/dports/games/shockolate/systemshock-0.8.2-43-ga9eb1b93/src/GameSrc/ |
H A D | digifx.c | 178 temp_vol = compute_sfx_vol(x, y, objs[PLAYER_OBJ].loc.x, objs[PLAYER_OBJ].loc.y); in set_sample_pan_gain() 179 …sdp->pan = compute_sfx_pan(x, y, objs[PLAYER_OBJ].loc.x, objs[PLAYER_OBJ].loc.y, objs[PLAYER_OBJ].… in set_sample_pan_gain() 183 …vol = compute_sfx_vol(objs[id].loc.x, objs[id].loc.y, objs[PLAYER_OBJ].loc.x, objs[PLAYER_OBJ].loc… in set_sample_pan_gain() 184 …pan = compute_sfx_pan(objs[id].loc.x, objs[id].loc.y, objs[PLAYER_OBJ].loc.x, objs[PLAYER_OBJ].loc… in set_sample_pan_gain() 241 …etval = compute_sfx_vol(objs[x].loc.x, objs[x].loc.y, objs[PLAYER_OBJ].loc.x, objs[PLAYER_OBJ].loc… in digifx_volume_shift() 243 retval = compute_sfx_vol(phi, theta, objs[PLAYER_OBJ].loc.x, objs[PLAYER_OBJ].loc.y); in digifx_volume_shift() 257 …etval = compute_sfx_pan(objs[x].loc.x, objs[x].loc.y, objs[PLAYER_OBJ].loc.x, objs[PLAYER_OBJ].loc… in digifx_pan_shift() 258 objs[PLAYER_OBJ].loc.h << 8); in digifx_pan_shift() 261 …compute_sfx_pan(phi, theta, objs[PLAYER_OBJ].loc.x, objs[PLAYER_OBJ].loc.y, objs[PLAYER_OBJ].loc.h… in digifx_pan_shift() 303 …if (compute_sfx_vol(objs[id].loc.x, objs[id].loc.y, objs[PLAYER_OBJ].loc.x, objs[PLAYER_OBJ].loc.y… in play_digi_fx_master() [all …]
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H A D | newai.c | 135 …ai_fire_special(id, PLAYER_OBJ, CYBERBOLT_TRIPLE, objs[id].loc, objs[PLAYER_OBJ].loc, ICE_LEVEL(id… in run_cspace_ice() 216 newloc.z = objs[PLAYER_OBJ].loc.z; in run_evil_otto() 344 last_known_loc = objs[PLAYER_OBJ].loc; in do_stealth_stuff() 359 safe_EDMS_get_state(objs[PLAYER_OBJ].info.ph, &plr_state); in do_stealth_stuff() 380 PLAYER_OBJ) in do_stealth_stuff() 575 VISIBLE_RANGE) == PLAYER_OBJ)) { in check_attitude_adjustment() 677 set_des_heading(id, osid, fix_make(OBJ_LOC_BIN_X(objs[PLAYER_OBJ].loc), 0x8000), in run_combat_ai() 701 dest.x = OBJ_LOC_BIN_X(objs[PLAYER_OBJ].loc); in run_combat_ai() 702 dest.y = OBJ_LOC_BIN_Y(objs[PLAYER_OBJ].loc); in run_combat_ai() 931 if (id == PLAYER_OBJ) in ai_run() [all …]
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H A D | mouselook.c | 62 Obj *cobj = &objs[PLAYER_OBJ]; in mouse_look_physics() 68 EDMS_get_state(objs[PLAYER_OBJ].info.ph, ¤t_state); in mouse_look_physics() 74 EDMS_holistic_teleport(objs[PLAYER_OBJ].info.ph, ¤t_state); in mouse_look_physics()
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H A D | target.c | 266 ObjLoc ploc = objs[PLAYER_OBJ].loc; in mfd_target_expose() 273 dist = fix_fast_pyth_dist(dist, fix_from_obj_height(PLAYER_OBJ) - in mfd_target_expose() 358 if ((player_struct.hardwarez[CPTRIP(TARG_GOG_TRIPLE)] == 0) || (id == PLAYER_OBJ)) in select_current_target() 392 ObjLoc ploc = objs[PLAYER_OBJ].loc; in iter_eligible_targets() 408 if (oid == PLAYER_OBJ) in iter_eligible_targets() 411 if (get_crit_posture(*sid) == DEATH_CRITTER_POSTURE || objs[PLAYER_OBJ].specID == *sid) in iter_eligible_targets() 415 if (ray_cast_objects(PLAYER_OBJ, oid, VISIBLE_MASS, VISIBLE_SIZE, VISIBLE_SPEED, in iter_eligible_targets() 429 ObjLoc ploc = objs[PLAYER_OBJ].loc; in select_closest_target() 500 if (osid != OBJ_SPEC_NULL && objCritters[osid].id != PLAYER_OBJ) { in toggle_current_target()
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H A D | weapons.c | 327 get_phys_state(objs[PLAYER_OBJ].info.ph, &new_state, PLAYER_OBJ); in player_fire_handtohand() 333 EDMS_get_state(objs[PLAYER_OBJ].info.ph, &new_state); in player_fire_handtohand() 425 ray_cast_vector(PLAYER_OBJ, &origin, vector, attack_mass, RAYCAST_ATTACK_SIZE, in player_fire_handtohand() 432 do_effect_fix(PLAYER_OBJ, IMPACT, 0xFF, hit_point, 0); in player_fire_handtohand() 508 get_phys_state(objs[PLAYER_OBJ].info.ph, &new_state, PLAYER_OBJ); in player_fire_projectile() 609 get_phys_state(objs[PLAYER_OBJ].info.ph, &new_state, PLAYER_OBJ); in player_fire_energy() 689 objPhysicss[osid].owner = PLAYER_OBJ; in player_fire_slow_projectile() 716 get_phys_state(objs[PLAYER_OBJ].info.ph, &new_state, PLAYER_OBJ); in player_fire_slow_projectile() 726 loc = objs[PLAYER_OBJ].loc; in player_fire_slow_projectile() 755 EDMS_get_state(objs[PLAYER_OBJ].info.ph, &new_state); in player_fire_slow_projectile() [all …]
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H A D | grenades.c | 209 deltax = fix_abs(OBJ_LOC_VAL_TO_FIX(objs[PLAYER_OBJ].loc.x - loc.x)); in do_explosion() 210 deltay = fix_abs(OBJ_LOC_VAL_TO_FIX(objs[PLAYER_OBJ].loc.y - loc.y)); in do_explosion() 211 deltaz = fix_from_obj_height_val(objs[PLAYER_OBJ].loc.z) - fix_from_obj_height_val(loc.z); in do_explosion() 300 if ((affected_object != OBJ_NULL) && (affected_object != PLAYER_OBJ)) { in do_explosion() 345 … if (!player_struct.difficulty[COMBAT_DIFF_INDEX] && (current_id != PLAYER_OBJ)) in do_explosion() 377 if (current_id == PLAYER_OBJ) { in do_explosion() 410 … fix deltax = OBJ_LOC_VAL_TO_FIX(objs[PLAYER_OBJ].loc.x - loc.x); in do_explosion() 411 … fix deltay = OBJ_LOC_VAL_TO_FIX(objs[PLAYER_OBJ].loc.y - loc.y); in do_explosion() 472 grenade_location_id = (in_hand) ? PLAYER_OBJ : id; in do_grenade_explosion()
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H A D | saveload.c | 248 EDMS_get_state(objs[PLAYER_OBJ].info.ph, &player_state); in go_to_different_level() 356 EDMS_get_state(objs[PLAYER_OBJ].info.ph, &player_edms); in save_current_map() 357 if (PLAYER_OBJ != OBJ_NULL) { in save_current_map() 358 plr_loc = objs[PLAYER_OBJ].loc; in save_current_map() 359 obj_destroy(PLAYER_OBJ); in save_current_map() 490 EDMS_holistic_teleport(objs[PLAYER_OBJ].info.ph, &player_edms); in save_current_map() 794 if (PLAYER_OBJ != OBJ_NULL) { in load_current_map() 795 plr_loc = objs[PLAYER_OBJ].loc; in load_current_map() 796 obj_destroy(PLAYER_OBJ); in load_current_map()
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H A D | damage.c | 607 obj_move_to(object_on_cursor, &objs[PLAYER_OBJ].loc, TRUE); in damage_player() 660 if (target_id == PLAYER_OBJ) in damage_object() 767 if (objPhysicss[objs[id].specID].owner != PLAYER_OBJ) { in slow_proj_hit() 910 delta = random_bell_modifier((target == PLAYER_OBJ)); in compute_damage() 911 modifier = (target == PLAYER_OBJ) ? (offense + delta - PLAYER_DEFENSE_VALUE) in compute_damage() 936 damage = randomize_damage(damage, target == PLAYER_OBJ); in compute_damage() 1055 if ((ObjProps[OPNUM(target)].toughness != 3) && !diff && (target != PLAYER_OBJ)) { in attack_object() 1061 damage = ((objs[target].obclass == CLASS_CRITTER) && (target != PLAYER_OBJ)) ? 0xFF : 0; in attack_object() 1232 deltax = OBJ_LOC_VAL_TO_FIX(objs[PLAYER_OBJ].loc.x - loc.x); in player_attack_object() 1233 deltay = OBJ_LOC_VAL_TO_FIX(objs[PLAYER_OBJ].loc.y - loc.y); in player_attack_object()
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H A D | ai.c | 100 last_known_loc = objs[PLAYER_OBJ].loc; in ai_find_player() 109 get_phys_state(objs[PLAYER_OBJ].info.ph, &st, PLAYER_OBJ); in ai_find_player() 112 EDMS_get_state(objs[PLAYER_OBJ].info.ph, &st); in ai_find_player() 656 hit_obj = ray_cast_objects(objCritters[osid].id, PLAYER_OBJ, attack_mass, in ai_attack_player() 703 … ai_fire_special(objCritters[osid].id, PLAYER_OBJ, CritterProps[cp_num].attacks[a].slow_proj, in ai_attack_player() 759 get_phys_state(objs[PLAYER_OBJ].info.ph, &new_state, PLAYER_OBJ); in ai_fire_special()
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H A D | gamesys.c | 188 source_pt.x = OBJ_LOC_BIN_X(objs[PLAYER_OBJ].loc); in check_nearby_objects() 189 source_pt.y = OBJ_LOC_BIN_Y(objs[PLAYER_OBJ].loc); in check_nearby_objects() 202 if (id != PLAYER_OBJ) { in check_nearby_objects() 579 fix hdiff = fix_from_obj_height(PLAYER_OBJ) - fix_from_map_height(me_height_flr(newElem)); in check_hazard_regions() 624 dy = fix_from_obj_coord(objs[PLAYER_OBJ].loc.y) - fix_from_obj_coord(objs[obj].loc.y); in panel_ref_sanity() 625 dx = fix_from_obj_coord(objs[PLAYER_OBJ].loc.x) - fix_from_obj_coord(objs[obj].loc.x); in panel_ref_sanity() 654 if (id != OBJ_NULL && (id != PLAYER_OBJ || puntme)) { in check_panel_ref() 659 punt = punt || !check_object_dist(id, PLAYER_OBJ, MAX_USE_DIST); in check_panel_ref()
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H A D | physics.c | 176 if (oid == PLAYER_OBJ) in safety_net_wont_you_back_me_up() 222 if (id == PLAYER_OBJ) in get_phys_state() 640 if ((oid == PLAYER_OBJ) && global_fullmap->cyber) { in physics_run() 646 get_phys_state(objs[PLAYER_OBJ].info.ph, &cyber_state, PLAYER_OBJ); in physics_run() 671 if (oid == PLAYER_OBJ) { in physics_run() 725 run_cspace_collisions(PLAYER_OBJ, OBJ_NULL, OBJ_NULL); in physics_run() 1318 if (CHECK_OBJ_PH(PLAYER_OBJ)) { in player_throw_object() 1320 EDMS_get_Dirac_frame_viewpoint(objs[PLAYER_OBJ].info.ph, &new_state); in player_throw_object() 1322 EDMS_get_pelvic_viewpoint(objs[PLAYER_OBJ].info.ph, &new_state); in player_throw_object() 1363 EDMS_ignore_collisions(objs[PLAYER_OBJ].info.ph, objs[proj_id].info.ph); in player_throw_object() [all …]
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H A D | cyber.c | 100 obj_move_to(PLAYER_OBJ, &player_struct.realspace_loc, TRUE); in check_cspace_death() 131 player_struct.realspace_loc = objs[PLAYER_OBJ].loc; in enter_cyberspace_stuff()
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H A D | gamewrap.c | 242 EDMS_get_state(objs[PLAYER_OBJ].info.ph, &player_state); in save_game() 391 obj_move_to(PLAYER_OBJ, &(player_struct.realspace_loc), FALSE); in load_game() 504 plr_obj = PLAYER_OBJ; in create_initial_game_func()
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H A D | trigger.c | 319 if (fix_from_obj_height(PLAYER_OBJ) < in location_trigger_activate() 410 plrh = fixang_from_phys_angle(phys_angle_from_obj(objs[PLAYER_OBJ].loc.h)); in player_facing_square() 951 damage_object(PLAYER_OBJ, EXPLOSION_TYPE, dval, 0); in trap_damage_func() 955 damage_object(PLAYER_OBJ, dval, p2 >> 24, 0x01); in trap_damage_func() 1522 plrh = fixang_from_phys_angle(phys_angle_from_obj(objs[PLAYER_OBJ].loc.h)); in hack_taunt_diego() 1920 newloc = objs[PLAYER_OBJ].loc; in trap_teleport_func() 1933 obj_move_to(PLAYER_OBJ, &newloc, TRUE); in trap_teleport_func() 1991 long_bark(PLAYER_OBJ, mug, string_id, (ubyte)color); in trap_bark_func() 1994 long_bark(PLAYER_OBJ, 0, string_id, (ubyte)color); in trap_bark_func() 1998 long_bark(PLAYER_OBJ, 0, string_id, (ubyte)color); in trap_bark_func()
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H A D | amap.c | 195 amptr->obj_to_follow = amptr->sensor_obj = PLAYER_OBJ; in automap_init() 832 draw_full_obj(amptr, PLAYER_OBJ, RED_BASE + 3, zeroscrx, zeroscry); in amap_draw() 833 if ((amptr->flags & AMAP_TRACK_OBJ) && (amptr->obj_to_follow != PLAYER_OBJ)) in amap_draw() 841 draw_radius_obj(amptr, PLAYER_OBJ, GRAY_8_BASE, zeroscrx, zeroscry, r); in amap_draw() 843 draw_radius_obj(amptr, PLAYER_OBJ, GRAY_8_BASE + 4, zeroscrx, zeroscry, r); in amap_draw()
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H A D | objuse.c | 643 … damage_object(PLAYER_OBJ, CYBERMINE_DAMAGE * (objSmallstuffs[objs[id].specID].data1 + 1), 1, 0); in object_use() 655 retval = obj_move_to(PLAYER_OBJ, &player_struct.realspace_loc, TRUE); in object_use() 1120 id = door_in_square(&(objs[PLAYER_OBJ].loc), TRUE); in regenetron_door_hack() 1178 … } else if ((id != OBJ_NULL) && (id != PLAYER_OBJ) && (ObjProps[OPNUM(id)].physics_model)) { in elevator_janitor_run() 1253 if ((id != OBJ_NULL) && (id != PLAYER_OBJ) && (ObjProps[OPNUM(id)].physics_model)) { in compute_elev_objs() 1443 obj_move_to(PLAYER_OBJ, &newloc, TRUE); in elevator_use() 1675 if (collider != PLAYER_OBJ) { in obj_cspace_collide()
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H A D | combat.c | 70 if (exclusion == objs[PLAYER_OBJ].info.ph) in ray_cast_wrapper() 71 source = objs[PLAYER_OBJ].info.ph; in ray_cast_wrapper()
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H A D | objsim.c | 772 ObjLoc ploc = objs[PLAYER_OBJ].loc; in obj_create_base() 1061 if (phys_tel && ((ObjProps[OPNUM(id)].physics_model != EDMS_NONE) || (id == PLAYER_OBJ))) { in obj_move_to_vel() 1262 player_dos_obj = &(objs[PLAYER_OBJ]); in obj_create_player() 1291 objs[PLAYER_OBJ].info.ph = ph = EDMS_make_Dirac_frame(&player_dirac, &new_state); in obj_create_player() 1297 objs[PLAYER_OBJ].info.ph = ph = EDMS_make_pelvis(&player_pelvis, &new_state); in obj_create_player() 1299 physics_handle_id[ph] = PLAYER_OBJ; in obj_create_player() 1304 obj_move_to(PLAYER_OBJ, plr_loc, !use_new); in obj_create_player() 1324 if (id != PLAYER_OBJ) { in ObjClassInit() 2802 else if (id != PLAYER_OBJ) { in obj_physics_refresh()
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H A D | hand.c | 153 …EDMS_get_state(objs[PLAYER_OBJ].info.ph, &new_state); // look - we have to use get_state to get ve… in get_handart()
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/dports/audio/wildmidi/wildmidi-wildmidi-0.4.2/amiga/ |
H A D | Makefile.vbcc | 36 PLAYER_OBJ= getopt_long.o wm_tty.o amiga.o wildmidi.o 45 wildmidi: WildMidi.lib $(PLAYER_OBJ) 46 $(CC) -o $@ $(PLAYER_OBJ) $(LDFLAGS) 59 rm -rf $(LIB_OBJ) $(PLAYER_OBJ)
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H A D | Makefile | 57 PLAYER_OBJ= getopt_long.o wm_tty.o amiga.o wildmidi.o macro 67 wildmidi: libWildMidi.a $(PLAYER_OBJ) 68 $(LD) -o $@ $(PLAYER_OBJ) $(LDFLAGS) 84 rm -rf $(LIB_OBJ) $(PLAYER_OBJ)
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/dports/audio/wildmidi/wildmidi-wildmidi-0.4.2/os2/ |
H A D | makefile | 40 PLAYER_OBJ=getopt_long.obj wm_tty.obj wildmidi.obj macro 52 $(PLAYER): $(DLLNAME) $(PLAYER_OBJ) 53 wlink N $@ SYS OS2V2 LIBR {$(LIBNAME) $(PLAYER_LIBS)} F {$(PLAYER_OBJ)} 55 $(PLAYER_STATIC): $(LIBSTATIC) $(PLAYER_OBJ) 56 wlink N $@ SYS OS2V2 LIBR {$(LIBSTATIC) $(PLAYER_LIBS)} F {$(PLAYER_OBJ)}
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H A D | makefile.emx | 32 PLAYER_OBJ=wildmidi.o getopt_long.o wm_tty.o 40 $(PLAYER_STATIC): $(LIBSTATIC) $(PLAYER_OBJ) 41 $(LD) -o $@ $(PLAYER_OBJ) $(PLAYER_LIBS) $(LDFLAGS)
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/dports/audio/wildmidi/wildmidi-wildmidi-0.4.2/djgpp/ |
H A D | Makefile | 60 PLAYER_OBJ= $(SB_OBJ) getopt_long.o wm_tty.o wildmidi.o macro 76 wildmidi.exe: lib$(WM_LINK).a $(PLAYER_OBJ) 77 $(LD) -o $@ $(PLAYER_OBJ) $(LDFLAGS) 80 rm -rf $(LIB_OBJ) $(PLAYER_OBJ)
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/dports/games/shockolate/systemshock-0.8.2-43-ga9eb1b93/src/GameSrc/Headers/ |
H A D | player.h | 283 #define PLAYER_OBJ (player_struct.rep) macro 284 #define PLAYER_BIN_X OBJ_LOC_BIN_X(objs[PLAYER_OBJ].loc) 285 #define PLAYER_BIN_Y OBJ_LOC_BIN_Y(objs[PLAYER_OBJ].loc) 286 #define PLAYER_FINE_X OBJ_LOC_FINE_X(objs[PLAYER_OBJ].loc) 287 #define PLAYER_FINE_Y OBJ_LOC_FINE_Y(objs[PLAYER_OBJ].loc) 288 #define PLAYER_PHYSICS (objs[PLAYER_OBJ].info.ph)
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