raze-gles/polymer/eduke32/source/player.h

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//-------------------------------------------------------------------------
/*
Copyright (C) 2010 EDuke32 developers and contributors
This file is part of EDuke32.
EDuke32 is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
//-------------------------------------------------------------------------
#ifndef __player_h__
#define __player_h__
#define MOVEFIFOSIZ 2
#define NAM_GRENADE_LIFETIME 120
#define NAM_GRENADE_LIFETIME_VAR 30
#define HORIZ_MIN -99
#define HORIZ_MAX 299
#define AUTO_AIM_ANGLE 48
#define PHEIGHT (38<<8)
#define TRIPBOMB_TRIPWIRE 0x00000001
#define TRIPBOMB_TIMER 0x00000002
#define PIPEBOMB_REMOTE 0x00000001
#define PIPEBOMB_TIMER 0x00000002
enum dukeinv_t {
GET_STEROIDS,
GET_SHIELD,
GET_SCUBA,
GET_HOLODUKE,
GET_JETPACK,
GET_DUMMY1,
GET_ACCESS,
GET_HEATS,
GET_DUMMY2,
GET_FIRSTAID,
GET_BOOTS,
GET_MAX
};
// these are not in the same order as the above, and it can't be changed for compat reasons. lame!
enum dukeinvicon_t {
ICON_NONE, // 0
ICON_FIRSTAID,
ICON_STEROIDS,
ICON_HOLODUKE,
ICON_JETPACK,
ICON_HEATS, // 5
ICON_SCUBA,
ICON_BOOTS,
ICON_MAX
};
enum dukeweapon_t {
KNEE_WEAPON, // 0
PISTOL_WEAPON,
SHOTGUN_WEAPON,
CHAINGUN_WEAPON,
RPG_WEAPON,
HANDBOMB_WEAPON, // 5
SHRINKER_WEAPON,
DEVISTATOR_WEAPON,
TRIPBOMB_WEAPON,
FREEZE_WEAPON,
HANDREMOTE_WEAPON, // 10
GROW_WEAPON,
MAX_WEAPONS
};
enum weaponflags_t {
WEAPON_SPAWNTYPE1 = 0x00000000, // just spawn
WEAPON_HOLSTER_CLEARS_CLIP = 0x00000001, // 'holstering' clears the current clip
WEAPON_GLOWS = 0x00000002, // weapon 'glows' (shrinker and grower)
WEAPON_AUTOMATIC = 0x00000004, // automatic fire (continues while 'fire' is held down
WEAPON_FIREEVERYOTHER = 0x00000008, // during 'hold time' fire every frame
WEAPON_FIREEVERYTHIRD = 0x00000010, // during 'hold time' fire every third frame
WEAPON_RANDOMRESTART = 0x00000020, // restart for automatic is 'randomized' by RND 3
WEAPON_AMMOPERSHOT = 0x00000040, // uses ammo for each shot (for automatic)
WEAPON_BOMB_TRIGGER = 0x00000080, // weapon is the 'bomb' trigger
WEAPON_NOVISIBLE = 0x00000100, // weapon use does not cause user to become 'visible'
WEAPON_THROWIT = 0x00000200, // weapon 'throws' the 'shoots' item...
WEAPON_CHECKATRELOAD = 0x00000400, // check weapon availability at 'reload' time
WEAPON_STANDSTILL = 0x00000800, // player stops jumping before actual fire (like tripbomb in duke)
WEAPON_SPAWNTYPE2 = 0x00001000, // spawn like shotgun shells
WEAPON_SPAWNTYPE3 = 0x00002000, // spawn like chaingun shells
WEAPON_SEMIAUTO = 0x00004000, // cancel button press after each shot
WEAPON_RELOAD_TIMING = 0x00008000, // special casing for pistol reload sounds
WEAPON_RESET = 0x00010000 // cycle weapon back to frame 1 if fire is held, 0 if not
};
enum gamemode_t {
MODE_MENU = 0x00000001,
MODE_DEMO = 0x00000002,
MODE_GAME = 0x00000004,
MODE_EOL = 0x00000008,
MODE_TYPE = 0x00000010,
MODE_RESTART = 0x00000020,
MODE_SENDTOWHOM = 0x00000040,
};
// Player Actions.
enum playeraction_t {
pstanding = 0x00000001,
pwalking = 0x00000002,
prunning = 0x00000004,
pducking = 0x00000008,
pfalling = 0x00000010,
pjumping = 0x00000020,
phigher = 0x00000040,
pwalkingback = 0x00000080,
prunningback = 0x00000100,
pkicking = 0x00000200,
pshrunk = 0x00000400,
pjetpack = 0x00000800,
ponsteroids = 0x00001000,
ponground = 0x00002000,
palive = 0x00004000,
pdead = 0x00008000,
pfacing = 0x00010000
};
#pragma pack(push,1)
typedef struct {
int32_t ox,oy,oz;
int16_t oa,os;
} playerspawn_t;
typedef struct {
int16_t got_access, last_extra, inv_amount[GET_MAX], curr_weapon, holoduke_on;
int16_t last_weapon, weapon_pos, kickback_pic;
int16_t ammo_amount[MAX_WEAPONS], frag[MAXPLAYERS];
uint16_t gotweapon;
char inven_icon, jetpack_on, heat_on;
} DukeStatus_t;
// XXX: r1625 changed a lot types here, among others
// * int32_t --> int16_t
// * int16_t --> int8_t
// * char --> int8_t
// Need to carefully think about implications!
// KEEPINSYNC lunatic/defs.ilua
typedef struct {
vec3_t pos, opos, vel, npos;
int32_t bobposx, bobposy;
int32_t truefz, truecz, player_par;
int32_t randomflamex, exitx, exity;
int32_t runspeed, max_player_health, max_shield_amount;
int32_t autostep, autostep_sbw;
uint32_t interface_toggle_flag;
#ifdef LUNATIC
int32_t zrange;
int16_t angrange, autoaimang;
#endif
uint16_t max_actors_killed, actors_killed;
uint16_t gotweapon, zoom;
int16_t loogiex[64], loogiey[64], sbs, sound_pitch;
int16_t ang, oang, angvel, cursectnum, look_ang, last_extra, subweapon;
int16_t max_ammo_amount[MAX_WEAPONS], ammo_amount[MAX_WEAPONS], inv_amount[GET_MAX];
int16_t wackedbyactor, pyoff, opyoff;
int16_t horiz, horizoff, ohoriz, ohorizoff;
int16_t newowner, jumping_counter, airleft;
int16_t fta, ftq, access_wallnum, access_spritenum;
int16_t got_access, weapon_ang, visibility;
int16_t somethingonplayer, on_crane, i, one_parallax_sectnum;
int16_t random_club_frame, one_eighty_count;
int16_t dummyplayersprite, extra_extra8;
int16_t actorsqu, timebeforeexit, customexitsound, last_pissed_time;
int16_t weaprecs[MAX_WEAPONS], weapon_sway, crack_time, bobcounter;
int16_t orotscrnang, rotscrnang, dead_flag; // JBF 20031220: added orotscrnang
int16_t holoduke_on, pycount;
int16_t transporter_hold;
uint8_t max_secret_rooms, secret_rooms;
uint8_t frag, fraggedself, quick_kick, last_quick_kick;
uint8_t return_to_center, reloading, weapreccnt;
uint8_t aim_mode, auto_aim, weaponswitch, movement_lock, team;
uint8_t tipincs, hbomb_hold_delay, frag_ps, kickback_pic;
uint8_t gm, on_warping_sector, footprintcount, hurt_delay;
uint8_t hbomb_on, jumping_toggle, rapid_fire_hold, on_ground;
uint8_t inven_icon, buttonpalette, over_shoulder_on, show_empty_weapon;
uint8_t jetpack_on, spritebridge, lastrandomspot;
uint8_t scuba_on, footprintpal, heat_on, invdisptime;
uint8_t holster_weapon, falling_counter, footprintshade;
uint8_t refresh_inventory, last_full_weapon;
uint8_t toggle_key_flag, knuckle_incs, knee_incs, access_incs;
uint8_t walking_snd_toggle, palookup, hard_landing, fist_incs;
int8_t numloogs, loogcnt, scream_voice;
int8_t last_weapon, cheat_phase, weapon_pos, wantweaponfire, curr_weapon;
uint8_t palette;
palette_t pals;
char name[32];
int8_t padding_;
} DukePlayer_t;
typedef struct {
uint32_t bits; // 4b
int16_t fvel, svel; // 4b
int8_t avel, horz; // 2b
int8_t extbits, filler; // 2b
} input_t;
// KEEPINSYNC lunatic/defs.ilua
typedef struct {
DukePlayer_t *ps;
input_t *sync;
int32_t netsynctime;
int16_t ping, filler;
int32_t pcolor, pteam;
uint8_t frags[MAXPLAYERS], wchoice[MAX_WEAPONS];
char vote, gotvote, pingcnt, playerquitflag, ready;
char user_name[32];
uint32_t revision;
} playerdata_t;
#pragma pack(pop)
typedef struct
{
// NOTE: the member names must be identical to aplWeapon* suffixes.
int32_t WorksLike; // What the original works like
int32_t Clip; // number of items in magazine
int32_t Reload; // delay to reload (include fire)
int32_t FireDelay; // delay to fire
int32_t TotalTime; // The total time the weapon is cycling before next fire.
int32_t HoldDelay; // delay after release fire button to fire (0 for none)
int32_t Flags; // Flags for weapon
int32_t Shoots; // what the weapon shoots
int32_t SpawnTime; // the frame at which to spawn an item
int32_t Spawn; // the item to spawn
int32_t ShotsPerBurst; // number of shots per 'burst' (one ammo per 'burst')
int32_t InitialSound; // Sound made when weapon starts firing. zero for no sound
int32_t FireSound; // Sound made when firing (each time for automatic)
int32_t Sound2Time; // Alternate sound time
int32_t Sound2Sound; // Alternate sound sound ID
int32_t ReloadSound1; // Sound of magazine being removed
int32_t ReloadSound2; // Sound of magazine being inserted
int32_t SelectSound; // Sound of weapon being selected
int32_t FlashColor; // Muzzle flash color
} weapondata_t;
extern int8_t g_numPlayerSprites;
extern int32_t fricxv,fricyv;
#ifdef LUNATIC
# define PWEAPON(Player, Weapon, Wmember) (g_playerWeapon[Player][Weapon].Wmember)
extern weapondata_t g_playerWeapon[MAXPLAYERS][MAX_WEAPONS];
#else
# define PWEAPON(Player, Weapon, Wmember) (aplWeapon ## Wmember [Weapon][Player])
extern intptr_t *aplWeaponClip[MAX_WEAPONS]; // number of items in clip
extern intptr_t *aplWeaponReload[MAX_WEAPONS]; // delay to reload (include fire)
extern intptr_t *aplWeaponFireDelay[MAX_WEAPONS]; // delay to fire
extern intptr_t *aplWeaponHoldDelay[MAX_WEAPONS]; // delay after release fire button to fire (0 for none)
extern intptr_t *aplWeaponTotalTime[MAX_WEAPONS]; // The total time the weapon is cycling before next fire.
extern intptr_t *aplWeaponFlags[MAX_WEAPONS]; // Flags for weapon
extern intptr_t *aplWeaponShoots[MAX_WEAPONS]; // what the weapon shoots
extern intptr_t *aplWeaponSpawnTime[MAX_WEAPONS]; // the frame at which to spawn an item
extern intptr_t *aplWeaponSpawn[MAX_WEAPONS]; // the item to spawn
extern intptr_t *aplWeaponShotsPerBurst[MAX_WEAPONS]; // number of shots per 'burst' (one ammo per 'burst'
extern intptr_t *aplWeaponWorksLike[MAX_WEAPONS]; // What original the weapon works like
extern intptr_t *aplWeaponInitialSound[MAX_WEAPONS]; // Sound made when initialy firing. zero for no sound
extern intptr_t *aplWeaponFireSound[MAX_WEAPONS]; // Sound made when firing (each time for automatic)
extern intptr_t *aplWeaponSound2Time[MAX_WEAPONS]; // Alternate sound time
extern intptr_t *aplWeaponSound2Sound[MAX_WEAPONS]; // Alternate sound sound ID
extern intptr_t *aplWeaponReloadSound1[MAX_WEAPONS]; // Sound of magazine being removed
extern intptr_t *aplWeaponReloadSound2[MAX_WEAPONS]; // Sound of magazine being inserted
extern intptr_t *aplWeaponSelectSound[MAX_WEAPONS]; // Sound for weapon selection
extern intptr_t *aplWeaponFlashColor[MAX_WEAPONS]; // Color for polymer muzzle flash
#endif
#pragma pack(push,1)
extern input_t inputfifo[MOVEFIFOSIZ][MAXPLAYERS];
extern playerspawn_t g_playerSpawnPoints[MAXPLAYERS];
extern playerdata_t g_player[MAXPLAYERS];
#pragma pack(pop)
//extern char dashow2dsector[(MAXSECTORS+7)>>3];
//extern int16_t searchsect[MAXSECTORS],searchparent[MAXSECTORS];
extern int16_t WeaponPickupSprites[MAX_WEAPONS];
extern int32_t g_currentweapon;
extern int32_t g_gs;
extern int32_t g_gun_pos;
extern int32_t g_kb;
extern int32_t g_levelTextTime;
extern int32_t g_looking_angSR1;
extern int32_t g_looking_arc;
extern int32_t g_myAimMode;
extern int32_t g_numObituaries;
extern int32_t g_numSelfObituaries;
extern int32_t g_weapon_offset;
extern int32_t g_weapon_xoffset;
extern int32_t g_emuJumpTics;
extern int32_t lastvisinc;
extern int32_t mouseyaxismode;
extern int32_t ticrandomseed;
int32_t A_GetHitscanRange(int32_t i);
int32_t A_Shoot(int32_t i,int32_t atwith);
void getinput(int32_t snum);
void P_AddAmmo(int32_t weapon,DukePlayer_t *p,int32_t amount);
void P_AddWeapon(DukePlayer_t *p,int32_t weapon);
void P_AddWeaponNoSwitch(DukePlayer_t *p,int32_t weapon);
int32_t P_CheckFloorDamage(DukePlayer_t *p,int32_t j);
void P_CheckTouchDamage(DukePlayer_t *p,int32_t j);
void P_CheckWeapon(DukePlayer_t *p);
void P_DisplayScuba(int32_t snum);
void P_DisplayWeapon(int32_t snum);
int32_t P_DoFist(DukePlayer_t *p);
void P_DoWeaponSpawn(DukePlayer_t *p);
void P_DropWeapon(DukePlayer_t *p);
int32_t P_FindOtherPlayer(int32_t p,int32_t *d);
void P_FragPlayer(int32_t snum);
void P_UpdatePosWhenViewingCam(DukePlayer_t *p);
void P_ProcessInput(int32_t snum);
void P_QuickKill(DukePlayer_t *p);
void P_SelectNextInvItem(DukePlayer_t *p);
void P_UpdateScreenPal(DukePlayer_t *p);
void P_PalFrom(DukePlayer_t *p, uint8_t f, uint8_t r, uint8_t g, uint8_t b);
#endif