ref: fcb27f12ee85d068e6b07fccc102ddf70c153c1f
dir: /src/strife/d_player.h/
// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 2005 Simon Howard // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // as published by the Free Software Foundation; either version 2 // of the License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA // 02111-1307, USA. // // DESCRIPTION: // // //----------------------------------------------------------------------------- #ifndef __D_PLAYER__ #define __D_PLAYER__ // The player data structure depends on a number // of other structs: items (internal inventory), // animation states (closely tied to the sprites // used to represent them, unfortunately). #include "d_items.h" #include "p_pspr.h" // In addition, the player is just a special // case of the generic moving object/actor. #include "p_mobj.h" // Finally, for odd reasons, the player input // is buffered within the player data struct, // as commands per game tick. #include "d_ticcmd.h" #include "net_defs.h" // // Player states. // typedef enum { // Playing or camping. PST_LIVE, // Dead on the ground, view follows killer. PST_DEAD, // Ready to restart/respawn??? PST_REBORN } playerstate_t; // // Player internal flags, for cheats and debug. // typedef enum { // No clipping, walk through barriers. CF_NOCLIP = 1, // No damage, no health loss. CF_GODMODE = 2, // Not really a cheat, just a debug aid. CF_NOMOMENTUM = 4, // villsa [STRIFE] new cheat // set when on fire and disable inventory CF_ONFIRE = 8, // villsa [STRIFE] new cheat // auto-use medkits CF_AUTOHEALTH = 16 } cheat_t; // haleyjd 08/30/10: [STRIFE] // Player Inventory Item Structure typedef struct inventory_s { int sprite; // a sprite number int type; // a thing type int amount; // amount being carried } inventory_t; #define NUMINVENTORY 32 // // Extended player object info: player_t // // haleyjd 08/30/10: [STRIFE] // * Transformed to match binary structure layout. // typedef struct player_s { mobj_t* mo; playerstate_t playerstate; ticcmd_t cmd; // Determine POV, // including viewpoint bobbing during movement. // Focal origin above r.z fixed_t viewz; // Base height above floor for viewz. fixed_t viewheight; // Bob/squat speed. fixed_t deltaviewheight; // bounded/scaled total momentum. fixed_t bob; // This is only used between levels, // mo->health is used during levels. int health; short armorpoints; // [STRIFE] Changed to short // Armor type is 0-2. short armortype; // [STRIFE] Changed to short // Power ups. invinc and invis are tic counters. int powers[NUMPOWERS]; // [STRIFE] Additions: int sigiltype; // Type of Sigil carried int nukagecount; // Nukage exposure counter int questflags; // Quest bit flags int pitch; // Up/down look angle boolean centerview; // True if view should be centered inventory_t inventory[NUMINVENTORY]; // Player inventory items boolean st_update; // If true, update status bar short numinventory; // Num. active inventory items short inventorycursor; // Selected inventory item short accuracy; // Accuracy stat short stamina; // Stamina stat boolean cards[NUMCARDS]; boolean backpack; // True if button down last tic. int attackdown; int usedown; int inventorydown; // [STRIFE] Use inventory item // Frags, kills of other players. int frags[MAXPLAYERS]; weapontype_t readyweapon; // Is wp_nochange if not changing. weapontype_t pendingweapon; boolean weaponowned[NUMWEAPONS]; int ammo[NUMAMMO]; int maxammo[NUMAMMO]; // Bit flags, for cheats and debug. // See cheat_t, above. int cheats; // Refired shots are less accurate. int refire; // For intermission stats. short killcount; // [STRIFE] Changed to short //int itemcount; // [STRIFE] Eliminated these. //int secretcount; // Hint messages. char* message; // For screen flashing (red or bright). int damagecount; int bonuscount; // Who did damage (NULL for floors/ceilings). mobj_t* attacker; // So gun flashes light up areas. int extralight; // Current PLAYPAL, ??? // can be set to REDCOLORMAP for pain, etc. int fixedcolormap; // Player skin colorshift, // 0-3 for which color to draw player. //int colormap; [STRIFE] no such? or did it become the below? // [STRIFE] For use of teleport beacons short allegiance; // Overlay view sprites (gun, etc). pspdef_t psprites[NUMPSPRITES]; // [STRIFE] Inefficient means of tracking automap state on all maps boolean mapstate[40]; // True if secret level has been done. //boolean didsecret; [STRIFE] Removed this. } player_t; // // INTERMISSION // Structure passed e.g. to WI_Start(wb) // typedef struct { boolean in; // whether the player is in game // Player stats, kills, collected items etc. int skills; int sitems; int ssecret; int stime; int frags[4]; int score; // current score on entry, modified on return } wbplayerstruct_t; typedef struct { int epsd; // episode # (0-2) // if true, splash the secret level boolean didsecret; // previous and next levels, origin 0 int last; int next; int maxkills; int maxitems; int maxsecret; int maxfrags; // the par time int partime; // index of this player in game int pnum; wbplayerstruct_t plyr[MAXPLAYERS]; } wbstartstruct_t; #endif