
/*
	Player Data:
					1 = Level
					2 = EXP
					3 = EXP Needed to Level up
					10 = mp
					11 = max_mp
					
					12 = blinky
					
*/


#define plr_LEVEL		(player->state[1]) 

#define plr_EXP			(player->state[2]) 

#define plr_NEXT		(player->state[3]) 

#define plr_mp			(player->state[10])

#define plr_max_mp		(player->state[11])

#define plr_blinky		(player->state[12])



#define A_UP	0
#define A_DN	1
#define A_LF	2
#define A_RT	3

struct ACTOR
{
	int type;	//player, monster, bat, chest, etc...
	int team;	//who's side are you on, anyway?
	int alive;
	int id;
	
	int x;
	int y;
	
	int dir;
	int anim;
	int anim_d;
	int counter;
	int max_counter;
	int needs_animate;
	int walk_speed;
	
	int state[20];
	
	int shoot_cntr;
	int shoot_max;
	
	int hp;
	int max_hp;
	
	BITMAP * bmp[4][3];
	PMASK * mask;
};


/*
		Types:
				1 = Skeleton
				2 = Goblin
				
				
*/

