//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 Nuke.YKT This file is part of NBlood. NBlood 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- #pragma once #include "fix16.h" #include "common_game.h" #include "actor.h" #include "blood.h" #include "config.h" #include "controls.h" #include "db.h" #include "dude.h" enum LifeMode { kModeHuman = 0, kModeBeast, kModeHumanShrink, kModeHumanGrown, }; struct PACKINFO { char at0; // is active (0/1) int at1 = 0; // remaining percent }; struct PLAYER { spritetype *pSprite; XSPRITE *pXSprite; DUDEINFO *pDudeInfo; GINPUT atc; //short atc; // INPUT //char at10; // forward //short at11; // turn //char hearDist; // strafe //int at14; // buttonFlags //unsigned int at18; // keyFlags //char at1c; // useFlags; //char at20; // newWeapon //char at21; // mlook int at22; int at26; // weapon qav int at2a; // qav callback char at2e; // run int at2f; // state int at33; // unused? int at37; int at3b; int at3f; // bob height int at43; // bob width int at47; int at4b; int at4f; // bob sway y int at53; // bob sway x int at57; // Connect id int at5b; // spritenum int at5f; // life mode int at63; int at67; // view z int at6b; int at6f; // weapon z int at73; fix16_t q16look; int q16horiz; // horiz int q16slopehoriz; // horizoff int at83; char at87; // underwater char at88[8]; // keys char at90; // flag capture short at91[8]; int ata1[7]; char atbd; // weapon char atbe; // pending weapon int atbf, atc3, atc7; char atcb[14]; // hasweapon int atd9[14]; int at111[2][14]; //int at149[14]; int at181[12]; // ammo char at1b1; int at1b2; int at1b6; int at1ba; Aim at1be; // world //int at1c6; Aim at1ca; // relative //int at1ca; //int at1ce; //int at1d2; int at1d6; // aim target sprite int at1da; short at1de[16]; int at1fe; int at202[kMaxPowerUps]; // [13]: cloak of invisibility, [14]: death mask (invulnerability), [15]: jump boots, [17]: guns akimbo, [18]: diving suit, [21]: crystal ball, [24]: reflective shots, [25]: beast vision, [26]: cloak of shadow int at2c6; // frags int at2ca[8]; int at2ea; int at2ee; // killer int at2f2; int at2f6; int at2fa; int at2fe; int at302; int at306; int at30a; int at30e; int at312; int at316; char at31a; // God mode char at31b; // Fall scream char at31c; int at31d; // pack timer int at321; // pack id 1: diving suit, 2: crystal ball, 3: beast vision 4: jump boots PACKINFO packInfo[5]; // at325 [1]: diving suit, [2]: crystal ball, [3]: beast vision [4]: jump boots int at33e[3]; // armor //int at342; //int at346; int voodooTarget; // at34a int at34e; int at352; int at356; int at35a; // quake int at35e; int at362; // light int at366; int at36a; // blind int at36e; // choke int at372; char at376; // hand int at377; char at37b; // weapon flash int at37f; // quake2 fix16_t q16ang; int angold; int player_par; int nWaterPal; }; struct POSTURE { int at0; int at4; int at8; int atc[2]; int at14; int at18; int at1c; int at20; int at24; int at28; int at2c; int at30; }; struct PROFILE { int nAutoAim; int nWeaponSwitch; int skill; char name[MAXPLAYERNAME]; }; struct AMMOINFO { int at0; signed char at4; }; struct POWERUPINFO { short at0; char at2; int at3; // max value int at7; }; extern POSTURE gPosture[4][3]; extern PLAYER gPlayer[kMaxPlayers]; extern PLAYER *gMe, *gView; extern PROFILE gProfile[kMaxPlayers]; extern int dword_21EFB0[kMaxPlayers]; extern int dword_21EFD0[kMaxPlayers]; extern AMMOINFO gAmmoInfo[]; extern POWERUPINFO gPowerUpInfo[kMaxPowerUps]; int powerupCheck(PLAYER *pPlayer, int nPowerUp); char powerupActivate(PLAYER *pPlayer, int nPowerUp); void powerupDeactivate(PLAYER *pPlayer, int nPowerUp); void powerupSetState(PLAYER *pPlayer, int nPowerUp, char bState); void powerupProcess(PLAYER *pPlayer); void powerupClear(PLAYER *pPlayer); void powerupInit(void); int packItemToPowerup(int nPack); int powerupToPackItem(int nPowerUp); char packAddItem(PLAYER *pPlayer, unsigned int nPack); int packCheckItem(PLAYER *pPlayer, int nPack); char packItemActive(PLAYER *pPlayer, int nPack); void packUseItem(PLAYER *pPlayer, int nPack); void packPrevItem(PLAYER *pPlayer); void packNextItem(PLAYER *pPlayer); char playerSeqPlaying(PLAYER * pPlayer, int nSeq); void playerSetRace(PLAYER *pPlayer, int nLifeMode); void playerSetGodMode(PLAYER *pPlayer, char bGodMode); void playerResetInertia(PLAYER *pPlayer); void playerStart(int nPlayer); void playerReset(PLAYER *pPlayer); void playerInit(int nPlayer, unsigned int a2); char sub_3A158(PLAYER *a1, spritetype *a2); char PickupItem(PLAYER *pPlayer, spritetype *pItem); char PickupAmmo(PLAYER *pPlayer, spritetype *pAmmo); char PickupWeapon(PLAYER *pPlayer, spritetype *pWeapon); void PickUp(PLAYER *pPlayer, spritetype *pSprite); void CheckPickUp(PLAYER *pPlayer); int ActionScan(PLAYER *pPlayer, int *a2, int *a3); void ProcessInput(PLAYER *pPlayer); void playerProcess(PLAYER *pPlayer); spritetype *playerFireMissile(PLAYER *pPlayer, int a2, int a3, int a4, int a5, int a6); spritetype *playerFireThing(PLAYER *pPlayer, int a2, int a3, int thingType, int a5); void playerFrag(PLAYER *pKiller, PLAYER *pVictim); void FragPlayer(PLAYER *pPlayer, int nSprite); int playerDamageArmor(PLAYER *pPlayer, DAMAGE_TYPE nType, int nDamage); spritetype *sub_40A94(PLAYER *pPlayer, int a2); int playerDamageSprite(int nSource, PLAYER *pPlayer, DAMAGE_TYPE nDamageType, int nDamage); int UseAmmo(PLAYER *pPlayer, int nAmmoType, int nDec); void sub_41250(PLAYER *pPlayer); void playerLandingSound(PLAYER *pPlayer); void PlayerSurvive(int, int nXSprite); void PlayerKeelsOver(int, int nXSprite); bool isGrown(spritetype* pSprite); bool isShrinked(spritetype* pSprite); bool shrinkPlayerSize(PLAYER* pPlayer, int divider); bool growPlayerSize(PLAYER* pPlayer, int multiplier); bool resetPlayerSize(PLAYER* pPlayer); void deactivateSizeShrooms(PLAYER* pPlayer);