328 lines
6.5 KiB
Plaintext
328 lines
6.5 KiB
Plaintext
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**************************************************************
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*
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* Software: Jamie Rivett
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* Initiated: 3/8/94
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*
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* COPYRIGHT (C) 1992 WILLIAMS ELECTRONICS GAMES, INC.
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*
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**************************************************************
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******************************************************************************
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*
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* PLAYER DATA STRUCTURE
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*
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* (CHECK THE SIZE OF ALL THIS CRAP!!!!!!!!!!!!!!!!!!!!!!!!!!!!)
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*
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STRUCTPD
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WORD OBJ_XPOS ;x-pos (world coordinates)
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WORD OBJ_XPOSINT
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WORD OBJ_YPOS ;y-pos (world coordinates)
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WORD OBJ_YPOSINT
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WORD OBJ_ZPOS ;z-pos (world coordinates)
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WORD OBJ_ZPOSINT
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LONG OBJ_PRIORITY
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WORD OBJ_BOXXOFF
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WORD OBJ_BOXYOFF
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WORD OBJ_BOXZOFF
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WORD OBJ_BOXWIDTH
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WORD OBJ_BOXHEIGHT
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WORD OBJ_BOXDEPTH
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WORD OBJ_COLLX1
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WORD OBJ_COLLX2
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WORD OBJ_COLLY1
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WORD OBJ_COLLY2
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WORD OBJ_COLLZ1
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WORD OBJ_COLLZ2
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WORD OBJ_ATTXOFF
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WORD OBJ_ATTYOFF
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WORD OBJ_ATTZOFF
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WORD OBJ_ATTWIDTH
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WORD OBJ_ATTHEIGHT
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WORD OBJ_ATTDEPTH
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WORD TGT_XOFF
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WORD TGT_YOFF
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WORD TGT_ZOFF
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LONG OBJ_XVEL
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LONG OBJ_YVEL
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LONG OBJ_ZVEL
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LONG OBJ_GRAVITY
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WORD OBJ_FRICTION
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WORD CLOSEST_DIST
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WORD CLOSEST_XDIST
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WORD CLOSEST_YDIST
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WORD CLOSEST_ZDIST
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WORD CLOSEST_NUM ;(number of closest opponent)
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WORD ATTACH_XOFF
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WORD ATTACH_YOFF
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WORD ATTACH_ZOFF
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APTR ATTACH_PROC
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APTR CODE_ADDR
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WORD ROLL_POS
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WORD GETUP_TIME
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;MJT Start
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; WORD BURNOUT_COUNT
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;MJT End
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WORD CAN_MOVE_DIR
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WORD X_BOUND
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WORD Z_BOUND
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WORD MOVE_DIR
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WORD FACING_DIR
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WORD NEW_FACING_DIR
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LONG WHOHITME ;* wrestler process
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LONG WHOIHIT ;* wrestler process
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WORD HITBLOCKER ;
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WORD PLYR_HIT_SIDE
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WORD INRING ;0 = in ring, 1 = outside
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WORD GROUND_Y
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WORD PLYRNUM
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WORD WRESTLERNUM
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WORD PLYR_TYPE
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WORD PLYR_SIDE
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WORD PLYRMODE
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WORD ATTACK_MODE
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WORD ATTACK_TYPE
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WORD ATTACK_TIME
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WORD PLYR_DIZZY
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WORD PLYR_DIZZY_CNT ;# of times plyr has been dizzy this rnd
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WORD PLYR_SHADOW
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WORD PLYR_ROPE_X_LEFT
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WORD PLYR_ROPE_X_RIGHT
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WORD ANI_SPEED
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WORD ANIMODE ;0<------
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APTR ANIBASE ;1 |
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APTR ANIPC ;2 |
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WORD ANICNT ;3 |
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APTR CUR_FRAME ;4 keep |
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;5 |
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WORD ANIMODE2 ;6ordered|
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APTR ANIBASE2 ;7 |
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APTR ANIPC2 ;8 |
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WORD ANICNT2 ;9 |
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APTR CUR_FRAME2 ;A <------
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APTR OBJ_BASE
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WORD OBJ_CONTROL
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WORD OBJ_CONST
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WORD OBJ_PAL ;Pass pal pntr along
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WORD RUN_TIME ;Ticks since start of run
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WORD BUT_COUNT ;<--- this can go sans land
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WORD RPT_COUNT
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WORD CLIMBING_THRU ;1=Climbing thru ropes flag
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WORD STARS_FLAG ;1=Showing stars, 0=Turn off
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WORD PUNCHB_COUNT ;0 <------
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WORD BLOCKB_COUNT ;1 keep |
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WORD SPUNCHB_COUNT ;2 ordered|
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WORD KICKB_COUNT ;3 |
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WORD SKICKB_COUNT ;4 <------
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WORD USR_VAR1
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WORD USR_VAR2
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APTR METER_PROC ;Process which handles my GETUP meter
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STRUC DAMAGE_HIST,32*20 ;20 longs of damage history
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WORD FOOT_PCNT ;PCNT at last foot sound
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WORD MY_PAL ;My pal # for when I swap out my pal
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WORD SKELETON_PAL ;Skeleton pal for Doink buzzer
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APTR ATTIMG_IMG
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APTR ATTIMG_CUR_FRAME
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APTR ATTIMG_LAST_FRAME
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WORD ATTIMG_ZOFF
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WORD WHACK_CNT ;Whack butns help message display cnt
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LONG SPECIAL_MOVE_ADDR ;spec move wdog proc signal
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WORD RISK
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WORD DRN_BUT ;Button bits
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WORD DRN_BUTDT ;But bits in down transition
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WORD DRN_BUTUT ;But bits in up transition
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WORD DRN_JOY ;Joystick bits
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WORD DRN_JOYDT ;Joy bits in down transition
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WORD DRN_JOYUT ;Joy bits in up transition
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WORD DRN_DELAY ;Action delay
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APTR DRN_ACT_p ;* action script
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WORD DRN_MODE ;Mode
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APTR SHADTRAIL_PROC
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WORD DELAY_BUTNS ;Delay reading of buttons after flung
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WORD SAFE_TIME ;Delay collisions after getting up
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WORD DELAY_METER ;Delay reappearance of getup meter
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WORD IMMOBILIZE_TIME ;Immobilize player without meter
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WORD COMBO_COUNT ;number of moves done so far in a combo
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WORD COMBO_START ;number of moves required to start a combo
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WORD DEBRIS_X ;Used for explosions linked to head
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WORD DEBRIS_Y
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WORD I_WILL_DIE ;Used in combos to indicate death at end
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WORD WALK_FAST ;1=Walk fast powerup on
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******************************************************************************
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*
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* PLAYER TYPES
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PTYPE_PLAYER equ 0
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PTYPE_DRONE equ 1
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PTYPE_REFEREE equ -1
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PSIDE_PLYR1 equ 0
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PSIDE_PLYR2 equ 1
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PSIDE_NONE equ -1
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******************************************************************************
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*
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* PLAYER MODES
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MODE_NORMAL equ 0
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MODE_RUNNING equ 1
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MODE_INAIR equ 2
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MODE_ATTACHED equ 3
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MODE_ONGROUND equ 4
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MODE_BOUNCING equ 5
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MODE_ONTURNBKL equ 6
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MODE_BLOCK equ 7
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MODE_DIZZY equ 8
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MODE_DEAD equ 9
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MODE_OPPOVERHEAD equ 10
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MODE_CLIMBTURNBKL equ 11
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MODE_WAITANIM equ 12
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MODE_GRAPPLE equ 13
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MODE_MASTER equ 14
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MODE_SLAVE equ 15
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MODE_HEADHOLD equ 16
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MODE_RPT_PUNCH equ 0 ;<-- use
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MODE_RPT_KICK equ 0 ;<-- use
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MODE_HEADHELD equ 19
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MODE_PUPPET equ 20
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MODE_INAIR2 equ 21
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MODE_RPT_SPUNCH equ 0 ;<-- use
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MODE_RPT_SKICK equ 0 ;<-- use
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MODE_CHOKEHOLD equ 24
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MODE_CHOKING equ 25
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******************************************************************************
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*
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* ATTACK MODES
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AMODE_PUNCH equ 0
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AMODE_HDBUTT equ 1
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AMODE_KICK equ 2
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AMODE_FLYKICK equ 3
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AMODE_GRABTHROW equ 4
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AMODE_UPRCUT equ 5
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AMODE_LBOWDROP equ 6
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AMODE_GRABHOLD equ 7
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AMODE_GRABFLING equ 8
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AMODE_PUSH equ 9
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;MJT Start 2
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AMODE_URN equ 10
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;MJT End 2
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AMODE_BIGBOOT equ 11
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AMODE_KNEE equ 12
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;MJT Start
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AMODE_HDBUTT2 equ 13
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;MJT End
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AMODE_BOXPUNCH equ 14
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AMODE_STOMP equ 15
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AMODE_SPINKICK equ 16
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AMODE_CLINE equ 17
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AMODE_HEADHOLD equ 18
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AMODE_JUMPKICK equ 19
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AMODE_RUN equ 20
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AMODE_PUPPET equ 21
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AMODE_BACKHAND equ 22
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AMODE_BUZZ equ 23
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AMODE_HAYMAKER equ 24
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AMODE_BLBOWDROP equ 25 ;Turnbuckle elbow drop
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AMODE_BSTOMP equ 26 ;Turnbuckle stomp
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AMODE_HEADKNEES equ 27 ;Held by head - knee hits to head
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AMODE_EARSLAP equ 28 ;Mark
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AMODE_HAMMER equ 29
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AMODE_BUTTSTOMP equ 30
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AMODE_PUPPET2 equ 31
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AMODE_PUPPET3 equ 32
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AMODE_TOMB equ 33
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AMODE_BIGKNEE equ 34 ;Mark
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AMODE_SHNBFKIK equ 35 ;Jason
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AMODE_SHNSPDKIK equ 36
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AMODE_SHNSPDKIK2 equ 37
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AMODE_HITCHECK equ 38
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AMODE_ARMBREAK equ 39
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AMODE_BUTTDROP equ 40
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AMODE_ATT41 equ 41
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AMODE_ATT42 equ 42
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AMODE_ATT43 equ 43
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AMODE_HDBUTT_STAY equ 44
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******************************************************************************
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*
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* COLLISION TARGET VALUES
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TGT_HEAD equ 0
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TGT_CHEST equ 1
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TGT_GROIN equ 2
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TGT_KNEES equ 3
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TGT_FEET equ 4
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TGT_USER equ -1
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******************************************************************************
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* END
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