mirror of
https://github.com/DrBeef/Raze.git
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274 lines
8.8 KiB
C
274 lines
8.8 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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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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*/
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//-------------------------------------------------------------------------
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#pragma once
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#include "actor.h"
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#include "build.h"
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#include "common_game.h"
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#include "globals.h"
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#include "db.h"
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#include "dude.h"
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#include "levels.h"
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#include "qav.h"
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#include "gameinput.h"
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BEGIN_BLD_NS
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// life modes of the player
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enum
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{
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kModeHuman = 0,
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kModeBeast = 1,
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kModeHumanShrink = 2,
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kModeHumanGrown = 3,
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kModeMax = 4,
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};
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// postures
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enum
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{
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kPostureStand = 0,
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kPostureSwim = 1,
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kPostureCrouch = 2,
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kPostureMax = 3,
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};
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struct PACKINFO
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{
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bool isActive; // is active (0/1)
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int curAmount = 0; // remaining percent
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};
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struct POSTURE
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{
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int frontAccel;
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int sideAccel;
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int backAccel;
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int pace[2];
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int bobV;
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int bobH;
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int swayV;
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int swayH;
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int eyeAboveZ;
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int weaponAboveZ;
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int xOffset;
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int zOffset;
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int normalJumpZ;
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int pwupJumpZ;
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};
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extern POSTURE gPostureDefaults[kModeMax][kPostureMax];
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struct PLAYER
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{
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TObjPtr<DBloodActor*> actor;
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spritetype* pSprite;
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XSPRITE* pXSprite;
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DUDEINFO* pDudeInfo;
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InputPacket input;
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PlayerHorizon horizon;
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PlayerAngle angle;
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uint8_t newWeapon;
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int used1; // something related to game checksum
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int weaponQav;
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int qavCallback;
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bool isRunning;
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int posture; // stand, crouch, swim
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int sceneQav; // by NoOne: used to keep qav id
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int bobPhase;
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int bobAmp;
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int bobHeight;
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int bobWidth;
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int swayPhase;
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int swayAmp;
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int swayHeight;
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int swayWidth;
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int nPlayer; // Connect id
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int lifeMode;
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int bloodlust; // ---> useless
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int zView;
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int zViewVel;
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int zWeapon;
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int zWeaponVel;
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int slope;
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bool isUnderwater;
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bool hasKey[8];
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int8_t hasFlag;
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TObjPtr<DBloodActor*> ctfFlagState[2];
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int damageControl[7];
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int8_t curWeapon;
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int8_t nextWeapon;
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int weaponTimer;
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int weaponState;
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int weaponAmmo; //rename
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bool hasWeapon[14];
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int weaponMode[14];
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int weaponOrder[2][14];
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//int at149[14];
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int ammoCount[12];
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bool qavLoop;
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int qavLastTick;
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int qavTimer;
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int fuseTime;
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int throwTime;
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int throwPower;
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Aim aim; // world
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//int at1c6;
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Aim relAim; // relative
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//int relAim;
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//int at1ce;
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//int at1d2;
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TObjPtr<DBloodActor*> aimTarget; // aim target sprite
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int aimTargetsCount;
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TObjPtr<DBloodActor*> aimTargets[16];
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int deathTime;
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int pwUpTime[kMaxPowerUps];
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int fragCount;
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int fragInfo[8];
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int teamId;
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TObjPtr<DBloodActor*> fragger;
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int underwaterTime;
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int bubbleTime;
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int restTime;
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int kickPower;
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int laughCount;
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bool godMode;
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bool fallScream;
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bool cantJump;
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int packItemTime; // pack timer
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int packItemId; // pack id 1: diving suit, 2: crystal ball, 3: beast vision 4: jump boots
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PACKINFO packSlots[5]; // at325 [1]: diving suit, [2]: crystal ball, [3]: beast vision [4]: jump boots
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int armor[3]; // armor
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//int at342;
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//int at346;
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TObjPtr<DBloodActor*> voodooTarget;
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int voodooTargets; // --> useless
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int voodooVar1; // --> useless
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int vodooVar2; // --> useless
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int flickerEffect;
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int tiltEffect;
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int visibility;
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int painEffect;
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int blindEffect;
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int chokeEffect;
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int handTime;
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bool hand; // if true, there is hand start choking the player
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int pickupEffect;
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bool flashEffect; // if true, reduce pPlayer->visibility counter
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int quakeEffect;
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int player_par;
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int nWaterPal;
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POSTURE pPosture[kModeMax][kPostureMax];
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};
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struct AMMOINFO
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{
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int max;
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int8_t vectorType;
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};
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struct POWERUPINFO
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{
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int16_t picnum;
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bool pickupOnce;
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int bonusTime;
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int maxTime;
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};
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void playerResetPosture(PLAYER* pPlayer);
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extern PLAYER gPlayer[kMaxPlayers];
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extern PLAYER *gMe, *gView;
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extern bool gBlueFlagDropped;
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extern bool gRedFlagDropped;
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extern int team_score[kMaxPlayers];
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extern int team_ticker[kMaxPlayers];
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extern AMMOINFO gAmmoInfo[];
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extern POWERUPINFO gPowerUpInfo[kMaxPowerUps];
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inline bool IsTargetTeammate(PLAYER *pSourcePlayer, spritetype *pTargetSprite)
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{
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if (pSourcePlayer == NULL)
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return false;
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if (!IsPlayerSprite(pTargetSprite))
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return false;
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if (gGameOptions.nGameType == 1 || gGameOptions.nGameType == 3)
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{
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PLAYER *pTargetPlayer = &gPlayer[pTargetSprite->type - kDudePlayer1];
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if (pSourcePlayer != pTargetPlayer)
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{
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if (gGameOptions.nGameType == 1)
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return true;
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if (gGameOptions.nGameType == 3 && (pSourcePlayer->teamId & 3) == (pTargetPlayer->teamId & 3))
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return true;
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}
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}
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return false;
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}
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inline bool IsTargetTeammate(spritetype *pSourceSprite, spritetype *pTargetSprite)
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{
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if (!IsPlayerSprite(pSourceSprite))
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return false;
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PLAYER *pSourcePlayer = &gPlayer[pSourceSprite->type - kDudePlayer1];
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return IsTargetTeammate(pSourcePlayer, pTargetSprite);
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}
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int powerupCheck(PLAYER *pPlayer, int nPowerUp);
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bool powerupActivate(PLAYER *pPlayer, int nPowerUp);
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void powerupDeactivate(PLAYER *pPlayer, int nPowerUp);
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void powerupSetState(PLAYER *pPlayer, int nPowerUp, bool bState);
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void powerupProcess(PLAYER *pPlayer);
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void powerupClear(PLAYER *pPlayer);
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int packItemToPowerup(int nPack);
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int powerupToPackItem(int nPowerUp);
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bool packAddItem(PLAYER *pPlayer, unsigned int nPack);
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int packCheckItem(PLAYER *pPlayer, int nPack);
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bool packItemActive(PLAYER *pPlayer, int nPack);
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void packUseItem(PLAYER *pPlayer, int nPack);
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void packPrevItem(PLAYER *pPlayer);
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void packNextItem(PLAYER *pPlayer);
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bool playerSeqPlaying(PLAYER *pPlayer, int nSeq);
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void playerSetRace(PLAYER *pPlayer, int nLifeMode);
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void playerSetGodMode(PLAYER *pPlayer, bool bGodMode);
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void playerResetInertia(PLAYER *pPlayer);
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void playerCorrectInertia(PLAYER *pPlayer, vec3_t const *oldpos);
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void playerStart(int nPlayer, int bNewLevel = 0);
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void playerReset(PLAYER *pPlayer);
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void playerInit(int nPlayer, unsigned int a2);
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void CheckPickUp(PLAYER *pPlayer);
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void ProcessInput(PLAYER *pPlayer);
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void playerProcess(PLAYER *pPlayer);
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DBloodActor *playerFireMissile(PLAYER *pPlayer, int a2, int a3, int a4, int a5, int a6);
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DBloodActor *playerFireThing(PLAYER *pPlayer, int a2, int a3, int thingType, int a5);
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void playerFrag(PLAYER *pKiller, PLAYER *pVictim);
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int playerDamageArmor(PLAYER *pPlayer, DAMAGE_TYPE nType, int nDamage);
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int playerDamageSprite(DBloodActor* nSource, PLAYER *pPlayer, DAMAGE_TYPE nDamageType, int nDamage);
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int UseAmmo(PLAYER *pPlayer, int nAmmoType, int nDec);
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void voodooTarget(PLAYER *pPlayer);
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void playerLandingSound(PLAYER *pPlayer);
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void PlayerSurvive(int, DBloodActor*);
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END_BLD_NS
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