shithub: rott

ref: d7f038fe0566c8239ec0b2ca1e56686476e82e09
dir: /src/rt_playr.h/

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/*
Copyright (C) 1994-1995  Apogee Software, Ltd.
Copyright (C) 2002-2015  icculus.org, GNU/Linux port
Copyright (C) 2017-2018  Steven LeVesque

This program 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.

You should have received a copy of the GNU General Public License
along with this program.  If not, see <https://www.gnu.org/licenses/>.
*/
//***************************************************************************
//
//   RT_PLAYR.C - Player movement and stuff
//
//***************************************************************************

#ifndef _rt_playr_public
#define _rt_playr_public

#include "rt_actor.h"
#include "rt_stat.h"
#include "states.h"
#include "rottnet.h"
#include "rt_battl.h"
#include "develop.h"



extern int mouse_ry_input_scale;

#define LOW_GRAVITY    10000
#define NORMAL_GRAVITY 30000
#define HIGH_GRAVITY   250000
#define TAGHANDHEIGHT  40

#define MAXDEAD        32
#define MAXBULLETS     64

#define MAXCODENAMELENGTH 9

#define ARMED(x)   ( \
                     (gamestate.PlayerHasGun[x]) || \
                     (!BATTLEMODE) \
                   )


typedef struct
{
    statetype *state;
    int       speed;
    classtype obclass;
    int       offset;
    int       flags;

} missile_stats;

extern missile_stats PlayerMissileData[13];

extern int GetWeaponForItem(int itemnumber);
extern int GetItemForWeapon(int weapon);


typedef enum
{   reset,
    reset2,
    done,
    at_knife,
    at_pulltrigger,
    at_automatic,
    at_dryheaving,
    at_missileweapon
} attack_action;


typedef struct atkinf
{
    attack_action attack;
    char  mtics,frame;      // attack is 1 for gun, 2 for knife, 3 for machine guns,
    // 4 for chaingun (orig. game)
} attack_t;

typedef struct weaptype
{   const int screenheight;
    int startammo;
    int base_damage;
    int impulse;
    int numattacks;
    attack_t attackinfo[14];
} williamdidthis;

typedef struct
{
    int                lives;
    int                health;
    int                triads;
    signed char        ammo;
    short              poweruptime;
    short              protectiontime;
    int                new_weapon;
    int                keys;
    int                weapon;
    int                missileweapon;
    int                bulletweapon;
    signed char        HASBULLETWEAPON[3];
    int                attackframe,attackcount,weaponframe;
    byte               player;
    int                topspeed;
    int                dmomx;
    int                dmomy;
    int                angle;
    int                anglefrac;
    boolean            buttonheld[NUMBUTTONS];
    boolean            buttonstate[NUMBUTTONS];
    int                horizon;
    int                lastmomz;
    signed short       playerheight;
    signed short       heightoffset;
    signed short       weaponheight;
    byte               weaponx,weapony;
    word               batblast;
    signed char        NETCAPTURED;
    signed char        HASKNIFE;
    int                oldweapon, oldmissileweapon;
    signed short       weapondowntics,weaponuptics;
    int                soundtime;
    int                healthtime;
    objtype*           guntarget;
    int                targettime;
//        int                steptime;
//        int                stepwhich;
    boolean            falling;
    int                oldshapeoffset;
    int                uniformcolor;
    char               codename[MAXCODENAMELENGTH];
    int                oldheightoffset;
    int                team;
} playertype;


typedef struct
{   int topspeed;
    int toprunspeed;
    int hitpoints;
    int accuracy;
    int height;
} ROTTCHARS;


#define M_LINKSTATE(x,y) \
{ y = &PLAYERSTATE[x->dirchoosetime];\
}


extern williamdidthis  DOGSCRATCH;
extern int        GRAVITY;
extern int        controlupdatetime;
extern int        controlupdatestarted;
extern statobj_t  *DEADPLAYER[MAXDEAD];
extern int        NUMDEAD;
extern objtype    *PLAYER[MAXPLAYERS];
extern objtype    *player;
extern playertype PLAYERSTATE[MAXPLAYERS],*locplayerstate;

extern ROTTCHARS  characters[5];

extern williamdidthis FREE;
extern statetype s_player;
extern williamdidthis WEAPONS[MAXWEAPONS];
extern boolean mouseenabled;
extern boolean joystickenabled;
extern boolean joypadenabled;
extern boolean joystickprogressive;
extern int joystickport;
extern int joyxmax, joyymax, joyxmin, joyymin;
extern int buttonscan[NUMBUTTONS];
extern int buttonmouse[6];
extern int buttonjoy[8];
extern boolean  buttonpoll[NUMBUTTONS];
extern boolean godmode;
extern boolean missilecam;
extern objtype       * missobj;
extern int lastpolltime;

extern int controlbuf[3];
extern int buttonbits;

extern int pausedstartedticcount;
extern boolean RefreshPause;


void     PlayNoWaySound(void);
int      GetBonusTimeForItem(int);
int      GetRespawnTimeForItem(int);
int      GetItemForWeapon(int);
void     SetWhoHaveWeapons(void);
int      MaxHitpointsForCharacter(playertype*);
void     RespawnPlayerobj(objtype*);
void     RevivePlayerobj(int,int,int,objtype*);
void     OperateElevatorSwitch(objtype*,int,int,int);
void     ResetPlayerstate(playertype*);
void     InitializeWeapons(playertype*);
void     DropWeapon(objtype*ob);
void     PollKeyboardButtons (void);
void     PollMouseButtons (void);
void     PollJoystickButtons (void);
void     PollKeyboardMove (void);
void     PollMouseMove (void);
void     PollJoystickMove (void);
void     PollControls (void);
void     AddDemoCmd (void);
void     AddRemoteCmd (void);
void     PlayerSlideMove(objtype * ob);
void     SpawnSmoke(objtype*);
void     GetBonus(objtype*,statobj_t*);
void     SpawnPlayerobj(int,int,int,int);
void     ClipPlayer(void);
void     PlayerMove ( objtype * ob );
void     Cmd_Use(objtype*);
void     Cmd_Fire (objtype*ob);
void     SpawnGunSmoke(int x, int y, int z, int angle, int bullethole);
void     SpawnBlood(objtype * ob, int angle);
void     SpawnMetalSparks(objtype * ob, int angle);
void     CheckPlayerSpecials(objtype * ob);
void     LoadPlayer ( void );
void     PlayerTiltHead (objtype * ob);
boolean  InRange (objtype *p, objtype *victim, int distance);
void     CheckUnPause ( void );
void     UpdatePlayers ( void );
void UnTargetActor ( objtype * target );
void AutoTargetHorizon(objtype *ob);


enum
{   RENORMALIZE = 1,
    PITFALL,
    PITRISE,
    COLUMNCRUSH,
    GODMODERISE,
    GODMODEFALL,
    DOGMODEFALL,
    DOGMODERISE,
    STEPUP,
    STEPDOWN
};

extern void ResetWeapons(objtype *);
extern void SaveWeapons(objtype*);

extern int whichpath;
extern statobj_t *BulletHoles[MAXBULLETS];

void SetupBulletHoleLink (int num, statobj_t * item);

#endif