/* $Id: h_player.h 3128 2006-05-13 08:10:16Z danij $ * * 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. */ #ifndef __H_PLAYER__ #define __H_PLAYER__ #ifndef __JHERETIC__ # error "Using jHeretic headers without __JHERETIC__" #endif // 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 "h_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" #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; typedef struct player_s { ddplayer_t *plr; // Pointer to the engine's player data. playerstate_t playerstate; ticcmd_t cmd; pclass_t class; // player class type // 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 keys[NUMKEYS]; boolean backpack; signed 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; // 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; // The player's view pitch is centering back to zero. boolean centering; // The player can jump if this counter is zero. int jumptics; int update, startspot; // Target view to a player (0=disabled, 1=player zero, etc.). int viewlock; // $democam int flyheight; // // DJS - Here follows Heretic specific player_t properties // inventory_t inventory[NUMINVENTORYSLOTS]; artitype_t readyArtifact; int artifactCount; int inventorySlotNum; int messageTics; // counter for showing messages int flamecount; // for flame thrower duration int morphTics; // player is a chicken if > 0 int chickenPeck; // chicken peck countdown mobj_t *rain1; // active rain maker 1 mobj_t *rain2; // active rain maker 2 } player_t; #endif