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cl_player.h
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cl_player.h
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/** @file cl_player.h
*
* @authors Copyright © 2003-2013 Jaakko Keränen <jaakko.keranen@iki.fi>
* @authors Copyright © 2007-2013 Daniel Swanson <danij@dengine.net>
*
* @par License
* GPL: http://www.gnu.org/licenses/gpl.html
*
* <small>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, see:
* http://www.gnu.org/licenses</small>
*/
/**
* Clientside Player Management
*/
#ifndef DENG_CLIENT_PLAYER_H
#define DENG_CLIENT_PLAYER_H
#include "cl_mobj.h"
#ifdef __cplusplus
extern "C" {
#endif
/**
* Information about a client player.
*/
typedef struct clplayerstate_s {
thid_t clMobjId;
float forwardMove;
float sideMove;
int angle;
angle_t turnDelta;
int friction;
int pendingFixes;
thid_t pendingFixTargetClMobjId;
angle_t pendingAngleFix;
float pendingLookDirFix;
coord_t pendingOriginFix[3];
coord_t pendingMomFix[3];
} clplayerstate_t;
extern float pspMoveSpeed;
extern float cplrThrustMul;
void Cl_InitPlayers(void);
/**
* Used in DEMOS. (Not in regular netgames.)
* Applies the given dx and dy to the local player's coordinates.
*
* @param dx Viewpoint X delta.
* @param dy Viewpoint Y delta.
* @param z Viewpoint absolute Z coordinate.
* @param onground If @c true the mobj's Z will be set to floorz, and
* the player's viewheight is set so that the viewpoint
* height is param 'z'.
* If @c false the mobj's Z will be param 'z' and
* viewheight is zero.
*/
void ClPlayer_MoveLocal(coord_t dx, coord_t dy, coord_t z, boolean onground);
void ClPlayer_UpdateOrigin(int plrnum);
void ClPlayer_HandleFix(void);
void ClPlayer_ApplyPendingFixes(int plrNum);
void ClPlayer_ReadDelta2(boolean skip);
clplayerstate_t *ClPlayer_State(int plrNum);
mobj_t *ClPlayer_LocalGameMobj(int plrNum);
boolean ClPlayer_IsFreeToMove(int plrnum);
#ifdef __cplusplus
} // extern "C"
#endif
#endif // DENG_CLIENT_PLAYER_H