forked from len0rd/rockbox
Patch #2969 - Doom! Currently only working on the H300.
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@9312 a1c6a512-1295-4272-9138-f99709370657
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232
apps/plugins/doom/d_player.h
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232
apps/plugins/doom/d_player.h
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/* Emacs style mode select -*- C++ -*-
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*-----------------------------------------------------------------------------
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*
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*
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* PrBoom a Doom port merged with LxDoom and LSDLDoom
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* based on BOOM, a modified and improved DOOM engine
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* Copyright (C) 1999 by
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* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
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* Copyright (C) 1999-2000 by
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* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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* 02111-1307, USA.
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*
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* DESCRIPTION:
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* Player state structure.
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*
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*-----------------------------------------------------------------------------*/
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#ifndef __D_PLAYER__
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#define __D_PLAYER__
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// The player data structure depends on a number
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// of other structs: items (internal inventory),
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// animation states (closely tied to the sprites
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// used to represent them, unfortunately).
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#include "d_items.h"
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#include "p_pspr.h"
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// In addition, the player is just a special
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// case of the generic moving object/actor.
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#include "p_mobj.h"
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// Finally, for odd reasons, the player input
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// is buffered within the player data struct,
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// as commands per game tick.
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#include "d_ticcmd.h"
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#ifdef __GNUG__
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#pragma interface
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#endif
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//
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// Player states.
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//
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typedef enum
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{
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// Playing or camping.
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PST_LIVE,
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// Dead on the ground, view follows killer.
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PST_DEAD,
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// Ready to restart/respawn???
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PST_REBORN
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} playerstate_t;
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//
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// Player internal flags, for cheats and debug.
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//
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typedef enum
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{
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// No clipping, walk through barriers.
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CF_NOCLIP = 1,
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// No damage, no health loss.
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CF_GODMODE = 2,
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// Not really a cheat, just a debug aid.
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CF_NOMOMENTUM = 4
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} cheat_t;
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//
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// Extended player object info: player_t
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//
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typedef struct player_s
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{
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mobj_t* mo;
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playerstate_t playerstate;
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ticcmd_t cmd;
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// Determine POV,
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// including viewpoint bobbing during movement.
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// Focal origin above r.z
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fixed_t viewz;
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// Base height above floor for viewz.
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fixed_t viewheight;
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// Bob/squat speed.
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fixed_t deltaviewheight;
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// bounded/scaled total momentum.
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fixed_t bob;
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/* killough 10/98: used for realistic bobbing (i.e. not simply overall speed)
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* mo->momx and mo->momy represent true momenta experienced by player.
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* This only represents the thrust that the player applies himself.
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* This avoids anomolies with such things as Boom ice and conveyors.
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*/
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fixed_t momx, momy; // killough 10/98
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// This is only used between levels,
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// mo->health is used during levels.
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int health;
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int armorpoints;
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// Armor type is 0-2.
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int armortype;
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// Power ups. invinc and invis are tic counters.
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int powers[NUMPOWERS];
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boolean cards[NUMCARDS];
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boolean backpack;
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// Frags, kills of other players.
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int frags[MAXPLAYERS];
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weapontype_t readyweapon;
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// Is wp_nochange if not changing.
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weapontype_t pendingweapon;
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boolean weaponowned[NUMWEAPONS];
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int ammo[NUMAMMO];
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int maxammo[NUMAMMO];
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// True if button down last tic.
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int attackdown;
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int usedown;
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// Bit flags, for cheats and debug.
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// See cheat_t, above.
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int cheats;
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// Refired shots are less accurate.
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int refire;
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// For intermission stats.
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int killcount;
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int itemcount;
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int secretcount;
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// Hint messages. // CPhipps - const
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const char* message;
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// For screen flashing (red or bright).
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int damagecount;
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int bonuscount;
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// Who did damage (NULL for floors/ceilings).
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mobj_t* attacker;
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// So gun flashes light up areas.
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int extralight;
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// Current PLAYPAL, ???
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// can be set to REDCOLORMAP for pain, etc.
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int fixedcolormap;
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// Player skin colorshift,
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// 0-3 for which color to draw player.
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int colormap;
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// Overlay view sprites (gun, etc).
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pspdef_t psprites[NUMPSPRITES];
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// True if secret level has been done.
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boolean didsecret;
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} player_t;
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//
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// INTERMISSION
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// Structure passed e.g. to WI_Start(wb)
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//
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typedef struct
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{
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boolean in; // whether the player is in game
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// Player stats, kills, collected items etc.
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int skills;
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int sitems;
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int ssecret;
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int stime;
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int frags[4];
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int score; // current score on entry, modified on return
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} wbplayerstruct_t;
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typedef struct
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{
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int epsd; // episode # (0-2)
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// if true, splash the secret level
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boolean didsecret;
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// previous and next levels, origin 0
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int last;
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int next;
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int maxkills;
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int maxitems;
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int maxsecret;
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int maxfrags;
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// the par time
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int partime;
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// index of this player in game
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int pnum;
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wbplayerstruct_t plyr[MAXPLAYERS];
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// CPhipps - total game time for completed levels so far
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int totaltimes;
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} wbstartstruct_t;
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#endif
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