//------------------------------------------------------------------------- /* Copyright (C) 1997, 2005 - 3D Realms Entertainment Copyright (C) 2019-2021 Christoph Oelckers This file is part of Raze 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 */ //------------------------------------------------------------------------- struct SW native { const MAX_INVENTORY = 7; const MAX_WEAPONS = 14; enum ESWSoundFlag { v3df_none = 0, // Default, take no action, use all defaults v3df_follow = 1, // 1 = Do coordinate updates on sound // Use this only if the sprite won't be deleted soon v3df_kill = 2, // 1 = Sound is to be deleted v3df_doppler = 4, // 1 = Don't use doppler pitch variance v3df_dontpan = 8, // 1 = Don't do panning of sound v3df_ambient = 16, // 1 = Sound is ambient, use ambient struct info. v3df_intermit = 32, // 1 = Intermittant sound v3df_init = 64, // 1 = First pass of sound, don't play it. // This is mainly used for intermittent sounds v3df_nolookup = 128, // don't use ambient table lookup } enum EWeaponAndDamage { WPN_FIST, WPN_STAR, WPN_SHOTGUN, WPN_UZI, WPN_MICRO, WPN_GRENADE, WPN_MINE, WPN_RAIL, WPN_HOTHEAD, WPN_HEART, WPN_NAPALM, WPN_RING, WPN_ROCKET, WPN_SWORD, // extra weapons connected to other // spell DMG_NAPALM, DMG_MIRV_METEOR, DMG_SERP_METEOR, // radius damage DMG_ELECTRO_SHARD, DMG_SECTOR_EXP, DMG_BOLT_EXP, DMG_TANK_SHELL_EXP, DMG_FIREBALL_EXP, DMG_NAPALM_EXP, DMG_SKULL_EXP, DMG_BASIC_EXP, DMG_GRENADE_EXP, DMG_MINE_EXP, DMG_MINE_SHRAP, DMG_MICRO_EXP, DMG_NUCLEAR_EXP, DMG_RADIATION_CLOUD, DMG_FLASHBOMB, DMG_FIREBALL_FLAMES, // actor DMG_RIPPER_SLASH, DMG_SKEL_SLASH, DMG_COOLG_BASH, DMG_COOLG_FIRE, DMG_GORO_CHOP, DMG_GORO_FIREBALL, DMG_SERP_SLASH, DMG_LAVA_BOULDER, DMG_LAVA_SHARD, DMG_HORNET_STING, DMG_EEL_ELECTRO, // misc DMG_SPEAR_TRAP, DMG_VOMIT, // inanimate objects DMG_BLADE, } enum EInvFlags { INVF_AUTO_USE = 1, INVF_TIMED = 2, INVF_COUNT = 4 } enum ETexFlags // texture flags { TFLAG_BUNNYFRIENDLY = 1, }; native static void PlaySound(Sound snd, int flags, int channel = CHAN_AUTO, int cflags = 0); native static void StopSound(); native static bool IsSoundPlaying(int channel); // soundEngine.IsSourcePlayingSomething(SOURCE_None, nullptr, CHAN_VOICE)) native static void PlaySong(int trackid); native static int WeaponMaxAmmo(int weap); native static int InventoryFlags(int inv); native static SWPlayer GetViewPlayer(); native static int RealWeapon(int wp); //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void DrawString(int x, int y, String text, int shade, int pal, int align = -1) { if (align != -1) x -= SmallFont.StringWidth(text) * (align == 0 ? 0.5 : 1); Screen.DrawText(SmallFont, Font.CR_NATIVEPAL, x, y, text, DTA_FullscreenScale, FSMode_Fit320x200, DTA_Color, Raze.shadeToLight(shade), DTA_TranslationIndex, Translation.MakeID(Translation_Remap, pal)); } } struct SWPlayer native { // variable that fit in the sprite or user structure /* union { struct { int32_t posx, posy, posz; }; vec3_t pos; }; */ // holds last valid move position //int16 lv_sectnum; //int lv_x,lv_y,lv_z; // can't do the pointers yet. /* SPRITEp remote_sprite; REMOTE_CONTROL remote; SECTOR_OBJECTp sop_remote; SECTOR_OBJECTp sop; // will either be sop_remote or sop_control SECTORp hi_sectp, lo_sectp; SPRITEp hi_sp, lo_sp; SPRITEp last_camera_sp; PlayerHorizon horizon; PlayerAngle angle; double RevolveAng; // under vars are for wading and swimming //int16 PlayerSprite, PlayerUnderSprite; SPRITEp SpriteP, UnderSpriteP; PLAYER_ACTION_FUNCp DoPlayerAction; ESyncBits KeyPressBits; SECTOR_OBJECTp sop_control; // sector object pointer SECTOR_OBJECTp sop_riding; // sector object pointer struct { PANEL_SPRITEp Next, Prev; } PanelSpriteList; PANEL_SPRITEp CurWpn; PANEL_SPRITEp Wpn[SW.MAX_WEAPONS]; PANEL_SPRITEp Chops; */ native voidptr sop_remote; // the status bar needs to check this - remove once the underlying type can be supported. native int jump_count, jump_speed; // jumping native double z_speed; native int climb_ndx; native double hiz,loz; native double p_ceiling_dist,p_floor_dist; native double circle_camera_dist; native int friction; native int16 slide_ang; native int slide_dec; native float drive_avel; native double circle_camera_ang; native int16 camera_check_time_delay; //native int /*cursectnum,*/lastcursectnum; // variables that do not fit into sprite structure native double recoil_amt; native int16 recoil_speed; native int16 recoil_ndx; native double recoil_horizoff; native double RevolveDeltaAng; native int16 pnum; // carry along the player number //native int16 LadderSector; native int16 JumpDuration; native int16 WadeDepth; native double pbob_amt; native int16 bob_ndx; native int16 bcnt; // bob count native double bob_z, obob_z; // must start out as 0 native int playerreadyflag; native int Flags, Flags2; // Key stuff native uint8 HasKey[8]; // Weapon stuff native int16 SwordAng; native int WpnGotOnceFlags; // for no respawn mode where weapons are allowed grabbed only once native int WpnFlags; native int16 WpnAmmo[SW.MAX_WEAPONS]; native int16 WpnNum; native uint8 WpnRocketType; // rocket type native uint8 WpnRocketHeat; // 5 to 0 range native uint8 WpnRocketNuke; // 1, you have it, or you don't native uint8 WpnFlameType; // Guardian weapons fire native uint8 WpnFirstType; // First weapon type - Sword/Shuriken native uint8 WeaponType; // for weapons with secondary functions native int16 FirePause; // for sector objects - limits rapid firing // // Inventory Vars // native int16 InventoryNum; native int16 InventoryBarTics; native int16 InventoryTics[SW.MAX_INVENTORY]; native int16 InventoryPercent[SW.MAX_INVENTORY]; native int8 InventoryAmount[SW.MAX_INVENTORY]; native bool InventoryActive[SW.MAX_INVENTORY]; native int16 DiveTics; native int16 DiveDamageTics; // Death stuff native uint16 DeathType; //native int16 Killer; //who killed me //native int16 KilledPlayer[MAX_SW_PLAYERS_REG]; // Health native int16 Armor; native int16 MaxHealth; //char RocketBarrel; native uint8 UziShellLeftAlt; native uint8 UziShellRightAlt; native uint8 TeamColor; // used in team play and also used in regular mulit-play for show // palette fading up and down for player hit and get items native int16 FadeTics; // Tics between each fade cycle native int16 FadeAmt; // Current intensity of fade native bool NightVision; // Is player's night vision active? native uint8 StartColor; // Darkest color in color range being used //native int16 electro[64]; native bool IsAI; // Is this and AI character? native int16 fta,ftq; // First time active and first time quote, for talking in multiplayer games native int16 NumFootPrints; // Number of foot prints left to lay down native uint8 WpnUziType; // Toggle between single or double uzi's if you own 2. native uint8 WpnShotgunType; // Shotgun has normal or fully automatic fire native uint8 WpnShotgunAuto; // 50-0 automatic shotgun rounds native uint8 WpnShotgunLastShell; // Number of last shell fired native uint8 WpnRailType; // Normal Rail Gun or EMP Burst Mode native bool Bloody; // Is player gooey from the slaughter? native bool InitingNuke; native bool TestNukeInit; native bool NukeInitialized; // Nuke already has counted down native int16 FistAng; // KungFu attack angle native uint8 WpnKungFuMove; // KungFu special moves //native int16 HitBy; // SpriteNum of whatever player was last hit by native int16 Reverb; // Player's current reverb setting native int16 Heads; // Number of Accursed Heads orbiting player native int PlayerVersion; native uint8 WpnReloadState; native int WeaponNum(); native int GetBuildAngle(); native int Health(); native int MaxUserHealth(); }