mirror of
https://github.com/dhewm/dhewm3-sdk.git
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383 lines
14 KiB
C++
383 lines
14 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code 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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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __GAME_ACTOR_H__
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#define __GAME_ACTOR_H__
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#include "AFEntity.h"
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#include "IK.h"
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#include "PlayerView.h"
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#include "Misc.h"
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/*
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===============================================================================
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idActor
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===============================================================================
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*/
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extern const idEventDef AI_EnableEyeFocus;
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extern const idEventDef AI_DisableEyeFocus;
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extern const idEventDef EV_Footstep;
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extern const idEventDef EV_FootstepLeft;
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extern const idEventDef EV_FootstepRight;
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extern const idEventDef EV_EnableWalkIK;
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extern const idEventDef EV_DisableWalkIK;
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extern const idEventDef EV_EnableLegIK;
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extern const idEventDef EV_DisableLegIK;
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extern const idEventDef AI_SetAnimPrefix;
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extern const idEventDef AI_PlayAnim;
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extern const idEventDef AI_PlayCycle;
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extern const idEventDef AI_AnimDone;
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extern const idEventDef AI_SetBlendFrames;
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extern const idEventDef AI_GetBlendFrames;
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//ivan start
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extern const idEventDef AI_TriggerFX;
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extern const idEventDef AI_StartEmitter;
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extern const idEventDef AI_StopEmitter;
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typedef struct funcEmitter_s {
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char name[64];
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idFuncEmitter* particle;
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jointHandle_t joint;
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} funcEmitter_t;
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class idDamagingFx;
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//ivan end
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class idDeclParticle;
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class idAnimState {
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public:
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bool idleAnim;
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idStr state;
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int animBlendFrames;
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int lastAnimBlendFrames; // allows override anims to blend based on the last transition time
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public:
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idAnimState();
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~idAnimState();
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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void Init( idActor *owner, idAnimator *_animator, int animchannel );
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void Shutdown( void );
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void SetState( const char *name, int blendFrames );
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void StopAnim( int frames );
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void PlayAnim( int anim );
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void CycleAnim( int anim );
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void BecomeIdle( void );
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bool UpdateState( void );
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bool Disabled( void ) const;
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void Enable( int blendFrames );
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void Disable( void );
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bool AnimDone( int blendFrames ) const;
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bool IsIdle( void ) const;
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animFlags_t GetAnimFlags( void ) const;
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private:
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idActor * self;
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idAnimator * animator;
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idThread * thread;
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int channel;
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bool disabled;
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};
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class idAttachInfo {
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public:
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idEntityPtr<idEntity> ent;
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int channel;
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};
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typedef struct {
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jointModTransform_t mod;
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jointHandle_t from;
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jointHandle_t to;
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} copyJoints_t;
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class idActor : public idAFEntity_Gibbable {
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public:
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CLASS_PROTOTYPE( idActor );
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int team;
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int rank; // monsters don't fight back if the attacker's rank is higher
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idMat3 viewAxis; // view axis of the actor
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idLinkList<idActor> enemyNode; // node linked into an entity's enemy list for quick lookups of who is attacking him
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idLinkList<idActor> enemyList; // list of characters that have targeted the player as their enemy
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public:
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idActor( void );
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virtual ~idActor( void );
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void Spawn( void );
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virtual void Restart( void );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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virtual void Hide( void );
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virtual void Show( void );
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virtual int GetDefaultSurfaceType( void ) const;
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virtual void ProjectOverlay( const idVec3 &origin, const idVec3 &dir, float size, const char *material );
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virtual bool LoadAF( void );
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void SetupBody( void );
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void CheckBlink( void );
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virtual bool GetPhysicsToVisualTransform( idVec3 &origin, idMat3 &axis );
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virtual bool GetPhysicsToSoundTransform( idVec3 &origin, idMat3 &axis );
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// script state management
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void ShutdownThreads( void );
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virtual bool ShouldConstructScriptObjectAtSpawn( void ) const;
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virtual idThread * ConstructScriptObject( void );
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void UpdateScript( void );
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const function_t *GetScriptFunction( const char *funcname );
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void SetState( const function_t *newState );
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void SetState( const char *statename );
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// vision testing
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void SetEyeHeight( float height );
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float EyeHeight( void ) const;
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idVec3 EyeOffset( void ) const;
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idVec3 GetEyePosition( void ) const;
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virtual void GetViewPos( idVec3 &origin, idMat3 &axis ) const;
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void SetFOV( float fov );
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bool CheckFOV( const idVec3 &pos ) const;
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bool CanSee( idEntity *ent, bool useFOV ) const;
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bool PointVisible( const idVec3 &point ) const;
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virtual void GetAIAimTargets( const idVec3 &lastSightPos, idVec3 &headPos, idVec3 &chestPos );
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// damage
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void SetupDamageGroups( void );
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virtual void Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location );
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int GetDamageForLocation( int damage, int location );
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const char * GetDamageGroup( int location );
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void ClearPain( void );
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virtual bool Pain( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location, bool useHighPain, bool fromMelee );
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virtual void ChoosePainAnim( int location, bool useHighPain); //ivan
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//ivan start
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bool checkDamageForLocation( int location );
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void resetCurrentDamageForLocations( void );
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void updateCurrentDamageForLocations( void );
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void addDamageToLocation( int damage, int location );
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//ivan end
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// model/combat model/ragdoll
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void SetCombatModel( void );
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idClipModel * GetCombatModel( void ) const;
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virtual void LinkCombat( void );
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virtual void UnlinkCombat( void );
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bool StartRagdoll( void );
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void StopRagdoll( void );
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virtual bool UpdateAnimationControllers( void );
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// delta view angles to allow movers to rotate the view of the actor
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const idAngles & GetDeltaViewAngles( void ) const;
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void SetDeltaViewAngles( const idAngles &delta );
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bool HasEnemies( void ) const;
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idActor * ClosestEnemyToPoint( const idVec3 &pos );
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idActor * EnemyWithMostHealth();
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virtual bool OnLadder( void ) const;
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virtual void GetAASLocation( idAAS *aas, idVec3 &pos, int &areaNum ) const;
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void Attach( idEntity *ent );
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virtual void Teleport( const idVec3 &origin, const idAngles &angles, idEntity *destination );
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virtual renderView_t * GetRenderView();
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// animation state control
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int GetAnim( int channel, const char *name );
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void UpdateAnimState( void );
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void SetAnimState( int channel, const char *name, int blendFrames );
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const char * GetAnimState( int channel ) const;
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bool InAnimState( int channel, const char *name ) const;
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const char * WaitState( void ) const;
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void SetWaitState( const char *_waitstate );
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bool AnimDone( int channel, int blendFrames ) const;
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virtual void SpawnGibs( const idVec3 &dir, const char *damageDefName );
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protected:
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friend class idAnimState;
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float fovDot; // cos( fovDegrees )
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idVec3 eyeOffset; // offset of eye relative to physics origin
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idVec3 modelOffset; // offset of visual model relative to the physics origin
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idAngles deltaViewAngles; // delta angles relative to view input angles
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int pain_debounce_time; // next time the actor can show pain
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int pain_delay; // time between playing pain sound
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int pain_threshold; // how much damage monster can take at any one time before playing pain animation
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idStrList damageGroups; // body damage groups
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idList<float> damageScale; // damage scale per damage group
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//ivan start
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idHashTable<funcEmitter_t> funcEmitters; //ivan - particles
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bool force_torso_override; //ivan
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idStrList damageGroupsNames;
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idList<float> highpainThreshold; //ivan - max damage per damage group. If damage inflicted in the specified time interval is greater that this, fullbody pain anim is performed.
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idList<float> highpainDecreaseRate; //ivan - this will be subtracted each tick (60 per second) to highpainCurrentDamage
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idList<float> highpainCurrentDamage; //ivan - current value per damage group.
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int nextImpulse;
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//ivan end
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bool use_combat_bbox; // whether to use the bounding box for combat collision
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idEntityPtr<idAFAttachment> head;
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idList<copyJoints_t> copyJoints; // copied from the body animation to the head model
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// state variables
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const function_t *state;
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const function_t *idealState;
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// joint handles
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jointHandle_t leftEyeJoint;
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jointHandle_t rightEyeJoint;
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jointHandle_t soundJoint;
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idIK_Walk walkIK;
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idStr animPrefix;
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idStr painAnim;
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// blinking
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int blink_anim;
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int blink_time;
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int blink_min;
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int blink_max;
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// script variables
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idThread * scriptThread;
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idStr waitState;
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idAnimState headAnim;
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idAnimState torsoAnim;
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idAnimState legsAnim;
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bool allowPain;
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bool allowEyeFocus;
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bool finalBoss;
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int painTime;
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idList<idAttachInfo> attachments;
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//ivan start - dmgFxs
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idList< idEntityPtr<idDamagingFx> > dmgFxEntities;
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void StartDamageFx( int type );
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void StopDamageFxs( void );
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void CheckDamageFx( const idDict *damageDef );
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//ivan end
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virtual void Gib( const idVec3 &dir, const char *damageDefName );
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// removes attachments with "remove" set for when character dies
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void RemoveAttachments( void );
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// copies animation from body to head joints
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void CopyJointsFromBodyToHead( void );
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//ivan start - particles
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//void TriggerFX( const char* joint, const char* fx );
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void TriggerFX( const char* joint, const char* fx, bool bindToJoint, bool orientated );
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idEntity* StartEmitter( const char* name, const char* joint, const char* particle );
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idEntity* GetEmitter( const char* name );
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void StopEmitter( const char* name );
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//ivan end
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private:
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void SyncAnimChannels( int channel, int syncToChannel, int blendFrames );
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void FinishSetup( void );
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void SetupHead( void );
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void PlayFootStepSound( void );
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void Event_EnableEyeFocus( void );
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void Event_DisableEyeFocus( void );
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void Event_Footstep( void );
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void Event_EnableWalkIK( void );
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void Event_DisableWalkIK( void );
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void Event_EnableLegIK( int num );
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void Event_DisableLegIK( int num );
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void Event_SetAnimPrefix( const char *name );
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void Event_LookAtEntity( idEntity *ent, float duration );
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void Event_PreventPain( float duration );
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void Event_DisablePain( void );
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void Event_EnablePain( void );
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void Event_GetPainAnim( void );
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void Event_StopAnim( int channel, int frames );
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void Event_PlayAnim( int channel, const char *name );
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void Event_PlayCycle( int channel, const char *name );
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void Event_IdleAnim( int channel, const char *name );
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void Event_SetSyncedAnimWeight( int channel, int anim, float weight );
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void Event_OverrideAnim( int channel );
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void Event_EnableAnim( int channel, int blendFrames );
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void Event_SetBlendFrames( int channel, int blendFrames );
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void Event_GetBlendFrames( int channel );
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void Event_AnimState( int channel, const char *name, int blendFrames );
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void Event_GetAnimState( int channel );
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void Event_InAnimState( int channel, const char *name );
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void Event_FinishAction( const char *name );
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void Event_AnimDone( int channel, int blendFrames );
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void Event_HasAnim( int channel, const char *name );
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void Event_CheckAnim( int channel, const char *animname );
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void Event_ChooseAnim( int channel, const char *animname );
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void Event_AnimLength( int channel, const char *animname );
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void Event_AnimDistance( int channel, const char *animname );
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void Event_HasEnemies( void );
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void Event_NextEnemy( idEntity *ent );
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void Event_ClosestEnemyToPoint( const idVec3 &pos );
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void Event_StopSound( int channel, int netsync );
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void Event_SetNextState( const char *name );
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void Event_SetState( const char *name );
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void Event_GetState( void );
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void Event_GetHead( void );
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//ivan start - particles
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//void Event_TriggerFX( const char* joint, const char* fx );
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void Event_TriggerFX( const char* joint, const char* fx, int bindToJoint, int orientated );
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void Event_StartEmitter( const char* name, const char* joint, const char* particle );
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void Event_GetEmitter( const char* name );
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void Event_StopEmitter( const char* name );
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//ivan end
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};
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#endif /* !__GAME_ACTOR_H__ */
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