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
223
224
225
226
227
228
229
230
231
232
|
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id: d_player.h 8 2005-07-23 16:44:57Z fraggle $
//
// 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"
#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 1.2 2005/07/23 16:44:55 fraggle
// Update copyright to GNU GPL
//
// Revision 1.1.1.1 2005/07/23 16:20:28 fraggle
// Initial import
//
//
//-----------------------------------------------------------------------------
|