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playerdefinition.h
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playerdefinition.h
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#pragma once
#include <prism/datastructures.h>
#include <prism/mugenspritefilereader.h>
#include <prism/mugenanimationhandler.h>
#include <prism/mugensoundfilereader.h>
#include <prism/actorhandler.h>
#include "mugenstatereader.h"
#include "mugencommandreader.h"
#include "playerhitdata.h"
#include "afterimage.h"
#include "mugenstatehandler.h"
struct PhysicsHandlerElement;
typedef enum {
PLAYER_BIND_POSITION_TYPE_AXIS,
PLAYER_BIND_POSITION_TYPE_HEAD,
PLAYER_BIND_POSITION_TYPE_MID,
} DreamPlayerBindPositionType;
typedef enum {
VICTORY_TYPE_NORMAL,
VICTORY_TYPE_SPECIAL,
VICTORY_TYPE_HYPER,
VICTORY_TYPE_THROW,
VICTORY_TYPE_CHEESE,
VICTORY_TYPE_TIMEOVER,
VICTORY_TYPE_SUICIDE,
VICTORY_TYPE_TEAMMATE, // never used because team modes not part of Dolmexica
} VictoryType;
#define PLAYER_Z 40
#define PLAYER_Z_PRIORITY_DELTA 0.1
#define PLAYER_Z_PLAYER_2_OFFSET 0.01
#define EXPLOD_SPRITE_Z_OFFSET 0.001
typedef struct {
char mDefinitionPath[1024];
int mHasPalettePath;
char* mPalettePath;
char* mSpritePath;
DreamMugenCommands mCommands;
MugenAnimations mAnimations;
MugenSpriteFile mSprites;
MugenSounds mSounds;
DreamMugenConstants mConstants;
} DreamPlayerFiles;
typedef struct {
char mName[100];
char mDisplayName[100];
char mVersion[100];
char mMugenVersion[100];
char mAuthor[100];
char mPaletteDefaults[100];
Vector3DI mLocalCoordinates;
} DreamPlayerHeaderConstants;
typedef struct {
int mHasCustomDisplayName;
char mDisplayName[100];
} DreamPlayerHeaderCustomOverrides;
typedef struct {
DreamPlayerHeaderConstants mConstants;
DreamPlayerFiles mFiles;
DreamPlayerHeaderCustomOverrides mCustomOverrides;
} DreamPlayerHeader;
typedef struct {
MugenAnimationHandlerElement* mAnimationElement;
Position mShadowPosition;
} DreamPlayerShadow;
typedef struct {
MugenAnimationHandlerElement* mAnimationElement;
Position mPosition;
} DreamPlayerReflection;
typedef struct {
int mLastDustTime;
} DreamPlayerDust;
typedef struct {
int mCollisionTextID;
Position mCollisionTextPosition;
} DreamPlayerDebugData;
struct DreamPlayer {
DreamPlayerHeader* mHeader;
DreamMugenConstantsSizeData mCustomSizeData;
DreamPlayer* mRoot;
DreamPlayer* mOtherPlayer;
int mPreferredPalette;
int mRootID;
int mControllerID;
int mID;
int mIsHelper;
int mIsProjectile;
int mProjectileID;
int mProjectileDataID;
List mHelpers; // contains DreamPlayer
std::list<PlayerHitData> mReceivedHitData;
std::set<DreamPlayer*> mReceivedReversalDefPlayers;
std::set<std::pair<int, DreamPlayer*>> mActiveTargets;
DreamPlayer* mParent;
int mHelperIDInParent;
int mHelperIDInRoot;
int mHelperIDInStore;
IntMap mProjectiles; // contains DreamPlayer
int mHasLastContactProjectile;
int mLastContactProjectileID;
int mLastContactProjectileTime;
int mLastContactProjectileWasCanceled;
int mLastContactProjectileWasGuarded;
int mLastContactProjectileWasHit;
int mAILevel;
int mVars[100];
int mSystemVars[100];
double mFloatVars[100];
double mSystemFloatVars[100];
int mCommandID;
RegisteredMugenStateMachine* mRegisteredStateMachine;
MugenAnimations* mActiveAnimations;
MugenAnimationHandlerElement* mAnimationElement;
PhysicsHandlerElement* mPhysicsElement;
int mHitDataID;
PlayerHitData mPassiveHitData;
PlayerHitData mActiveHitData;
PlayerHitOverrides mHitOverrides;
DreamMugenStateType mStateType;
DreamMugenStateMoveType mMoveType;
DreamMugenStatePhysics mStatePhysics;
int mIsInControl;
int mMoveContactCounter;
int mMoveHit;
int mMoveGuarded;
int mLastHitGuarded;
int mIsAlive;
FaceDirection mFaceDirection;
int mNoWalkFlag;
int mNoAutoTurnFlag;
int mNoLandFlag;
int mPushDisabledFlag;
int mNoJuggleCheckFlag;
int mIntroFlag;
int mNoAirGuardFlag;
int mNoCrouchGuardFlag;
int mNoStandGuardFlag;
int mNoKOSoundFlag;
int mNoKOSlowdownFlag;
int mUnguardableFlag;
int mTransparencyFlag;
int mWidthFlag;
int mInvisibilityFlag;
Vector2DI mOneTickStageWidth;
Vector2DI mOneTickPlayerWidth;
Vector3D mDrawOffset;
int mJumpFlank;
int mAirJumpCounter;
int mIsHitOver;
int mIsFalling;
int mCanRecoverFromFall;
int mRecoverTimeSinceHitPause;
int mRecoverTime;
double mDefenseMultiplier;
double mSuperDefenseMultiplier;
int mIsFrozen;
Position mFreezePosition;
int mIsLyingDown;
int mLyingDownTime;
int mIsHitPaused;
int mHitPauseNow;
int mHitPauseDuration;
int mSuperMoveTime;
int mPauseMoveTime;
int mIsHitShakeActive;
int mHitShakeNow;
int mHitShakeDuration;
int mIsHitOverWaitActive;
int mHitOverNow;
int mHitOverDuration;
int mIsAngleActive;
double mAngle;
Vector2D mTempScale;
int mLife;
int mPower;
int mCheeseWinFlag;
int mSuicideWinFlag;
int mHitCount;
int mFallAmountInCombo;
double mAttackMultiplier;
int mMoveReversed;
int mIsBound;
int mBoundNow;
int mBoundDuration;
int mBoundFaceSet;
Position2D mBoundOffsetCameraSpace;
DreamPlayerBindPositionType mBoundPositionType;
DreamPlayer* mBoundTarget;
int mBoundID;
List mBoundHelpers;
int mRoundsExisted;
int mComboCounter;
int mDisplayedComboCounter;
int mRoundsWon;
int mIsBoundToScreenForever;
int mIsBoundToScreenForTick;
Vector3DI mIsCameraFollowing;
double mStartLifePercentage;
int mIsGuardingInternally;
int mIsBeingJuggled;
int mAirJugglePoints;
double mTimeDilatationNow;
int mTimeDilatationUpdates;
double mTimeDilatation;
int mHasOwnPalette;
DreamPlayerDust mDustClouds[2];
DreamHitDefAttributeSlot mNotHitBy[2];
DreamPlayerShadow mShadow;
DreamPlayerReflection mReflection;
DreamPlayerAfterImage mAfterImage;
DreamPlayerDebugData mDebug;
int mIsDestroyed;
};
void loadPlayers(MemoryStack* tMemoryStack);
void loadPlayerSprites();
void unloadPlayers();
void resetPlayers();
void resetPlayersEntirely();
void resetPlayerPosition(DreamPlayer* p);
void updatePlayers();
void drawPlayers();
ActorBlueprint getPreStateMachinePlayersBlueprint();
ActorBlueprint getPostStateMachinePlayersBlueprint();
int hasLoadedPlayerSprites();
void playerHitCB(void* tData, void* tHitData, int tOtherCollisionList);
void playerReversalHitCB(void* tData, void* tHitData, int tOtherCollisionList);
void setPlayerDefinitionPath(int i, const char* tDefinitionPath);
void getPlayerDefinitionPath(char* tDst, int i);
void setPlayerPreferredPalette(int i, int tPalette);
void setPlayerPreferredPaletteRandom(int i);
DreamPlayer* getRootPlayer(int i);
DreamPlayer* getPlayerRoot(DreamPlayer* p);
DreamPlayer* getPlayerParent(DreamPlayer* p);
int getPlayerState(DreamPlayer* p);
int getPlayerPreviousState(DreamPlayer* p);
int getPlayerStateJugglePoints(DreamPlayer* p);
DreamMugenStateType getPlayerStateType(DreamPlayer* p);
void setPlayerStateType(DreamPlayer* p, DreamMugenStateType tType);
DreamMugenStateMoveType getPlayerStateMoveType(DreamPlayer* p);
void setPlayerStateMoveType(DreamPlayer* p, DreamMugenStateMoveType tType);
int getPlayerControl(DreamPlayer* p);
void setPlayerControl(DreamPlayer* p, int tNewControl);
DreamMugenStatePhysics getPlayerPhysics(DreamPlayer* p);
void setPlayerPhysics(DreamPlayer* p, DreamMugenStatePhysics tNewPhysics);
int getPlayerMoveContactCounter(DreamPlayer* p);
void resetPlayerMoveContactCounter(DreamPlayer* p);
void setPlayerMoveContactCounterActive(DreamPlayer* p);
int getPlayerVariable(DreamPlayer* p, int tIndex);
int* getPlayerVariableReference(DreamPlayer* p, int tIndex);
void setPlayerVariable(DreamPlayer* p, int tIndex, int tValue);
void addPlayerVariable(DreamPlayer* p, int tIndex, int tValue);
int getPlayerSystemVariable(DreamPlayer* p, int tIndex);
void setPlayerSystemVariable(DreamPlayer* p, int tIndex, int tValue);
void addPlayerSystemVariable(DreamPlayer* p, int tIndex, int tValue);
double getPlayerFloatVariable(DreamPlayer* p, int tIndex);
void setPlayerFloatVariable(DreamPlayer* p, int tIndex, double tValue);
void addPlayerFloatVariable(DreamPlayer* p, int tIndex, double tValue);
double getPlayerSystemFloatVariable(DreamPlayer* p, int tIndex);
void setPlayerSystemFloatVariable(DreamPlayer* p, int tIndex, double tValue);
void addPlayerSystemFloatVariable(DreamPlayer* p, int tIndex, double tValue);
int getPlayerTimeInState(DreamPlayer* p);
int getPlayerAnimationNumber(DreamPlayer* p);
int getPlayerAnimationStep(DreamPlayer* p);
int getPlayerAnimationStepAmount(DreamPlayer* p);
int getPlayerAnimationStepDuration(DreamPlayer* p);
int getPlayerAnimationTimeDeltaUntilFinished(DreamPlayer* p);
int isPlayerAnimationTimeInfinite(DreamPlayer* p);
int hasPlayerAnimationLooped(DreamPlayer* p);
int getPlayerAnimationDuration(DreamPlayer* p);
int getPlayerAnimationTime(DreamPlayer* p);
int getPlayerSpriteGroup(DreamPlayer* p);
int getPlayerSpriteElement(DreamPlayer* p);
Vector2D getPlayerPosition(DreamPlayer* p, int tCoordinateP);
double getPlayerPositionBasedOnScreenCenterX(DreamPlayer* p, int tCoordinateP);
double getPlayerScreenPositionX(DreamPlayer* p, int tCoordinateP);
double getPlayerPositionX(DreamPlayer* p, int tCoordinateP);
double getPlayerPositionBasedOnStageFloorY(DreamPlayer* p, int tCoordinateP);
double getPlayerScreenPositionY(DreamPlayer* p, int tCoordinateP);
double getPlayerPositionY(DreamPlayer* p, int tCoordinateP);
double getPlayerVelocityX(DreamPlayer* p, int tCoordinateP);
double getPlayerVelocityY(DreamPlayer* p, int tCoordinateP);
int getPlayerDataLife(DreamPlayer* p);
int getPlayerDataAttack(DreamPlayer* p);
double getPlayerDataAttackFactor(DreamPlayer* p);
int getPlayerDataDefense(DreamPlayer* p);
double getPlayerDataDefenseFactor(DreamPlayer* p);
int getPlayerDataLiedownTime(DreamPlayer* p);
int getPlayerDataAirjuggle(DreamPlayer* p);
int getPlayerDataSparkNo(DreamPlayer* p);
int getPlayerDataGuardSparkNo(DreamPlayer* p);
int getPlayerDataKOEcho(DreamPlayer* p);
int getPlayerDataIntPersistIndex(DreamPlayer* p);
int getPlayerDataFloatPersistIndex(DreamPlayer* p);
int getPlayerSizeAirBack(DreamPlayer* p, int tCoordinateP);
int getPlayerSizeAirFront(DreamPlayer* p, int tCoordinateP);
int getPlayerSizeAttackDist(DreamPlayer* p, int tCoordinateP);
int getPlayerSizeProjectileAttackDist(DreamPlayer* p, int tCoordinateP);
int getPlayerSizeProjectilesDoScale(DreamPlayer* p);
int getPlayerSizeShadowOffset(DreamPlayer* p, int tCoordinateP);
int getPlayerSizeDrawOffsetX(DreamPlayer* p, int tCoordinateP);
int getPlayerSizeDrawOffsetY(DreamPlayer* p, int tCoordinateP);
double getPlayerVelocityAirGetHitGroundRecoverX(DreamPlayer* p, int tCoordinateP);
double getPlayerVelocityAirGetHitGroundRecoverY(DreamPlayer* p, int tCoordinateP);
double getPlayerVelocityAirGetHitAirRecoverMulX(DreamPlayer* p);
double getPlayerVelocityAirGetHitAirRecoverMulY(DreamPlayer* p);
double getPlayerVelocityAirGetHitAirRecoverAddX(DreamPlayer* p, int tCoordinateP);
double getPlayerVelocityAirGetHitAirRecoverAddY(DreamPlayer* p, int tCoordinateP);
double getPlayerVelocityAirGetHitAirRecoverBack(DreamPlayer* p, int tCoordinateP);
double getPlayerVelocityAirGetHitAirRecoverFwd(DreamPlayer* p, int tCoordinateP);
double getPlayerVelocityAirGetHitAirRecoverUp(DreamPlayer* p, int tCoordinateP);
double getPlayerVelocityAirGetHitAirRecoverDown(DreamPlayer* p, int tCoordinateP);
int getPlayerMovementAirJumpNum(DreamPlayer* p);
void setPlayerMovementAirJumpNum(DreamPlayer* p, int tAmount); // for testing only
int getPlayerMovementAirJumpHeight(DreamPlayer* p, int tCoordinateP);
double getPlayerMovementJumpChangeAnimThreshold(DreamPlayer* p, int tCoordinateP);
double getPlayerMovementAirGetHitAirRecoverYAccel(DreamPlayer* p, int tCoordinateP);
double getPlayerStandFriction(DreamPlayer* p);
double getPlayerStandFrictionThreshold(DreamPlayer* p, int tCoordinateP);
double getPlayerCrouchFriction(DreamPlayer* p);
double getPlayerCrouchFrictionThreshold(DreamPlayer* p, int tCoordinateP);
double getPlayerAirGetHitGroundLevelY(DreamPlayer* p, int tCoordinateP);
double getPlayerAirGetHitGroundRecoveryGroundLevelY(DreamPlayer* p, int tCoordinateP);
double getPlayerAirGetHitGroundRecoveryGroundYTheshold(DreamPlayer* p, int tCoordinateP);
double getPlayerAirGetHitAirRecoveryVelocityYThreshold(DreamPlayer* p, int tCoordinateP);
double getPlayerAirGetHitTripGroundLevelY(DreamPlayer* p, int tCoordinateP);
double getPlayerDownBounceOffsetX(DreamPlayer* p, int tCoordinateP);
double getPlayerDownBounceOffsetY(DreamPlayer* p, int tCoordinateP);
double getPlayerDownVerticalBounceAcceleration(DreamPlayer* p, int tCoordinateP);
double getPlayerDownBounceGroundLevel(DreamPlayer* p, int tCoordinateP);
double getPlayerLyingDownFrictionThreshold(DreamPlayer* p, int tCoordinateP);
double getPlayerVerticalAcceleration(DreamPlayer* p, int tCoordinateP);
double getPlayerForwardWalkVelocityX(DreamPlayer* p, int tCoordinateP);
double getPlayerBackwardWalkVelocityX(DreamPlayer* p, int tCoordinateP);
double getPlayerForwardRunVelocityX(DreamPlayer* p, int tCoordinateP);
double getPlayerForwardRunVelocityY(DreamPlayer* p, int tCoordinateP);
double getPlayerBackwardRunVelocityX(DreamPlayer* p, int tCoordinateP);
double getPlayerBackwardRunVelocityY(DreamPlayer* p, int tCoordinateP);
double getPlayerBackwardRunJumpVelocityX(DreamPlayer* p, int tCoordinateP);
double getPlayerForwardRunJumpVelocityX(DreamPlayer* p, int tCoordinateP);
double getPlayerNeutralJumpVelocityX(DreamPlayer* p, int tCoordinateP);
double getPlayerForwardJumpVelocityX(DreamPlayer* p, int tCoordinateP);
double getPlayerBackwardJumpVelocityX(DreamPlayer* p, int tCoordinateP);
double getPlayerJumpVelocityY(DreamPlayer* p, int tCoordinateP);
double getPlayerNeutralAirJumpVelocityX(DreamPlayer* p, int tCoordinateP);
double getPlayerForwardAirJumpVelocityX(DreamPlayer* p, int tCoordinateP);
double getPlayerBackwardAirJumpVelocityX(DreamPlayer* p, int tCoordinateP);
double getPlayerAirJumpVelocityY(DreamPlayer* p, int tCoordinateP);
int isPlayerAlive(DreamPlayer* p);
int isPlayerDestroyed(DreamPlayer* p);
void setPlayerVelocityX(DreamPlayer* p, double x, int tCoordinateP);
void setPlayerVelocityY(DreamPlayer* p, double y, int tCoordinateP);
void multiplyPlayerVelocityX(DreamPlayer* p, double x);
void multiplyPlayerVelocityY(DreamPlayer* p, double y);
void addPlayerVelocityX(DreamPlayer* p, double x, int tCoordinateP);
void addPlayerVelocityY(DreamPlayer* p, double y, int tCoordinateP);
void setPlayerPosition(DreamPlayer* p, const Position2D& tPosition, int tCoordinateP);
void setPlayerPositionX(DreamPlayer* p, double x, int tCoordinateP);
void setPlayerPositionY(DreamPlayer* p, double y, int tCoordinateP);
void addPlayerPositionX(DreamPlayer* p, double x, int tCoordinateP);
void addPlayerPositionY(DreamPlayer* p, double y, int tCoordinateP);
void setPlayerPositionBasedOnScreenCenterX(DreamPlayer* p, double x, int tCoordinateP);
int isPlayerCommandActive(DreamPlayer* p, const char* tCommandName);
int isPlayerCommandActiveWithLookup(DreamPlayer* p, int tCommandLookupIndex);
int hasPlayerState(DreamPlayer* p, int mNewState);
int hasPlayerStateSelf(DreamPlayer* p, int mNewState);
void changePlayerState(DreamPlayer* p, int mNewState);
void changePlayerStateToSelf(DreamPlayer* p, int mNewState);
void changePlayerStateToOtherPlayerStateMachine(DreamPlayer* p, DreamPlayer* tOtherPlayer, int mNewState);
void changePlayerStateToOtherPlayerStateMachineBeforeImmediatelyEvaluatingIt(DreamPlayer* p, DreamPlayer* tOtherPlayer, int mNewState);
void changePlayerStateBeforeImmediatelyEvaluatingIt(DreamPlayer* p, int mNewState);
void changePlayerStateToSelfBeforeImmediatelyEvaluatingIt(DreamPlayer* p, int tNewState);
void changePlayerStateIfDifferent(DreamPlayer* p, int tNewState);
void setPlayerStatemachineToUpdateAgain(DreamPlayer* p);
void changePlayerAnimation(DreamPlayer* p, int tNewAnimation);
void changePlayerAnimationWithStartStep(DreamPlayer* p, int tNewAnimation, int tStartStep);
void changePlayerAnimationToPlayer2AnimationWithStartStep(DreamPlayer* p, int tNewAnimation, int tStartStep);
void setPlayerAnimationFinishedCallback(DreamPlayer* p, void(*tFunc)(void*), void* tCaller);
int isPlayerStartingAnimationElementWithID(DreamPlayer* p, int tStepID);
int getPlayerTimeFromAnimationElement(DreamPlayer* p, int tStep);
int getPlayerAnimationElementFromTimeOffset(DreamPlayer* p, int tTime);
int isPlayerAnimationTimeOffsetInAnimation(DreamPlayer* p, int tTime);
int getPlayerAnimationTimeWhenStepStarts(DreamPlayer* p, int tStep);
double calculateSpriteZFromSpritePriority(int tPriority, int tRootID, int tIsExplod);
void setPlayerSpritePriority(DreamPlayer* p, int tPriority);
void setPlayerNoWalkFlag(DreamPlayer* p);
void setPlayerNoAutoTurnFlag(DreamPlayer* p);
void setPlayerInvisibleFlag(DreamPlayer* p);
void setPlayerNoLandFlag(DreamPlayer* p);
void setPlayerNoShadow(DreamPlayer* p);
void setAllPlayersNoShadow();
void setPlayerPushDisabledFlag(DreamPlayer* p, int tIsDisabled);
void setPlayerNoJuggleCheckFlag(DreamPlayer* p);
void setPlayerIntroFlag(DreamPlayer* p);
void setPlayerNoAirGuardFlag(DreamPlayer* p);
void setPlayerNoCrouchGuardFlag(DreamPlayer* p);
void setPlayerNoStandGuardFlag(DreamPlayer* p);
void setPlayerNoKOSoundFlag(DreamPlayer* p);
void setPlayerNoKOSlowdownFlag(DreamPlayer* p);
void setPlayerUnguardableFlag(DreamPlayer* p);
int getPlayerNoKOSlowdownFlag(DreamPlayer* p);
int getPlayerUnguardableFlag(DreamPlayer* p);
int isPlayerInIntro(DreamPlayer* p);
int doesPlayerHaveAnimation(DreamPlayer* p, int tAnimation);
int doesPlayerHaveAnimationHimself(DreamPlayer* p, int tAnimation);
int isPlayerFalling(DreamPlayer* p);
int canPlayerRecoverFromFalling(DreamPlayer* p);
int isPlayerHitShakeOver(DreamPlayer* p);
void setPlayerHitShakeOver(DreamPlayer* p);
int isPlayerHitOver(DreamPlayer* p);
void setPlayerHitOver(DreamPlayer* p);
int getPlayerHitTime(DreamPlayer* p);
double getPlayerHitVelocityX(DreamPlayer* p, int tCoordinateP);
double getPlayerHitVelocityY(DreamPlayer* p, int tCoordinateP);
int getPlayerSlideTime(DreamPlayer* p);
double getPlayerDefenseMultiplier(DreamPlayer* p);
double getInvertedPlayerDefenseMultiplier(DreamPlayer* p);
void setPlayerDefenseMultiplier(DreamPlayer* p, double tValue);
void setPlayerSuperDefenseMultiplier(DreamPlayer* p, double tValue);
void setPlayerPositionFrozen(DreamPlayer* p);
void setPlayerPositionUnfrozen(DreamPlayer* p);
MugenSpriteFile* getPlayerSprites(DreamPlayer* p);
MugenAnimations* getPlayerAnimations(DreamPlayer* p);
MugenAnimation* getPlayerAnimation(DreamPlayer* p, int tNumber);
MugenSounds* getPlayerSounds(DreamPlayer* p);
void setCustomPlayerDisplayName(int i, const std::string& tName);
int getPlayerCoordinateP(DreamPlayer* p);
char* getPlayerDisplayName(DreamPlayer* p);
char* getPlayerName(DreamPlayer* p);
char* getPlayerAuthorName(DreamPlayer* p);
int isPlayerPaused(DreamPlayer* p);
int isPlayerHitPaused(DreamPlayer* p);
void setPlayerHitPaused(DreamPlayer* p, int tDuration);
void setPlayerUnHitPaused(DreamPlayer* p);
double getPlayerDeathVelAddY(DreamPlayer* p, int tCoordinateP);
void addPlayerDamage(DreamPlayer* p, DreamPlayer* tDamagingPlayer, int tDamage);
int getPlayerTargetAmount(DreamPlayer* p);
int getPlayerTargetAmountWithID(DreamPlayer* p, int tID);
DreamPlayer* getPlayerTargetWithID(DreamPlayer* p, int tID);
void dropPlayerTargets(DreamPlayer* p, int tExcludeID, int tIsKeepingOneAtMost);
DreamPlayer* getPlayerByIndex(int i);
int getTotalPlayerAmount();
int getPlayerHelperAmount(DreamPlayer* p);
int getPlayerHelperAmountWithID(DreamPlayer* p, int tID);
DreamPlayer* getPlayerHelperOrNullIfNonexistant(DreamPlayer* p, int tID);
int getPlayerProjectileAmount(DreamPlayer* p);
int getPlayerProjectileAmountWithID(DreamPlayer* p, int tID);
int getPlayerProjectileTimeSinceCancel(DreamPlayer* p, int tID);
int getPlayerProjectileTimeSinceContact(DreamPlayer* p, int tID);
int getPlayerProjectileTimeSinceGuarded(DreamPlayer* p, int tID);
int getPlayerProjectileTimeSinceHit(DreamPlayer* p, int tID);
int getPlayerProjectileHit(DreamPlayer* p, int tID);
int getPlayerProjectileContact(DreamPlayer* p, int tID);
int getPlayerProjectileGuarded(DreamPlayer* p, int tID);
void setPlayerHasOwnPalette(DreamPlayer* p, int tHasOwnPalette);
void setPlayerPaletteEffect(DreamPlayer* p, int tDuration, const Vector3D& tAddition, const Vector3D& tMultiplier, const Vector3D& tSineAmplitude, int tSinePeriod, int tInvertAll, double tColorFactor, int tIgnoreOwnPal);
void remapPlayerPalette(DreamPlayer* p, const Vector2DI& tSource, const Vector2DI& tDestination);
int getPlayerTimeLeftInHitPause(DreamPlayer* p);
void setPlayerPauseMoveTime(DreamPlayer* p, int tPauseMoveTime);
void setPlayerSuperMoveTime(DreamPlayer* p, int tSuperMoveTime);
double getPlayerFrontAxisDistanceToScreen(DreamPlayer* p, int tCoordinateP);
double getPlayerBackAxisDistanceToScreen(DreamPlayer* p, int tCoordinateP);
double getPlayerFrontBodyDistanceToScreen(DreamPlayer* p, int tCoordinateP);
double getPlayerBackBodyDistanceToScreen(DreamPlayer* p, int tCoordinateP);
double getPlayerFrontWidth(DreamPlayer* p, int tCoordinateP);
double getPlayerFrontWidthPlayer(DreamPlayer* p, int tCoordinateP);
double getPlayerFrontWidthStage(DreamPlayer* p, int tCoordinateP);
double getPlayerBackWidth(DreamPlayer* p, int tCoordinateP);
double getPlayerBackWidthPlayer(DreamPlayer* p, int tCoordinateP);
double getPlayerBackWidthStage(DreamPlayer* p, int tCoordinateP);
double getPlayerFrontX(DreamPlayer* p, int tCoordinateP);
double getPlayerFrontXPlayer(DreamPlayer* p, int tCoordinateP);
double getPlayerFrontXStage(DreamPlayer* p, int tCoordinateP);
double getPlayerBackX(DreamPlayer* p, int tCoordinateP);
double getPlayerBackXPlayer(DreamPlayer* p, int tCoordinateP);
double getPlayerBackXStage(DreamPlayer* p, int tCoordinateP);
int isPlayerInCorner(DreamPlayer* p);
double getPlayerScreenEdgeInFrontX(DreamPlayer* p, int tCoordinateP);
double getPlayerScreenEdgeInBackX(DreamPlayer* p, int tCoordinateP);
double getPlayerDistanceToFrontOfOtherPlayerX(DreamPlayer* p, int tCoordinateP);
double getPlayerAxisDistanceX(DreamPlayer* p, int tCoordinateP);
double getPlayerAxisDistanceY(DreamPlayer* p, int tCoordinateP);
double getPlayerDistanceToRootX(DreamPlayer* p, int tCoordinateP);
double getPlayerDistanceToRootY(DreamPlayer* p, int tCoordinateP);
double getPlayerDistanceToParentX(DreamPlayer* p, int tCoordinateP);
double getPlayerDistanceToParentY(DreamPlayer* p, int tCoordinateP);
int getPlayerGroundSizeFront(DreamPlayer* p, int tCoordinateP);
void setPlayerGroundSizeFront(DreamPlayer* p, int tGroundSizeFront, int tCoordinateP);
int getPlayerGroundSizeBack(DreamPlayer* p, int tCoordinateP);
void setPlayerGroundSizeBack(DreamPlayer* p, int tGroundSizeBack, int tCoordinateP);
int getPlayerAirSizeFront(DreamPlayer* p, int tCoordinateP);
void setPlayerAirSizeFront(DreamPlayer* p, int tAirSizeFront, int tCoordinateP);
int getPlayerAirSizeBack(DreamPlayer* p, int tCoordinateP);
void setPlayerAirSizeBack(DreamPlayer* p, int tAirSizeBack, int tCoordinateP);
int getPlayerHeight(DreamPlayer* p, int tCoordinateP);
void setPlayerHeight(DreamPlayer* p, int tHeight, int tCoordinateP);
void increasePlayerRoundsExisted();
void increasePlayerRoundsWon(DreamPlayer* p);
int hasPlayerWonByKO(DreamPlayer* p);
int hasPlayerLostByKO(DreamPlayer* p);
int hasPlayerWonPerfectly(DreamPlayer* p);
int hasPlayerWonByTime(DreamPlayer* p);
int hasPlayerWon(DreamPlayer* p);
int hasPlayerLost(DreamPlayer* p);
int hasPlayerDrawn(DreamPlayer* p);
int hasPlayerMoveHitOtherPlayer(DreamPlayer* p);
int isPlayerHit(DreamPlayer* p);
int getPlayerMoveReversed(DreamPlayer* p);
int getPlayerMoveHit(DreamPlayer* p);
void setPlayerMoveHit(DreamPlayer* p);
void setPlayerMoveHitReset(DreamPlayer* p);
int getPlayerMoveGuarded(DreamPlayer* p);
void setPlayerMoveGuarded(DreamPlayer* p);
int getLastPlayerHitGuarded(DreamPlayer* p);
int getPlayerFallAmountInCombo(DreamPlayer* p);
void increasePlayerFallAmountInCombo(DreamPlayer* p);
void resetPlayerFallAmountInCombo(DreamPlayer* p);
int getPlayerHitCount(DreamPlayer* p);
int getPlayerUniqueHitCount(DreamPlayer* p);
void increasePlayerHitCount(DreamPlayer* p);
void resetPlayerHitCount(DreamPlayer* p);
void increasePlayerComboCounter(DreamPlayer* p, int tValue);
double getPlayerAttackMultiplier(DreamPlayer* p);
void setPlayerAttackMultiplier(DreamPlayer* p, double tValue);
double getPlayerFallDefenseMultiplier(DreamPlayer* p);
void setPlayerHuman(int i, int tCustomControllerUsed = -1);
void setPlayerArtificial(int i, int tValue);
int isPlayerHuman(DreamPlayer* p);
int getPlayerAILevel(DreamPlayer* p);
void setPlayerStartLifePercentage(int tIndex, double tPercentage);
double getPlayerLifePercentage(DreamPlayer* p);
void setPlayerLife(DreamPlayer* p, DreamPlayer* tLifeGivingPlayer, int tLife);
void addPlayerLife(DreamPlayer* p, DreamPlayer* tLifeGivingPlayer, int tLife);
int getPlayerLife(DreamPlayer* p);
int getPlayerLifeMax(DreamPlayer* p);
int getPlayerPower(DreamPlayer* p);
int getPlayerPowerMax(DreamPlayer* p);
void setPlayerPower(DreamPlayer* p, int tPower);
void addPlayerPower(DreamPlayer* p, int tPower);
int isPlayerBeingAttacked(DreamPlayer* p);
int isPlayerInGuardDistance(DreamPlayer* p);
int getDefaultPlayerAttackDistance(DreamPlayer* p, int tCoordinateP);
Position2D getPlayerHeadPosition(DreamPlayer* p, int tCoordinateP);
double getPlayerHeadPositionX(DreamPlayer* p, int tCoordinateP);
double getPlayerHeadPositionY(DreamPlayer* p, int tCoordinateP);
void setPlayerHeadPosition(DreamPlayer* p, double tX, double tY, int tCoordinateP);
Position2D getPlayerMiddlePosition(DreamPlayer* p, int tCoordinateP);
double getPlayerMiddlePositionX(DreamPlayer* p, int tCoordinateP);
double getPlayerMiddlePositionY(DreamPlayer* p, int tCoordinateP);
void setPlayerMiddlePosition(DreamPlayer* p, double tX, double tY, int tCoordinateP);
int getPlayerShadowOffset(DreamPlayer* p, int tCoordinateP);
void setPlayerShadowOffset(DreamPlayer* p, int tOffset, int tCoordinateP);
int isPlayerHelper(DreamPlayer* p);
void setPlayerIsFacingRight(DreamPlayer* p, int tIsFacingRight);
int getPlayerIsFacingRight(DreamPlayer* p);
void turnPlayerAround(DreamPlayer* p);
DreamPlayer* getPlayerOtherPlayer(DreamPlayer* p);
double getPlayerScaleX(DreamPlayer* p);
void setPlayerScaleX(DreamPlayer* p, double tScaleX);
double getPlayerScaleY(DreamPlayer* p);
void setPlayerScaleY(DreamPlayer* p, double tScaleY);
double getPlayerToCameraScale(DreamPlayer* p);
int getPlayerDoesScaleProjectiles(DreamPlayer* p);
void setPlayerDoesScaleProjectiles(DreamPlayer* p, int tDoesScaleProjectiles);
DreamPlayer* clonePlayerAsHelper(DreamPlayer* p);
int destroyPlayer(DreamPlayer* tPlayer);
int getPlayerID(DreamPlayer* p);
void setPlayerID(DreamPlayer* p, int tID);
void setPlayerHelperControl(DreamPlayer* p, int tCanControl);
DreamPlayer* createNewProjectileFromPlayer(DreamPlayer* p);
void removeProjectile(DreamPlayer* p);
int getPlayerControlTime(DreamPlayer* p);
int getPlayerRecoverTime(DreamPlayer* p);
void setPlayerTempScaleActive(DreamPlayer* p, const Vector2D& tScale);
void setPlayerDrawAngleActive(DreamPlayer* p);
void addPlayerDrawAngle(DreamPlayer* p, double tAngle);
void multiplyPlayerDrawAngle(DreamPlayer* p, double tFactor);
void setPlayerDrawAngleValue(DreamPlayer* p, double tAngle);
void bindPlayerToRoot(DreamPlayer* p, int tTime, int tFacing, const Vector2D& tOffset, int tCoordinateP);
void bindPlayerToParent(DreamPlayer* p, int tTime, int tFacing, const Vector2D& tOffset, int tCoordinateP);
void bindPlayerToTarget(DreamPlayer* p, int tTime, const Vector2D& tOffset, DreamPlayerBindPositionType tBindPositionType, int tID, int tCoordinateP);
int isPlayerBound(DreamPlayer* p);
void bindPlayerTargetToPlayer(DreamPlayer* p, int tTime, const Vector2D& tOffset, int tID, int tCoordinateP);
void addPlayerTargetLife(DreamPlayer* p, DreamPlayer* tLifeGivingPlayer, int tID, int tLife, int tCanKill, int tIsAbsolute);
void addPlayerTargetPower(DreamPlayer* p, int tID, int tPower);
void addPlayerTargetVelocityX(DreamPlayer* p, int tID, double tValue, int tCoordinateP);
void addPlayerTargetVelocityY(DreamPlayer* p, int tID, double tValue, int tCoordinateP);
void setPlayerTargetVelocityX(DreamPlayer* p, int tID, double tValue, int tCoordinateP);
void setPlayerTargetVelocityY(DreamPlayer* p, int tID, double tValue, int tCoordinateP);
void setPlayerTargetControl(DreamPlayer* p, int tID, int tControl);
void setPlayerTargetHitOver(DreamPlayer* p, int tID);
void setPlayerTargetFacing(DreamPlayer* p, int tID, int tFacing);
void changePlayerTargetState(DreamPlayer* p, int tID, int tNewState);
int doesPlayerIDExist(DreamPlayer* p, int tID);
DreamPlayer* getPlayerByIDOrNullIfNonexistant(DreamPlayer* p, int tID);
int getPlayerRoundsExisted(DreamPlayer* p);
int getPlayerPaletteNumber(DreamPlayer* p);
void setPlayerScreenBoundForTick(DreamPlayer* p, int tIsBoundToScreen, int tIsCameraFollowingX, int tIsCameraFollowingY);
void setPlayerScreenBoundForever(DreamPlayer* p, int tIsBoundToScreen);
void resetPlayerHitBy(DreamPlayer* p, int tSlot);
void resetPlayerNotHitBy(DreamPlayer* p, int tSlot);
void setPlayerNotHitByFlag1(DreamPlayer* p, int tSlot, const char* tFlag);
void addPlayerNotHitByFlag2(DreamPlayer* p, int tSlot, const char* tFlag);
void setPlayerNotHitByTime(DreamPlayer* p, int tSlot, int tTime);
int getDefaultPlayerSparkNumberIsInPlayerFile(DreamPlayer* p);
int getDefaultPlayerSparkNumber(DreamPlayer* p);
int getDefaultPlayerGuardSparkNumberIsInPlayerFile(DreamPlayer* p);
int getDefaultPlayerGuardSparkNumber(DreamPlayer* p);
int isPlayerProjectile(DreamPlayer* p);
int isPlayerHomeTeam(DreamPlayer* p);
void setPlayerDrawOffsetX(DreamPlayer* p, double tValue, int tCoordinateP);
void setPlayerDrawOffsetY(DreamPlayer* p, double tValue, int tCoordinateP);
void setPlayerOneFrameTransparency(DreamPlayer* p, BlendType tType, int tAlphaSource, int tAlphaDest);
void setPlayerWidthOneFrame(DreamPlayer* p, const Vector2DI& tEdgeWidth, const Vector2DI& tPlayerWidth, int tCoordinateP);
void addPlayerDust(DreamPlayer* p, int tDustIndex, const Position2D& tPos, int tSpacing, int tCoordinateP);
VictoryType getPlayerVictoryType(DreamPlayer* p);
int isPlayerAtFullLife(DreamPlayer* p);
int getPlayerVictoryQuoteIndex(DreamPlayer* p);
void setPlayerVictoryQuoteIndex(DreamPlayer* p, int tIndex);
void setPlayersToTrainingMode();
void setPlayersToRealFightMode();
int isPlayer(DreamPlayer* p);
int isValidPlayerOrProjectile(DreamPlayer* p);
int isGeneralPlayer(DreamPlayer* p);
int isPlayerTargetValid(DreamPlayer* p);
int isPlayerCollisionDebugActive();
void setPlayerCollisionDebug(int tIsActive);
void turnPlayerTowardsOtherPlayer(DreamPlayer* p);
int isPlayerInputAllowed(DreamPlayer* p);
int getPlayerTimeDilationUpdates(DreamPlayer* p);
double getPlayerSpeed(DreamPlayer* p);
void setPlayersSpeed(double tSpeed);
void setPlayerTargetsSuperDefenseMultiplier(DreamPlayer* tPlayer, double tMultiplier);
Vector3DI getIsCameraFollowingPlayer(DreamPlayer* p);
int parsePlayerSoundEffectChannel(int tChannel, DreamPlayer* tPlayer);
double getPlayerVolumeModifier(DreamPlayer* tPlayer);
double getPlayerMidiVolumeForPrism(DreamPlayer* tPlayer);