// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // 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 "d_netinf.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, // [RH] Monsters don't target CF_NOTARGET = 8, // [RH] Put camera behind player CF_CHASECAM = 16, // [RH] Don't let the player move CF_FROZEN = 32, // [RH] Stick camera in player's head if he moves CF_REVERTPLEASE = 64 } cheat_t; // // Extended player object info: player_t // typedef struct player_s { mobj_t *mo; playerstate_t playerstate; ticcmd_t cmd; userinfo_t userinfo; // [RH] who is this? fixed_t viewz; // focal origin above r.z fixed_t viewheight; // base height above floor for viewz fixed_t deltaviewheight; // squat speed. fixed_t bob; // bounded/scaled total momentum // killough 10/98: used for realistic bobbing (i.e. not simply overall speed) // mo->momx and mo->momy represent true momenta experienced by player. // This only represents the thrust that the player applies himself. // This avoids anomolies with such things as Boom ice and conveyors. fixed_t momx, momy; // killough 10/98 int health; // only used between levels, mo->health // is used during levels int armorpoints; int armortype; // armor type is 0-2 int powers[NUMPOWERS]; // invinc and invis are tic counters BOOL cards[NUMCARDS]; BOOL backpack; int frags[MAXPLAYERS]; // kills of other players int fragcount; // [RH] Cumulative frags for this player weapontype_t readyweapon; weapontype_t pendingweapon; // wp_nochange if not changing BOOL weaponowned[NUMWEAPONS]; int ammo[NUMAMMO]; int maxammo[NUMAMMO]; int attackdown, usedown; // true if button down last tic int cheats; // bit flags int refire; // refired shots are less accurate int killcount, itemcount, secretcount; // for intermission int damagecount, bonuscount;// for screen flashing mobj_t *attacker; // who did damage (NULL for floors int extralight; // so gun flashes light up areas int fixedcolormap; // can be set to REDCOLORMAP, etc. int xviewshift; // [RH] view shift (for earthquakes) pspdef_t psprites[NUMPSPRITES]; // view sprites (gun, etc) int jumpTics; // delay the next jump for a moment int respawn_time; // [RH] delay respawning until this tic fixed_t oldvelocity[3]; // [RH] Used for falling damage mobj_t *camera; // [RH] Whose eyes this player sees through } player_t; // // INTERMISSION // Structure passed e.g. to WI_Start(wb) // typedef struct { BOOL in; // whether the player is in game // Player stats, kills, collected items etc. int skills; int sitems; int ssecret; int stime; int frags[MAXPLAYERS]; int fragcount; // [RH] Cumulative frags for this player int score; // current score on entry, modified on return } wbplayerstruct_t; typedef struct { int epsd; // episode # (0-2) char current[8]; // [RH] Name of map just finished char next[8]; // next level, [RH] actual map name char lname0[8]; char lname1[8]; 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