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fc11f537f7
* moved all games into the 'games' folder. * fixed project to include all sources and move them to the proper folders.
145 lines
4.6 KiB
C
145 lines
4.6 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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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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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#ifndef PLAYER_H
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#define PLAYER_H
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#define MIN_SWIM_DEPTH 15
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// Player view height
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#define PLAYER_HEIGHT Z(58)
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#define PLAYER_CRAWL_HEIGHT Z(36)
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#define PLAYER_SWIM_HEIGHT Z(26)
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#define PLAYER_DIVE_HEIGHT Z(26)
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#define PLAYER_DIE_DOWN_HEIGHT Z(4)
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#define PLAYER_DIE_UP_HEIGHT Z(8)
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// step heights - effects floor_dist's
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#define PLAYER_STEP_HEIGHT Z(30)
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//#define PLAYER_STEP_HEIGHT Z(34)
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//#define PLAYER_STEP_HEIGHT Z(38)
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#define PLAYER_CRAWL_STEP_HEIGHT Z(8)
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#define PLAYER_SWIM_STEP_HEIGHT Z(8)
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#define PLAYER_DIVE_STEP_HEIGHT Z(8)
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//#define PLAYER_JUMP_STEP_HEIGHT Z(16)
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//#define PLAYER_FALL_STEP_HEIGHT Z(16)
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//#define PLAYER_JUMP_STEP_HEIGHT Z(34)
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//#define PLAYER_FALL_STEP_HEIGHT Z(24)
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#define PLAYER_JUMP_STEP_HEIGHT Z(48)
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#define PLAYER_FALL_STEP_HEIGHT Z(24)
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// FLOOR_DIST variables are the difference in the Players view and the sector floor.
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// Must be at LEAST this distance or you cannot move onto sector.
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#define PLAYER_RUN_FLOOR_DIST (PLAYER_HEIGHT - PLAYER_STEP_HEIGHT)
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#define PLAYER_CRAWL_FLOOR_DIST (PLAYER_CRAWL_HEIGHT - PLAYER_CRAWL_STEP_HEIGHT)
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#define PLAYER_WADE_FLOOR_DIST (PLAYER_HEIGHT - PLAYER_STEP_HEIGHT)
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#define PLAYER_JUMP_FLOOR_DIST (PLAYER_HEIGHT - PLAYER_JUMP_STEP_HEIGHT)
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#define PLAYER_FALL_FLOOR_DIST (PLAYER_HEIGHT - PLAYER_FALL_STEP_HEIGHT)
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#define PLAYER_SWIM_FLOOR_DIST (PLAYER_SWIM_HEIGHT - PLAYER_SWIM_STEP_HEIGHT)
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#define PLAYER_DIVE_FLOOR_DIST (PLAYER_DIVE_HEIGHT - PLAYER_DIVE_STEP_HEIGHT)
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// FLOOR_DIST variables are the difference in the Players view and the sector floor.
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// Must be at LEAST this distance or you cannot move onto sector.
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#define PLAYER_RUN_CEILING_DIST Z(10)
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#define PLAYER_SWIM_CEILING_DIST (Z(12))
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#define PLAYER_DIVE_CEILING_DIST (Z(22))
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#define PLAYER_CRAWL_CEILING_DIST (Z(12))
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#define PLAYER_JUMP_CEILING_DIST Z(4)
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#define PLAYER_FALL_CEILING_DIST Z(4)
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#define PLAYER_WADE_CEILING_DIST Z(4)
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//
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// DIVE
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//
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#define PLAYER_DIVE_MAX_SPEED (1700)
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#define PLAYER_DIVE_INC (600)
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#define PLAYER_DIVE_BOB_AMT (Z(8))
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#define PLAYER_DIVE_TIME (12*120) // time before damage is taken
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#define PLAYER_DIVE_DAMAGE_AMOUNT (-1) // amount of damage accessed
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#define PLAYER_DIVE_DAMAGE_TIME (50) // time between damage accessment
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//
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// FLY
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//
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#define PLAYER_FLY_MAX_SPEED (2560)
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#define PLAYER_FLY_INC (1000)
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#define PLAYER_FLY_BOB_AMT (Z(12))
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// Height from which Player will actually call DoPlayerBeginFall()
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//#define PLAYER_FALL_HEIGHT Z(16)
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#define PLAYER_FALL_HEIGHT Z(28)
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#define PLAYER_FALL_DAMAGE_AMOUNT (10)
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//
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// DEATH
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//
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// dead head height - used in DeathFall
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#define PLAYER_DEATH_HEIGHT (Z(16))
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#define PLAYER_DEAD_HEAD_FLOORZ_OFFSET (Z(7))
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//#define PLAYER_NINJA_XREPEAT (56)
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//#define PLAYER_NINJA_YREPEAT (56)
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#define PLAYER_NINJA_XREPEAT (47)
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#define PLAYER_NINJA_YREPEAT (33)
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BEGIN_SW_NS
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int SetVisHigh(void);
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int SetVisNorm(void);
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void DoWeapon(void);
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void HeadBobStateControl(void);
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int DoPickTarget(SPRITEp sp, uint32_t max_delta_ang, int skip_targets);
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void DoPlayer(void);
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void domovethings(void);
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void InitAllPlayers(void);
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void InitMultiPlayerInfo(void);
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void MoveScrollMode2D(PLAYERp pp, ControlInfo* const hidInput);
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void DoPlayerDivePalette(PLAYERp pp);
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void DoPlayerNightVisionPalette(PLAYERp pp);
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void DoPlayerStopDiveNoWarp(PLAYERp pp);
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void DoPlayerResetMovement(PLAYERp pp);
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void DoPlayerZrange(PLAYERp pp);
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void DoPlayerSpriteThrow(PLAYERp pp);
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int DoPlayerWadeSuperJump(PLAYERp pp);
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void DoPlayerWarpTeleporter(PLAYERp pp);
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void UpdatePlayerSprite(PLAYERp pp);
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void PlaySOsound(short sectnum,short sound_num);
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void DoSpawnTeleporterEffectPlace(SPRITEp sp);
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void FindMainSector(SECTOR_OBJECTp sop);
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END_SW_NS
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#endif
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