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authorSimon Howard2010-02-01 19:11:06 +0000
committerSimon Howard2010-02-01 19:11:06 +0000
commitde6f6af80635f0f20d7cb75722dc04b00dd2d746 (patch)
tree364dcb86f2c22411a720447bfa21c4de9191ff6f /src/strife/d_player.h
parent28f8d3e9b5794e188ccff1cc68c62be9001985b7 (diff)
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Remove improperly-created strife directory.
Subversion-branch: /branches/strife-branch Subversion-revision: 1839
Diffstat (limited to 'src/strife/d_player.h')
-rw-r--r--src/strife/d_player.h217
1 files changed, 0 insertions, 217 deletions
diff --git a/src/strife/d_player.h b/src/strife/d_player.h
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-// 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
-
-} 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];
- boolean cards[NUMCARDS];
- boolean backpack;
-
- // 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];
-
- // True if button down last tic.
- int attackdown;
- int usedown;
-
- // 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;
-
- // Player skin colorshift,
- // 0-3 for which color to draw player.
- int colormap;
-
- // Overlay view sprites (gun, etc).
- pspdef_t psprites[NUMPSPRITES];
-
- // True if secret level has been done.
- boolean didsecret;
-
-} 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