/* =========================================================================== 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_ACTOR_H__ #define __GAME_ACTOR_H__ #include "AFEntity.h" #include "IK.h" #include "PlayerView.h" #include "Misc.h" /* =============================================================================== idActor =============================================================================== */ extern const idEventDef AI_EnableEyeFocus; extern const idEventDef AI_DisableEyeFocus; extern const idEventDef EV_Footstep; extern const idEventDef EV_FootstepLeft; extern const idEventDef EV_FootstepRight; extern const idEventDef EV_EnableWalkIK; extern const idEventDef EV_DisableWalkIK; extern const idEventDef EV_EnableLegIK; extern const idEventDef EV_DisableLegIK; extern const idEventDef AI_SetAnimPrefix; extern const idEventDef AI_PlayAnim; extern const idEventDef AI_PlayCycle; extern const idEventDef AI_AnimDone; extern const idEventDef AI_SetBlendFrames; extern const idEventDef AI_GetBlendFrames; //ivan start extern const idEventDef AI_TriggerFX; extern const idEventDef AI_StartEmitter; extern const idEventDef AI_StopEmitter; typedef struct funcEmitter_s { char name[64]; idFuncEmitter* particle; jointHandle_t joint; } funcEmitter_t; class idDamagingFx; //ivan end class idDeclParticle; class idAnimState { public: bool idleAnim; idStr state; int animBlendFrames; int lastAnimBlendFrames; // allows override anims to blend based on the last transition time public: idAnimState(); ~idAnimState(); void Save( idSaveGame *savefile ) const; void Restore( idRestoreGame *savefile ); void Init( idActor *owner, idAnimator *_animator, int animchannel ); void Shutdown( void ); void SetState( const char *name, int blendFrames ); void StopAnim( int frames ); void PlayAnim( int anim ); void CycleAnim( int anim ); void BecomeIdle( void ); bool UpdateState( void ); bool Disabled( void ) const; void Enable( int blendFrames ); void Disable( void ); bool AnimDone( int blendFrames ) const; bool IsIdle( void ) const; animFlags_t GetAnimFlags( void ) const; private: idActor * self; idAnimator * animator; idThread * thread; int channel; bool disabled; }; class idAttachInfo { public: idEntityPtr ent; int channel; }; typedef struct { jointModTransform_t mod; jointHandle_t from; jointHandle_t to; } copyJoints_t; class idActor : public idAFEntity_Gibbable { public: CLASS_PROTOTYPE( idActor ); int team; int rank; // monsters don't fight back if the attacker's rank is higher idMat3 viewAxis; // view axis of the actor idLinkList enemyNode; // node linked into an entity's enemy list for quick lookups of who is attacking him idLinkList enemyList; // list of characters that have targeted the player as their enemy public: idActor( void ); virtual ~idActor( void ); void Spawn( void ); virtual void Restart( void ); void Save( idSaveGame *savefile ) const; void Restore( idRestoreGame *savefile ); virtual void Hide( void ); virtual void Show( void ); virtual int GetDefaultSurfaceType( void ) const; virtual void ProjectOverlay( const idVec3 &origin, const idVec3 &dir, float size, const char *material ); virtual bool LoadAF( void ); void SetupBody( void ); void CheckBlink( void ); virtual bool GetPhysicsToVisualTransform( idVec3 &origin, idMat3 &axis ); virtual bool GetPhysicsToSoundTransform( idVec3 &origin, idMat3 &axis ); // script state management void ShutdownThreads( void ); virtual bool ShouldConstructScriptObjectAtSpawn( void ) const; virtual idThread * ConstructScriptObject( void ); void UpdateScript( void ); const function_t *GetScriptFunction( const char *funcname ); void SetState( const function_t *newState ); void SetState( const char *statename ); // vision testing void SetEyeHeight( float height ); float EyeHeight( void ) const; idVec3 EyeOffset( void ) const; idVec3 GetEyePosition( void ) const; virtual void GetViewPos( idVec3 &origin, idMat3 &axis ) const; void SetFOV( float fov ); bool CheckFOV( const idVec3 &pos ) const; bool CanSee( idEntity *ent, bool useFOV ) const; bool PointVisible( const idVec3 &point ) const; virtual void GetAIAimTargets( const idVec3 &lastSightPos, idVec3 &headPos, idVec3 &chestPos ); // damage void SetupDamageGroups( void ); virtual void Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location ); int GetDamageForLocation( int damage, int location ); const char * GetDamageGroup( int location ); void ClearPain( void ); virtual bool Pain( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location, bool useHighPain, bool fromMelee ); virtual void ChoosePainAnim( int location, bool useHighPain); //ivan //ivan start bool checkDamageForLocation( int location ); void resetCurrentDamageForLocations( void ); void updateCurrentDamageForLocations( void ); void addDamageToLocation( int damage, int location ); //ivan end // model/combat model/ragdoll void SetCombatModel( void ); idClipModel * GetCombatModel( void ) const; virtual void LinkCombat( void ); virtual void UnlinkCombat( void ); bool StartRagdoll( void ); void StopRagdoll( void ); virtual bool UpdateAnimationControllers( void ); // delta view angles to allow movers to rotate the view of the actor const idAngles & GetDeltaViewAngles( void ) const; void SetDeltaViewAngles( const idAngles &delta ); bool HasEnemies( void ) const; idActor * ClosestEnemyToPoint( const idVec3 &pos ); idActor * EnemyWithMostHealth(); virtual bool OnLadder( void ) const; virtual void GetAASLocation( idAAS *aas, idVec3 &pos, int &areaNum ) const; void Attach( idEntity *ent ); virtual void Teleport( const idVec3 &origin, const idAngles &angles, idEntity *destination ); virtual renderView_t * GetRenderView(); // animation state control int GetAnim( int channel, const char *name ); void UpdateAnimState( void ); void SetAnimState( int channel, const char *name, int blendFrames ); const char * GetAnimState( int channel ) const; bool InAnimState( int channel, const char *name ) const; const char * WaitState( void ) const; void SetWaitState( const char *_waitstate ); bool AnimDone( int channel, int blendFrames ) const; virtual void SpawnGibs( const idVec3 &dir, const char *damageDefName ); protected: friend class idAnimState; float fovDot; // cos( fovDegrees ) idVec3 eyeOffset; // offset of eye relative to physics origin idVec3 modelOffset; // offset of visual model relative to the physics origin idAngles deltaViewAngles; // delta angles relative to view input angles int pain_debounce_time; // next time the actor can show pain int pain_delay; // time between playing pain sound int pain_threshold; // how much damage monster can take at any one time before playing pain animation idStrList damageGroups; // body damage groups idList damageScale; // damage scale per damage group //ivan start idHashTable funcEmitters; //ivan - particles bool force_torso_override; //ivan idStrList damageGroupsNames; idList highpainThreshold; //ivan - max damage per damage group. If damage inflicted in the specified time interval is greater that this, fullbody pain anim is performed. idList highpainDecreaseRate; //ivan - this will be subtracted each tick (60 per second) to highpainCurrentDamage idList highpainCurrentDamage; //ivan - current value per damage group. int nextImpulse; //ivan end bool use_combat_bbox; // whether to use the bounding box for combat collision idEntityPtr head; idList copyJoints; // copied from the body animation to the head model // state variables const function_t *state; const function_t *idealState; // joint handles jointHandle_t leftEyeJoint; jointHandle_t rightEyeJoint; jointHandle_t soundJoint; idIK_Walk walkIK; idStr animPrefix; idStr painAnim; // blinking int blink_anim; int blink_time; int blink_min; int blink_max; // script variables idThread * scriptThread; idStr waitState; idAnimState headAnim; idAnimState torsoAnim; idAnimState legsAnim; bool allowPain; bool allowEyeFocus; bool finalBoss; int painTime; idList attachments; //ivan start - dmgFxs idList< idEntityPtr > dmgFxEntities; void StartDamageFx( int type ); void StopDamageFxs( void ); void CheckDamageFx( const idDict *damageDef ); //ivan end virtual void Gib( const idVec3 &dir, const char *damageDefName ); // removes attachments with "remove" set for when character dies void RemoveAttachments( void ); // copies animation from body to head joints void CopyJointsFromBodyToHead( void ); //ivan start - particles //void TriggerFX( const char* joint, const char* fx ); void TriggerFX( const char* joint, const char* fx, bool bindToJoint, bool orientated ); idEntity* StartEmitter( const char* name, const char* joint, const char* particle ); idEntity* GetEmitter( const char* name ); void StopEmitter( const char* name ); //ivan end private: void SyncAnimChannels( int channel, int syncToChannel, int blendFrames ); void FinishSetup( void ); void SetupHead( void ); void PlayFootStepSound( void ); void Event_EnableEyeFocus( void ); void Event_DisableEyeFocus( void ); void Event_Footstep( void ); void Event_EnableWalkIK( void ); void Event_DisableWalkIK( void ); void Event_EnableLegIK( int num ); void Event_DisableLegIK( int num ); void Event_SetAnimPrefix( const char *name ); void Event_LookAtEntity( idEntity *ent, float duration ); void Event_PreventPain( float duration ); void Event_DisablePain( void ); void Event_EnablePain( void ); void Event_GetPainAnim( void ); void Event_StopAnim( int channel, int frames ); void Event_PlayAnim( int channel, const char *name ); void Event_PlayCycle( int channel, const char *name ); void Event_IdleAnim( int channel, const char *name ); void Event_SetSyncedAnimWeight( int channel, int anim, float weight ); void Event_OverrideAnim( int channel ); void Event_EnableAnim( int channel, int blendFrames ); void Event_SetBlendFrames( int channel, int blendFrames ); void Event_GetBlendFrames( int channel ); void Event_AnimState( int channel, const char *name, int blendFrames ); void Event_GetAnimState( int channel ); void Event_InAnimState( int channel, const char *name ); void Event_FinishAction( const char *name ); void Event_AnimDone( int channel, int blendFrames ); void Event_HasAnim( int channel, const char *name ); void Event_CheckAnim( int channel, const char *animname ); void Event_ChooseAnim( int channel, const char *animname ); void Event_AnimLength( int channel, const char *animname ); void Event_AnimDistance( int channel, const char *animname ); void Event_HasEnemies( void ); void Event_NextEnemy( idEntity *ent ); void Event_ClosestEnemyToPoint( const idVec3 &pos ); void Event_StopSound( int channel, int netsync ); void Event_SetNextState( const char *name ); void Event_SetState( const char *name ); void Event_GetState( void ); void Event_GetHead( void ); //ivan start - particles //void Event_TriggerFX( const char* joint, const char* fx ); void Event_TriggerFX( const char* joint, const char* fx, int bindToJoint, int orientated ); void Event_StartEmitter( const char* name, const char* joint, const char* particle ); void Event_GetEmitter( const char* name ); void Event_StopEmitter( const char* name ); //ivan end }; #endif /* !__GAME_ACTOR_H__ */