profilesList and increments numprofiles.
// Returns true if succesful, false if not.
boolean PR_AddProfile(profile_t *p);
// PR_GetProfile(INT32 num)
// Returns a pointer to the profile you're asking for or NULL if the profile is uninitialized.
profile_t* PR_GetProfile(INT32 num);
// PR_DeleteProfile(INT32 n)
// Deletes the specified profile. n cannot be 0. Returns false if the profile couldn't be deleted, true otherwise.
// This will also move every profile back accordingly to ensure the table has no empty profiles inbetween two valid profiles.
boolean PR_DeleteProfile(INT32 n);
// PR_InitNewProfile(void)
// Initializes the first new profile
void PR_InitNewProfile(void);
// PR_SaveProfiles(void)
// Saves all the profiles in profiles.cfg
// This does not save profilesList[0] since that's always going to be the default profile.
void PR_SaveProfiles(void);
// PR_LoadProfiles(void)
// Loads all the profiles saved in profiles.cfg.
// This also loads
void PR_LoadProfiles(void);
// PR_GetProfileColor(profile_t *p)
// Returns the profile's color, or the skin's prefcolor if set to none.
skincolornum_t PR_GetProfileColor(profile_t *p);
// PR_ApplyProfile(UINT8 profilenum, UINT8 playernum)
// Applies the given profile's settings to the given player.
void PR_ApplyProfile(UINT8 profilenum, UINT8 playernum);
// PR_ApplyProfileLight(UINT8 profilenum, UINT8 playernum)
// Similar to PR_ApplyProfile but only applies skin and follower values.
// Controls, kickstartaccel and "current profile" data is *not* modified.
void PR_ApplyProfileLight(UINT8 profilenum, UINT8 playernum);
// PR_ApplyProfilePretend(UINT8 profilenum, UINT8 playernum)
// ONLY modifies "current profile" data.
// Exists because any other option inteferes with rapid testing.
void PR_ApplyProfilePretend(UINT8 profilenum, UINT8 playernum);
// PR_GetProfileNum(profile_t *p)
// Gets the profile's index # in profilesList
UINT8 PR_GetProfileNum(profile_t *p);
// PR_ProfileUsedBy(profile_t *p)
// Returns the player # this profile is used by (if any)
// If the profile belongs to no player, then this returns -1
SINT8 PR_ProfileUsedBy(profile_t *p);
profile_t *PR_GetPlayerProfile(player_t *player);
#ifdef __cplusplus
} // extern "C"
#endif
#endif

View file

@ -1,77 +0,0 @@
// SONIC ROBO BLAST 2 KART
//-----------------------------------------------------------------------------
// Copyright (C) 2018-2020 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_race.h
/// \brief Race Mode specific code.
#ifndef __K_RACE__
#define __K_RACE__
#include "r_defs.h"
#ifdef __cplusplus
extern "C" {
#endif
extern line_t *finishBeamLine;
#define FINISHLINEBEAM_SPACING (48*mapobjectscale)
/*--------------------------------------------------
void K_ClearFinishBeamLine(void);
Clears variables for finishBeamLine.
Separate from K_FreeFinishBeamLine since this
needs called when PU_LEVEL is freed.
Input Arguments:-
None
Return:-
None
--------------------------------------------------*/
void K_ClearFinishBeamLine(void);
/*--------------------------------------------------
boolean K_GenerateFinishBeamLine(void);
Finds pre-placed "beam points" to create a finish line out of,
or tries to automatically create it from a finish linedef in the map.
The result is stored in the "finishBeamLine" variable.
Input Arguments:-
None
Return:-
True if successful, otherwise false.
--------------------------------------------------*/
boolean K_GenerateFinishBeamLine(void);
/*--------------------------------------------------
void K_RunFinishLineBeam(void);
Updates the finish line beam effect.
Input Arguments:-
None
Return:-
None
--------------------------------------------------*/
void K_RunFinishLineBeam(void);
#ifdef __cplusplus
} // extern "C"
#endif
#endif

View file

@ -1,109 +0,0 @@
// SONIC ROBO BLAST 2 KART
//-----------------------------------------------------------------------------
// Copyright (C) 2018-2020 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_respawn.h
/// \brief Respawning logic
#ifndef __K_RESPAWN__
#define __K_RESPAWN__
#include "k_waypoint.h"
#include "d_player.h"
#ifdef __cplusplus
extern "C" {
#endif
#define RESPAWN_DIST 1024
#define RESPAWN_TIME 48
#define RESPAWNST_NONE 0x00
#define RESPAWNST_MOVE 0x01
#define RESPAWNST_DROP 0x02
/*--------------------------------------------------
fixed_t K_RespawnOffset(player_t *player, boolean flip);
Updates the player's flip flags, and returns a
Z offset for respawning.
Input Arguments:-
player - Player to preform this for.
flip - false for normal, true for gravity flip.
Return:-
Z position offset.
--------------------------------------------------*/
fixed_t K_RespawnOffset(player_t *player, boolean flip);
/*--------------------------------------------------
void K_DoFault(player_t *player);
Faults the specified player.
Input Arguments:-
player - Player to preform this for.
Return:-
None
--------------------------------------------------*/
void K_DoFault(player_t *player);
/*--------------------------------------------------
void K_DoIngameRespawn(player_t *player);
Starts the respawning animation for the specified player,
updating their respawn variables in preparation.
Input Arguments:-
player - Player to preform this for.
Return:-
None
--------------------------------------------------*/
void K_DoIngameRespawn(player_t *player);
/*--------------------------------------------------
size_t K_NextRespawnWaypointIndex(waypoint_t *waypoint);
Returns the index for the next respawn waypoint.
Input Arguments:-
waypoint - Waypoint to look past.
Return:-
An table index for waypoint_t -> nextwaypoints.
--------------------------------------------------*/
size_t K_NextRespawnWaypointIndex(waypoint_t *waypoint);
/*--------------------------------------------------
void K_RespawnChecker(player_t *player);
Thinker for the respawning animation.
Input Arguments:-
player - Player to preform this for.
Return:-
None
--------------------------------------------------*/
void K_RespawnChecker(player_t *player);
#ifdef __cplusplus
} // extern "C"
#endif
#endif

View file

@ -1,176 +0,0 @@
// DR. ROBOTNIK'S RING RACERS
//-----------------------------------------------------------------------------
// Copyright (C) 2022 by Kart Krew
// Copyright (C) 2022 by Sally "TehRealSalt" Cochenour
//
// 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_roulette.h
/// \brief Item roulette code.
#ifndef __K_ROULETTE_H__
#define __K_ROULETTE_H__
#include "doomtype.h"
#include "d_player.h"
#ifdef __cplusplus
extern "C" {
#endif
#define ROULETTE_SPACING (36 << FRACBITS)
#define ROULETTE_SPACING_SPLITSCREEN (16 << FRACBITS)
/*--------------------------------------------------
boolean K_ItemEnabled(kartitems_t item);
Determines whenever or not an item should
be enabled. Accounts for situations where
rules should not be able to be changed.
Input Arguments:-
item - The item to check.
Return:-
true if the item is enabled, otherwise false.
--------------------------------------------------*/
boolean K_ItemEnabled(kartitems_t item);
/*--------------------------------------------------
boolean K_ItemSingularity(kartitems_t item);
Determines whenever or not this item should
be using special cases to prevent more than
one existing at a time.
Input Arguments:-
item - The item to check.
Return:-
true to use the special rules, otherwise false.
--------------------------------------------------*/
boolean K_ItemSingularity(kartitems_t item);
/*--------------------------------------------------
INT32 K_KartGetItemOdds(const player_t *player, itemroulette_t *const roulette, UINT8 pos, kartitems_t item);
Gets the frequency an item should show up in
an item bracket, and adjusted for special
factors (such as Frantic Items).
Input Arguments:-
player - The player we intend to give the item to later.
Can be NULL for generic use.
roulette - The roulette data that we intend to
insert this item into.
pos - The item bracket we are in.
item - The item to give.
Return:-
The number of items we want to insert
into the roulette.
--------------------------------------------------*/
INT32 K_KartGetItemOdds(const player_t *player, itemroulette_t *const roulette, UINT8 pos, kartitems_t item);
/*--------------------------------------------------
void K_FillItemRouletteData(const player_t *player, itemroulette_t *const roulette);
Fills out the item roulette struct when it is
initially created. This function needs to be
HUD-safe for the item debugger, so the player
cannot be modified at this stage.
Input Arguments:-
player - The player this roulette data is for.
Can be NULL for generic use.
roulette - The roulette data struct to fill out.
Return:-
N/A
--------------------------------------------------*/
void K_FillItemRouletteData(const player_t *player, itemroulette_t *const roulette);
/*--------------------------------------------------
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:-
N/A
--------------------------------------------------*/
void K_StartItemRoulette(player_t *const player);
/*--------------------------------------------------
void K_StartEggmanRoulette(player_t *const player);
Starts the Eggman Mark roulette sequence for
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
--------------------------------------------------*/
void K_StartEggmanRoulette(player_t *const player);
/*--------------------------------------------------
fixed_t K_GetRouletteOffset(itemroulette_t *const roulette, fixed_t renderDelta);
Gets the Y offset, for use in the roulette HUD.
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.
renderDelta - Fractional tic delta, when used for HUD.
Return:-
The Y offset when drawing the item.
--------------------------------------------------*/
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.
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__

View file

@ -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