// 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 } cheat_t; // // Extended player object info: player_t // 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; int armorpoints; // Armor type is 0-2. int armortype; // Power ups. invinc and invis are tic counters. int powers[NUMPOWERS]; BOOL cards[NUMCARDS]; BOOL backpack; // Frags, kills of other players. int frags[MAXPLAYERS]; int fragcount; // [RH] Cumulative frags for this player weapontype_t readyweapon; // Is wp_nochange if not changing. weapontype_t pendingweapon; BOOL weaponowned[NUMWEAPONS]; int ammo[NUMAMMO]; int maxammo[NUMAMMO]; // True if button down last tic. int attackdown; int usedown; int jumpdown; // [RH] Don't jump like a fool // Bit flags, for cheats and debug. // See cheat_t, above. int cheats; // Refired shots are less accurate. int refire; // For intermission stats. int killcount; int itemcount; 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; // [RH] Amount to shift view horizontally (for earthquakes) int xviewshift; // Overlay view sprites (gun, etc). pspdef_t psprites[NUMPSPRITES]; // [RH] A userinfo struct userinfo_t userinfo; // [RH] Tic when respawning is allowed int respawn_time; // [RH] Used for calculating falling damage fixed_t oldvelocity[3]; // [RH] Camera to use to draw view from. Normally same as mo mobj_t *camera; } 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) // [RH] Name of map just finished char current[8]; // next level, [RH] actual map name char next[8]; 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 //----------------------------------------------------------------------------- // // $Log:$ // //-----------------------------------------------------------------------------