mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 13:11:47 +00:00
340 lines
12 KiB
C++
340 lines
12 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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_ACTOR_H__
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#define __GAME_ACTOR_H__
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/*
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===============================================================================
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idActor
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===============================================================================
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*/
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extern const idEventDef AI_EnableEyeFocus;
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extern const idEventDef AI_DisableEyeFocus;
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extern const idEventDef EV_Footstep;
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extern const idEventDef EV_FootstepLeft;
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extern const idEventDef EV_FootstepRight;
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extern const idEventDef EV_EnableWalkIK;
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extern const idEventDef EV_DisableWalkIK;
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extern const idEventDef EV_EnableLegIK;
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extern const idEventDef EV_DisableLegIK;
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extern const idEventDef AI_SetAnimPrefix;
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extern const idEventDef AI_PlayAnim;
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extern const idEventDef AI_PlayCycle;
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extern const idEventDef AI_AnimDone;
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extern const idEventDef AI_SetBlendFrames;
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extern const idEventDef AI_GetBlendFrames;
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extern const idEventDef AI_SetState;
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class idDeclParticle;
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class idAnimState
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{
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public:
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bool idleAnim;
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idStr state;
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int animBlendFrames;
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int lastAnimBlendFrames; // allows override anims to blend based on the last transition time
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public:
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idAnimState();
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~idAnimState();
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void Save( idSaveGame* savefile ) const;
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void Restore( idRestoreGame* savefile );
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void Init( idActor* owner, idAnimator* _animator, int animchannel );
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void Shutdown();
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void SetState( const char* name, int blendFrames );
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void StopAnim( int frames );
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void PlayAnim( int anim );
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void CycleAnim( int anim );
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void BecomeIdle();
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bool UpdateState();
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bool Disabled() const;
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void Enable( int blendFrames );
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void Disable();
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bool AnimDone( int blendFrames ) const;
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bool IsIdle() const;
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animFlags_t GetAnimFlags() const;
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private:
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idActor* self;
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idAnimator* animator;
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idThread* thread;
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int channel;
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bool disabled;
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};
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class idAttachInfo
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{
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public:
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idEntityPtr<idEntity> ent;
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int channel;
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};
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typedef struct
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{
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jointModTransform_t mod;
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jointHandle_t from;
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jointHandle_t to;
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} copyJoints_t;
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class idActor : public idAFEntity_Gibbable
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{
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public:
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CLASS_PROTOTYPE( idActor );
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int team;
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int rank; // monsters don't fight back if the attacker's rank is higher
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idMat3 viewAxis; // view axis of the actor
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idLinkList<idActor> enemyNode; // node linked into an entity's enemy list for quick lookups of who is attacking him
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idLinkList<idActor> enemyList; // list of characters that have targeted the player as their enemy
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public:
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idActor();
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virtual ~idActor();
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void Spawn();
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virtual void Restart();
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void Save( idSaveGame* savefile ) const;
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void Restore( idRestoreGame* savefile );
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virtual void Hide();
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virtual void Show();
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virtual int GetDefaultSurfaceType() const;
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virtual void ProjectOverlay( const idVec3& origin, const idVec3& dir, float size, const char* material );
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virtual bool LoadAF();
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void SetupBody();
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void CheckBlink();
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virtual bool GetPhysicsToVisualTransform( idVec3& origin, idMat3& axis );
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virtual bool GetPhysicsToSoundTransform( idVec3& origin, idMat3& axis );
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// script state management
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void ShutdownThreads();
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virtual bool ShouldConstructScriptObjectAtSpawn() const;
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virtual idThread* ConstructScriptObject();
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void UpdateScript();
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const function_t* GetScriptFunction( const char* funcname );
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void SetState( const function_t* newState );
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void SetState( const char* statename );
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// vision testing
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void SetEyeHeight( float height );
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float EyeHeight() const;
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idVec3 EyeOffset() const;
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idVec3 GetEyePosition() const;
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virtual void GetViewPos( idVec3& origin, idMat3& axis ) const;
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void SetFOV( float fov );
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bool CheckFOV( const idVec3& pos ) const;
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bool CanSee( idEntity* ent, bool useFOV ) const;
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bool PointVisible( const idVec3& point ) const;
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virtual void GetAIAimTargets( const idVec3& lastSightPos, idVec3& headPos, idVec3& chestPos );
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// damage
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void SetupDamageGroups();
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virtual void Damage( idEntity* inflictor, idEntity* attacker, const idVec3& dir, const char* damageDefName, const float damageScale, const int location );
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int GetDamageForLocation( int damage, int location );
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const char* GetDamageGroup( int location );
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void ClearPain();
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virtual bool Pain( idEntity* inflictor, idEntity* attacker, int damage, const idVec3& dir, int location );
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// model/combat model/ragdoll
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void SetCombatModel();
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idClipModel* GetCombatModel() const;
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virtual void LinkCombat();
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virtual void UnlinkCombat();
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bool StartRagdoll();
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void StopRagdoll();
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virtual bool UpdateAnimationControllers();
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// delta view angles to allow movers to rotate the view of the actor
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const idAngles& GetDeltaViewAngles() const;
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void SetDeltaViewAngles( const idAngles& delta );
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bool HasEnemies() const;
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idActor* ClosestEnemyToPoint( const idVec3& pos );
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idActor* EnemyWithMostHealth();
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virtual bool OnLadder() const;
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virtual void GetAASLocation( idAAS* aas, idVec3& pos, int& areaNum ) const;
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void Attach( idEntity* ent );
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virtual void Teleport( const idVec3& origin, const idAngles& angles, idEntity* destination );
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virtual renderView_t* GetRenderView();
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// animation state control
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int GetAnim( int channel, const char* name );
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void UpdateAnimState();
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void SetAnimState( int channel, const char* name, int blendFrames );
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const char* GetAnimState( int channel ) const;
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bool InAnimState( int channel, const char* name ) const;
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const char* WaitState() const;
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void SetWaitState( const char* _waitstate );
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bool AnimDone( int channel, int blendFrames ) const;
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virtual void SpawnGibs( const idVec3& dir, const char* damageDefName );
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idEntity* GetHeadEntity()
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{
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return head.GetEntity();
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};
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protected:
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friend class idAnimState;
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float fovDot; // cos( fovDegrees )
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idVec3 eyeOffset; // offset of eye relative to physics origin
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idVec3 modelOffset; // offset of visual model relative to the physics origin
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idAngles deltaViewAngles; // delta angles relative to view input angles
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int pain_debounce_time; // next time the actor can show pain
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int pain_delay; // time between playing pain sound
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int pain_threshold; // how much damage monster can take at any one time before playing pain animation
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idStrList damageGroups; // body damage groups
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idList<float, TAG_ACTOR> damageScale; // damage scale per damage gruop
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bool use_combat_bbox; // whether to use the bounding box for combat collision
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idEntityPtr<idAFAttachment> head;
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idList<copyJoints_t, TAG_ACTOR> copyJoints; // copied from the body animation to the head model
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// state variables
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const function_t* state;
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const function_t* idealState;
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// joint handles
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jointHandle_t leftEyeJoint;
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jointHandle_t rightEyeJoint;
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jointHandle_t soundJoint;
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idIK_Walk walkIK;
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idStr animPrefix;
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idStr painAnim;
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// blinking
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int blink_anim;
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int blink_time;
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int blink_min;
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int blink_max;
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// script variables
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idThread* scriptThread;
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idStr waitState;
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idAnimState headAnim;
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idAnimState torsoAnim;
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idAnimState legsAnim;
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bool allowPain;
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bool allowEyeFocus;
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bool finalBoss;
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int painTime;
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bool damageNotByFists;
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idList<idAttachInfo, TAG_ACTOR> attachments;
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int damageCap;
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virtual void Gib( const idVec3& dir, const char* damageDefName );
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// removes attachments with "remove" set for when character dies
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void RemoveAttachments();
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// copies animation from body to head joints
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void CopyJointsFromBodyToHead();
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private:
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void SyncAnimChannels( int channel, int syncToChannel, int blendFrames );
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void FinishSetup();
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void SetupHead();
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void PlayFootStepSound();
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void Event_EnableEyeFocus();
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void Event_DisableEyeFocus();
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void Event_Footstep();
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void Event_EnableWalkIK();
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void Event_DisableWalkIK();
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void Event_EnableLegIK( int num );
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void Event_DisableLegIK( int num );
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void Event_SetAnimPrefix( const char* name );
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void Event_LookAtEntity( idEntity* ent, float duration );
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void Event_PreventPain( float duration );
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void Event_DisablePain();
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void Event_EnablePain();
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void Event_GetPainAnim();
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void Event_StopAnim( int channel, int frames );
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void Event_PlayAnim( int channel, const char* name );
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void Event_PlayCycle( int channel, const char* name );
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void Event_IdleAnim( int channel, const char* name );
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void Event_SetSyncedAnimWeight( int channel, int anim, float weight );
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void Event_OverrideAnim( int channel );
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void Event_EnableAnim( int channel, int blendFrames );
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void Event_SetBlendFrames( int channel, int blendFrames );
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void Event_GetBlendFrames( int channel );
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void Event_AnimState( int channel, const char* name, int blendFrames );
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void Event_GetAnimState( int channel );
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void Event_InAnimState( int channel, const char* name );
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void Event_FinishAction( const char* name );
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void Event_AnimDone( int channel, int blendFrames );
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void Event_HasAnim( int channel, const char* name );
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void Event_CheckAnim( int channel, const char* animname );
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void Event_ChooseAnim( int channel, const char* animname );
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void Event_AnimLength( int channel, const char* animname );
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void Event_AnimDistance( int channel, const char* animname );
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void Event_HasEnemies();
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void Event_NextEnemy( idEntity* ent );
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void Event_ClosestEnemyToPoint( const idVec3& pos );
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void Event_StopSound( int channel, int netsync );
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void Event_SetNextState( const char* name );
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void Event_SetState( const char* name );
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void Event_GetState();
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void Event_GetHead();
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void Event_SetDamageGroupScale( const char* groupName, float scale );
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void Event_SetDamageGroupScaleAll( float scale );
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void Event_GetDamageGroupScale( const char* groupName );
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void Event_SetDamageCap( float _damageCap );
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void Event_SetWaitState( const char* waitState );
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void Event_GetWaitState();
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};
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#endif /* !__GAME_ACTOR_H__ */
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