//------------------------------------------------------------------------- /* Copyright (C) 1997, 2005 - 3D Realms Entertainment This file is part of Shadow Warrior version 1.2 Shadow Warrior is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. 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. Original Source: 1997 - Frank Maddin and Jim Norwood Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms */ //------------------------------------------------------------------------- #ifndef PLAYER_H #define PLAYER_H #define PLAYER_HORIZ_MAX 299 // !JIM! was 199 and 5 #define PLAYER_HORIZ_MIN -99 // Had to make plax sky pan up/down like in Duke // But this is MUCH better! #define MIN_SWIM_DEPTH 15 // Player view height #define PLAYER_HEIGHT Z(58) #define PLAYER_CRAWL_HEIGHT Z(36) #define PLAYER_SWIM_HEIGHT Z(26) #define PLAYER_DIVE_HEIGHT Z(26) #define PLAYER_DIE_DOWN_HEIGHT Z(4) #define PLAYER_DIE_UP_HEIGHT Z(8) // step heights - effects floor_dist's #define PLAYER_STEP_HEIGHT Z(30) //#define PLAYER_STEP_HEIGHT Z(34) //#define PLAYER_STEP_HEIGHT Z(38) #define PLAYER_CRAWL_STEP_HEIGHT Z(8) #define PLAYER_SWIM_STEP_HEIGHT Z(8) #define PLAYER_DIVE_STEP_HEIGHT Z(8) //#define PLAYER_JUMP_STEP_HEIGHT Z(16) //#define PLAYER_FALL_STEP_HEIGHT Z(16) //#define PLAYER_JUMP_STEP_HEIGHT Z(34) //#define PLAYER_FALL_STEP_HEIGHT Z(24) #define PLAYER_JUMP_STEP_HEIGHT Z(48) #define PLAYER_FALL_STEP_HEIGHT Z(24) // FLOOR_DIST variables are the difference in the Players view and the sector floor. // Must be at LEAST this distance or you cannot move onto sector. #define PLAYER_RUN_FLOOR_DIST (PLAYER_HEIGHT - PLAYER_STEP_HEIGHT) #define PLAYER_CRAWL_FLOOR_DIST (PLAYER_CRAWL_HEIGHT - PLAYER_CRAWL_STEP_HEIGHT) #define PLAYER_WADE_FLOOR_DIST (PLAYER_HEIGHT - PLAYER_STEP_HEIGHT) #define PLAYER_JUMP_FLOOR_DIST (PLAYER_HEIGHT - PLAYER_JUMP_STEP_HEIGHT) #define PLAYER_FALL_FLOOR_DIST (PLAYER_HEIGHT - PLAYER_FALL_STEP_HEIGHT) #define PLAYER_SWIM_FLOOR_DIST (PLAYER_SWIM_HEIGHT - PLAYER_SWIM_STEP_HEIGHT) #define PLAYER_DIVE_FLOOR_DIST (PLAYER_DIVE_HEIGHT - PLAYER_DIVE_STEP_HEIGHT) // FLOOR_DIST variables are the difference in the Players view and the sector floor. // Must be at LEAST this distance or you cannot move onto sector. #define PLAYER_RUN_CEILING_DIST Z(10) #define PLAYER_SWIM_CEILING_DIST (Z(12)) #define PLAYER_DIVE_CEILING_DIST (Z(22)) #define PLAYER_CRAWL_CEILING_DIST (Z(12)) #define PLAYER_JUMP_CEILING_DIST Z(4) #define PLAYER_FALL_CEILING_DIST Z(4) #define PLAYER_WADE_CEILING_DIST Z(4) // // DIVE // #define PLAYER_DIVE_MAX_SPEED (1700) #define PLAYER_DIVE_INC (600) #define PLAYER_DIVE_BOB_AMT (Z(8)) #define PLAYER_DIVE_TIME (12*120) // time before damage is taken #define PLAYER_DIVE_DAMAGE_AMOUNT (-1) // amount of damage accessed #define PLAYER_DIVE_DAMAGE_TIME (50) // time between damage accessment // // FLY // #define PLAYER_FLY_MAX_SPEED (2560) #define PLAYER_FLY_INC (1000) #define PLAYER_FLY_BOB_AMT (Z(12)) // Height from which Player will actually call DoPlayerBeginFall() //#define PLAYER_FALL_HEIGHT Z(16) #define PLAYER_FALL_HEIGHT Z(28) #define PLAYER_FALL_DAMAGE_AMOUNT (10) // // DEATH // // dead head height - used in DeathFall #define PLAYER_DEATH_HEIGHT (Z(16)) #define PLAYER_DEAD_HEAD_FLOORZ_OFFSET (Z(7)) //#define PLAYER_NINJA_XREPEAT (56) //#define PLAYER_NINJA_YREPEAT (56) #define PLAYER_NINJA_XREPEAT (47) #define PLAYER_NINJA_YREPEAT (33) BEGIN_SW_NS int SetVisHigh(void); int SetVisNorm(void); void DoWeapon(void); void HeadBobStateControl(void); int DoPickTarget(SPRITEp sp, uint32_t max_delta_ang, SWBOOL skip_targets); void DoPlayer(void); void domovethings(void); void InitAllPlayers(void); void InitMultiPlayerInfo(void); void DoPlayerDivePalette(PLAYERp pp); void DoPlayerNightVisionPalette(PLAYERp pp); void DoPlayerStopDiveNoWarp(PLAYERp pp); void DoPlayerResetMovement(PLAYERp pp); void DoPlayerZrange(PLAYERp pp); void DoPlayerSpriteThrow(PLAYERp pp); int DoPlayerWadeSuperJump(PLAYERp pp); void DoPlayerWarpTeleporter(PLAYERp pp); void UpdatePlayerSprite(PLAYERp pp); void PlaySOsound(short sectnum,short sound_num); void DoSpawnTeleporterEffectPlace(SPRITEp sp); void FindMainSector(SECTOR_OBJECTp sop); SWBOOL P_CheckOperatingVehicle(PLAYERp pp); END_SW_NS #endif