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298 | serge | 1 | // Emacs style mode select -*- C++ -*- |
2 | //----------------------------------------------------------------------------- |
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3 | // |
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4 | // $Id:$ |
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5 | // |
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6 | // Copyright (C) 1993-1996 by id Software, Inc. |
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7 | // |
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8 | // This source is available for distribution and/or modification |
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9 | // only under the terms of the DOOM Source Code License as |
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10 | // published by id Software. All rights reserved. |
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11 | // |
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12 | // The source is distributed in the hope that it will be useful, |
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13 | // but WITHOUT ANY WARRANTY; without even the implied warranty of |
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14 | // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License |
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15 | // for more details. |
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16 | // |
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17 | // DESCRIPTION: |
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18 | // |
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19 | // |
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20 | //----------------------------------------------------------------------------- |
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21 | |||
22 | |||
23 | #ifndef __D_PLAYER__ |
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24 | #define __D_PLAYER__ |
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25 | |||
26 | |||
27 | // The player data structure depends on a number |
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28 | // of other structs: items (internal inventory), |
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29 | // animation states (closely tied to the sprites |
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30 | // used to represent them, unfortunately). |
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31 | #include "d_items.h" |
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32 | #include "p_pspr.h" |
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33 | |||
34 | // In addition, the player is just a special |
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35 | // case of the generic moving object/actor. |
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36 | #include "p_mobj.h" |
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37 | |||
38 | // Finally, for odd reasons, the player input |
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39 | // is buffered within the player data struct, |
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40 | // as commands per game tick. |
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41 | #include "d_ticcmd.h" |
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42 | |||
43 | #ifdef __GNUG__ |
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44 | #pragma interface |
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45 | #endif |
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46 | |||
47 | |||
48 | |||
49 | |||
50 | // |
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51 | // Player states. |
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52 | // |
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53 | typedef enum |
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54 | { |
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55 | // Playing or camping. |
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56 | PST_LIVE, |
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57 | // Dead on the ground, view follows killer. |
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58 | PST_DEAD, |
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59 | // Ready to restart/respawn??? |
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60 | PST_REBORN |
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61 | |||
62 | } playerstate_t; |
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63 | |||
64 | |||
65 | // |
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66 | // Player internal flags, for cheats and debug. |
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67 | // |
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68 | typedef enum |
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69 | { |
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70 | // No clipping, walk through barriers. |
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71 | CF_NOCLIP = 1, |
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72 | // No damage, no health loss. |
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73 | CF_GODMODE = 2, |
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74 | // Not really a cheat, just a debug aid. |
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75 | CF_NOMOMENTUM = 4 |
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76 | |||
77 | } cheat_t; |
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78 | |||
79 | |||
80 | // |
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81 | // Extended player object info: player_t |
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82 | // |
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83 | typedef struct player_s |
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84 | { |
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85 | mobj_t* mo; |
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86 | playerstate_t playerstate; |
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87 | ticcmd_t cmd; |
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88 | |||
89 | // Determine POV, |
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90 | // including viewpoint bobbing during movement. |
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91 | // Focal origin above r.z |
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92 | fixed_t viewz; |
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93 | // Base height above floor for viewz. |
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94 | fixed_t viewheight; |
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95 | // Bob/squat speed. |
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96 | fixed_t deltaviewheight; |
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97 | // bounded/scaled total momentum. |
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98 | fixed_t bob; |
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99 | |||
100 | // This is only used between levels, |
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101 | // mo->health is used during levels. |
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102 | int health; |
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103 | int armorpoints; |
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104 | // Armor type is 0-2. |
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105 | int armortype; |
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106 | |||
107 | // Power ups. invinc and invis are tic counters. |
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108 | int powers[NUMPOWERS]; |
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109 | boolean cards[NUMCARDS]; |
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110 | boolean backpack; |
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111 | |||
112 | // Frags, kills of other players. |
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113 | int frags[MAXPLAYERS]; |
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114 | weapontype_t readyweapon; |
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115 | |||
116 | // Is wp_nochange if not changing. |
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117 | weapontype_t pendingweapon; |
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118 | |||
119 | boolean weaponowned[NUMWEAPONS]; |
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120 | int ammo[NUMAMMO]; |
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121 | int maxammo[NUMAMMO]; |
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122 | |||
123 | // True if button down last tic. |
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124 | int attackdown; |
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125 | int usedown; |
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126 | |||
127 | // Bit flags, for cheats and debug. |
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128 | // See cheat_t, above. |
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129 | int cheats; |
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130 | |||
131 | // Refired shots are less accurate. |
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132 | int refire; |
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133 | |||
134 | // For intermission stats. |
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135 | int killcount; |
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136 | int itemcount; |
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137 | int secretcount; |
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138 | |||
139 | // Hint messages. |
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140 | char* message; |
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141 | |||
142 | // For screen flashing (red or bright). |
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143 | int damagecount; |
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144 | int bonuscount; |
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145 | |||
146 | // Who did damage (NULL for floors/ceilings). |
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147 | mobj_t* attacker; |
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148 | |||
149 | // So gun flashes light up areas. |
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150 | int extralight; |
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151 | |||
152 | // Current PLAYPAL, ??? |
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153 | // can be set to REDCOLORMAP for pain, etc. |
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154 | int fixedcolormap; |
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155 | |||
156 | // Player skin colorshift, |
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157 | // 0-3 for which color to draw player. |
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158 | int colormap; |
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159 | |||
160 | // Overlay view sprites (gun, etc). |
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161 | pspdef_t psprites[NUMPSPRITES]; |
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162 | |||
163 | // True if secret level has been done. |
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164 | boolean didsecret; |
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165 | |||
166 | } player_t; |
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167 | |||
168 | |||
169 | // |
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170 | // INTERMISSION |
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171 | // Structure passed e.g. to WI_Start(wb) |
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172 | // |
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173 | typedef struct |
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174 | { |
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175 | boolean in; // whether the player is in game |
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176 | |||
177 | // Player stats, kills, collected items etc. |
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178 | int skills; |
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179 | int sitems; |
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180 | int ssecret; |
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181 | int stime; |
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182 | int frags[4]; |
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183 | int score; // current score on entry, modified on return |
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184 | |||
185 | } wbplayerstruct_t; |
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186 | |||
187 | typedef struct |
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188 | { |
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189 | int epsd; // episode # (0-2) |
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190 | |||
191 | // if true, splash the secret level |
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192 | boolean didsecret; |
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193 | |||
194 | // previous and next levels, origin 0 |
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195 | int last; |
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196 | int next; |
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197 | |||
198 | int maxkills; |
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199 | int maxitems; |
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200 | int maxsecret; |
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201 | int maxfrags; |
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202 | |||
203 | // the par time |
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204 | int partime; |
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205 | |||
206 | // index of this player in game |
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207 | int pnum; |
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208 | |||
209 | wbplayerstruct_t plyr[MAXPLAYERS]; |
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210 | |||
211 | } wbstartstruct_t; |
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212 | |||
213 | |||
214 | #endif |
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215 | //----------------------------------------------------------------------------- |
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216 | // |
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217 | // $Log:$ |
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218 | // |
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219 | //----------------------------------------------------------------------------- |