/* Copyright (C) 2004 Michael Liebscher Copyright (C) 2000-2002 by DarkOne the Hacker 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. */ /* * wolf_player.h: Wolfenstein3-D player management. * * Author: Michael Liebscher * Date: 2004 * * Acknowledgement: * Portion of this code was derived from NewWolf, and was originally * written by DarkOne the Hacker. * */ /* Notes: This module is implemented by wolf_player.c */ #ifndef __WOLF_PLAYER_H__ #define __WOLF_PLAYER_H__ #define ITEM_KEY_1 1 #define ITEM_KEY_2 2 #define ITEM_KEY_3 4 #define ITEM_KEY_4 8 #define ITEM_WEAPON_1 16 #define ITEM_WEAPON_2 32 #define ITEM_WEAPON_3 64 #define ITEM_WEAPON_4 128 #define ITEM_WEAPON_5 256 #define ITEM_WEAPON_6 512 #define ITEM_WEAPON_7 1024 #define ITEM_WEAPON_8 2048 #define ITEM_BACKPACK (1<<12) // doubles carrying capacity #define ITEM_AUGMENT (1<<13) // adds 50 to maximum health #define ITEM_UNIFORM (1<<14) // allows you to pass guards #define ITEM_AUTOMAP (1<<15) // shows unknown map ares in other color (as in DooM) #define ITEM_FREE (1<<16) // - unused - enum weapon_e { WEAPON_KNIFE, WEAPON_PISTOL, WEAPON_AUTO, WEAPON_CHAIN, WEAPON_TYPES }; enum key_e { KEY_GOLD, KEY_SILVER, KEY_FREE1, KEY_FREE2, KEY_TYPES }; enum ammo_e { AMMO_BULLETS, AMMO_TYPES }; // flags #define PL_FLAG_REUSE 1 // use button pressed #define PL_FLAG_ATTCK 2 // attacking // debug (cheat codes) flags #define FL_GODMODE (1<<4) #define FL_NOTARGET (1<<6) typedef enum state_e { ex_notingame, ex_playing, ex_dead, ex_secretlevel, ex_victory, ex_complete /* ex_stillplaying, ex_completed, ex_died, ex_warped, ex_resetgame, ex_loadedgame, ex_victorious, ex_abort, ex_demodone, ex_secretlevel */ } state_t; // ------------------------- * types * ------------------------- // Player structure: Holds all info about player typedef struct player_s { usercmd_t cmd; // movement / action command placeonplane_t position; // player position int movx, movy, speed; int tilex, tiley; // stats int health, lives, frags; int armor; // there are 2 types. The better one is indicated by high bit set int ammo[AMMO_TYPES]; int old_score, score, next_extra; unsigned items; // (keys, weapon) int weapon, pendingweapon; // additional info int attackframe, attackcount, weaponframe; // attack info unsigned flags; int areanumber; _boolean madenoise; // FIXME: move to flags? entity_t *LastAttacker; int faceframe, facecount; // bj's face in the HUD // FIXME decide something! _boolean face_gotgun, face_ouch; state_t playstate; // fixme: move to gamestate } player_t; extern player_t Player; extern void PL_Spawn( placeonplane_t location, LevelData_t *lvl ); extern void PL_Process( player_t *self, LevelData_t *lvl ); extern void PL_Damage( player_t *self, entity_t *attacker, int points ); extern _boolean PL_GiveHealth( player_t *self, int points, int max ); extern _boolean PL_GiveAmmo( player_t *self, int type, int ammo ); extern void PL_GiveWeapon( player_t *self, int weapon ); extern void PL_GiveLife( player_t *self ); extern void PL_GivePoints( player_t *self, W32 points ); extern void PL_GiveKey( player_t *self, int key ); extern void PL_NewGame( player_t *self ); extern void PL_NextLevel( player_t *self ); extern _boolean PL_Reborn( player_t *self ); extern void PL_Init( void ); extern void PL_Reset( void ); extern void fire_hit( player_t *self ); extern void fire_lead( player_t *self ); #endif /* __WOLF_PLAYER_H__ */