raze/source/games/exhumed/src/player.h

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//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 sirlemonhead, Nuke.YKT
This file is part of PCExhumed.
PCExhumed 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 "compat.h"
#include "gamecontrol.h"
#include "gameinput.h"
BEGIN_PS_NS
void RestoreSavePoint(int nPlayer, int *x, int *y, int *z, short *nSector, short *nAngle);
void SetSavePoint(int nPlayer, int x, int y, int z, short nSector, short nAngle);
void InitPlayer();
void InitPlayerKeys(short nPlayer);
int GrabPlayer();
void InitPlayerInventory(short nPlayer);
void RestartPlayer(short nPlayer);
void FuncPlayer(int nSector, int nSprite, int nRun);
enum
{
kMaxPlayers = 8,
kDefaultLives = 3,
kMaxPlayerLives = 5,
kMaxHealth = 800
};
extern int nLocalPlayer;
extern int lPlayerXVel;
extern int lPlayerYVel;
struct Player
{
short nHealth;
short nLives;
short field_2;
short nAction;
short nSprite;
short bIsMummified;
short invincibility;
short nAir;
short nSeq;
short nMaskAmount;
uint16_t keys;
short nMagic;
short nItem;
char items[8];
short nAmmo[7]; // TODO - kMaxWeapons?
short pad[2];
short nCurrentWeapon;
short field_3FOUR;
short bIsFiring;
short field_38;
short field_3A;
short field_3C;
short nRun;
bool bPlayerPan, bLockPan;
fixedhoriz nDestVertPan;
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PlayerHorizon horizon;
PlayerAngle angle;
};
extern short PlayerCount;
extern short nPlayerTorch[];
extern short nPlayerLives[];
extern Player PlayerList[];
extern short nPlayerInvisible[];
extern short nPlayerDouble[];
extern short nPlayerViewSect[];
extern short nPlayerFloorSprite[];
extern short nTauntTimer[];
extern short nDoppleSprite[];
extern uint16_t nPlayerWeapons[];
extern short nPlayerOldWeapon[];
extern short nPlayerGrenade[kMaxPlayers];
extern short nGrenadePlayer[50];
extern short nPistolClip[];
extern short nPlayerScore[];
extern short nPlayerClip[];
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extern short obobangle, bobangle;
extern int ototalvel[], totalvel[];
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extern int16_t eyelevel[], oeyelevel[];
extern short nNetStartSprite[kMaxPlayers];
extern short nNetStartSprites;
extern short nCurStartSprite;
extern int nXDamage[kMaxPlayers];
extern int nYDamage[kMaxPlayers];
extern int nPlayerDY[kMaxPlayers];
extern int nPlayerDX[kMaxPlayers];
short GetPlayerFromSprite(short nSprite);
void SetPlayerMummified(int nPlayer, int bIsMummified);
int AddAmmo(int nPlayer, int nWeapon, int nAmmoAmount);
void ShootStaff(int nPlayer);
void UpdatePlayerSpriteAngle(Player* pPlayer);
END_PS_NS