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736ec20d4d
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.
437 lines
10 KiB
C++
437 lines
10 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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#ifdef _D3XP
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class WarpPolygon_t {
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public:
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idVec4 outer1;
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idVec4 outer2;
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idVec4 center;
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};
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class Warp_t {
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public:
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int id;
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bool active;
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int startTime;
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float initialRadius;
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idVec3 worldOrigin;
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idVec2 screenOrigin;
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int durationMsec;
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idList<WarpPolygon_t> polys;
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};
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#endif
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#ifdef _D3XP
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class idPlayerView;
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class FullscreenFXManager;
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/*
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==================
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FxFader
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==================
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*/
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class FxFader {
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enum {
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FX_STATE_OFF,
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FX_STATE_RAMPUP,
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FX_STATE_RAMPDOWN,
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FX_STATE_ON
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};
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int time;
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int state;
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float alpha;
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int msec;
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public:
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FxFader();
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// primary functions
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bool SetTriggerState( bool active );
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virtual void Save( idSaveGame *savefile );
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virtual void Restore( idRestoreGame *savefile );
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// fader functions
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void SetFadeTime( int t ) { msec = t; };
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int GetFadeTime() { return msec; };
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// misc functions
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float GetAlpha() { return alpha; };
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};
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/*
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==================
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FullscreenFX
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==================
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*/
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class FullscreenFX {
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protected:
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idStr name;
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FxFader fader;
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FullscreenFXManager *fxman;
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public:
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FullscreenFX() { fxman = NULL; };
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virtual ~FullscreenFX() { };
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virtual void Initialize() = 0;
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virtual bool Active() = 0;
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virtual void HighQuality() = 0;
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virtual void LowQuality() { };
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virtual void AccumPass( const renderView_t *view ) { };
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virtual bool HasAccum() { return false; };
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void SetName( idStr n ) { name = n; };
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idStr GetName() { return name; };
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void SetFXManager( FullscreenFXManager *fx ) { fxman = fx; };
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bool SetTriggerState( bool state ) { return fader.SetTriggerState( state ); };
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void SetFadeSpeed( int msec ) { fader.SetFadeTime( msec ); };
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float GetFadeAlpha() { return fader.GetAlpha(); };
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virtual void Save( idSaveGame *savefile );
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virtual void Restore( idRestoreGame *savefile );
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};
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/*
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==================
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FullscreenFX_Helltime
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==================
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*/
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class FullscreenFX_Helltime : public FullscreenFX {
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const idMaterial* acInitMaterials[3];
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const idMaterial* acCaptureMaterials[3];
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const idMaterial* acDrawMaterials[3];
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const idMaterial* crCaptureMaterials[3];
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const idMaterial* crDrawMaterials[3];
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bool clearAccumBuffer;
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int DetermineLevel();
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public:
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virtual void Initialize();
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virtual bool Active();
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virtual void HighQuality();
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virtual void AccumPass( const renderView_t *view );
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virtual bool HasAccum() { return true; };
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virtual void Restore( idRestoreGame *savefile );
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};
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/*
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==================
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FullscreenFX_Multiplayer
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==================
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*/
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class FullscreenFX_Multiplayer : public FullscreenFX {
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const idMaterial* acInitMaterials;
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const idMaterial* acCaptureMaterials;
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const idMaterial* acDrawMaterials;
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const idMaterial* crCaptureMaterials;
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const idMaterial* crDrawMaterials;
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bool clearAccumBuffer;
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int DetermineLevel();
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public:
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virtual void Initialize();
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virtual bool Active();
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virtual void HighQuality();
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virtual void AccumPass( const renderView_t *view );
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virtual bool HasAccum() { return true; };
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virtual void Restore( idRestoreGame *savefile );
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};
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/*
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==================
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FullscreenFX_Warp
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==================
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*/
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class FullscreenFX_Warp : public FullscreenFX {
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const idMaterial* material;
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bool grabberEnabled;
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int startWarpTime;
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void DrawWarp( WarpPolygon_t wp, float interp );
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public:
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virtual void Initialize();
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virtual bool Active();
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virtual void HighQuality();
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void EnableGrabber( bool active ) { grabberEnabled = active; startWarpTime = gameLocal.slow.time; };
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virtual void Save( idSaveGame *savefile );
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virtual void Restore( idRestoreGame *savefile );
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};
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/*
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==================
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FullscreenFX_EnviroSuit
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==================
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*/
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class FullscreenFX_EnviroSuit : public FullscreenFX {
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const idMaterial* material;
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public:
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virtual void Initialize();
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virtual bool Active();
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virtual void HighQuality();
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};
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/*
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==================
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FullscreenFX_DoubleVision
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==================
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*/
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class FullscreenFX_DoubleVision : public FullscreenFX {
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const idMaterial* material;
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public:
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virtual void Initialize();
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virtual bool Active();
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virtual void HighQuality();
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};
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/*
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==================
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FullscreenFX_InfluenceVision
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==================
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*/
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class FullscreenFX_InfluenceVision : public FullscreenFX {
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public:
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virtual void Initialize();
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virtual bool Active();
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virtual void HighQuality();
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};
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/*
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==================
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FullscreenFX_Bloom
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==================
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*/
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class FullscreenFX_Bloom : public FullscreenFX {
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const idMaterial* drawMaterial;
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const idMaterial* initMaterial;
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const idMaterial* currentMaterial;
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float currentIntensity;
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float targetIntensity;
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public:
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virtual void Initialize();
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virtual bool Active();
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virtual void HighQuality();
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virtual void Save( idSaveGame *savefile );
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virtual void Restore( idRestoreGame *savefile );
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};
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/*
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==================
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FullscreenFXManager
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==================
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*/
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class FullscreenFXManager {
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idList<FullscreenFX*> fx;
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bool highQualityMode;
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idVec2 shiftScale;
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idPlayerView *playerView;
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const idMaterial* blendBackMaterial;
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void CreateFX( idStr name, idStr fxtype, int fade );
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public:
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FullscreenFXManager();
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virtual ~FullscreenFXManager();
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void Initialize( idPlayerView *pv );
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void Process( const renderView_t *view );
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void CaptureCurrentRender();
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void Blendback( float alpha );
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idVec2 GetShiftScale() { return shiftScale; };
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idPlayerView* GetPlayerView() { return playerView; };
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idPlayer* GetPlayer() { return gameLocal.GetLocalPlayer(); };
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int GetNum() { return fx.Num(); };
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FullscreenFX* GetFX( int index ) { return fx[index]; };
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FullscreenFX* FindFX( idStr name );
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void Save( idSaveGame *savefile );
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void Restore( idRestoreGame *savefile );
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};
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#endif
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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 ScreenFade();
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screenBlob_t * GetScreenBlob();
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screenBlob_t screenBlobs[MAX_SCREEN_BLOBS];
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public:
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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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#ifdef _D3XP
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FullscreenFXManager *fxManager;
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public:
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int AddWarp( idVec3 worldOrigin, float centerx, float centery, float initialRadius, float durationMsec );
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void FreeWarp( int id );
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#endif
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};
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#endif /* !__GAME_PLAYERVIEW_H__ */
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