wwf-wrestlemania/BACKUP/PLYR.EQU

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2021-04-06 15:21:54 -07:00
**************************************************************
*
* Software: Jamie Rivett
* Initiated: 3/8/94
*
* COPYRIGHT (C) 1992 WILLIAMS ELECTRONICS GAMES, INC.
*
**************************************************************
******************************************************************************
*
* PLAYER DATA STRUCTURE
*
* (CHECK THE SIZE OF ALL THIS CRAP!!!!!!!!!!!!!!!!!!!!!!!!!!!!)
*
STRUCTPD
WORD OBJ_XPOS ;x-pos (world coordinates)
WORD OBJ_XPOSINT
WORD OBJ_YPOS ;y-pos (world coordinates)
WORD OBJ_YPOSINT
WORD OBJ_ZPOS ;z-pos (world coordinates)
WORD OBJ_ZPOSINT
LONG OBJ_PRIORITY
WORD OBJ_BOXXOFF
WORD OBJ_BOXYOFF
WORD OBJ_BOXZOFF
WORD OBJ_BOXWIDTH
WORD OBJ_BOXHEIGHT
WORD OBJ_BOXDEPTH
WORD OBJ_COLLX1
WORD OBJ_COLLX2
WORD OBJ_COLLY1
WORD OBJ_COLLY2
WORD OBJ_COLLZ1
WORD OBJ_COLLZ2
WORD OBJ_ATTXOFF
WORD OBJ_ATTYOFF
WORD OBJ_ATTZOFF
WORD OBJ_ATTWIDTH
WORD OBJ_ATTHEIGHT
WORD OBJ_ATTDEPTH
WORD TGT_XOFF
WORD TGT_YOFF
WORD TGT_ZOFF
LONG OBJ_XVEL
LONG OBJ_YVEL
LONG OBJ_ZVEL
LONG OBJ_GRAVITY
WORD OBJ_FRICTION
WORD CLOSEST_DIST
WORD CLOSEST_XDIST
WORD CLOSEST_YDIST
WORD CLOSEST_ZDIST
WORD CLOSEST_NUM ;(number of closest opponent)
WORD ATTACH_XOFF
WORD ATTACH_YOFF
WORD ATTACH_ZOFF
APTR ATTACH_PROC
APTR CODE_ADDR
WORD ROLL_POS
WORD GETUP_TIME
;MJT Start
; WORD BURNOUT_COUNT
;MJT End
WORD CAN_MOVE_DIR
WORD X_BOUND
WORD Z_BOUND
WORD MOVE_DIR
WORD FACING_DIR
WORD NEW_FACING_DIR
LONG WHOHITME ;* wrestler process
LONG WHOIHIT ;* wrestler process
WORD HITBLOCKER ;
WORD PLYR_HIT_SIDE
WORD INRING ;0 = in ring, 1 = outside
WORD GROUND_Y
WORD PLYRNUM
WORD WRESTLERNUM
WORD PLYR_TYPE
WORD PLYR_SIDE
WORD PLYRMODE
WORD ATTACK_MODE
WORD ATTACK_TYPE
WORD ATTACK_TIME
WORD PLYR_DIZZY
WORD PLYR_DIZZY_CNT ;# of times plyr has been dizzy this rnd
WORD PLYR_SHADOW
WORD PLYR_ROPE_X_LEFT
WORD PLYR_ROPE_X_RIGHT
WORD ANI_SPEED
WORD ANIMODE ;0<------
APTR ANIBASE ;1 |
APTR ANIPC ;2 |
WORD ANICNT ;3 |
APTR CUR_FRAME ;4 keep |
;5 |
WORD ANIMODE2 ;6ordered|
APTR ANIBASE2 ;7 |
APTR ANIPC2 ;8 |
WORD ANICNT2 ;9 |
APTR CUR_FRAME2 ;A <------
APTR OBJ_BASE
WORD OBJ_CONTROL
WORD OBJ_CONST
WORD OBJ_PAL ;Pass pal pntr along
WORD RUN_TIME ;Ticks since start of run
WORD BUT_COUNT ;<--- this can go sans land
WORD RPT_COUNT
WORD CLIMBING_THRU ;1=Climbing thru ropes flag
WORD STARS_FLAG ;1=Showing stars, 0=Turn off
WORD PUNCHB_COUNT ;0 <------
WORD BLOCKB_COUNT ;1 keep |
WORD SPUNCHB_COUNT ;2 ordered|
WORD KICKB_COUNT ;3 |
WORD SKICKB_COUNT ;4 <------
WORD USR_VAR1
WORD USR_VAR2
APTR METER_PROC ;Process which handles my GETUP meter
STRUC DAMAGE_HIST,32*20 ;20 longs of damage history
WORD FOOT_PCNT ;PCNT at last foot sound
WORD MY_PAL ;My pal # for when I swap out my pal
WORD SKELETON_PAL ;Skeleton pal for Doink buzzer
APTR ATTIMG_IMG
APTR ATTIMG_CUR_FRAME
APTR ATTIMG_LAST_FRAME
WORD ATTIMG_ZOFF
WORD WHACK_CNT ;Whack butns help message display cnt
LONG SPECIAL_MOVE_ADDR ;spec move wdog proc signal
WORD RISK
WORD DRN_BUT ;Button bits
WORD DRN_BUTDT ;But bits in down transition
WORD DRN_BUTUT ;But bits in up transition
WORD DRN_JOY ;Joystick bits
WORD DRN_JOYDT ;Joy bits in down transition
WORD DRN_JOYUT ;Joy bits in up transition
WORD DRN_DELAY ;Action delay
APTR DRN_ACT_p ;* action script
WORD DRN_MODE ;Mode
APTR SHADTRAIL_PROC
WORD DELAY_BUTNS ;Delay reading of buttons after flung
WORD SAFE_TIME ;Delay collisions after getting up
WORD DELAY_METER ;Delay reappearance of getup meter
WORD IMMOBILIZE_TIME ;Immobilize player without meter
WORD COMBO_COUNT ;number of moves done so far in a combo
WORD COMBO_START ;number of moves required to start a combo
WORD DEBRIS_X ;Used for explosions linked to head
WORD DEBRIS_Y
WORD I_WILL_DIE ;Used in combos to indicate death at end
WORD WALK_FAST ;1=Walk fast powerup on
******************************************************************************
*
* PLAYER TYPES
PTYPE_PLAYER equ 0
PTYPE_DRONE equ 1
PTYPE_REFEREE equ -1
PSIDE_PLYR1 equ 0
PSIDE_PLYR2 equ 1
PSIDE_NONE equ -1
******************************************************************************
*
* PLAYER MODES
MODE_NORMAL equ 0
MODE_RUNNING equ 1
MODE_INAIR equ 2
MODE_ATTACHED equ 3
MODE_ONGROUND equ 4
MODE_BOUNCING equ 5
MODE_ONTURNBKL equ 6
MODE_BLOCK equ 7
MODE_DIZZY equ 8
MODE_DEAD equ 9
MODE_OPPOVERHEAD equ 10
MODE_CLIMBTURNBKL equ 11
MODE_WAITANIM equ 12
MODE_GRAPPLE equ 13
MODE_MASTER equ 14
MODE_SLAVE equ 15
MODE_HEADHOLD equ 16
MODE_RPT_PUNCH equ 0 ;<-- use
MODE_RPT_KICK equ 0 ;<-- use
MODE_HEADHELD equ 19
MODE_PUPPET equ 20
MODE_INAIR2 equ 21
MODE_RPT_SPUNCH equ 0 ;<-- use
MODE_RPT_SKICK equ 0 ;<-- use
MODE_CHOKEHOLD equ 24
MODE_CHOKING equ 25
******************************************************************************
*
* ATTACK MODES
AMODE_PUNCH equ 0
AMODE_HDBUTT equ 1
AMODE_KICK equ 2
AMODE_FLYKICK equ 3
AMODE_GRABTHROW equ 4
AMODE_UPRCUT equ 5
AMODE_LBOWDROP equ 6
AMODE_GRABHOLD equ 7
AMODE_GRABFLING equ 8
AMODE_PUSH equ 9
;MJT Start 2
AMODE_URN equ 10
;MJT End 2
AMODE_BIGBOOT equ 11
AMODE_KNEE equ 12
;MJT Start
AMODE_HDBUTT2 equ 13
;MJT End
AMODE_BOXPUNCH equ 14
AMODE_STOMP equ 15
AMODE_SPINKICK equ 16
AMODE_CLINE equ 17
AMODE_HEADHOLD equ 18
AMODE_JUMPKICK equ 19
AMODE_RUN equ 20
AMODE_PUPPET equ 21
AMODE_BACKHAND equ 22
AMODE_BUZZ equ 23
AMODE_HAYMAKER equ 24
AMODE_BLBOWDROP equ 25 ;Turnbuckle elbow drop
AMODE_BSTOMP equ 26 ;Turnbuckle stomp
AMODE_HEADKNEES equ 27 ;Held by head - knee hits to head
AMODE_EARSLAP equ 28 ;Mark
AMODE_HAMMER equ 29
AMODE_BUTTSTOMP equ 30
AMODE_PUPPET2 equ 31
AMODE_PUPPET3 equ 32
AMODE_TOMB equ 33
AMODE_BIGKNEE equ 34 ;Mark
AMODE_SHNBFKIK equ 35 ;Jason
AMODE_SHNSPDKIK equ 36
AMODE_SHNSPDKIK2 equ 37
AMODE_HITCHECK equ 38
AMODE_ARMBREAK equ 39
AMODE_BUTTDROP equ 40
AMODE_ATT41 equ 41
AMODE_ATT42 equ 42
AMODE_ATT43 equ 43
AMODE_HDBUTT_STAY equ 44
******************************************************************************
*
* COLLISION TARGET VALUES
TGT_HEAD equ 0
TGT_CHEST equ 1
TGT_GROIN equ 2
TGT_KNEES equ 3
TGT_FEET equ 4
TGT_USER equ -1
******************************************************************************
* END