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