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https://github.com/ZDoom/Raze.git
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296 lines
8.2 KiB
C
296 lines
8.2 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#pragma once
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#include "compat.h"
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#include "build.h"
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#include "fix16.h"
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#include "common_game.h"
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#include "actor.h"
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#include "blood.h"
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#include "config.h"
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#include "controls.h"
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#include "db.h"
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#include "dude.h"
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#include "levels.h"
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BEGIN_BLD_NS
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enum LifeMode {
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kModeHuman = 0,
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kModeBeast,
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kModeHumanShrink,
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kModeHumanGrown,
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};
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struct PACKINFO {
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char at0; // is active (0/1)
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int at1 = 0; // remaining percent
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};
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struct PLAYER {
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spritetype *pSprite;
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XSPRITE *pXSprite;
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DUDEINFO *pDudeInfo;
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GINPUT atc;
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//short atc; // INPUT
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//char at10; // forward
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//short at11; // turn
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//char hearDist; // strafe
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//int at14; // buttonFlags
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//unsigned int at18; // keyFlags
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//char at1c; // useFlags;
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//char at20; // newWeapon
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//char at21; // mlook
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int at22;
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int at26; // weapon qav
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int at2a; // qav callback
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char at2e; // run
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int at2f; // state
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int at33; // unused?
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int at37;
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int at3b;
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int at3f; // bob height
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int at43; // bob width
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int at47;
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int at4b;
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int at4f; // bob sway y
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int at53; // bob sway x
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int at57; // Connect id
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int at5b; // spritenum
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int at5f; // life mode
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int at63;
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int at67; // view z
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int at6b;
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int at6f; // weapon z
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int at73;
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fix16_t q16look;
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int q16horiz; // horiz
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int q16slopehoriz; // horizoff
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int at83;
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char at87; // underwater
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char at88[8]; // keys
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char at90; // flag capture
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short at91[8];
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int ata1[7];
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char atbd; // weapon
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char atbe; // pending weapon
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int atbf, atc3, atc7;
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char atcb[14]; // hasweapon
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int atd9[14];
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int at111[2][14];
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//int at149[14];
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int at181[12]; // ammo
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char at1b1;
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int at1b2;
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int at1b6;
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int at1ba;
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Aim at1be; // world
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//int at1c6;
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Aim at1ca; // relative
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//int at1ca;
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//int at1ce;
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//int at1d2;
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int at1d6; // aim target sprite
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int at1da;
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short at1de[16];
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int at1fe;
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int at202[kMaxPowerUps]; // [13]: cloak of invisibility, [14]: death mask (invulnerability), [15]: jump boots, [17]: guns akimbo, [18]: diving suit, [21]: crystal ball, [24]: reflective shots, [25]: beast vision, [26]: cloak of shadow
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int at2c6; // frags
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int at2ca[8];
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int at2ea; // color (team)
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int at2ee; // killer
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int at2f2;
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int at2f6;
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int at2fa;
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int at2fe;
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int at302;
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int at306;
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int at30a;
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int at30e;
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int at312;
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int at316;
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char at31a; // God mode
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char at31b; // Fall scream
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char at31c;
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int at31d; // pack timer
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int at321; // pack id 1: diving suit, 2: crystal ball, 3: beast vision 4: jump boots
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PACKINFO packInfo[5]; // at325 [1]: diving suit, [2]: crystal ball, [3]: beast vision [4]: jump boots
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int at33e[3]; // armor
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//int at342;
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//int at346;
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int voodooTarget; // at34a
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int at34e;
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int at352;
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int at356;
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int at35a; // quake
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int at35e; // tilt
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int at362; // light
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int at366; // pain
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int at36a; // blind
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int at36e; // choke
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int at372;
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char at376; // hand
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int at377;
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char at37b; // weapon flash
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int at37f; // quake2
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fix16_t q16ang;
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int angold;
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int player_par;
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int nWaterPal;
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};
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// by NoOne: defaut player movement speeds of all move states for gPosture
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extern int gDefaultAccel[12];
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struct POSTURE {
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int at0;
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int at4;
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int at8;
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int atc[2];
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int at14;
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int at18;
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int at1c;
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int at20;
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int at24;
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int at28;
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int at2c;
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int at30;
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};
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struct PROFILE {
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int nAutoAim;
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int nWeaponSwitch;
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int skill;
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char name[MAXPLAYERNAME];
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};
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struct AMMOINFO {
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int at0;
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signed char at4;
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};
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struct POWERUPINFO
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{
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short picnum;
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bool pickupOnce;
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int bonusTime;
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int maxTime;
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};
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extern POSTURE gPosture[4][3];
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extern PLAYER gPlayer[kMaxPlayers];
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extern PLAYER *gMe, *gView;
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extern bool gBlueFlagDropped;
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extern bool gRedFlagDropped;
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extern PROFILE gProfile[kMaxPlayers];
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extern int dword_21EFB0[kMaxPlayers];
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extern ClockTicks dword_21EFD0[kMaxPlayers];
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extern AMMOINFO gAmmoInfo[];
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extern POWERUPINFO gPowerUpInfo[kMaxPowerUps];
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inline bool IsTargetTeammate(PLAYER* pSourcePlayer, spritetype* pTargetSprite)
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{
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if (pSourcePlayer == NULL)
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return false;
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if (!IsPlayerSprite(pTargetSprite))
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return false;
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if (gGameOptions.nGameType == 1 || gGameOptions.nGameType == 3)
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{
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PLAYER* pTargetPlayer = &gPlayer[pTargetSprite->type - kDudePlayer1];
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if (pSourcePlayer != pTargetPlayer)
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{
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if (gGameOptions.nGameType == 1)
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return true;
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if (gGameOptions.nGameType == 3 && (pSourcePlayer->at2ea & 3) == (pTargetPlayer->at2ea & 3))
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return true;
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}
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}
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return false;
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}
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inline bool IsTargetTeammate(spritetype* pSourceSprite, spritetype* pTargetSprite)
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{
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if (!IsPlayerSprite(pSourceSprite))
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return false;
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PLAYER* pSourcePlayer = &gPlayer[pSourceSprite->type - kDudePlayer1];
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return IsTargetTeammate(pSourcePlayer, pTargetSprite);
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}
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int powerupCheck(PLAYER *pPlayer, int nPowerUp);
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char powerupActivate(PLAYER *pPlayer, int nPowerUp);
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void powerupDeactivate(PLAYER *pPlayer, int nPowerUp);
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void powerupSetState(PLAYER *pPlayer, int nPowerUp, char bState);
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void powerupProcess(PLAYER *pPlayer);
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void powerupClear(PLAYER *pPlayer);
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void powerupInit(void);
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int packItemToPowerup(int nPack);
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int powerupToPackItem(int nPowerUp);
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char packAddItem(PLAYER *pPlayer, unsigned int nPack);
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int packCheckItem(PLAYER *pPlayer, int nPack);
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char packItemActive(PLAYER *pPlayer, int nPack);
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void packUseItem(PLAYER *pPlayer, int nPack);
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void packPrevItem(PLAYER *pPlayer);
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void packNextItem(PLAYER *pPlayer);
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char playerSeqPlaying(PLAYER * pPlayer, int nSeq);
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void playerSetRace(PLAYER *pPlayer, int nLifeMode);
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void playerSetGodMode(PLAYER *pPlayer, char bGodMode);
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void playerResetInertia(PLAYER *pPlayer);
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void playerCorrectInertia(PLAYER* pPlayer, vec3_t const *oldpos);
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void playerStart(int nPlayer);
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void playerReset(PLAYER *pPlayer);
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void playerInit(int nPlayer, unsigned int a2);
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char sub_3A158(PLAYER *a1, spritetype *a2);
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char PickupItem(PLAYER *pPlayer, spritetype *pItem);
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char PickupAmmo(PLAYER *pPlayer, spritetype *pAmmo);
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char PickupWeapon(PLAYER *pPlayer, spritetype *pWeapon);
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void PickUp(PLAYER *pPlayer, spritetype *pSprite);
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void CheckPickUp(PLAYER *pPlayer);
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int ActionScan(PLAYER *pPlayer, int *a2, int *a3);
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void ProcessInput(PLAYER *pPlayer);
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void playerProcess(PLAYER *pPlayer);
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spritetype *playerFireMissile(PLAYER *pPlayer, int a2, int a3, int a4, int a5, int a6);
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spritetype *playerFireThing(PLAYER *pPlayer, int a2, int a3, int thingType, int a5);
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void playerFrag(PLAYER *pKiller, PLAYER *pVictim);
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void FragPlayer(PLAYER *pPlayer, int nSprite);
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int playerDamageArmor(PLAYER *pPlayer, DAMAGE_TYPE nType, int nDamage);
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spritetype *sub_40A94(PLAYER *pPlayer, int a2);
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int playerDamageSprite(int nSource, PLAYER *pPlayer, DAMAGE_TYPE nDamageType, int nDamage);
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int UseAmmo(PLAYER *pPlayer, int nAmmoType, int nDec);
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void sub_41250(PLAYER *pPlayer);
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void playerLandingSound(PLAYER *pPlayer);
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void PlayerSurvive(int, int nXSprite);
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void PlayerKneelsOver(int, int nXSprite);
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bool isGrown(spritetype* pSprite);
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bool isShrinked(spritetype* pSprite);
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bool shrinkPlayerSize(PLAYER* pPlayer, int divider);
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bool growPlayerSize(PLAYER* pPlayer, int multiplier);
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bool resetPlayerSize(PLAYER* pPlayer);
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void deactivateSizeShrooms(PLAYER* pPlayer);
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PLAYER* getPlayerById(short id);
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END_BLD_NS
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