From de6f6af80635f0f20d7cb75722dc04b00dd2d746 Mon Sep 17 00:00:00 2001 From: Simon Howard Date: Mon, 1 Feb 2010 19:11:06 +0000 Subject: Remove improperly-created strife directory. Subversion-branch: /branches/strife-branch Subversion-revision: 1839 --- src/strife/d_player.h | 217 -------------------------------------------------- 1 file changed, 217 deletions(-) delete mode 100644 src/strife/d_player.h (limited to 'src/strife/d_player.h') diff --git a/src/strife/d_player.h b/src/strife/d_player.h deleted file mode 100644 index 8bdccf46..00000000 --- a/src/strife/d_player.h +++ /dev/null @@ -1,217 +0,0 @@ -// 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 -- cgit v1.2.3