mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-10 06:41:36 +00:00
126 lines
4.3 KiB
C++
126 lines
4.3 KiB
C++
/*
|
|
===========================================================================
|
|
|
|
Doom 3 GPL Source Code
|
|
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
|
|
|
|
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
|
|
|
|
Doom 3 Source Code 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 3 of the License, or
|
|
(at your option) any later version.
|
|
|
|
Doom 3 Source Code 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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
|
|
|
|
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
|
|
|
|
===========================================================================
|
|
*/
|
|
|
|
#ifndef __GAME_PLAYERVIEW_H__
|
|
#define __GAME_PLAYERVIEW_H__
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
Player view.
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
// screenBlob_t are for the on-screen damage claw marks, etc
|
|
typedef struct {
|
|
const idMaterial * material;
|
|
float x, y, w, h;
|
|
float s1, t1, s2, t2;
|
|
int finishTime;
|
|
int startFadeTime;
|
|
float driftAmount;
|
|
} screenBlob_t;
|
|
|
|
#define MAX_SCREEN_BLOBS 8
|
|
|
|
class idPlayerView {
|
|
public:
|
|
idPlayerView();
|
|
|
|
void Save( idSaveGame *savefile ) const;
|
|
void Restore( idRestoreGame *savefile );
|
|
|
|
void SetPlayerEntity( class idPlayer *playerEnt );
|
|
|
|
void ClearEffects( void );
|
|
|
|
void DamageImpulse( idVec3 localKickDir, const idDict *damageDef );
|
|
|
|
void WeaponFireFeedback( const idDict *weaponDef );
|
|
|
|
idAngles AngleOffset( void ) const; // returns the current kick angle
|
|
|
|
idMat3 ShakeAxis( void ) const; // returns the current shake angle
|
|
|
|
void CalculateShake( void );
|
|
|
|
// this may involve rendering to a texture and displaying
|
|
// that with a warp model or in double vision mode
|
|
void RenderPlayerView( idUserInterface *hud );
|
|
|
|
void Fade( idVec4 color, int time );
|
|
|
|
void Flash( idVec4 color, int time );
|
|
|
|
void AddBloodSpray( float duration );
|
|
|
|
// temp for view testing
|
|
void EnableBFGVision( bool b ) { bfgVision = b; };
|
|
|
|
private:
|
|
void SingleView( idUserInterface *hud, const renderView_t *view );
|
|
void DoubleVision( idUserInterface *hud, const renderView_t *view, int offset );
|
|
void BerserkVision( idUserInterface *hud, const renderView_t *view );
|
|
void InfluenceVision( idUserInterface *hud, const renderView_t *view );
|
|
void ScreenFade();
|
|
|
|
screenBlob_t * GetScreenBlob();
|
|
|
|
screenBlob_t screenBlobs[MAX_SCREEN_BLOBS];
|
|
|
|
int dvFinishTime; // double vision will be stopped at this time
|
|
const idMaterial * dvMaterial; // material to take the double vision screen shot
|
|
|
|
int kickFinishTime; // view kick will be stopped at this time
|
|
idAngles kickAngles;
|
|
|
|
bool bfgVision; //
|
|
|
|
const idMaterial * tunnelMaterial; // health tunnel vision
|
|
const idMaterial * armorMaterial; // armor damage view effect
|
|
const idMaterial * berserkMaterial; // berserk effect
|
|
const idMaterial * irGogglesMaterial; // ir effect
|
|
const idMaterial * bloodSprayMaterial; // blood spray
|
|
const idMaterial * bfgMaterial; // when targeted with BFG
|
|
const idMaterial * lagoMaterial; // lagometer drawing
|
|
float lastDamageTime; // accentuate the tunnel effect for a while
|
|
|
|
idVec4 fadeColor; // fade color
|
|
idVec4 fadeToColor; // color to fade to
|
|
idVec4 fadeFromColor; // color to fade from
|
|
float fadeRate; // fade rate
|
|
int fadeTime; // fade time
|
|
|
|
idAngles shakeAng; // from the sound sources
|
|
|
|
idPlayer * player;
|
|
renderView_t view;
|
|
};
|
|
|
|
#endif /* !__GAME_PLAYERVIEW_H__ */
|