mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
- started consolidating the struct types.h
This commit is contained in:
parent
642ae03d90
commit
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17 changed files with 222 additions and 251 deletions
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@ -1,6 +1,8 @@
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#pragma once
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#include "tflags.h"
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// all game constants got collected here.
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// Most of these should be replaced by CCMDs eventually
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enum GameFunction_t
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{
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@ -504,3 +506,10 @@ enum
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ZOFFSET6 = (4 << 8),
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FOURSLEIGHT = (1 << 8)
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};
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enum
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{
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// Control flags for WW2GI weapons.
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TRIPBOMB_TRIPWIRE = 1,
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TRIPBOMB_TIMER = 2
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};
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@ -138,6 +138,8 @@ bool isanunderoperator(int lotag);
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int setanimation(short animsect, int* animptr, int thegoal, int thevel);
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void dofurniture(int wallNum, int sectNum, int playerNum);
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void dotorch();
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int hitawall(struct player_struct* pPlayer, int* hitWall);
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int hits(int spriteNum);
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void clearsectinterpolate(int sprnum);
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void setsectinterpolate(int sprnum);
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@ -34,28 +34,10 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "cmdlib.h"
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#include "screenjob.h"
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#include "constants.h"
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#include "types.h"
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BEGIN_DUKE_NS
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struct weaponhit
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{
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uint8_t cgg;
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short picnum, ang, extra, owner, movflag;
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short tempang, actorstayput, dispicnum;
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short timetosleep;
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int floorz, ceilingz, lastvx, lastvy, bposx, bposy, bposz, aflags;
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int temp_data[6];
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};
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// Todo - put more state in here
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struct ActorInfo
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{
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uint32_t scriptaddress;
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uint32_t flags;
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int aimoffset;
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};
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typedef struct {
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vec3_t camerapos;
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@ -143,11 +125,11 @@ void G_HandleLocalKeys(void);
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void G_UpdatePlayerFromMenu(void);
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void FTA(int q, struct player_struct* p);
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void P_SetGamePalette(DukePlayer_t* player, uint32_t palid, ESetPalFlags flags);
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void OnMotorcycle(DukePlayer_t *pPlayer, int spriteNum);
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void OffMotorcycle(DukePlayer_t *pPlayer);
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void OnBoat(DukePlayer_t *pPlayer, int spriteNum);
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void OffBoat(DukePlayer_t *pPlayer);
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void P_SetGamePalette(player_struct* player, uint32_t palid, ESetPalFlags flags);
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void OnMotorcycle(player_struct *pPlayer, int spriteNum);
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void OffMotorcycle(player_struct *pPlayer);
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void OnBoat(player_struct *pPlayer, int spriteNum);
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void OffBoat(player_struct *pPlayer);
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void G_InitTimer(int32_t ticspersec);
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@ -77,7 +77,7 @@ void fakebubbaspawn(int g_i, int g_p);
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void tearitup(int sect);
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void destroyit(int g_i);
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void mamaspawn(int g_i);
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void forceplayerangle(DukePlayer_t* p);
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void forceplayerangle(struct player_struct* p);
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static bool killthesprite = false;
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void addspritetodelete(int spnum)
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@ -305,7 +305,7 @@ void dointerpolations(int smoothratio);
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// Hack struct to allow old code to access the EDuke-style player data without changing it.
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struct psaccess
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{
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DukePlayer_t& operator[](int index)
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struct player_struct& operator[](int index)
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{
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return *g_player[index].ps;
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}
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@ -152,6 +152,10 @@ inline void clearfriction()
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}
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}
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inline void SetPlayerPal(player_struct* p, PalEntry pe)
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{
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p->pals = pe;
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}
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//---------------------------------------------------------------------------
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//
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@ -42,15 +42,6 @@ extern int32_t playerswhenstarted;
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#define PHEIGHT_RR (40<<8);
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extern int32_t PHEIGHT;
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enum
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{
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// Control flags for WW2GI weapons.
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TRIPBOMB_TRIPWIRE = 1,
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TRIPBOMB_TIMER = 2
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};
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#define WEAPON_POS_LOWER -9
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#define WEAPON_POS_RAISE 10
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#define WEAPON_POS_START 6
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@ -85,23 +76,6 @@ typedef struct {
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};
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} playerspawn_t;
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typedef struct STATUSBARTYPE {
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int16_t firstaid_amount;
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int16_t steroids_amount;
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int16_t holoduke_amount;
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int16_t jetpack_amount;
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int16_t heat_amount;
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int16_t scuba_amount;
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int16_t boot_amount;
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int16_t shield_amount;
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int16_t got_access, last_extra, curr_weapon, holoduke_on;
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int16_t last_weapon, weapon_pos, kickback_pic;
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int16_t ammo_amount[MAX_WEAPONS], frag[MAXPLAYERS];
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FixedBitArray<MAX_WEAPONS> gotweapon;
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char inven_icon, jetpack_on, heat_on;
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} DukeStatus_t;
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typedef struct {
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ESyncBits bits;
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int16_t fvel, svel;
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@ -110,144 +84,11 @@ typedef struct {
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#pragma pack(push,1)
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typedef struct player_struct
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{
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// This is basically the version from JFDuke but this first block contains a few changes to make it work with other parts of Raze.
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// The sound code wants to read a vector out of this so we need to define one for the main coordinate.
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union
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{
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vec3_t pos;
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struct { int32_t posx, posy, posz; };
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};
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// input handles angle and horizon as fixed16 numbers. We need to account for that as well.
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fixed_t q16ang, oq16ang, q16horiz, q16horizoff; // oq16horiz, oq16horizoff; // These two are currently not used but may be again later.
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// using a bit field for this to save a bit of space.
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FixedBitArray<MAX_WEAPONS> gotweapon;
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// Palette management uses indices into the engine's palette table now.
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unsigned int palette;
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PalEntry pals;
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// these did not exist in JFDuke.
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uint8_t movement_lock;
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vec2_t fric;
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// From here on it is unaltered from JFDuke with the exception of a few fields that are no longer needed and were removed.
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int zoom, exitx, exity, loogiex[64], loogiey[64], numloogs, loogcnt;
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int invdisptime;
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int bobposx, bobposy, oposx, oposy, oposz, pyoff, opyoff;
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int posxv, posyv, poszv, last_pissed_time, truefz, truecz;
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int player_par, visibility;
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int bobcounter, weapon_sway;
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int pals_time, randomflamex, crack_time;
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int aim_mode, auto_aim, weaponswitch;
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short angvel, cursectnum, look_ang, last_extra, subweapon;
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short ammo_amount[MAX_WEAPONS], wackedbyactor, frag, fraggedself;
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short curr_weapon, last_weapon, tipincs, wantweaponfire;
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short holoduke_amount, newowner, hurt_delay, hbomb_hold_delay;
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short jumping_counter, airleft, knee_incs, access_incs;
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short ftq, access_wallnum, access_spritenum;
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short kickback_pic, got_access, weapon_ang, firstaid_amount;
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short somethingonplayer, on_crane, i, one_parallax_sectnum;
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short over_shoulder_on, random_club_frame, fist_incs;
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short one_eighty_count, cheat_phase;
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short dummyplayersprite, extra_extra8, quick_kick;
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short heat_amount, actorsqu, timebeforeexit, customexitsound;
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short weaprecs[256], weapreccnt;
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unsigned int interface_toggle_flag;
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short orotscrnang, rotscrnang, dead_flag, show_empty_weapon; // JBF 20031220: added orotscrnang
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short scuba_amount, jetpack_amount, steroids_amount, shield_amount;
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short holoduke_on, pycount, weapon_pos, frag_ps;
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short transporter_hold, last_full_weapon, footprintshade, boot_amount;
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int scream_voice;
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unsigned char gm;
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unsigned char on_warping_sector, footprintcount;
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unsigned char hbomb_on, jumping_toggle, rapid_fire_hold, on_ground;
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char name[32];
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unsigned char inven_icon, buttonpalette;
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unsigned char jetpack_on, spritebridge, lastrandomspot;
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unsigned char scuba_on, footprintpal, heat_on;
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unsigned char holster_weapon;
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unsigned char falling_counter;
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unsigned char refresh_inventory;
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unsigned char toggle_key_flag, knuckle_incs; // ,select_dir;
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unsigned char walking_snd_toggle, palookup, hard_landing;
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unsigned char return_to_center;
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int max_secret_rooms, secret_rooms, max_actors_killed, actors_killed;
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// Redneck Rampage additions. Those which did not have names in the reconstructed source got one from either RedneckGDX or RedNukem.
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// Items were reordered by size.
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int stairs;
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int detonate_count; // at57e
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int noise_x, noise_y, noise_radius; // at286, at28a, at290
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int drink_timer; // at58e
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int eat_timer; // at592
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int SlotWin;
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short recoil;
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short detonate_time; // at57c
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short yehaa_timer;
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short drink_amt, eat, drunkang, eatang;
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uint8_t shotgun_state[2];
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uint8_t donoise; // at28e
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uint8_t keys[5];
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// RRRA. The same as for the RR block applies.
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int drug_aspect;
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int drug_timer;
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int SeaSick;
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short MamaEnd; // raat609
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short MotoSpeed, TiltStatus, moto_drink;
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short VBumpNow, VBumpTarget, TurbCount;
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short drug_stat[3]; // raat5f1..5
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uint8_t DrugMode, lotag800kill;
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uint8_t sea_sick_stat; // raat5dd
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uint8_t hurt_delay2, nocheat;
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uint8_t OnMotorcycle, OnBoat, moto_underwater, NotOnWater, MotoOnGround;
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uint8_t moto_do_bump, moto_bump_fast, moto_on_oil, moto_on_mud;
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int8_t crouch_toggle;
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// Access helpers for the widened angle and horizon fields.
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int getlookang() { return look_ang; }
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void setlookang(int b) { look_ang = b; }
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void addlookang(int b) { look_ang += b; }
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int getrotscrnang() { return rotscrnang; }
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void setrotscrnang(int b) { rotscrnang = b; }
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void addrotscrnang(int b) { rotscrnang += b; }
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int getang() { return q16ang >> FRACBITS; }
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int getoang() { return oq16ang >> FRACBITS; }
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void setang(int v) { q16ang = v << FRACBITS; }
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void addang(int v) { q16ang = (q16ang + (v << FRACBITS)) & ((2048 << FRACBITS) - 1); }
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void setoang(int v) { oq16ang = v << FRACBITS; }
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void addhoriz(int v) { q16horiz += (v << FRACBITS); }
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void addhorizoff(int v) { q16horiz += (v << FRACBITS); }
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void sethoriz(int v) { q16horiz = (v << FRACBITS); }
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void sethorizoff(int v) { q16horizoff = (v << FRACBITS); }
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int gethoriz() { return q16horiz >> FRACBITS; }
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int gethorizof() { return q16horizoff >> FRACBITS; }
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int gethorizsum() { return (q16horiz + q16horizoff) >> FRACBITS; }
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} DukePlayer_t;
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// KEEPINSYNC lunatic/_defs_game.lua
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typedef struct
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{
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DukePlayer_t *ps;
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struct player_struct *ps;
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input_t *input;
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bool horizRecenter;
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#pragma pack(pop)
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// KEEPINSYNC lunatic/con_lang.lua
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typedef struct
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{
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// NOTE: the member names must be identical to aplWeapon* suffixes.
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int32_t WorksLike; // What the original works like
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int32_t Clip; // number of items in magazine
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int32_t Reload; // delay to reload (include fire)
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int32_t FireDelay; // delay to fire
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int32_t TotalTime; // The total time the weapon is cycling before next fire.
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int32_t HoldDelay; // delay after release fire button to fire (0 for none)
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int32_t Flags; // Flags for weapon
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int32_t Shoots; // what the weapon shoots
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int32_t SpawnTime; // the frame at which to spawn an item
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int32_t Spawn; // the item to spawn
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int32_t ShotsPerBurst; // number of shots per 'burst' (one ammo per 'burst')
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int32_t InitialSound; // Sound made when weapon starts firing. zero for no sound
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int32_t FireSound; // Sound made when firing (each time for automatic)
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int32_t Sound2Time; // Alternate sound time
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int32_t Sound2Sound; // Alternate sound sound ID
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int32_t FlashColor; // Muzzle flash color
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} weapondata_t;
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# define PWEAPON(Player, Weapon, Wmember) (aplWeapon ## Wmember [Weapon][Player])
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// KEEPINSYNC lunatic/_defs_game.lua
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typedef struct {
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int32_t cur, count; // "cur" is the only member that is *used*
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int32_t gunposx, lookhalfang; // weapon_xoffset, ps->look_ang>>1
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int32_t gunposy, lookhoriz; // gun_pos, looking_arc
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int32_t shade;
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} hudweapon_t;
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extern playerspawn_t g_playerSpawnPoints[MAXPLAYERS];
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extern playerdata_t *const g_player;
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extern hudweapon_t hudweap;
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extern int32_t mouseyaxismode;
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inline void SetPlayerPal(DukePlayer_t* pPlayer, PalEntry pe)
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{
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pPlayer->pals = pe;
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}
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int hitawall(DukePlayer_t* pPlayer, int* hitWall);
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int hits(int spriteNum);
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void P_GetInput(int playerNum);
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void P_GetInputMotorcycle(int playerNum);
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void P_GetInputBoat(int playerNum);
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@ -93,7 +93,7 @@ void DDukeCommonStatusBar::displayfragbar(void)
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//
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//==========================================================================
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std::pair<const char*, EColorRange> DDukeCommonStatusBar::ontext(DukePlayer_t *p)
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std::pair<const char*, EColorRange> DDukeCommonStatusBar::ontext(struct player_struct *p)
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{
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std::pair<const char*, EColorRange> retval(nullptr, CR_RED);
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@ -128,7 +128,7 @@ std::pair<const char*, EColorRange> DDukeCommonStatusBar::ontext(DukePlayer_t *p
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//
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//==========================================================================
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void DDukeCommonStatusBar::DrawInventory(const DukePlayer_t* p, double x, double y, int align)
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void DDukeCommonStatusBar::DrawInventory(const struct player_struct* p, double x, double y, int align)
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{
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if (p->invdisptime <= 0)return;
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@ -19,8 +19,8 @@ protected:
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std::array<int, 8> item_icons;
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DDukeCommonStatusBar();
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std::pair<const char*, EColorRange> ontext(DukePlayer_t *p);
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void DrawInventory(const DukePlayer_t* p, double x, double y, int align);
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std::pair<const char*, EColorRange> ontext(struct player_struct *p);
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void DrawInventory(const struct player_struct* p, double x, double y, int align);
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PalEntry LightForShade(int shade);
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public:
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void PrintLevelStats(int bottomy);
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@ -71,7 +71,7 @@ public:
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//
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//==========================================================================
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int getinvamount(const DukePlayer_t* p)
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int getinvamount(const struct player_struct* p)
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{
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switch (p->inven_icon)
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{
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@ -94,7 +94,7 @@ public:
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return -1;
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}
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int GetMoraleOrShield(DukePlayer_t *p, int snum)
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int GetMoraleOrShield(struct player_struct *p, int snum)
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{
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// special handling for WW2GI
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int lAmount = GetGameVar("PLR_MORALE", -1, p->i, snum);
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@ -109,7 +109,7 @@ public:
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//
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//==========================================================================
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void FullscreenHUD1(DukePlayer_t* p, int snum)
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void FullscreenHUD1(struct player_struct* p, int snum)
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{
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//
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// Health
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@ -193,7 +193,7 @@ public:
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//
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//==========================================================================
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void FullscreenHUD2(DukePlayer_t *p)
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void FullscreenHUD2(struct player_struct *p)
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{
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//
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// health
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@ -312,7 +312,7 @@ public:
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//
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//==========================================================================
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void DrawWeaponAmounts(const DukePlayer_t* p, int x, int y)
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void DrawWeaponAmounts(const struct player_struct* p, int x, int y)
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{
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int cw = p->curr_weapon;
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@ -58,7 +58,7 @@ public:
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}
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int getinvamount(const DukePlayer_t* p)
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int getinvamount(const struct player_struct* p)
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{
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switch (p->inven_icon)
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{
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@ -88,7 +88,7 @@ public:
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//
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//==========================================================================
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|
||||
void FullscreenHUD1(DukePlayer_t* p, int snum)
|
||||
void FullscreenHUD1(struct player_struct* p, int snum)
|
||||
{
|
||||
//
|
||||
// Health
|
||||
|
@ -174,7 +174,7 @@ public:
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
void FullscreenHUD2(DukePlayer_t* p)
|
||||
void FullscreenHUD2(struct player_struct* p)
|
||||
{
|
||||
//
|
||||
// health
|
||||
|
@ -250,7 +250,7 @@ public:
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
void DrawWeaponBar(const DukePlayer_t* p, int top)
|
||||
void DrawWeaponBar(const struct player_struct* p, int top)
|
||||
{
|
||||
double sbscale = 32800. / 65536.;
|
||||
|
||||
|
|
172
source/games/duke/src/types.h
Normal file
172
source/games/duke/src/types.h
Normal file
|
@ -0,0 +1,172 @@
|
|||
#pragma once
|
||||
|
||||
BEGIN_DUKE_NS
|
||||
|
||||
// all the struct types from JFDuke's duke3d.h
|
||||
|
||||
struct STATUSBARTYPE
|
||||
{
|
||||
short frag[MAXPLAYERS], got_access, last_extra, shield_amount, curr_weapon;
|
||||
short ammo_amount[MAX_WEAPONS], holoduke_on;
|
||||
unsigned char inven_icon, jetpack_on, heat_on;
|
||||
short firstaid_amount, steroids_amount, holoduke_amount, jetpack_amount;
|
||||
short heat_amount, scuba_amount, boot_amount;
|
||||
short last_weapon, weapon_pos, kickback_pic;
|
||||
FixedBitArray<MAX_WEAPONS> gotweapon; // must be the same type as in player_struct
|
||||
};
|
||||
|
||||
struct weaponhit
|
||||
{
|
||||
uint8_t cgg;
|
||||
short picnum, ang, extra, owner, movflag;
|
||||
short tempang, actorstayput, dispicnum;
|
||||
short timetosleep;
|
||||
int floorz, ceilingz, lastvx, lastvy, bposx, bposy, bposz, aflags;
|
||||
int temp_data[6];
|
||||
};
|
||||
|
||||
|
||||
// Todo - put more state in here
|
||||
struct ActorInfo
|
||||
{
|
||||
uint32_t scriptaddress;
|
||||
uint32_t flags;
|
||||
int aimoffset;
|
||||
};
|
||||
|
||||
|
||||
struct player_struct
|
||||
{
|
||||
// This is basically the version from JFDuke but this first block contains a few changes to make it work with other parts of Raze.
|
||||
|
||||
// The sound code wants to read a vector out of this so we need to define one for the main coordinate.
|
||||
union
|
||||
{
|
||||
vec3_t pos;
|
||||
struct { int32_t posx, posy, posz; };
|
||||
};
|
||||
|
||||
// input handles angle and horizon as fixed16 numbers. We need to account for that as well.
|
||||
fixed_t q16ang, oq16ang, q16horiz, q16horizoff; // oq16horiz, oq16horizoff; // These two are currently not used but may be again later.
|
||||
|
||||
// using a bit field for this to save a bit of space.
|
||||
FixedBitArray<MAX_WEAPONS> gotweapon;
|
||||
|
||||
// Palette management uses indices into the engine's palette table now.
|
||||
unsigned int palette;
|
||||
PalEntry pals;
|
||||
|
||||
// these did not exist in JFDuke.
|
||||
uint8_t movement_lock;
|
||||
vec2_t fric;
|
||||
|
||||
// From here on it is unaltered from JFDuke with the exception of a few fields that are no longer needed and were removed.
|
||||
int zoom, exitx, exity, loogiex[64], loogiey[64], numloogs, loogcnt;
|
||||
int invdisptime;
|
||||
int bobposx, bobposy, oposx, oposy, oposz, pyoff, opyoff;
|
||||
int posxv, posyv, poszv, last_pissed_time, truefz, truecz;
|
||||
int player_par, visibility;
|
||||
int bobcounter, weapon_sway;
|
||||
int pals_time, randomflamex, crack_time;
|
||||
|
||||
int aim_mode, auto_aim, weaponswitch;
|
||||
|
||||
short angvel, cursectnum, look_ang, last_extra, subweapon;
|
||||
short ammo_amount[MAX_WEAPONS], wackedbyactor, frag, fraggedself;
|
||||
|
||||
short curr_weapon, last_weapon, tipincs, wantweaponfire;
|
||||
short holoduke_amount, newowner, hurt_delay, hbomb_hold_delay;
|
||||
short jumping_counter, airleft, knee_incs, access_incs;
|
||||
short ftq, access_wallnum, access_spritenum;
|
||||
short kickback_pic, got_access, weapon_ang, firstaid_amount;
|
||||
short somethingonplayer, on_crane, i, one_parallax_sectnum;
|
||||
short over_shoulder_on, random_club_frame, fist_incs;
|
||||
short one_eighty_count, cheat_phase;
|
||||
short dummyplayersprite, extra_extra8, quick_kick;
|
||||
short heat_amount, actorsqu, timebeforeexit, customexitsound;
|
||||
|
||||
short weaprecs[256], weapreccnt;
|
||||
unsigned int interface_toggle_flag;
|
||||
|
||||
short orotscrnang, rotscrnang, dead_flag, show_empty_weapon; // JBF 20031220: added orotscrnang
|
||||
short scuba_amount, jetpack_amount, steroids_amount, shield_amount;
|
||||
short holoduke_on, pycount, weapon_pos, frag_ps;
|
||||
short transporter_hold, last_full_weapon, footprintshade, boot_amount;
|
||||
|
||||
int scream_voice;
|
||||
|
||||
unsigned char gm;
|
||||
unsigned char on_warping_sector, footprintcount;
|
||||
unsigned char hbomb_on, jumping_toggle, rapid_fire_hold, on_ground;
|
||||
char name[32];
|
||||
unsigned char inven_icon, buttonpalette;
|
||||
|
||||
unsigned char jetpack_on, spritebridge, lastrandomspot;
|
||||
unsigned char scuba_on, footprintpal, heat_on;
|
||||
|
||||
unsigned char holster_weapon;
|
||||
unsigned char falling_counter;
|
||||
unsigned char refresh_inventory;
|
||||
|
||||
unsigned char toggle_key_flag, knuckle_incs; // ,select_dir;
|
||||
unsigned char walking_snd_toggle, palookup, hard_landing;
|
||||
unsigned char return_to_center;
|
||||
|
||||
int max_secret_rooms, secret_rooms, max_actors_killed, actors_killed;
|
||||
|
||||
// Redneck Rampage additions. Those which did not have names in the reconstructed source got one from either RedneckGDX or RedNukem.
|
||||
// Items were reordered by size.
|
||||
int stairs;
|
||||
int detonate_count; // at57e
|
||||
int noise_x, noise_y, noise_radius; // at286, at28a, at290
|
||||
int drink_timer; // at58e
|
||||
int eat_timer; // at592
|
||||
int SlotWin;
|
||||
short recoil;
|
||||
short detonate_time; // at57c
|
||||
short yehaa_timer;
|
||||
short drink_amt, eat, drunkang, eatang;
|
||||
uint8_t shotgun_state[2];
|
||||
uint8_t donoise; // at28e
|
||||
uint8_t keys[5];
|
||||
|
||||
// RRRA. The same as for the RR block applies.
|
||||
int drug_aspect;
|
||||
int drug_timer;
|
||||
int SeaSick;
|
||||
short MamaEnd; // raat609
|
||||
short MotoSpeed, TiltStatus, moto_drink;
|
||||
short VBumpNow, VBumpTarget, TurbCount;
|
||||
short drug_stat[3]; // raat5f1..5
|
||||
uint8_t DrugMode, lotag800kill;
|
||||
uint8_t sea_sick_stat; // raat5dd
|
||||
uint8_t hurt_delay2, nocheat;
|
||||
uint8_t OnMotorcycle, OnBoat, moto_underwater, NotOnWater, MotoOnGround;
|
||||
uint8_t moto_do_bump, moto_bump_fast, moto_on_oil, moto_on_mud;
|
||||
|
||||
int8_t crouch_toggle;
|
||||
|
||||
// Access helpers for the widened angle and horizon fields.
|
||||
int getlookang() { return look_ang; }
|
||||
void setlookang(int b) { look_ang = b; }
|
||||
void addlookang(int b) { look_ang += b; }
|
||||
int getrotscrnang() { return rotscrnang; }
|
||||
void setrotscrnang(int b) { rotscrnang = b; }
|
||||
void addrotscrnang(int b) { rotscrnang += b; }
|
||||
int getang() { return q16ang >> FRACBITS; }
|
||||
int getoang() { return oq16ang >> FRACBITS; }
|
||||
void setang(int v) { q16ang = v << FRACBITS; }
|
||||
void addang(int v) { q16ang = (q16ang + (v << FRACBITS)) & ((2048 << FRACBITS) - 1); }
|
||||
void setoang(int v) { oq16ang = v << FRACBITS; }
|
||||
void addhoriz(int v) { q16horiz += (v << FRACBITS); }
|
||||
void addhorizoff(int v) { q16horiz += (v << FRACBITS); }
|
||||
void sethoriz(int v) { q16horiz = (v << FRACBITS); }
|
||||
void sethorizoff(int v) { q16horizoff = (v << FRACBITS); }
|
||||
int gethoriz() { return q16horiz >> FRACBITS; }
|
||||
int gethorizof() { return q16horizoff >> FRACBITS; }
|
||||
int gethorizsum() { return (q16horiz + q16horizoff) >> FRACBITS; }
|
||||
|
||||
};
|
||||
|
||||
|
||||
END_DUKE_NS
|
|
@ -424,7 +424,7 @@ static void G_Startup(void)
|
|||
|
||||
static void P_SetupMiscInputSettings(void)
|
||||
{
|
||||
DukePlayer_t *ps = g_player[myconnectindex].ps;
|
||||
struct player_struct *ps = g_player[myconnectindex].ps;
|
||||
|
||||
ps->aim_mode = in_mousemode;
|
||||
ps->auto_aim = cl_autoaim;
|
||||
|
@ -518,7 +518,7 @@ static int G_EndOfLevel(void)
|
|||
void G_MaybeAllocPlayer(int32_t pnum)
|
||||
{
|
||||
if (g_player[pnum].ps == NULL)
|
||||
g_player[pnum].ps = (DukePlayer_t *)Xcalloc(1, sizeof(DukePlayer_t));
|
||||
g_player[pnum].ps = (struct player_struct *)Xcalloc(1, sizeof(struct player_struct));
|
||||
if (g_player[pnum].input == NULL)
|
||||
g_player[pnum].input = (input_t *)Xcalloc(1, sizeof(input_t));
|
||||
}
|
||||
|
|
|
@ -31,7 +31,6 @@ BEGIN_DUKE_NS
|
|||
int32_t PHEIGHT = PHEIGHT_DUKE;
|
||||
|
||||
int32_t lastvisinc;
|
||||
hudweapon_t hudweap;
|
||||
|
||||
#define TURBOTURNTIME (TICRATE/8) // 7
|
||||
#define NORMALTURN 15
|
||||
|
|
|
@ -85,7 +85,7 @@ void e4intro(CompletionFunc completion);
|
|||
|
||||
void G_NewGame(int volumeNum, int levelNum, int skillNum)
|
||||
{
|
||||
DukePlayer_t *const pPlayer = g_player[0].ps;
|
||||
struct player_struct *const pPlayer = g_player[0].ps;
|
||||
|
||||
handleevents();
|
||||
|
||||
|
@ -231,7 +231,7 @@ static void G_LoadMapHack(char *outbuf, const char *filename)
|
|||
void cacheit_d();
|
||||
void cacheit_r();
|
||||
|
||||
static int LoadTheMap(MapRecord &mi, DukePlayer_t *pPlayer, int gameMode)
|
||||
static int LoadTheMap(MapRecord &mi, struct player_struct *pPlayer, int gameMode)
|
||||
{
|
||||
char levelName[BMAX_PATH];
|
||||
int16_t lbang;
|
||||
|
@ -361,7 +361,7 @@ int G_EnterLevel(int gameMode)
|
|||
}
|
||||
|
||||
FStringf msg("%s . . .", GStrings("TXT_LOADMAP"));
|
||||
DukePlayer_t *const pPlayer = g_player[0].ps;
|
||||
struct player_struct *const pPlayer = g_player[0].ps;
|
||||
|
||||
|
||||
/*
|
||||
|
|
|
@ -762,7 +762,7 @@ static void sv_rrrafog();
|
|||
|
||||
#define SVARDATALEN \
|
||||
((sizeof(g_player[0].user_name)+sizeof(g_player[0].pcolor)+sizeof(g_player[0].pteam) \
|
||||
+sizeof(g_player[0].frags)+sizeof(DukePlayer_t))*MAXPLAYERS)
|
||||
+sizeof(g_player[0].frags)+sizeof(struct player_struct))*MAXPLAYERS)
|
||||
|
||||
static uint8_t savegame_restdata[SVARDATALEN];
|
||||
|
||||
|
@ -1242,9 +1242,9 @@ static void sv_postanimateptr()
|
|||
static void sv_restsave()
|
||||
{
|
||||
uint8_t * mem = savegame_restdata;
|
||||
DukePlayer_t dummy_ps;
|
||||
struct player_struct dummy_ps;
|
||||
|
||||
Bmemset(&dummy_ps, 0, sizeof(DukePlayer_t));
|
||||
Bmemset(&dummy_ps, 0, sizeof(struct player_struct));
|
||||
|
||||
#define CPDAT(ptr,sz) do { Bmemcpy(mem, ptr, sz), mem+=sz ; } while (0)
|
||||
for (int i = 0; i < MAXPLAYERS; i++)
|
||||
|
@ -1253,7 +1253,7 @@ static void sv_restsave()
|
|||
CPDAT(&g_player[i].pcolor, sizeof(g_player[0].pcolor));
|
||||
CPDAT(&g_player[i].pteam, sizeof(g_player[0].pteam));
|
||||
CPDAT(&g_player[i].frags[0], sizeof(g_player[0].frags));
|
||||
CPDAT(g_player[i].ps ? g_player[i].ps : &dummy_ps, sizeof(DukePlayer_t));
|
||||
CPDAT(g_player[i].ps ? g_player[i].ps : &dummy_ps, sizeof(struct player_struct));
|
||||
}
|
||||
|
||||
Bassert((savegame_restdata + SVARDATALEN) - mem == 0);
|
||||
|
@ -1262,7 +1262,7 @@ static void sv_restsave()
|
|||
static void sv_restload()
|
||||
{
|
||||
uint8_t * mem = savegame_restdata;
|
||||
DukePlayer_t dummy_ps;
|
||||
struct player_struct dummy_ps;
|
||||
|
||||
#define CPDAT(ptr,sz) Bmemcpy(ptr, mem, sz), mem+=sz
|
||||
for (int i = 0; i < MAXPLAYERS; i++)
|
||||
|
@ -1271,7 +1271,7 @@ static void sv_restload()
|
|||
CPDAT(&g_player[i].pcolor, sizeof(g_player[0].pcolor));
|
||||
CPDAT(&g_player[i].pteam, sizeof(g_player[0].pteam));
|
||||
CPDAT(&g_player[i].frags[0], sizeof(g_player[0].frags));
|
||||
CPDAT(g_player[i].ps ? g_player[i].ps : &dummy_ps, sizeof(DukePlayer_t));
|
||||
CPDAT(g_player[i].ps ? g_player[i].ps : &dummy_ps, sizeof(struct player_struct));
|
||||
}
|
||||
#undef CPDAT
|
||||
|
||||
|
|
|
@ -47,7 +47,7 @@ int32_t g_crosshairSum = -1;
|
|||
double g_moveActorsTime, g_moveWorldTime; // in ms, smoothed
|
||||
|
||||
|
||||
void P_SetGamePalette(DukePlayer_t *player, uint32_t palid, ESetPalFlags set)
|
||||
void P_SetGamePalette(struct player_struct *player, uint32_t palid, ESetPalFlags set)
|
||||
{
|
||||
if (palid >= MAXBASEPALS)
|
||||
palid = 0;
|
||||
|
@ -123,7 +123,7 @@ void G_DisplayRest(int32_t smoothratio)
|
|||
int32_t i, j;
|
||||
palaccum_t tint = PALACCUM_INITIALIZER;
|
||||
|
||||
DukePlayer_t *const pp = g_player[screenpeek].ps;
|
||||
struct player_struct *const pp = g_player[screenpeek].ps;
|
||||
int32_t cposx, cposy, cang;
|
||||
|
||||
// this takes care of fullscreen tint for OpenGL
|
||||
|
|
Loading…
Reference in a new issue