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272dfa762d
* I tried to make this work in 2020 but its been nothing but headache. It's something for the game to control via a flag, not the backend to determine. * For SW, this restores its original implementation.
247 lines
7.7 KiB
C
247 lines
7.7 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 "actor.h"
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#include "build.h"
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#include "common_game.h"
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#include "globals.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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#include "qav.h"
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#include "gameinput.h"
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BEGIN_BLD_NS
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// life modes of the player
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enum
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{
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kModeHuman = 0,
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kModeBeast = 1,
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kModeHumanShrink = 2,
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kModeHumanGrown = 3,
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kModeMax = 4,
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};
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// postures
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enum
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{
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kPostureStand = 0,
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kPostureSwim = 1,
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kPostureCrouch = 2,
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kPostureMax = 3,
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};
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struct PACKINFO
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{
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bool isActive; // is active (0/1)
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int curAmount = 0; // remaining percent
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};
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struct POSTURE
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{
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double frontAccel;
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double sideAccel;
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double backAccel;
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int pace[2];
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double bobV;
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double bobH;
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double swayV;
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double swayH;
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double eyeAboveZ;
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double weaponAboveZ;
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double xOffset;
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double zOffset;
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double normalJumpZ;
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double pwupJumpZ;
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};
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extern POSTURE gPostureDefaults[kModeMax][kPostureMax];
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struct PLAYER
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{
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DBloodActor* actor;
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DUDEINFO* pDudeInfo;
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InputPacket input;
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PlayerAngles Angles;
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uint8_t newWeapon;
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int used1; // something related to game checksum
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int weaponQav;
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int qavCallback;
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bool isRunning;
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int posture; // stand, crouch, swim
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int sceneQav; // by NoOne: used to keep qav id
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double bobPhase;
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int bobAmp;
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double bobHeight;
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double bobWidth;
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double obobHeight;
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double obobWidth;
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int swayPhase;
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int swayAmp;
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double swayHeight;
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double swayWidth;
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double oswayHeight;
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double oswayWidth;
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int nPlayer; // Connect id
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int lifeMode;
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int bloodlust; // ---> useless
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double zView;
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double ozView;
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double zViewVel;
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double zWeapon;
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double ozWeapon;
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double zWeaponVel;
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double slope;
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bool isUnderwater;
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bool hasKey[8];
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int8_t hasFlag;
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TObjPtr<DBloodActor*> ctfFlagState[2];
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int damageControl[7];
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int8_t curWeapon;
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int8_t nextWeapon;
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int weaponTimer;
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int weaponState;
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int weaponAmmo; //rename
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bool hasWeapon[kWeapMax];
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int weaponMode[kWeapMax];
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int weaponOrder[2][kWeapMax];
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//int at149[14];
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int ammoCount[12];
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bool qavLoop;
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int qavLastTick;
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int qavTimer;
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int fuseTime;
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int throwTime;
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double throwPower;
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DVector3 aim; // world
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DVector3 relAim; // relative
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DVector3 flt_aim() const { return aim; }
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DVector3 flt_relAim() const { return relAim; }
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TObjPtr<DBloodActor*> aimTarget; // aim target sprite
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int aimTargetsCount;
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TObjPtr<DBloodActor*> aimTargets[16];
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int deathTime;
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int pwUpTime[kMaxPowerUps];
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int fragCount;
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int fragInfo[8];
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int teamId;
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TObjPtr<DBloodActor*> fragger;
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int underwaterTime;
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int bubbleTime;
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int restTime;
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int kickPower;
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int laughCount;
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bool godMode;
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bool fallScream;
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bool cantJump;
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int packItemTime; // pack timer
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int packItemId; // pack id 1: diving suit, 2: crystal ball, 3: beast vision 4: jump boots
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PACKINFO packSlots[5]; // at325 [1]: diving suit, [2]: crystal ball, [3]: beast vision [4]: jump boots
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int armor[3]; // armor
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//int at342;
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//int at346;
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TObjPtr<DBloodActor*> voodooTarget;
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int voodooTargets; // --> useless
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int voodooVar1; // --> useless
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int vodooVar2; // --> useless
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int flickerEffect;
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int tiltEffect;
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int visibility;
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int painEffect;
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int blindEffect;
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int chokeEffect;
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int handTime;
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bool hand; // if true, there is hand start choking the player
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int pickupEffect;
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bool flashEffect; // if true, reduce pPlayer->visibility counter
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int quakeEffect;
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int player_par;
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int nWaterPal;
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bool crouch_toggle;
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POSTURE pPosture[kModeMax][kPostureMax];
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};
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struct AMMOINFO
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{
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int max;
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int8_t vectorType;
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};
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struct POWERUPINFO
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{
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int16_t 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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void playerResetPosture(PLAYER* pPlayer);
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extern PLAYER gPlayer[kMaxPlayers];
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extern bool gBlueFlagDropped;
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extern bool gRedFlagDropped;
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extern int team_score[kMaxPlayers];
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extern int team_ticker[kMaxPlayers];
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extern AMMOINFO gAmmoInfo[];
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extern POWERUPINFO gPowerUpInfo[kMaxPowerUps];
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bool IsTargetTeammate(PLAYER* pSourcePlayer, DBloodActor* target);
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int powerupCheck(PLAYER* pPlayer, int nPowerUp);
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bool 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, bool bState);
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void powerupProcess(PLAYER* pPlayer);
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void powerupClear(PLAYER* pPlayer);
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int packItemToPowerup(int nPack);
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int powerupToPackItem(int nPowerUp);
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bool packAddItem(PLAYER* pPlayer, unsigned int nPack);
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int packCheckItem(PLAYER* pPlayer, int nPack);
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bool 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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bool playerSeqPlaying(PLAYER* pPlayer, int nSeq);
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void playerSetRace(PLAYER* pPlayer, int nLifeMode);
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void playerSetGodMode(PLAYER* pPlayer, bool bGodMode);
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void playerResetInertia(PLAYER* pPlayer);
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void playerCorrectInertia(PLAYER* pPlayer, const DVector3& oldpos);
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void playerStart(int nPlayer, int bNewLevel = 0);
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void playerReset(PLAYER* pPlayer);
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void playerInit(int nPlayer, unsigned int a2);
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void CheckPickUp(PLAYER* pPlayer);
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void ProcessInput(PLAYER* pPlayer);
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void playerProcess(PLAYER* pPlayer);
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DBloodActor* playerFireMissile(PLAYER* pPlayer, double xyoff, const DVector3& vec, int nType);
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DBloodActor* playerFireThing(PLAYER* pPlayer, double xyoff, double zvel, int thingType, double nSpeed);
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void playerFrag(PLAYER* pKiller, PLAYER* pVictim);
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int playerDamageArmor(PLAYER* pPlayer, DAMAGE_TYPE nType, int nDamage);
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int playerDamageSprite(DBloodActor* 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 voodooTarget(PLAYER* pPlayer);
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void playerLandingSound(PLAYER* pPlayer);
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void PlayerSurvive(int, DBloodActor*);
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END_BLD_NS
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