mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-21 11:51:27 +00:00
333 lines
12 KiB
C++
333 lines
12 KiB
C++
/*
|
|
===========================================================================
|
|
|
|
Doom 3 BFG Edition GPL Source Code
|
|
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
|
|
|
|
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
|
|
|
|
Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
In addition, the Doom 3 BFG Edition 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 BFG Edition 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_ACTOR_H__
|
|
#define __GAME_ACTOR_H__
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
idActor
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
extern const idEventDef AI_EnableEyeFocus;
|
|
extern const idEventDef AI_DisableEyeFocus;
|
|
extern const idEventDef EV_Footstep;
|
|
extern const idEventDef EV_FootstepLeft;
|
|
extern const idEventDef EV_FootstepRight;
|
|
extern const idEventDef EV_EnableWalkIK;
|
|
extern const idEventDef EV_DisableWalkIK;
|
|
extern const idEventDef EV_EnableLegIK;
|
|
extern const idEventDef EV_DisableLegIK;
|
|
extern const idEventDef AI_SetAnimPrefix;
|
|
extern const idEventDef AI_PlayAnim;
|
|
extern const idEventDef AI_PlayCycle;
|
|
extern const idEventDef AI_AnimDone;
|
|
extern const idEventDef AI_SetBlendFrames;
|
|
extern const idEventDef AI_GetBlendFrames;
|
|
|
|
extern const idEventDef AI_SetState;
|
|
|
|
class idDeclParticle;
|
|
|
|
class idAnimState {
|
|
public:
|
|
bool idleAnim;
|
|
idStr state;
|
|
int animBlendFrames;
|
|
int lastAnimBlendFrames; // allows override anims to blend based on the last transition time
|
|
|
|
public:
|
|
idAnimState();
|
|
~idAnimState();
|
|
|
|
void Save( idSaveGame *savefile ) const;
|
|
void Restore( idRestoreGame *savefile );
|
|
|
|
void Init( idActor *owner, idAnimator *_animator, int animchannel );
|
|
void Shutdown();
|
|
void SetState( const char *name, int blendFrames );
|
|
void StopAnim( int frames );
|
|
void PlayAnim( int anim );
|
|
void CycleAnim( int anim );
|
|
void BecomeIdle();
|
|
bool UpdateState();
|
|
bool Disabled() const;
|
|
void Enable( int blendFrames );
|
|
void Disable();
|
|
bool AnimDone( int blendFrames ) const;
|
|
bool IsIdle() const;
|
|
animFlags_t GetAnimFlags() const;
|
|
|
|
private:
|
|
idActor * self;
|
|
idAnimator * animator;
|
|
idThread * thread;
|
|
int channel;
|
|
bool disabled;
|
|
};
|
|
|
|
class idAttachInfo {
|
|
public:
|
|
idEntityPtr<idEntity> ent;
|
|
int channel;
|
|
};
|
|
|
|
typedef struct {
|
|
jointModTransform_t mod;
|
|
jointHandle_t from;
|
|
jointHandle_t to;
|
|
} copyJoints_t;
|
|
|
|
class idActor : public idAFEntity_Gibbable {
|
|
public:
|
|
CLASS_PROTOTYPE( idActor );
|
|
|
|
int team;
|
|
int rank; // monsters don't fight back if the attacker's rank is higher
|
|
idMat3 viewAxis; // view axis of the actor
|
|
|
|
idLinkList<idActor> enemyNode; // node linked into an entity's enemy list for quick lookups of who is attacking him
|
|
idLinkList<idActor> enemyList; // list of characters that have targeted the player as their enemy
|
|
|
|
public:
|
|
idActor();
|
|
virtual ~idActor();
|
|
|
|
void Spawn();
|
|
virtual void Restart();
|
|
|
|
void Save( idSaveGame *savefile ) const;
|
|
void Restore( idRestoreGame *savefile );
|
|
|
|
virtual void Hide();
|
|
virtual void Show();
|
|
virtual int GetDefaultSurfaceType() const;
|
|
virtual void ProjectOverlay( const idVec3 &origin, const idVec3 &dir, float size, const char *material );
|
|
|
|
virtual bool LoadAF();
|
|
void SetupBody();
|
|
|
|
void CheckBlink();
|
|
|
|
virtual bool GetPhysicsToVisualTransform( idVec3 &origin, idMat3 &axis );
|
|
virtual bool GetPhysicsToSoundTransform( idVec3 &origin, idMat3 &axis );
|
|
|
|
// script state management
|
|
void ShutdownThreads();
|
|
virtual bool ShouldConstructScriptObjectAtSpawn() const;
|
|
virtual idThread * ConstructScriptObject();
|
|
void UpdateScript();
|
|
const function_t *GetScriptFunction( const char *funcname );
|
|
void SetState( const function_t *newState );
|
|
void SetState( const char *statename );
|
|
|
|
// vision testing
|
|
void SetEyeHeight( float height );
|
|
float EyeHeight() const;
|
|
idVec3 EyeOffset() const;
|
|
idVec3 GetEyePosition() const;
|
|
virtual void GetViewPos( idVec3 &origin, idMat3 &axis ) const;
|
|
void SetFOV( float fov );
|
|
bool CheckFOV( const idVec3 &pos ) const;
|
|
bool CanSee( idEntity *ent, bool useFOV ) const;
|
|
bool PointVisible( const idVec3 &point ) const;
|
|
virtual void GetAIAimTargets( const idVec3 &lastSightPos, idVec3 &headPos, idVec3 &chestPos );
|
|
|
|
// damage
|
|
void SetupDamageGroups();
|
|
virtual void Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location );
|
|
int GetDamageForLocation( int damage, int location );
|
|
const char * GetDamageGroup( int location );
|
|
void ClearPain();
|
|
virtual bool Pain( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
|
|
|
|
// model/combat model/ragdoll
|
|
void SetCombatModel();
|
|
idClipModel * GetCombatModel() const;
|
|
virtual void LinkCombat();
|
|
virtual void UnlinkCombat();
|
|
bool StartRagdoll();
|
|
void StopRagdoll();
|
|
virtual bool UpdateAnimationControllers();
|
|
|
|
// delta view angles to allow movers to rotate the view of the actor
|
|
const idAngles & GetDeltaViewAngles() const;
|
|
void SetDeltaViewAngles( const idAngles &delta );
|
|
|
|
bool HasEnemies() const;
|
|
idActor * ClosestEnemyToPoint( const idVec3 &pos );
|
|
idActor * EnemyWithMostHealth();
|
|
|
|
virtual bool OnLadder() const;
|
|
|
|
virtual void GetAASLocation( idAAS *aas, idVec3 &pos, int &areaNum ) const;
|
|
|
|
void Attach( idEntity *ent );
|
|
|
|
virtual void Teleport( const idVec3 &origin, const idAngles &angles, idEntity *destination );
|
|
|
|
virtual renderView_t * GetRenderView();
|
|
|
|
// animation state control
|
|
int GetAnim( int channel, const char *name );
|
|
void UpdateAnimState();
|
|
void SetAnimState( int channel, const char *name, int blendFrames );
|
|
const char * GetAnimState( int channel ) const;
|
|
bool InAnimState( int channel, const char *name ) const;
|
|
const char * WaitState() const;
|
|
void SetWaitState( const char *_waitstate );
|
|
bool AnimDone( int channel, int blendFrames ) const;
|
|
virtual void SpawnGibs( const idVec3 &dir, const char *damageDefName );
|
|
|
|
idEntity* GetHeadEntity() { return head.GetEntity(); };
|
|
|
|
protected:
|
|
friend class idAnimState;
|
|
|
|
float fovDot; // cos( fovDegrees )
|
|
idVec3 eyeOffset; // offset of eye relative to physics origin
|
|
idVec3 modelOffset; // offset of visual model relative to the physics origin
|
|
|
|
idAngles deltaViewAngles; // delta angles relative to view input angles
|
|
|
|
int pain_debounce_time; // next time the actor can show pain
|
|
int pain_delay; // time between playing pain sound
|
|
int pain_threshold; // how much damage monster can take at any one time before playing pain animation
|
|
|
|
idStrList damageGroups; // body damage groups
|
|
idList<float, TAG_ACTOR> damageScale; // damage scale per damage gruop
|
|
|
|
bool use_combat_bbox; // whether to use the bounding box for combat collision
|
|
idEntityPtr<idAFAttachment> head;
|
|
idList<copyJoints_t, TAG_ACTOR> copyJoints; // copied from the body animation to the head model
|
|
|
|
// state variables
|
|
const function_t *state;
|
|
const function_t *idealState;
|
|
|
|
// joint handles
|
|
jointHandle_t leftEyeJoint;
|
|
jointHandle_t rightEyeJoint;
|
|
jointHandle_t soundJoint;
|
|
|
|
idIK_Walk walkIK;
|
|
|
|
idStr animPrefix;
|
|
idStr painAnim;
|
|
|
|
// blinking
|
|
int blink_anim;
|
|
int blink_time;
|
|
int blink_min;
|
|
int blink_max;
|
|
|
|
// script variables
|
|
idThread * scriptThread;
|
|
idStr waitState;
|
|
idAnimState headAnim;
|
|
idAnimState torsoAnim;
|
|
idAnimState legsAnim;
|
|
|
|
bool allowPain;
|
|
bool allowEyeFocus;
|
|
bool finalBoss;
|
|
|
|
int painTime;
|
|
bool damageNotByFists;
|
|
|
|
idList<idAttachInfo, TAG_ACTOR> attachments;
|
|
|
|
int damageCap;
|
|
|
|
virtual void Gib( const idVec3 &dir, const char *damageDefName );
|
|
|
|
// removes attachments with "remove" set for when character dies
|
|
void RemoveAttachments();
|
|
|
|
// copies animation from body to head joints
|
|
void CopyJointsFromBodyToHead();
|
|
|
|
private:
|
|
void SyncAnimChannels( int channel, int syncToChannel, int blendFrames );
|
|
void FinishSetup();
|
|
void SetupHead();
|
|
void PlayFootStepSound();
|
|
|
|
void Event_EnableEyeFocus();
|
|
void Event_DisableEyeFocus();
|
|
void Event_Footstep();
|
|
void Event_EnableWalkIK();
|
|
void Event_DisableWalkIK();
|
|
void Event_EnableLegIK( int num );
|
|
void Event_DisableLegIK( int num );
|
|
void Event_SetAnimPrefix( const char *name );
|
|
void Event_LookAtEntity( idEntity *ent, float duration );
|
|
void Event_PreventPain( float duration );
|
|
void Event_DisablePain();
|
|
void Event_EnablePain();
|
|
void Event_GetPainAnim();
|
|
void Event_StopAnim( int channel, int frames );
|
|
void Event_PlayAnim( int channel, const char *name );
|
|
void Event_PlayCycle( int channel, const char *name );
|
|
void Event_IdleAnim( int channel, const char *name );
|
|
void Event_SetSyncedAnimWeight( int channel, int anim, float weight );
|
|
void Event_OverrideAnim( int channel );
|
|
void Event_EnableAnim( int channel, int blendFrames );
|
|
void Event_SetBlendFrames( int channel, int blendFrames );
|
|
void Event_GetBlendFrames( int channel );
|
|
void Event_AnimState( int channel, const char *name, int blendFrames );
|
|
void Event_GetAnimState( int channel );
|
|
void Event_InAnimState( int channel, const char *name );
|
|
void Event_FinishAction( const char *name );
|
|
void Event_AnimDone( int channel, int blendFrames );
|
|
void Event_HasAnim( int channel, const char *name );
|
|
void Event_CheckAnim( int channel, const char *animname );
|
|
void Event_ChooseAnim( int channel, const char *animname );
|
|
void Event_AnimLength( int channel, const char *animname );
|
|
void Event_AnimDistance( int channel, const char *animname );
|
|
void Event_HasEnemies();
|
|
void Event_NextEnemy( idEntity *ent );
|
|
void Event_ClosestEnemyToPoint( const idVec3 &pos );
|
|
void Event_StopSound( int channel, int netsync );
|
|
void Event_SetNextState( const char *name );
|
|
void Event_SetState( const char *name );
|
|
void Event_GetState();
|
|
void Event_GetHead();
|
|
void Event_SetDamageGroupScale( const char* groupName, float scale);
|
|
void Event_SetDamageGroupScaleAll( float scale );
|
|
void Event_GetDamageGroupScale( const char* groupName );
|
|
void Event_SetDamageCap( float _damageCap );
|
|
void Event_SetWaitState( const char* waitState);
|
|
void Event_GetWaitState();
|
|
|
|
};
|
|
|
|
#endif /* !__GAME_ACTOR_H__ */
|