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d_player.h
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d_player.h
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/* Emacs style mode select -*- C++ -*-
*-----------------------------------------------------------------------------
*
*
* PrBoom: a Doom port merged with LxDoom and LSDLDoom
* based on BOOM, a modified and improved DOOM engine
* Copyright (C) 1999 by
* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
* Copyright (C) 1999-2000 by
* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
* Copyright 2005, 2006 by
* Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
* Copyright 2023, 2024 by
* Frenkel Smeijers
*
* 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:
* Player state structure.
*
*-----------------------------------------------------------------------------*/
#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"
//
// 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,
//You played goldeneye right?
CF_ENEMY_ROCKETS = 4
} cheat_t;
//
// Extended player object info: player_t
//
typedef struct player_s
{
mobj_t __far* 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;
/* killough 10/98: used for realistic bobbing (i.e. not simply overall speed)
* mo->momx and mo->momy represent true momenta experienced by player.
* This only represents the thrust that the player applies himself.
* This avoids anomolies with such things as Boom ice and conveyors.
*/
fixed_t momx, momy; // killough 10/98
// This is only used between levels,
// mo->health is used during levels.
int16_t health;
int16_t armorpoints;
// Armor type is 0-2.
int16_t armortype;
// Power ups. invinc and invis are tic counters.
int16_t powers[NUMPOWERS];
boolean cards[NUMCARDS];
boolean backpack;
// Frags, kills of other players.
weapontype_t readyweapon;
// Is wp_nochange if not changing.
weapontype_t pendingweapon;
int16_t weaponowned[NUMWEAPONS];
int16_t ammo[NUMAMMO];
int16_t maxammo[NUMAMMO];
// True if button down last tic.
boolean attackdown;
boolean usedown;
// Bit flags, for cheats and debug.
// See cheat_t, above.
int16_t cheats;
// Refired shots are less accurate.
int16_t refire;
// For intermission stats.
int16_t killcount;
int16_t itemcount;
int16_t secretcount;
// Hint messages. // CPhipps - const
const char* message;
// For screen flashing (red or bright).
int16_t damagecount;
int16_t bonuscount;
// Who did damage (NULL for floors/ceilings).
mobj_t __far* attacker;
// So gun flashes light up areas.
int16_t extralight;
// Current PLAYPAL, ???
// can be set to REDCOLORMAP for pain, etc.
int16_t fixedcolormap;
// 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
{
// Player stats, kills, collected items etc.
int32_t skills;
int32_t sitems;
int32_t ssecret;
int32_t stime;
} wbplayerstruct_t;
typedef struct
{
// if true, splash the secret level
boolean didsecret;
// previous and next levels, origin 0
int16_t last;
int16_t next;
int32_t maxkills;
int32_t maxitems;
int32_t maxsecret;
// the par time
int16_t partime;
wbplayerstruct_t plyr[MAXPLAYERS];
// CPhipps - total game time for completed levels so far
int32_t totaltimes;
} wbstartstruct_t;
#endif