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https://github.com/dhewm/dhewm3-sdk.git
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afebd7e1e5
Don't include the lazy precompiled.h everywhere, only what's required for the compilation unit. platform.h needs to be included instead to provide all essential defines and types. All includes use the relative path to the neo or the game specific root. Move all idlib related includes from idlib/Lib.h to precompiled.h. precompiled.h still exists for the MFC stuff in tools/. Add some missing header guards.
134 lines
4.5 KiB
C++
134 lines
4.5 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_PLAYERVIEW_H__
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#define __GAME_PLAYERVIEW_H__
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#include "idlib/math/Vector.h"
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#include "idlib/Dict.h"
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#include "renderer/Material.h"
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#include "renderer/RenderWorld.h"
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class idSaveGame;
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class idRestoreGame;
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/*
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===============================================================================
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Player view.
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===============================================================================
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*/
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// screenBlob_t are for the on-screen damage claw marks, etc
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typedef struct {
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const idMaterial * material;
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float x, y, w, h;
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float s1, t1, s2, t2;
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int finishTime;
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int startFadeTime;
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float driftAmount;
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} screenBlob_t;
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#define MAX_SCREEN_BLOBS 8
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class idPlayerView {
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public:
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idPlayerView();
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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void SetPlayerEntity( class idPlayer *playerEnt );
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void ClearEffects( void );
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void DamageImpulse( idVec3 localKickDir, const idDict *damageDef );
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void WeaponFireFeedback( const idDict *weaponDef );
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idAngles AngleOffset( void ) const; // returns the current kick angle
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idMat3 ShakeAxis( void ) const; // returns the current shake angle
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void CalculateShake( void );
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// this may involve rendering to a texture and displaying
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// that with a warp model or in double vision mode
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void RenderPlayerView( idUserInterface *hud );
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void Fade( idVec4 color, int time );
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void Flash( idVec4 color, int time );
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void AddBloodSpray( float duration );
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// temp for view testing
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void EnableBFGVision( bool b ) { bfgVision = b; };
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private:
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void SingleView( idUserInterface *hud, const renderView_t *view );
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void DoubleVision( idUserInterface *hud, const renderView_t *view, int offset );
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void BerserkVision( idUserInterface *hud, const renderView_t *view );
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void InfluenceVision( idUserInterface *hud, const renderView_t *view );
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void ScreenFade();
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screenBlob_t * GetScreenBlob();
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screenBlob_t screenBlobs[MAX_SCREEN_BLOBS];
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int dvFinishTime; // double vision will be stopped at this time
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const idMaterial * dvMaterial; // material to take the double vision screen shot
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int kickFinishTime; // view kick will be stopped at this time
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idAngles kickAngles;
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bool bfgVision; //
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const idMaterial * tunnelMaterial; // health tunnel vision
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const idMaterial * armorMaterial; // armor damage view effect
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const idMaterial * berserkMaterial; // berserk effect
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const idMaterial * irGogglesMaterial; // ir effect
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const idMaterial * bloodSprayMaterial; // blood spray
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const idMaterial * bfgMaterial; // when targeted with BFG
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const idMaterial * lagoMaterial; // lagometer drawing
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float lastDamageTime; // accentuate the tunnel effect for a while
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idVec4 fadeColor; // fade color
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idVec4 fadeToColor; // color to fade to
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idVec4 fadeFromColor; // color to fade from
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float fadeRate; // fade rate
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int fadeTime; // fade time
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idAngles shakeAng; // from the sound sources
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idPlayer * player;
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renderView_t view;
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};
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#endif /* !__GAME_PLAYERVIEW_H__ */
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