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2066656aed
These control the maximum difference in height between two sectors that the player will automatically traverse without needing to jump. The latter controls the special case when the player's sector's lotag is ST_1_ABOVE_WATER or p->spritebridge == 1. BYTEVERSION bumped. git-svn-id: https://svn.eduke32.com/eduke32@3100 1a8010ca-5511-0410-912e-c29ae57300e0
303 lines
12 KiB
C
303 lines
12 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010 EDuke32 developers and contributors
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This file is part of EDuke32.
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EDuke32 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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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#define MOVEFIFOSIZ 2
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#define NAM_GRENADE_LIFETIME 120
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#define NAM_GRENADE_LIFETIME_VAR 30
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#define HORIZ_MIN -99
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#define HORIZ_MAX 299
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#define AUTO_AIM_ANGLE 48
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#define PHEIGHT (38<<8)
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#define TRIPBOMB_TRIPWIRE 0x00000001
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#define TRIPBOMB_TIMER 0x00000002
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#define PIPEBOMB_REMOTE 0x00000001
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#define PIPEBOMB_TIMER 0x00000002
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enum dukeinv_t {
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GET_STEROIDS,
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GET_SHIELD,
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GET_SCUBA,
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GET_HOLODUKE,
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GET_JETPACK,
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GET_DUMMY1,
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GET_ACCESS,
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GET_HEATS,
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GET_DUMMY2,
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GET_FIRSTAID,
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GET_BOOTS,
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GET_MAX
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};
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enum dukeweapon_t {
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KNEE_WEAPON, // 0
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PISTOL_WEAPON,
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SHOTGUN_WEAPON,
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CHAINGUN_WEAPON,
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RPG_WEAPON,
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HANDBOMB_WEAPON, // 5
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SHRINKER_WEAPON,
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DEVISTATOR_WEAPON,
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TRIPBOMB_WEAPON,
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FREEZE_WEAPON,
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HANDREMOTE_WEAPON, // 10
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GROW_WEAPON,
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MAX_WEAPONS
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};
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enum weaponflags_t {
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WEAPON_SPAWNTYPE1 = 0x00000000, // just spawn
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WEAPON_HOLSTER_CLEARS_CLIP = 0x00000001, // 'holstering' clears the current clip
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WEAPON_GLOWS = 0x00000002, // weapon 'glows' (shrinker and grower)
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WEAPON_AUTOMATIC = 0x00000004, // automatic fire (continues while 'fire' is held down
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WEAPON_FIREEVERYOTHER = 0x00000008, // during 'hold time' fire every frame
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WEAPON_FIREEVERYTHIRD = 0x00000010, // during 'hold time' fire every third frame
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WEAPON_RANDOMRESTART = 0x00000020, // restart for automatic is 'randomized' by RND 3
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WEAPON_AMMOPERSHOT = 0x00000040, // uses ammo for each shot (for automatic)
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WEAPON_BOMB_TRIGGER = 0x00000080, // weapon is the 'bomb' trigger
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WEAPON_NOVISIBLE = 0x00000100, // weapon use does not cause user to become 'visible'
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WEAPON_THROWIT = 0x00000200, // weapon 'throws' the 'shoots' item...
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WEAPON_CHECKATRELOAD = 0x00000400, // check weapon availability at 'reload' time
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WEAPON_STANDSTILL = 0x00000800, // player stops jumping before actual fire (like tripbomb in duke)
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WEAPON_SPAWNTYPE2 = 0x00001000, // spawn like shotgun shells
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WEAPON_SPAWNTYPE3 = 0x00002000, // spawn like chaingun shells
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WEAPON_SEMIAUTO = 0x00004000, // cancel button press after each shot
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WEAPON_RELOAD_TIMING = 0x00008000, // special casing for pistol reload sounds
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WEAPON_RESET = 0x00010000 // cycle weapon back to frame 1 if fire is held, 0 if not
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};
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enum gamemode_t {
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MODE_MENU = 0x00000001,
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MODE_DEMO = 0x00000002,
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MODE_GAME = 0x00000004,
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MODE_EOL = 0x00000008,
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MODE_TYPE = 0x00000010,
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MODE_RESTART = 0x00000020,
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MODE_SENDTOWHOM = 0x00000040,
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};
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// Player Actions.
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enum playeraction_t {
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pstanding = 0x00000001,
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pwalking = 0x00000002,
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prunning = 0x00000004,
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pducking = 0x00000008,
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pfalling = 0x00000010,
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pjumping = 0x00000020,
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phigher = 0x00000040,
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pwalkingback = 0x00000080,
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prunningback = 0x00000100,
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pkicking = 0x00000200,
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pshrunk = 0x00000400,
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pjetpack = 0x00000800,
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ponsteroids = 0x00001000,
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ponground = 0x00002000,
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palive = 0x00004000,
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pdead = 0x00008000,
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pfacing = 0x00010000
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};
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#pragma pack(push,1)
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typedef struct {
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int32_t ox,oy,oz;
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int16_t oa,os;
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} playerspawn_t;
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typedef struct {
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int16_t got_access, last_extra, inv_amount[GET_MAX], 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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uint16_t gotweapon;
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char inven_icon, jetpack_on, heat_on;
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} DukeStatus_t;
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// XXX: r1625 changed a lot types here, among others
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// * int32_t --> int16_t
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// * int16_t --> int8_t
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// * char --> int8_t
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// Need to carefully think about implications!
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typedef struct {
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vec3_t pos, opos, vel, npos;
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int32_t bobposx, bobposy;
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int32_t truefz, truecz, player_par;
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int32_t randomflamex, exitx, exity;
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int32_t runspeed, max_player_health, max_shield_amount;
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int32_t autostep, autostep_sbw;
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uint32_t interface_toggle_flag;
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uint8_t palette;
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uint16_t max_actors_killed, actors_killed;
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uint16_t gotweapon, zoom;
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int16_t loogiex[64], loogiey[64], sbs, sound_pitch;
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int16_t ang, oang, angvel, cursectnum, look_ang, last_extra, subweapon;
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int16_t max_ammo_amount[MAX_WEAPONS], ammo_amount[MAX_WEAPONS], inv_amount[GET_MAX];
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int16_t wackedbyactor, pyoff, opyoff;
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int16_t horiz, horizoff, ohoriz, ohorizoff;
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int16_t newowner, jumping_counter, airleft;
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int16_t fta, ftq, access_wallnum, access_spritenum;
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int16_t got_access, weapon_ang, visibility;
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int16_t somethingonplayer, on_crane, i, one_parallax_sectnum;
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int16_t random_club_frame, one_eighty_count;
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int16_t dummyplayersprite, extra_extra8;
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int16_t actorsqu, timebeforeexit, customexitsound, last_pissed_time;
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int16_t weaprecs[MAX_WEAPONS], weapon_sway, crack_time, bobcounter;
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int16_t orotscrnang, rotscrnang, dead_flag; // JBF 20031220: added orotscrnang
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int16_t holoduke_on, pycount;
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int16_t transporter_hold;
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uint8_t max_secret_rooms, secret_rooms;
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uint8_t frag, fraggedself, quick_kick, last_quick_kick;
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uint8_t return_to_center, reloading, weapreccnt;
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uint8_t aim_mode, auto_aim, weaponswitch, movement_lock, team;
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uint8_t tipincs, hbomb_hold_delay, frag_ps, kickback_pic;
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uint8_t gm, on_warping_sector, footprintcount, hurt_delay;
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uint8_t hbomb_on, jumping_toggle, rapid_fire_hold, on_ground;
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uint8_t inven_icon, buttonpalette, over_shoulder_on, show_empty_weapon;
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uint8_t jetpack_on, spritebridge, lastrandomspot;
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uint8_t scuba_on, footprintpal, heat_on, invdisptime;
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uint8_t holster_weapon, falling_counter, footprintshade;
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uint8_t refresh_inventory, last_full_weapon;
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uint8_t toggle_key_flag, knuckle_incs, knee_incs, access_incs;
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uint8_t walking_snd_toggle, palookup, hard_landing, fist_incs;
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int8_t numloogs, loogcnt, scream_voice;
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int8_t last_weapon, cheat_phase, weapon_pos, wantweaponfire, curr_weapon;
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palette_t pals;
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char name[32];
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int8_t padding_;
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} DukePlayer_t;
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typedef struct {
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uint32_t bits; // 4b
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int16_t fvel, svel; // 4b
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int8_t avel, horz; // 2b
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int8_t extbits, filler; // 2b
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} input_t;
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typedef struct {
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DukePlayer_t *ps;
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input_t *sync;
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int32_t netsynctime;
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int16_t ping, filler;
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int32_t pcolor, pteam;
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uint8_t frags[MAXPLAYERS], wchoice[MAX_WEAPONS];
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char vote, gotvote, pingcnt, playerquitflag, ready;
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char user_name[32];
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uint32_t revision;
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} playerdata_t;
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#pragma pack(pop)
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extern int8_t g_numPlayerSprites;
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extern int32_t fricxv,fricyv;
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extern intptr_t *aplWeaponClip[MAX_WEAPONS]; // number of items in clip
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extern intptr_t *aplWeaponReload[MAX_WEAPONS]; // delay to reload (include fire)
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extern intptr_t *aplWeaponFireDelay[MAX_WEAPONS]; // delay to fire
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extern intptr_t *aplWeaponHoldDelay[MAX_WEAPONS]; // delay after release fire button to fire (0 for none)
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extern intptr_t *aplWeaponTotalTime[MAX_WEAPONS]; // The total time the weapon is cycling before next fire.
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extern intptr_t *aplWeaponFlags[MAX_WEAPONS]; // Flags for weapon
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extern intptr_t *aplWeaponShoots[MAX_WEAPONS]; // what the weapon shoots
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extern intptr_t *aplWeaponSpawnTime[MAX_WEAPONS]; // the frame at which to spawn an item
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extern intptr_t *aplWeaponSpawn[MAX_WEAPONS]; // the item to spawn
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extern intptr_t *aplWeaponShotsPerBurst[MAX_WEAPONS]; // number of shots per 'burst' (one ammo per 'burst'
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extern intptr_t *aplWeaponWorksLike[MAX_WEAPONS]; // What original the weapon works like
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extern intptr_t *aplWeaponInitialSound[MAX_WEAPONS]; // Sound made when initialy firing. zero for no sound
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extern intptr_t *aplWeaponFireSound[MAX_WEAPONS]; // Sound made when firing (each time for automatic)
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extern intptr_t *aplWeaponSound2Time[MAX_WEAPONS]; // Alternate sound time
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extern intptr_t *aplWeaponSound2Sound[MAX_WEAPONS]; // Alternate sound sound ID
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extern intptr_t *aplWeaponReloadSound1[MAX_WEAPONS]; // Sound of magazine being removed
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extern intptr_t *aplWeaponReloadSound2[MAX_WEAPONS]; // Sound of magazine being inserted
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extern intptr_t *aplWeaponSelectSound[MAX_WEAPONS]; // Sound for weapon selection
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extern intptr_t *aplWeaponFlashColor[MAX_WEAPONS]; // Color for polymer muzzle flash
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#pragma pack(push,1)
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extern input_t inputfifo[MOVEFIFOSIZ][MAXPLAYERS];
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extern playerspawn_t g_playerSpawnPoints[MAXPLAYERS];
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extern playerdata_t g_player[MAXPLAYERS];
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#pragma pack(pop)
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//extern char dashow2dsector[(MAXSECTORS+7)>>3];
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//extern int16_t searchsect[MAXSECTORS],searchparent[MAXSECTORS];
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extern int16_t WeaponPickupSprites[MAX_WEAPONS];
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extern int32_t g_currentweapon;
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extern int32_t g_gs;
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extern int32_t g_gun_pos;
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extern int32_t g_kb;
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extern int32_t g_levelTextTime;
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extern int32_t g_looking_angSR1;
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extern int32_t g_looking_arc;
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extern int32_t g_myAimMode;
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extern int32_t g_numObituaries;
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extern int32_t g_numSelfObituaries;
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extern int32_t g_weapon_offset;
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extern int32_t g_weapon_xoffset;
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extern int32_t g_emuJumpTics;
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extern int32_t lastvisinc;
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extern int32_t mouseyaxismode;
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extern int32_t ticrandomseed;
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int32_t A_GetHitscanRange(int32_t i);
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int32_t A_Shoot(int32_t i,int32_t atwith);
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void getinput(int32_t snum);
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void P_AddAmmo(int32_t weapon,DukePlayer_t *p,int32_t amount);
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void P_AddWeapon(DukePlayer_t *p,int32_t weapon);
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void P_AddWeaponNoSwitch(DukePlayer_t *p,int32_t weapon);
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int32_t P_CheckFloorDamage(DukePlayer_t *p,int32_t j);
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void P_CheckTouchDamage(DukePlayer_t *p,int32_t j);
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void P_CheckWeapon(DukePlayer_t *p);
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void P_DisplayScuba(int32_t snum);
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void P_DisplayWeapon(int32_t snum);
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int32_t P_DoFist(DukePlayer_t *p);
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void P_DoWeaponSpawn(DukePlayer_t *p);
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void P_DropWeapon(DukePlayer_t *p);
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int32_t P_FindOtherPlayer(int32_t p,int32_t *d);
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void P_FireWeapon(DukePlayer_t *p);
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void P_FragPlayer(int32_t snum);
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void P_ProcessInput(int32_t snum);
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void P_ProcessWeapon(int32_t snum);
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void P_QuickKill(DukePlayer_t *p);
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void P_SelectNextInvItem(DukePlayer_t *p);
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void P_UpdateScreenPal(DukePlayer_t *p);
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void P_PalFrom(DukePlayer_t *p, uint8_t f, uint8_t r, uint8_t g, uint8_t b);
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#endif
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