//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 Nuke.YKT This file is part of NBlood. NBlood 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 "actor.h" #include "build.h" #include "common_game.h" #include "globals.h" #include "db.h" #include "dude.h" #include "levels.h" #include "qav.h" #include "gameinput.h" BEGIN_BLD_NS // life modes of the player enum { kModeHuman = 0, kModeBeast = 1, kModeHumanShrink = 2, kModeHumanGrown = 3, kModeMax = 4, }; // postures enum { kPostureStand = 0, kPostureSwim = 1, kPostureCrouch = 2, kPostureMax = 3, }; struct PACKINFO { bool isActive; // is active (0/1) int curAmount = 0; // remaining percent }; struct POSTURE { int frontAccel; int sideAccel; int backAccel; int pace[2]; int bobV; int bobH; int swayV; int swayH; int eyeAboveZ; int weaponAboveZ; int xOffset; int zOffset; int normalJumpZ; int pwupJumpZ; }; extern POSTURE gPostureDefaults[kModeMax][kPostureMax]; struct PLAYER { TObjPtr actor; DUDEINFO* pDudeInfo; InputPacket input; PlayerHorizon horizon; PlayerAngle angle; uint8_t newWeapon; int used1; // something related to game checksum int weaponQav; int qavCallback; bool isRunning; int posture; // stand, crouch, swim int sceneQav; // by NoOne: used to keep qav id int bobPhase; int bobAmp; int bobHeight; int bobWidth; int swayPhase; int swayAmp; int swayHeight; int swayWidth; int nPlayer; // Connect id int lifeMode; int bloodlust; // ---> useless int zView; int zViewVel; int zWeapon; int zWeaponVel; int slope; bool isUnderwater; bool hasKey[8]; int8_t hasFlag; TObjPtr ctfFlagState[2]; int damageControl[7]; int8_t curWeapon; int8_t nextWeapon; int weaponTimer; int weaponState; int weaponAmmo; //rename bool hasWeapon[14]; int weaponMode[14]; int weaponOrder[2][14]; //int at149[14]; int ammoCount[12]; bool qavLoop; int qavLastTick; int qavTimer; int fuseTime; int throwTime; int throwPower; Aim aim; // world //int at1c6; Aim relAim; // relative //int relAim; //int at1ce; //int at1d2; TObjPtr aimTarget; // aim target sprite int aimTargetsCount; TObjPtr aimTargets[16]; int deathTime; int pwUpTime[kMaxPowerUps]; int fragCount; int fragInfo[8]; int teamId; TObjPtr fragger; int underwaterTime; int bubbleTime; int restTime; int kickPower; int laughCount; bool godMode; bool fallScream; bool cantJump; int packItemTime; // pack timer int packItemId; // pack id 1: diving suit, 2: crystal ball, 3: beast vision 4: jump boots PACKINFO packSlots[5]; // at325 [1]: diving suit, [2]: crystal ball, [3]: beast vision [4]: jump boots int armor[3]; // armor //int at342; //int at346; TObjPtr voodooTarget; int voodooTargets; // --> useless int voodooVar1; // --> useless int vodooVar2; // --> useless int flickerEffect; int tiltEffect; int visibility; int painEffect; int blindEffect; int chokeEffect; int handTime; bool hand; // if true, there is hand start choking the player int pickupEffect; bool flashEffect; // if true, reduce pPlayer->visibility counter int quakeEffect; int player_par; int nWaterPal; POSTURE pPosture[kModeMax][kPostureMax]; }; struct AMMOINFO { int max; int8_t vectorType; }; struct POWERUPINFO { int16_t picnum; bool pickupOnce; int bonusTime; int maxTime; }; void playerResetPosture(PLAYER* pPlayer); extern PLAYER gPlayer[kMaxPlayers]; extern PLAYER *gMe, *gView; extern bool gBlueFlagDropped; extern bool gRedFlagDropped; extern int team_score[kMaxPlayers]; extern int team_ticker[kMaxPlayers]; extern AMMOINFO gAmmoInfo[]; extern POWERUPINFO gPowerUpInfo[kMaxPowerUps]; bool IsTargetTeammate(PLAYER* pSourcePlayer, DBloodActor* target); int powerupCheck(PLAYER *pPlayer, int nPowerUp); bool powerupActivate(PLAYER *pPlayer, int nPowerUp); void powerupDeactivate(PLAYER *pPlayer, int nPowerUp); void powerupSetState(PLAYER *pPlayer, int nPowerUp, bool bState); void powerupProcess(PLAYER *pPlayer); void powerupClear(PLAYER *pPlayer); int packItemToPowerup(int nPack); int powerupToPackItem(int nPowerUp); bool packAddItem(PLAYER *pPlayer, unsigned int nPack); int packCheckItem(PLAYER *pPlayer, int nPack); bool packItemActive(PLAYER *pPlayer, int nPack); void packUseItem(PLAYER *pPlayer, int nPack); void packPrevItem(PLAYER *pPlayer); void packNextItem(PLAYER *pPlayer); bool playerSeqPlaying(PLAYER *pPlayer, int nSeq); void playerSetRace(PLAYER *pPlayer, int nLifeMode); void playerSetGodMode(PLAYER *pPlayer, bool bGodMode); void playerResetInertia(PLAYER *pPlayer); void playerCorrectInertia(PLAYER *pPlayer, vec3_t const *oldpos); void playerStart(int nPlayer, int bNewLevel = 0); void playerReset(PLAYER *pPlayer); void playerInit(int nPlayer, unsigned int a2); void CheckPickUp(PLAYER *pPlayer); void ProcessInput(PLAYER *pPlayer); void playerProcess(PLAYER *pPlayer); DBloodActor *playerFireMissile(PLAYER *pPlayer, int a2, int a3, int a4, int a5, int a6); DBloodActor *playerFireThing(PLAYER *pPlayer, int a2, int a3, int thingType, int a5); void playerFrag(PLAYER *pKiller, PLAYER *pVictim); int playerDamageArmor(PLAYER *pPlayer, DAMAGE_TYPE nType, int nDamage); int playerDamageSprite(DBloodActor* nSource, PLAYER *pPlayer, DAMAGE_TYPE nDamageType, int nDamage); int UseAmmo(PLAYER *pPlayer, int nAmmoType, int nDec); void voodooTarget(PLAYER *pPlayer); void playerLandingSound(PLAYER *pPlayer); void PlayerSurvive(int, DBloodActor*); END_BLD_NS