/* =========================================================================== 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 . 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__ */