mirror of
https://github.com/dhewm/dhewm3-sdk.git
synced 2024-11-25 14:01:10 +00:00
429 lines
10 KiB
C++
429 lines
10 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_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
|
|
|
|
|
|
|
|
|
|
|
|
#ifdef _D3XP
|
|
class WarpPolygon_t {
|
|
public:
|
|
idVec4 outer1;
|
|
idVec4 outer2;
|
|
idVec4 center;
|
|
};
|
|
|
|
class Warp_t {
|
|
public:
|
|
int id;
|
|
bool active;
|
|
|
|
int startTime;
|
|
float initialRadius;
|
|
|
|
idVec3 worldOrigin;
|
|
idVec2 screenOrigin;
|
|
|
|
int durationMsec;
|
|
|
|
idList<WarpPolygon_t> polys;
|
|
};
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
#ifdef _D3XP
|
|
|
|
class idPlayerView;
|
|
class FullscreenFXManager;
|
|
|
|
|
|
/*
|
|
==================
|
|
FxFader
|
|
==================
|
|
*/
|
|
class FxFader {
|
|
enum {
|
|
FX_STATE_OFF,
|
|
FX_STATE_RAMPUP,
|
|
FX_STATE_RAMPDOWN,
|
|
FX_STATE_ON
|
|
};
|
|
|
|
int time;
|
|
int state;
|
|
float alpha;
|
|
int msec;
|
|
|
|
public:
|
|
FxFader();
|
|
|
|
// primary functions
|
|
bool SetTriggerState( bool active );
|
|
|
|
virtual void Save( idSaveGame *savefile );
|
|
virtual void Restore( idRestoreGame *savefile );
|
|
|
|
// fader functions
|
|
void SetFadeTime( int t ) { msec = t; };
|
|
int GetFadeTime() { return msec; };
|
|
|
|
// misc functions
|
|
float GetAlpha() { return alpha; };
|
|
};
|
|
|
|
|
|
/*
|
|
==================
|
|
FullscreenFX
|
|
==================
|
|
*/
|
|
class FullscreenFX {
|
|
protected:
|
|
idStr name;
|
|
FxFader fader;
|
|
FullscreenFXManager *fxman;
|
|
|
|
public:
|
|
FullscreenFX() { fxman = NULL; };
|
|
virtual ~FullscreenFX() { };
|
|
|
|
virtual void Initialize() = 0;
|
|
virtual bool Active() = 0;
|
|
virtual void HighQuality() = 0;
|
|
virtual void LowQuality() { };
|
|
virtual void AccumPass( const renderView_t *view ) { };
|
|
virtual bool HasAccum() { return false; };
|
|
|
|
void SetName( idStr n ) { name = n; };
|
|
idStr GetName() { return name; };
|
|
|
|
void SetFXManager( FullscreenFXManager *fx ) { fxman = fx; };
|
|
|
|
bool SetTriggerState( bool state ) { return fader.SetTriggerState( state ); };
|
|
void SetFadeSpeed( int msec ) { fader.SetFadeTime( msec ); };
|
|
float GetFadeAlpha() { return fader.GetAlpha(); };
|
|
|
|
virtual void Save( idSaveGame *savefile );
|
|
virtual void Restore( idRestoreGame *savefile );
|
|
};
|
|
|
|
/*
|
|
==================
|
|
FullscreenFX_Helltime
|
|
==================
|
|
*/
|
|
class FullscreenFX_Helltime : public FullscreenFX {
|
|
const idMaterial* acInitMaterials[3];
|
|
const idMaterial* acCaptureMaterials[3];
|
|
const idMaterial* acDrawMaterials[3];
|
|
const idMaterial* crCaptureMaterials[3];
|
|
const idMaterial* crDrawMaterials[3];
|
|
bool clearAccumBuffer;
|
|
|
|
int DetermineLevel();
|
|
|
|
public:
|
|
virtual void Initialize();
|
|
virtual bool Active();
|
|
virtual void HighQuality();
|
|
virtual void AccumPass( const renderView_t *view );
|
|
virtual bool HasAccum() { return true; };
|
|
|
|
virtual void Restore( idRestoreGame *savefile );
|
|
};
|
|
|
|
/*
|
|
==================
|
|
FullscreenFX_Multiplayer
|
|
==================
|
|
*/
|
|
class FullscreenFX_Multiplayer : public FullscreenFX {
|
|
const idMaterial* acInitMaterials;
|
|
const idMaterial* acCaptureMaterials;
|
|
const idMaterial* acDrawMaterials;
|
|
const idMaterial* crCaptureMaterials;
|
|
const idMaterial* crDrawMaterials;
|
|
bool clearAccumBuffer;
|
|
|
|
int DetermineLevel();
|
|
|
|
public:
|
|
virtual void Initialize();
|
|
virtual bool Active();
|
|
virtual void HighQuality();
|
|
virtual void AccumPass( const renderView_t *view );
|
|
virtual bool HasAccum() { return true; };
|
|
|
|
virtual void Restore( idRestoreGame *savefile );
|
|
};
|
|
|
|
/*
|
|
==================
|
|
FullscreenFX_Warp
|
|
==================
|
|
*/
|
|
class FullscreenFX_Warp : public FullscreenFX {
|
|
const idMaterial* material;
|
|
bool grabberEnabled;
|
|
int startWarpTime;
|
|
|
|
void DrawWarp( WarpPolygon_t wp, float interp );
|
|
|
|
public:
|
|
virtual void Initialize();
|
|
virtual bool Active();
|
|
virtual void HighQuality();
|
|
|
|
void EnableGrabber( bool active ) { grabberEnabled = active; startWarpTime = gameLocal.slow.time; };
|
|
|
|
virtual void Save( idSaveGame *savefile );
|
|
virtual void Restore( idRestoreGame *savefile );
|
|
};
|
|
|
|
/*
|
|
==================
|
|
FullscreenFX_EnviroSuit
|
|
==================
|
|
*/
|
|
class FullscreenFX_EnviroSuit : public FullscreenFX {
|
|
const idMaterial* material;
|
|
|
|
public:
|
|
virtual void Initialize();
|
|
virtual bool Active();
|
|
virtual void HighQuality();
|
|
};
|
|
|
|
/*
|
|
==================
|
|
FullscreenFX_DoubleVision
|
|
==================
|
|
*/
|
|
class FullscreenFX_DoubleVision : public FullscreenFX {
|
|
const idMaterial* material;
|
|
|
|
public:
|
|
virtual void Initialize();
|
|
virtual bool Active();
|
|
virtual void HighQuality();
|
|
};
|
|
|
|
/*
|
|
==================
|
|
FullscreenFX_InfluenceVision
|
|
==================
|
|
*/
|
|
class FullscreenFX_InfluenceVision : public FullscreenFX {
|
|
|
|
public:
|
|
virtual void Initialize();
|
|
virtual bool Active();
|
|
virtual void HighQuality();
|
|
};
|
|
|
|
/*
|
|
==================
|
|
FullscreenFX_Bloom
|
|
==================
|
|
*/
|
|
class FullscreenFX_Bloom : public FullscreenFX {
|
|
const idMaterial* drawMaterial;
|
|
const idMaterial* initMaterial;
|
|
const idMaterial* currentMaterial;
|
|
|
|
float currentIntensity;
|
|
float targetIntensity;
|
|
|
|
public:
|
|
virtual void Initialize();
|
|
virtual bool Active();
|
|
virtual void HighQuality();
|
|
|
|
virtual void Save( idSaveGame *savefile );
|
|
virtual void Restore( idRestoreGame *savefile );
|
|
};
|
|
|
|
|
|
|
|
/*
|
|
==================
|
|
FullscreenFXManager
|
|
==================
|
|
*/
|
|
class FullscreenFXManager {
|
|
idList<FullscreenFX*> fx;
|
|
bool highQualityMode;
|
|
idVec2 shiftScale;
|
|
|
|
idPlayerView *playerView;
|
|
const idMaterial* blendBackMaterial;
|
|
|
|
void CreateFX( idStr name, idStr fxtype, int fade );
|
|
|
|
public:
|
|
FullscreenFXManager();
|
|
virtual ~FullscreenFXManager();
|
|
|
|
void Initialize( idPlayerView *pv );
|
|
|
|
void Process( const renderView_t *view );
|
|
void CaptureCurrentRender();
|
|
void Blendback( float alpha );
|
|
|
|
idVec2 GetShiftScale() { return shiftScale; };
|
|
idPlayerView* GetPlayerView() { return playerView; };
|
|
idPlayer* GetPlayer() { return gameLocal.GetLocalPlayer(); };
|
|
|
|
int GetNum() { return fx.Num(); };
|
|
FullscreenFX* GetFX( int index ) { return fx[index]; };
|
|
FullscreenFX* FindFX( idStr name );
|
|
|
|
void Save( idSaveGame *savefile );
|
|
void Restore( idRestoreGame *savefile );
|
|
};
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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 ScreenFade();
|
|
|
|
screenBlob_t * GetScreenBlob();
|
|
|
|
screenBlob_t screenBlobs[MAX_SCREEN_BLOBS];
|
|
|
|
public:
|
|
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;
|
|
|
|
#ifdef _D3XP
|
|
FullscreenFXManager *fxManager;
|
|
|
|
public:
|
|
int AddWarp( idVec3 worldOrigin, float centerx, float centery, float initialRadius, float durationMsec );
|
|
void FreeWarp( int id );
|
|
#endif
|
|
};
|
|
|
|
#endif /* !__GAME_PLAYERVIEW_H__ */
|