wwf-wrestlemania/BACKUP/PLYR.EQU

328 lines
6.5 KiB
Plaintext
Raw Permalink Blame History

This file contains invisible Unicode characters!

This file contains invisible Unicode characters that may be processed differently from what appears below. If your use case is intentional and legitimate, you can safely ignore this warning. Use the Escape button to reveal hidden characters.

**************************************************************
*
* 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