//------------------------------------------------------------------------- /* 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 }; enum dukeweapon_t { KNEE_WEAPON, PISTOL_WEAPON, SHOTGUN_WEAPON, CHAINGUN_WEAPON, RPG_WEAPON, HANDBOMB_WEAPON, SHRINKER_WEAPON, DEVISTATOR_WEAPON, TRIPBOMB_WEAPON, FREEZE_WEAPON, HANDREMOTE_WEAPON, 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; 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; uint32_t interface_toggle_flag; uint8_t palette; 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; 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, transporter_hold; int8_t last_weapon, cheat_phase, weapon_pos, wantweaponfire, curr_weapon; palette_t pals; char name[32]; } 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; 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; char user_name[32]; } playerdata_t; #pragma pack(pop) extern char g_numPlayerSprites; extern int32_t fricxv,fricyv; 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 #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 computergetinput(int32_t snum,input_t *syn); 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_FireWeapon(DukePlayer_t *p); void P_FragPlayer(int32_t snum); void P_ProcessInput(int32_t snum); void P_ProcessWeapon(int32_t snum); void P_QuickKill(DukePlayer_t *p); void P_SelectNextInvItem(DukePlayer_t *p); void P_UpdateScreenPal(DukePlayer_t *p); #endif