raze/source/exhumed/src/player.h

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#ifndef __player_h__
#define __player_h__
#include "compat.h"
void PlayerInterruptKeys();
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);
void DoKenTest();
int GrabPlayer();
void InitPlayerInventory(short nPlayer);
void RestartPlayer(short nPlayer);
void FuncPlayer(int nSector, int nSprite, int nRun);
#define kMaxPlayers 8
#define kDefaultLives 3
#define kMaxPlayerLives 5
#define kMaxHealth 800
extern int nLocalPlayer;
extern int lPlayerXVel;
extern int lPlayerYVel;
extern int nPlayerDAng;
struct Player
{
short nHealth;
short field_2;
short nAction;
short nSprite;
short bIsMummified;
short someNetVal;
short invincibility;
short nAir;
short nSeq;
short nMaskAmount;
uint16_t keys;
short nMagic;
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;
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fix16_t q16angle, q16oangle;
fix16_t q16horiz, q16ohoriz;
vec3_t opos;
};
extern short PlayerCount;
extern short nPlayerTorch[];
extern short nPlayerLives[];
extern short nPlayerItem[];
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 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);
#endif