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https://github.com/ZDoom/raze-gles.git
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130 lines
3.2 KiB
C
130 lines
3.2 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 sirlemonhead, Nuke.YKT
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This file is part of PCExhumed.
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PCExhumed 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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#ifndef __player_h__
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#define __player_h__
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#include "compat.h"
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BEGIN_PS_NS
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void PlayerInterruptKeys();
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void RestoreSavePoint(int nPlayer, int *x, int *y, int *z, short *nSector, short *nAngle);
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void SetSavePoint(int nPlayer, int x, int y, int z, short nSector, short nAngle);
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void InitPlayer();
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void InitPlayerKeys(short nPlayer);
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void DoKenTest();
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int GrabPlayer();
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void InitPlayerInventory(short nPlayer);
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void RestartPlayer(short nPlayer);
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void FuncPlayer(int nSector, int nSprite, int nRun);
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#define kMaxPlayers 8
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#define kDefaultLives 3
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#define kMaxPlayerLives 5
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#define kMaxHealth 800
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extern int nLocalPlayer;
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extern int lPlayerXVel;
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extern int lPlayerYVel;
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extern fix16_t nPlayerDAng;
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struct Player
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{
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short nHealth;
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short field_2;
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short nAction;
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short nSprite;
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short bIsMummified;
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short someNetVal;
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short invincibility;
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short nAir;
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short nSeq;
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short nMaskAmount;
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uint16_t keys;
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short nMagic;
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char items[8];
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short nAmmo[7]; // TODO - kMaxWeapons?
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short pad[2];
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short nCurrentWeapon;
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short field_3FOUR;
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short bIsFiring;
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short field_38;
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short field_3A;
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short field_3C;
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short nRun;
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fix16_t q16angle, q16oangle;
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fix16_t q16horiz, q16ohoriz;
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vec3_t opos;
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};
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extern short PlayerCount;
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extern short nPlayerTorch[];
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extern short nPlayerLives[];
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extern short nPlayerItem[];
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extern Player PlayerList[];
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extern short nPlayerInvisible[];
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extern short nPlayerDouble[];
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extern short nPlayerViewSect[];
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extern short nPlayerFloorSprite[];
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extern short nTauntTimer[];
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extern short nDoppleSprite[];
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extern uint16_t nPlayerWeapons[];
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extern short nPlayerOldWeapon[];
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extern short nPlayerGrenade[kMaxPlayers];
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extern short nGrenadePlayer[50];
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extern short nPistolClip[];
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extern short nPlayerScore[];
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extern short nPlayerClip[];
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extern short obobangle, bobangle;
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extern int totalvel[];
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extern int16_t eyelevel[], oeyelevel[];
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extern short nNetStartSprite[kMaxPlayers];
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extern short nNetStartSprites;
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extern short nCurStartSprite;
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extern int nXDamage[kMaxPlayers];
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extern int nYDamage[kMaxPlayers];
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extern int nPlayerDY[kMaxPlayers];
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extern int nPlayerDX[kMaxPlayers];
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short GetPlayerFromSprite(short nSprite);
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void SetPlayerMummified(int nPlayer, int bIsMummified);
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int AddAmmo(int nPlayer, int nWeapon, int nAmmoAmount);
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void ShootStaff(int nPlayer);
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END_PS_NS
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#endif
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