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D_PLAYER.H
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// d_player.h : player data structures
#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,
// Not really a cheat, just a debug aid.
CF_NOMOMENTUM = 4,
//added:28-02-98: new cheats
CF_FLYAROUND = 8,
//added:28-02-98: NOT REALLY A CHEAT
// Allow player avatar to walk in-air
// if trying to get over a small wall (hack for playability)
CF_JUMPOVER = 16
} cheat_t;
// ========================================================================
// PLAYER STRUCTURE
// ========================================================================
typedef struct player_s
{
mobj_t* mo;
// added 1-6-98: for movement prediction
mobj_t* spirit;
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;
//added:16-02-98: mouse aiming, where the guy is looking at!
// actually, this is a constant between -100 +100
// (its the line number of a 320x200 screen, which
// is drawn at the exact y center of the view)
// It is updated with cmd->aiming.
angle_t aiming;
// 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];
// added by Boris : preferred weapons order stuff
char favoritweapon[NUMWEAPONS];
boolean originalweaponswitch;
//added:28-02-98:
boolean autoaim_toggle;
// True if button down last tic.
int attackdown;
int usedown;
int jumpdown; //added:19-03-98:dont jump like a monkey!
// 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;
int specialsector; //lava/slime/water...
// 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.
// adding 6-2-98 comment : unused by doom2 1.9 now is used
int skincolor;
// added 2/8/98
int skin;
// 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[MAXPLAYERS]; // added 17-1-98 more than 4 players
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