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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
 *
 *  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"

#ifdef __GNUG__
#pragma interface
#endif


//
// Player states.
//
enum
{
   // Playing or camping.
   PST_LIVE,
   // Dead on the ground, view follows killer.
   PST_DEAD,
   // Ready to restart/respawn???
   PST_REBORN

};
typedef unsigned playerstate_t;


//
// Player internal flags, for cheats and debug.
//
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

};
typedef unsigned 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;

   /* 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.
   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. // CPhipps - const
   const 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];

   // CPhipps - total game time for completed levels so far
   int         totaltimes;

} wbstartstruct_t;


#endif