dhewm3-sdk/game/Player.h
revility e8267fd6c0 CheckCrossHairOrigin added
CheckCrossHairOrigin is used when entering and exiting guis to get the player's current setting and restore it when leaving the gui.  Check the player.cpp for full details.
2018-10-21 04:31:15 +02:00

988 lines
31 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_PLAYER_H__
#define __GAME_PLAYER_H__
#include "idlib/math/Interpolate.h"
#include "physics/Physics_Player.h"
#include "Item.h"
#include "Actor.h"
#include "Weapon.h"
#include "Projectile.h"
#include "PlayerIcon.h"
#include "GameEdit.h"
#ifndef _DENTONMOD_PLAYER_CPP
#define _DENTONMOD_PLAYER_CPP
#endif
class idAI;
/*
===============================================================================
Player entity.
===============================================================================
*/
//ivan - uncomment this to enable cursor world entity
//#define USE_CURSOR_ENTITY
//ivan - uncomment this to enable cursor 3D-to-2D in cursor.gui
#define USE_3D_TO_2D_CURSOR
/*
//definition of USE_AIM_DIR_FIX was moved to weapon.h
*/
//
// events
//
//ivan start
extern const idEventDef EV_Player_ComboForceHighPain;
extern const idEventDef EV_Player_SetGravityInAnimMove;
extern const idEventDef EV_Player_StartKick;
extern const idEventDef EV_Player_StopKick;
//ivan end
extern const idEventDef EV_Player_GetButtons;
extern const idEventDef EV_Player_GetMove;
extern const idEventDef EV_Player_GetViewAngles;
extern const idEventDef EV_Player_EnableWeapon;
extern const idEventDef EV_Player_DisableWeapon;
extern const idEventDef EV_Player_ExitTeleporter;
extern const idEventDef EV_Player_SelectWeapon;
extern const idEventDef EV_SpectatorTouch;
const float THIRD_PERSON_FOCUS_DISTANCE = 512.0f;
const int LAND_DEFLECT_TIME = 150;
const int LAND_RETURN_TIME = 300;
const int FOCUS_TIME = 300;
const int FOCUS_GUI_TIME = 500;
const int MAX_WEAPONS = 32; //16
const int DEAD_HEARTRATE = 0; // fall to as you die
const int LOWHEALTH_HEARTRATE_ADJ = 20; //
const int DYING_HEARTRATE = 30; // used for volumen calc when dying/dead
const int BASE_HEARTRATE = 70; // default
const int ZEROSTAMINA_HEARTRATE = 115; // no stamina
const int MAX_HEARTRATE = 130; // maximum
const int ZERO_VOLUME = -40; // volume at zero
const int DMG_VOLUME = 5; // volume when taking damage
const int DEATH_VOLUME = 15; // volume at death
const int SAVING_THROW_TIME = 5000; // maximum one "saving throw" every five seconds
extern const int ASYNC_PLAYER_INV_AMMO_BITS;
extern const int ASYNC_PLAYER_INV_CLIP_BITS;
//ivan start
const int NUM_SLOTS = 3;
//ivan end
struct idItemInfo {
idStr name;
idStr icon;
};
struct idObjectiveInfo {
idStr title;
idStr text;
idStr screenshot;
};
struct idLevelTriggerInfo {
idStr levelName;
idStr triggerName;
};
// powerups - the "type" in item .def must match
enum {
BERSERK = 0,
INVISIBILITY,
MEGAHEALTH,
ADRENALINE,
MAX_POWERUPS
};
// powerup modifiers
enum {
SPEED = 0,
PROJECTILE_DAMAGE,
MELEE_DAMAGE,
MELEE_DISTANCE
};
// influence levels
enum {
INFLUENCE_NONE = 0, // none
INFLUENCE_LEVEL1, // no gun or hud
INFLUENCE_LEVEL2, // no gun, hud, movement
INFLUENCE_LEVEL3, // slow player movement
};
//ivan start
//values must match scripts!
enum {
ANIMMOVE_NONE = 0,
ANIMMOVE_ALWAYS,
ANIMMOVE_GROUND,
ANIMMOVE_FREEZE,
ANIMMOVE_PHYSICS,
ANIMMOVE_NUMTYPES //always the last one, not valid value
};
//ivan end
typedef struct {
char name[64];
idList<int> toggleList;
} WeaponToggle_t;
class idInventory {
public:
int maxHealth;
int weapons;
int powerups;
int armor;
int maxarmor;
int ammo[ AMMO_NUMTYPES ];
int clip[ MAX_WEAPONS ];
int powerupEndTime[ MAX_POWERUPS ];
int weapon_mode[ MAX_WEAPONS ]; //ivan
// mp
int ammoPredictTime;
int deplete_armor;
float deplete_rate;
int deplete_ammount;
int nextArmorDepleteTime;
int pdasViewed[4]; // 128 bit flags for indicating if a pda has been viewed
int selPDA;
int selEMail;
int selVideo;
int selAudio;
bool pdaOpened;
bool turkeyScore;
idList<idDict *> items;
idStrList pdas;
idStrList pdaSecurity;
idStrList videos;
idStrList emails;
bool ammoPulse;
bool weaponPulse;
bool armorPulse;
int lastGiveTime;
idList<idLevelTriggerInfo> levelTriggers;
idInventory() { Clear(); }
~idInventory() { Clear(); }
// save games
void Save( idSaveGame *savefile ) const; // archives object for save game file
void Restore( idRestoreGame *savefile ); // unarchives object from save game file
void Clear( void );
void GivePowerUp( idPlayer *player, int powerup, int msec );
void ClearPowerUps( void );
void GetPersistantData( idDict &dict );
void RestoreInventory( idPlayer *owner, const idDict &dict );
bool Give( idPlayer *owner, const idDict &spawnArgs, const char *statname, const char *value, int *idealWeapon, bool updateHud );
void Drop( const idDict &spawnArgs, const char *weapon_classname, int weapon_index, bool* ammoRemoved = NULL ); //ivan - ammoRemoved added
int NumWeapForAmmoType( const idDict &spawnArgs, ammo_t ammoType ); //ivan
ammo_t AmmoIndexForAmmoClass( const char *ammo_classname ) const;
int MaxAmmoForAmmoClass( idPlayer *owner, const char *ammo_classname ) const;
int WeaponIndexForAmmoClass( const idDict & spawnArgs, const char *ammo_classname ) const;
ammo_t AmmoIndexForWeaponClass( const char *weapon_classname, int *ammoRequired );
const char * AmmoPickupNameForIndex( ammo_t ammonum ) const;
// void AddPickupName( const char *name, const char *icon );
void AddPickupName( const char *name, const char *icon, idPlayer* owner ); //new, dont know what it does.
int HasAmmo( ammo_t type, int amount );
bool UseAmmo( ammo_t type, int amount );
int HasAmmo( const char *weapon_classname, bool includeClip = false, idPlayer* owner = NULL ); //new _D3XP
//int HasAmmo( const char *weapon_classname ); // looks up the ammo information for the weapon class first
void UpdateArmor( void );
int nextItemPickup;
int nextItemNum;
int onePickupTime;
idList<idItemInfo> pickupItemNames;
idList<idObjectiveInfo> objectiveNames;
//ivan start
int nextWeaponPickup;
int weaponSlot[ NUM_SLOTS ];
int GetSlotByWeap( int i );
int FindFreeSlot( void );
void AssignWeapToSlot( int w, int slot );
//ivan end
};
typedef struct {
int time;
idVec3 dir; // scaled larger for running
} loggedAccel_t;
typedef struct {
int areaNum;
idVec3 pos;
} aasLocation_t;
class idPlayer : public idActor {
public:
enum {
EVENT_IMPULSE = idEntity::EVENT_MAXEVENTS,
EVENT_EXIT_TELEPORTER,
EVENT_ABORT_TELEPORTER,
EVENT_POWERUP,
EVENT_SPECTATE,
EVENT_PICKUPNAME, //new, for use with inventory::AddPickupName
EVENT_MAXEVENTS
};
usercmd_t usercmd;
class idPlayerView playerView; // handles damage kicks and effects
bool noclip;
bool godmode;
bool spawnAnglesSet; // on first usercmd, we must set deltaAngles
idAngles spawnAngles;
idAngles viewAngles; // player view angles
idAngles cmdAngles; // player cmd angles
int buttonMask;
int oldButtons;
int oldFlags;
int lastHitTime; // last time projectile fired by player hit target
int lastSndHitTime; // MP hit sound - != lastHitTime because we throttle
int lastSavingThrowTime; // for the "free miss" effect
idScriptBool AI_FORWARD;
idScriptBool AI_BACKWARD;
idScriptBool AI_STRAFE_LEFT;
idScriptBool AI_STRAFE_RIGHT;
idScriptBool AI_ATTACK_HELD;
idScriptBool AI_WEAPON_FIRED;
idScriptBool AI_SEC_ATTACK_HELD; //ivan
idScriptBool AI_SEC_WEAPON_FIRED; //ivan
idScriptBool AI_JUMP;
idScriptBool AI_CROUCH;
idScriptBool AI_ONGROUND;
idScriptBool AI_ONLADDER;
idScriptBool AI_DEAD;
idScriptBool AI_RUN;
idScriptBool AI_PAIN;
idScriptBool AI_HARDLANDING;
idScriptBool AI_SOFTLANDING;
idScriptBool AI_RELOAD;
idScriptBool AI_TELEPORT;
idScriptBool AI_TURN_LEFT;
idScriptBool AI_TURN_RIGHT;
// inventory
idInventory inventory;
idEntityPtr<idWeapon> weapon;
idUserInterface * hud; // MP: is NULL if not local player
idUserInterface * objectiveSystem;
bool objectiveSystemOpen;
//ivan start
idUserInterface * combolist;
bool combolistOpen;
//ivan end
int weapon_soulcube;
int weapon_pda;
int weapon_fists;
int crossHairOrigin; //rev 2018
int CheckCrossHairOrigin; //rev 2018
int telishield; //player def key. used in player script to change animations.
int heartRate;
idInterpolate<float> heartInfo;
int lastHeartAdjust;
int lastHeartBeat;
int lastDmgTime;
int deathClearContentsTime;
bool doingDeathSkin;
int lastArmorPulse; // lastDmgTime if we had armor at time of hit
float stamina;
float healthPool; // amount of health to give over time
int nextHealthPulse;
bool healthPulse;
bool healthTake;
int nextHealthTake;
bool hiddenWeapon; // if the weapon is hidden ( in noWeapons maps )
idEntityPtr<idProjectile> soulCubeProjectile;
// mp stuff
static idVec3 colorBarTable[ 5 ];
int spectator;
idVec3 colorBar; // used for scoreboard and hud display
int colorBarIndex;
bool scoreBoardOpen;
bool forceScoreBoard;
bool forceRespawn;
bool spectating;
int lastSpectateTeleport;
bool lastHitToggle;
bool forcedReady;
bool wantSpectate; // from userInfo
bool weaponGone; // force stop firing
bool useInitialSpawns; // toggled by a map restart to be active for the first game spawn
int latchedTeam; // need to track when team gets changed
int tourneyRank; // for tourney cycling - the higher, the more likely to play next - server
int tourneyLine; // client side - our spot in the wait line. 0 means no info.
int spawnedTime; // when client first enters the game
idEntityPtr<idEntity> teleportEntity; // while being teleported, this is set to the entity we'll use for exit
int teleportKiller; // entity number of an entity killing us at teleporter exit
bool lastManOver; // can't respawn in last man anymore (srv only)
bool lastManPlayAgain; // play again when end game delay is cancelled out before expiring (srv only)
bool lastManPresent; // true when player was in when game started (spectators can't join a running LMS)
bool isLagged; // replicated from server, true if packets haven't been received from client.
bool isChatting; // replicated from server, true if the player is chatting.
// timers
int minRespawnTime; // can respawn when time > this, force after g_forcerespawn
int maxRespawnTime; // force respawn after this time
// the first person view values are always calculated, even
// if a third person view is used
idVec3 firstPersonViewOrigin;
idMat3 firstPersonViewAxis;
#ifdef USE_AIM_DIR_FIX
idMat3 fixedAimViewAxis; //used by weapons
idVec3 endPos; //used by updateCursorPosOnGui()
#endif
idDragEntity dragEntity;
int comboForceHighPain;
public:
CLASS_PROTOTYPE( idPlayer );
idPlayer();
virtual ~idPlayer();
void Spawn( void );
void Think( void );
// save games
void Save( idSaveGame *savefile ) const; // archives object for save game file
void Restore( idRestoreGame *savefile ); // unarchives object from save game file
virtual void Hide( void );
virtual void Show( void );
void Init( void );
void PrepareForRestart( void );
virtual void Restart( void );
void LinkScriptVariables( void );
void SetupWeaponEntity( void );
void SelectInitialSpawnPoint( idVec3 &origin, idAngles &angles );
void SpawnFromSpawnSpot( void );
void SpawnToPoint( const idVec3 &spawn_origin, const idAngles &spawn_angles );
void SetClipModel( void ); // spectator mode uses a different bbox size
void SavePersistantInfo( void );
void RestorePersistantInfo( void );
void SetLevelTrigger( const char *levelName, const char *triggerName );
bool UserInfoChanged( bool canModify );
idDict * GetUserInfo( void );
bool BalanceTDM( void );
void CacheWeapons( void );
void EnterCinematic( void );
void ExitCinematic( void );
bool HandleESC( void );
bool SkipCinematic( void );
void UpdateConditions( void );
void SetViewAngles( const idAngles &angles );
// delta view angles to allow movers to rotate the view of the player
void UpdateDeltaViewAngles( const idAngles &angles );
virtual bool Collide( const trace_t &collision, const idVec3 &velocity );
virtual void GetAASLocation( idAAS *aas, idVec3 &pos, int &areaNum ) const;
virtual void GetAIAimTargets( const idVec3 &lastSightPos, idVec3 &headPos, idVec3 &chestPos );
virtual void DamageFeedback( idEntity *victim, idEntity *inflictor, int &damage );
void CalcDamagePoints( idEntity *inflictor, idEntity *attacker, const idDict *damageDef,
const float damageScale, const int location, int *health, int *armor );
virtual void Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location );
// use exitEntityNum to specify a teleport with private camera view and delayed exit
virtual void Teleport( const idVec3 &origin, const idAngles &angles, idEntity *destination );
void Kill( bool delayRespawn, bool nodamage );
virtual void Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
void StartFxOnBone(const char *fx, const char *bone);
renderView_t * GetRenderView( void );
void CalculateRenderView( void ); // called every tic by player code
void CalculateFirstPersonView( void );
#ifdef USE_AIM_DIR_FIX
void CalculateFixedAim( void );
#endif
void DrawHUD( idUserInterface *hud );
void WeaponFireFeedback( const idDict *weaponDef );
void WeaponSecFireFeedback( const idDict *weaponDef ); //ivan
float DefaultFov( void ) const;
float CalcFov( bool honorZoom );
void CalculateViewWeaponPos( idVec3 &origin, idMat3 &axis );
idVec3 GetEyePosition( void ) const;
void GetViewPos( idVec3 &origin, idMat3 &axis ) const;
void OffsetThirdPersonView( float angle, float range, float height, bool clip );
bool Give( const char *statname, const char *value );
bool GiveItem( idItem *item );
void GiveItem( const char *name );
void GiveHealthPool( float amt );
bool GiveInventoryItem( idDict *item );
void RemoveInventoryItem( idDict *item );
bool GiveInventoryItem( const char *name );
void RemoveInventoryItem( const char *name );
idDict * FindInventoryItem( const char *name );
void GivePDA( const char *pdaName, idDict *item );
void GiveVideo( const char *videoName, idDict *item );
void GiveEmail( const char *emailName );
void GiveSecurity( const char *security );
void GiveObjective( const char *title, const char *text, const char *screenshot );
void CompleteObjective( const char *title );
bool GivePowerUp( int powerup, int time );
void ClearPowerUps( void );
bool PowerUpActive( int powerup ) const;
float PowerUpModifier( int type );
int SlotForWeapon( const char *weaponName );
void Reload( void );
void NextWeapon( void );
void NextBestWeapon( void );
void PrevWeapon( void );
void SelectWeapon( int num, bool force , const bool toggleWeapons=false );
//ivan start
//was: void DropWeapon( bool died );
bool DropWeapon( bool died, bool selectNext=true );
bool StartForcedMov( idEntity *destinationEntity, bool canAbort, int inhibitInputDelay = 0, bool totalForce = false );
void UpdForcedMov( void );
void StopForcedMov( void );
void ShowPossibleInteract( int flags );
bool WeaponItemCanGiveAmmo( idItem *item );
//void SetYCameraForced( bool force, float ypos = 0.0f );
void DropNotSelectedWeapon( int weapNum );
//ivan end
void StealWeapon( idPlayer *player );
void AddProjectilesFired( int count );
void AddProjectileHits( int count );
void SetLastHitTime( int time );
void LowerWeapon( void );
void RaiseWeapon( void );
void WeaponLoweringCallback( void );
void WeaponRisingCallback( void );
void RemoveWeapon( const char *weap );
bool CanShowWeaponViewmodel( void ) const;
void AddAIKill( void );
void SetSoulCubeProjectile( idProjectile *projectile );
void AdjustHeartRate( int target, float timeInSecs, float delay, bool force );
void SetCurrentHeartRate( void );
int GetBaseHeartRate( void );
void UpdateAir( void );
virtual bool HandleSingleGuiCommand( idEntity *entityGui, idLexer *src );
bool GuiActive( void ) { return focusGUIent != NULL; }
void PerformImpulse( int impulse );
void Spectate( bool spectate );
void TogglePDA( void );
void ToggleScoreboard( void );
void RouteGuiMouse( idUserInterface *gui );
void UpdateHud( void );
const idDeclPDA * GetPDA( void ) const;
const idDeclVideo * GetVideo( int index );
void SetInfluenceFov( float fov );
void SetInfluenceView( const char *mtr, const char *skinname, float radius, idEntity *ent );
void SetInfluenceLevel( int level );
int GetInfluenceLevel( void ) { return influenceActive; };
void SetPrivateCameraView( idCamera *camView );
idCamera * GetPrivateCameraView( void ) const { return privateCameraView; }
void StartFxFov( float duration );
void UpdateHudWeapon( bool flashWeapon = true );
void UpdateHudStats( idUserInterface *hud );
void UpdateHudAmmo( idUserInterface *hud );
void Event_StopAudioLog( void );
void StartAudioLog( void );
void StopAudioLog( void );
void ShowTip( const char *title, const char *tip, bool autoHide );
void HideTip( void );
bool IsTipVisible( void ) { return tipUp; };
void ShowObjective( const char *obj );
void HideObjective( void );
virtual void ClientPredictionThink( void );
virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
void WritePlayerStateToSnapshot( idBitMsgDelta &msg ) const;
void ReadPlayerStateFromSnapshot( const idBitMsgDelta &msg );
virtual bool ServerReceiveEvent( int event, int time, const idBitMsg &msg );
virtual bool GetPhysicsToVisualTransform( idVec3 &origin, idMat3 &axis );
virtual bool GetPhysicsToSoundTransform( idVec3 &origin, idMat3 &axis );
virtual bool ClientReceiveEvent( int event, int time, const idBitMsg &msg );
bool IsReady( void );
bool IsRespawning( void );
bool IsInTeleport( void );
// New------------------
#ifdef _DENTONMOD_PLAYER_CPP
void SetWeaponZoom( bool Status );
void SetProjectileType( int type );
int GetProjectileType( void );
#endif// _DENTONMOD_PLAYER_CPP
idEntity *GetInfluenceEntity( void ) { return influenceEntity; };
const idMaterial *GetInfluenceMaterial( void ) { return influenceMaterial; };
float GetInfluenceRadius( void ) { return influenceRadius; };
// server side work for in/out of spectate. takes care of spawning it into the world as well
void ServerSpectate( bool spectate );
// for very specific usage. != GetPhysics()
idPhysics *GetPlayerPhysics( void );
void TeleportDeath( int killer );
void SetLeader( bool lead );
bool IsLeader( void );
void UpdateSkinSetup( bool restart );
bool OnLadder( void ) const;
virtual void UpdatePlayerIcons( void );
virtual void DrawPlayerIcons( void );
virtual void HidePlayerIcons( void );
bool NeedsIcon( void );
//idStr GetCurrentWeapon(); // new
bool SelfSmooth( void );
void SetSelfSmooth( bool b );
//ivan start
bool IsComboActive( void );
int GetCurrentWeaponMode( void );
void SetCurrentWeaponMode( int value );
//ivan end
private:
//ivan start - from hq2
int currentSlot;
/*
//controls & direction
bool save_walk_dir; //save the current walking direction
bool keep_walk_dir; //don't change the walking direction
bool fw_toggled;
bool fw_inverted;
bool blendModelYaw;
float old_viewAngles_yaw;
int inhibitInputTime;
int inhibitAimCrouchTime;
//camera
bool skipCameraZblend; //skip blending next frame
bool enableCameraYblend; //start blending to the new pos
bool forceCameraY;
float forcedCameraYpos;
idVec3 oldCameraPos;
//movement
bool forcedMovCanBeAborted;
bool forcedMovTotalForce;
bool forcedMovAborted;
bool forcedMovIncreasingX;
idEntity * forcedMovTarget;
idVec3 forcedMovDelta;
idVec3 forcedMovOldOrg;
bool isanimmove;
*/
//ivan end
jointHandle_t hipJoint;
jointHandle_t chestJoint;
jointHandle_t headJoint;
idPhysics_Player physicsObj; // player physics
//ivan start
//bool isAnimMove; // true when the movement is based on animation delta
int animMoveType;
bool animMoveNoGravity;
bool allowTurn;
bool comboOn; // comboOn
bool blendModelYaw; // true when isAnimMove ends, to blend the model angles
//ivan ewnd
//ivan - kick stuff start
idStr kickDefName;
const idDeclEntityDef * kickDef;
idEntity * lastKickedEnt;
int nextKickFx;
int nextKickSnd;
bool kickEnabled;
float kickDmgMultiplier;
float kickDistance;
idBounds kickBox;
jointHandle_t fromJointKick;
jointHandle_t toJointKick;
//ivan - kick stuff end
idList<aasLocation_t> aasLocation; // for AI tracking the player
int bobFoot;
float bobFrac;
float bobfracsin;
int bobCycle; // for view bobbing and footstep generation
float xyspeed;
int stepUpTime;
float stepUpDelta;
float idealLegsYaw;
float legsYaw;
bool legsForward;
float oldViewYaw;
idAngles viewBobAngles;
idVec3 viewBob;
int landChange;
int landTime;
int currentWeapon;
int idealWeapon;
int previousWeapon;
int quickWeapon; // Since previousWeapon does not work in a best way for quick swap - Clone JCD
int weaponSwitchTime;
bool weaponEnabled;
bool showWeaponViewModel;
const idDeclSkin * skin;
const idDeclSkin * powerUpSkin;
idStr baseSkinName;
int numProjectilesFired; // number of projectiles fired
int numProjectileHits; // number of hits on mobs
bool airless;
int airTics; // set to pm_airTics at start, drops in vacuum
int lastAirDamage;
bool gibDeath;
bool gibsLaunched;
idVec3 gibsDir;
idInterpolate<float> zoomFov;
idInterpolate<float> centerView;
bool fxFov;
float influenceFov;
int influenceActive; // level of influence.. 1 == no gun or hud .. 2 == 1 + no movement
idEntity * influenceEntity;
const idMaterial * influenceMaterial;
float influenceRadius;
const idDeclSkin * influenceSkin;
idCamera * privateCameraView;
static const int NUM_LOGGED_VIEW_ANGLES = 64; // for weapon turning angle offsets
idAngles loggedViewAngles[NUM_LOGGED_VIEW_ANGLES]; // [gameLocal.framenum&(LOGGED_VIEW_ANGLES-1)]
static const int NUM_LOGGED_ACCELS = 16; // for weapon turning angle offsets
loggedAccel_t loggedAccel[NUM_LOGGED_ACCELS]; // [currentLoggedAccel & (NUM_LOGGED_ACCELS-1)]
int currentLoggedAccel;
// if there is a focusGUIent, the attack button will be changed into mouse clicks
idEntity * focusGUIent;
idUserInterface * focusUI; // focusGUIent->renderEntity.gui, gui2, or gui3
idAI * focusCharacter;
int talkCursor; // show the state of the focusCharacter (0 == can't talk/dead, 1 == ready to talk, 2 == busy talking)
int focusTime;
idAFEntity_Vehicle * focusVehicle;
idUserInterface * cursor;
int lastSpread; //ivan
// full screen guis track mouse movements directly
int oldMouseX;
int oldMouseY;
idStr pdaAudio;
idStr pdaVideo;
idStr pdaVideoWave;
bool tipUp;
bool objectiveUp;
int lastDamageDef;
idVec3 lastDamageDir;
int lastDamageLocation;
int smoothedFrame;
bool smoothedOriginUpdated;
idVec3 smoothedOrigin;
idAngles smoothedAngles;
idHashTable<WeaponToggle_t> weaponToggles; // new
// mp
bool ready; // from userInfo
bool respawning; // set to true while in SpawnToPoint for telefrag checks
bool leader; // for sudden death situations
int lastSpectateChange;
int lastTeleFX;
unsigned int lastSnapshotSequence; // track state hitches on clients
bool weaponCatchup; // raise up the weapon silently ( state catchups )
int MPAim; // player num in aim
int lastMPAim;
int lastMPAimTime; // last time the aim changed
int MPAimFadeTime; // for GUI fade
bool MPAimHighlight;
bool isTelefragged; // proper obituaries
#ifdef _DENTONMOD_PLAYER_CPP
struct weaponZoom_s {
bool oldZoomStatus : 1;
bool startZoom : 1;
} weaponZoom;
byte projectileType[ MAX_WEAPONS ];
#endif //_DENTONMOD_PLAYER_CPP
idPlayerIcon playerIcon;
bool selfSmooth;
#ifdef USE_CURSOR_ENTITY
//friend class idPlayerCursor; //test only
idPlayerCursor playerCursor; //ivan - the cursor entity
#endif
#ifdef USE_3D_TO_2D_CURSOR
void updateCursorPosOnGui( void );
#endif
void GetMoveDelta( const idMat3 &oldaxis, const idMat3 &axis, idVec3 &delta ); //ivan
void LookAtKiller( idEntity *inflictor, idEntity *attacker );
void StopFiring( void );
void FireWeapon( void );
void WeaponSpecialFunction( bool keyTapped ); // New
void Weapon_Combat( void );
void Weapon_NPC( void );
void Weapon_GUI( void );
void UpdateWeapon( void );
void UpdateSpectating( void );
void SpectateFreeFly( bool force ); // ignore the timeout to force when followed spec is no longer valid
void SpectateCycle( void );
idAngles GunTurningOffset( void );
idVec3 GunAcceleratingOffset( void );
void UseObjects( void );
void CrashLand( const idVec3 &oldOrigin, const idVec3 &oldVelocity );
void BobCycle( const idVec3 &pushVelocity );
void UpdateViewAngles( void );
void EvaluateControls( void );
void AdjustSpeed( void );
void AdjustBodyAngles( void );
void InitAASLocation( void );
void SetAASLocation( void );
void Move( void );
void UpdatePowerUps( void );
void UpdateDeathSkin( bool state_hitch );
void ClearPowerup( int i );
void SetSpectateOrigin( void );
void ClearFocus( void );
void UpdateFocus( void );
void UpdateLocation( void );
idUserInterface * ActiveGui( void );
void UpdatePDAInfo( bool updatePDASel );
int AddGuiPDAData( const declType_t dataType, const char *listName, const idDeclPDA *src, idUserInterface *gui );
void ExtractEmailInfo( const idStr &email, const char *scan, idStr &out );
void UpdateObjectiveInfo( void );
bool WeaponAvailable( const char* name ); //new
void UseVehicle( void );
//ivan start
bool EvaluateKick( void );
void Event_StartKick( const char *meleeDefName, float dmgMult );
void Event_StopKick( void );
//ivan end
void Event_WeaponAvailable( const char* name ); // new
void Event_GetImpulseKey( void ); // new
void Event_GetButtons( void );
void Event_GetMove( void );
void Event_GetViewAngles( void );
void Event_StopFxFov( void );
void Event_EnableWeapon( void );
void Event_DisableWeapon( void );
void Event_GetCurrentWeapon( void );
void Event_GetPreviousWeapon( void );
void Event_SelectWeapon( const char *weaponName );
void Event_GetWeaponEntity( void );
void Event_OpenPDA( void );
void Event_PDAAvailable( void );
void Event_InPDA( void );
void Event_ExitTeleporter( void );
void Event_HideTip( void );
void Event_LevelTrigger( void );
void Event_Gibbed( void );
void Event_GetIdealWeapon( void );
//Ivan start
void Event_AddProjectilesFired( int num );
void Event_AddProjectileHits( int num );
void Event_SetArmor( float newArmor );
void Event_GetArmor( void );
void Event_StartWeaponParticle( const char* name );
void Event_StopWeaponParticle( const char* name );
void Event_StartAutoMelee( float dmgMult, int trailNum );
void Event_StopAutoMelee( void );
//void Event_StartMeleeBeam( int num );
//void Event_StopMeleeBeam( void );
void Event_SetSkin( const char *skinname );
void Event_DropWeapon( int weapNum );
void Event_HudEvent( const char* name );
void Event_SetHudParm( const char *key, const char *val );
void Event_GetHudFloat( const char *key);
void Event_SetFullBodyAnimOn( int anim_movement, int allow_turn, int iscombo );
void Event_SetFullBodyAnimOff( void );
void Event_SetGravityInAnimMove( float mult );
void Event_ComboForceHighPain( int mode );
void Event_ForceUpdateNpcStatus( void );
void AddWeaponToSlots( idStr weaponName, bool select );
void AddWeaponToSlots( int weaponNum, bool select );
bool SetCurrentSlot( int newslot );
void SetupSlots( void );
void Interact( void );
//Ivan end
};
// New------------------
#ifdef _DENTONMOD_PLAYER_CPP
/*
==================
idPlayer::setZoom
Called By Weapon script, used for weapon zooming
==================
*/
ID_INLINE void idPlayer::SetWeaponZoom( bool status ) {
weaponZoom.startZoom = status;
}
ID_INLINE void idPlayer::SetProjectileType( int type ) {
projectileType[ currentWeapon ] = type;
}
ID_INLINE int idPlayer::GetProjectileType( void ) {
return projectileType[ currentWeapon ];
}
// New------------------
#endif // _DENTONMOD_PLAYER_CPP
ID_INLINE bool idPlayer::IsReady( void ) {
return ready || forcedReady;
}
ID_INLINE bool idPlayer::IsRespawning( void ) {
return respawning;
}
ID_INLINE idPhysics* idPlayer::GetPlayerPhysics( void ) {
return &physicsObj;
}
ID_INLINE bool idPlayer::IsInTeleport( void ) {
return ( teleportEntity.GetEntity() != NULL );
}
ID_INLINE void idPlayer::SetLeader( bool lead ) {
leader = lead;
}
ID_INLINE bool idPlayer::IsLeader( void ) {
return leader;
}
ID_INLINE bool idPlayer::SelfSmooth( void ) {
return selfSmooth;
}
ID_INLINE void idPlayer::SetSelfSmooth( bool b ) {
selfSmooth = b;
}
#endif /* !__GAME_PLAYER_H__ */