summaryrefslogtreecommitdiff
path: root/src/d_player.h
blob: 28ea84366c06acea7e21ae0b3b8a7955860ae4ee (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
// Emacs style mode select   -*- C++ -*- 
//-----------------------------------------------------------------------------
//
// $Id: d_player.h 4 2005-07-23 16:19:41Z fraggle $
//
// 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"

#ifdef __GNUG__
#pragma interface
#endif




//
// 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
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.1  2005/07/23 16:20:28  fraggle
// Initial revision
//
//
//-----------------------------------------------------------------------------