ref: f7b428752fce30cf49fb1d5b28154921931463d7
dir: /src/MyChar.h/
#pragma once #include "WindowsWrapper.h" // TODO - When I add bitmask constants for gMC.flags... // 0x100 is a 'player is underwater' flag // gMC.equip enum { EQUIP_BOOSTER_0_8 = 1, EQUIP_MAP = 2, EQUIP_ARMS_BARRIER = 4, EQUIP_TURBOCHARGE = 8, EQUIP_AIR_TANK = 0x10, EQUIP_BOOSTER_2_0 = 0x20, EQUIP_MIMIGA_MASK = 0x40, EQUIP_WHIMSICAL_STAR = 0x80, EQUIP_NIKUMARU_COUNTER = 0x100 }; typedef struct MYCHAR { unsigned char cond; unsigned int flag; int direct; BOOL up; BOOL down; int unit; int equip; int x; int y; int tgt_x; int tgt_y; int index_x; int index_y; int xm; int ym; int ani_wait; int ani_no; struct { int front; int top; int back; int bottom; } hit; struct { int front; int top; int back; int bottom; } view; RECT rect; RECT rect_arms; int level; int exp_wait; int exp_count; unsigned char shock; unsigned char no_life; unsigned char rensha; unsigned char bubble; short life; short star; short max_life; short a; int lifeBr; int lifeBr_count; int air; int air_get; signed char sprash; // This is explicitly a char, but used like a BOOL signed char ques; // Same for this variable as well signed char boost_sw; int boost_cnt; } MYCHAR; extern MYCHAR gMC; void InitMyChar(void); void AnimationMyChar(BOOL bKey); void ShowMyChar(BOOL bShow); void PutMyChar(int fx, int fy); void ActMyChar_Normal(BOOL bKey); void ActMyChar(BOOL bKey); void GetMyCharPosition(int *x, int *y); void SetMyCharPosition(int x, int y); void MoveMyChar(int x, int y); void ZeroMyCharXMove(void); int GetUnitMyChar(void); void SetMyCharDirect(unsigned char dir); void ChangeMyUnit(unsigned char a); void PitMyChar(void); void EquipItem(int flag, BOOL b); void ResetCheck(void); void SetNoise(int no, int freq); void CutNoise(void); void ResetNoise(void); void SleepNoise(void);