raze-gles/wadsrc/static/zscript/games/blood/bloodgame.zs
Christoph Oelckers 317238147b - Blood: fixed scriptified MP statusbar code to the point where it compiles.
Mainly to avoid code rot by future changes, this probably cannot remain as it is if MP gets reimplemented.
2021-05-15 10:25:37 +02:00

136 lines
4.3 KiB
Text

// contains all global Blood definitions
struct Blood native
{
// POWERUPS /////////////////////////////////////////////////////
enum EPowerupType {
kPwUpFeatherFall = 12,
kPwUpShadowCloak = 13,
kPwUpDeathMask = 14,
kPwUpJumpBoots = 15,
kPwUpTwoGuns = 17,
kPwUpDivingSuit = 18,
kPwUpGasMask = 19,
kPwUpCrystalBall = 21,
kPwUpDoppleganger = 23,
kPwUpReflectShots = 24,
kPwUpBeastVision = 25,
kPwUpShadowCloakUseless = 26,
kPwUpDeliriumShroom = 28,
kPwUpGrowShroom = 29,
kPwUpShrinkShroom = 30,
kPwUpDeathMaskUseless = 31,
kPwUpAsbestArmor = 39,
kMaxPowerUps = 51,
};
native static void PlayIntroMusic();
native static bool OriginalLoadScreen(); // doing it generically would necessitate exporting the tile manage which we do not want.
native static void sndStartSample(int resid, int volume, int channel, bool loop = false, int chanflags = 0);
native static void sndStartSampleNamed(String sname, int volume, int channel);
native static TextureID PowerupIcon(int pwup);
native static BloodPlayer GetViewPlayer();
// These are just dummies to make the MP statusbar code compile.
static void GetPlayers(Array<BloodPlayer> players)
{
players.Clear();
players.Push(GetViewPlayer());
}
static int getGameType()
{
return 0;
}
}
struct PACKINFO // not native!
{
bool isActive;
int curAmount;
}
struct BloodPlayer native
{
native int GetHealth(); // health is stored in the XSPRITE which cannot be safely exported to scripting at the moment due to pending refactoring.
native int powerupCheck(int pwup);
//spritetype* pSprite;
//XSPRITE* pXSprite;
//DUDEINFO* pDudeInfo;
//PlayerHorizon horizon;
//PlayerAngle angle;
native uint8 newWeapon;
native int weaponQav;
native int qavCallback;
native bool isRunning;
native int posture; // stand, crouch, swim
native int sceneQav; // by NoOne: used to keep qav id
native int bobPhase;
native int bobAmp;
native int bobHeight;
native int bobWidth;
native int swayPhase;
native int swayAmp;
native int swayHeight;
native int swayWidth;
native int nPlayer; // Connect id
native int nSprite;
native int lifeMode;
native int zView;
native int zViewVel;
native int zWeapon;
native int zWeaponVel;
native int slope;
native bool isUnderwater;
native bool hasKey[8];
native int8 hasFlag;
native int damageControl[7];
native int8 curWeapon;
native int8 nextWeapon;
native int weaponTimer;
native int weaponState;
native int weaponAmmo; //rename
native bool hasWeapon[14];
native int weaponMode[14];
native int weaponOrder[2][14];
native int ammoCount[12];
native bool qavLoop;
native int fuseTime;
native int throwTime;
native int throwPower;
//native Aim aim; // world
native int aimTarget; // aim target sprite
native int aimTargetsCount;
native short aimTargets[16];
native int deathTime;
native int pwUpTime[51]; // kMaxPowerUps
native int fragCount;
native int fragInfo[8];
native int teamId;
native int underwaterTime;
native int bubbleTime;
native int restTime;
native int kickPower;
native int laughCount;
native bool godMode;
native bool fallScream;
native bool cantJump;
native int packItemTime; // pack timer
native int packItemId; // pack id 1: diving suit, 2: crystal ball, 3: beast vision 4: jump boots
native PACKINFO packSlots[5]; // at325 [1]: diving suit, [2]: crystal ball, [3]: beast vision [4]: jump boots
native int armor[3]; // armor
native int voodooTarget;
native int flickerEffect;
native int tiltEffect;
native int visibility;
native int painEffect;
native int blindEffect;
native int chokeEffect;
native int handTime;
native bool hand; // if true, there is hand start choking the player
native int pickupEffect;
native bool flashEffect; // if true, reduce pPlayer->visibility counter
native int quakeEffect;
native int player_par;
native int nWaterPal;
//POSTURE pPosture[kModeMax][kPostureMax];
};