mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-02 17:02:17 +00:00
1037 lines
31 KiB
C++
1037 lines
31 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_PLAYER_H__
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#define __GAME_PLAYER_H__
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#include "PredictedValue.h"
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/*
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===============================================================================
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Player entity.
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===============================================================================
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*/
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class idMenuHandler_PDA;
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class idMenuHandler_HUD;
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class idMenuScreen_HUD;
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class idTarget_SetPrimaryObjective;
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extern const idEventDef EV_Player_GetButtons;
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extern const idEventDef EV_Player_GetMove;
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extern const idEventDef EV_Player_GetViewAngles;
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extern const idEventDef EV_Player_EnableWeapon;
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extern const idEventDef EV_Player_DisableWeapon;
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extern const idEventDef EV_Player_ExitTeleporter;
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extern const idEventDef EV_Player_SelectWeapon;
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extern const idEventDef EV_SpectatorTouch;
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const float THIRD_PERSON_FOCUS_DISTANCE = 512.0f;
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const int LAND_DEFLECT_TIME = 150;
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const int LAND_RETURN_TIME = 300;
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const int FOCUS_TIME = 300;
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const int FOCUS_GUI_TIME = 500;
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const int NUM_QUICK_SLOTS = 4;
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const int MAX_WEAPONS = 32;
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const int DEAD_HEARTRATE = 0; // fall to as you die
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const int LOWHEALTH_HEARTRATE_ADJ = 20; //
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const int DYING_HEARTRATE = 30; // used for volumen calc when dying/dead
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const int BASE_HEARTRATE = 70; // default
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const int ZEROSTAMINA_HEARTRATE = 115; // no stamina
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const int MAX_HEARTRATE = 130; // maximum
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const int ZERO_VOLUME = -40; // volume at zero
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const int DMG_VOLUME = 5; // volume when taking damage
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const int DEATH_VOLUME = 15; // volume at death
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const int SAVING_THROW_TIME = 5000; // maximum one "saving throw" every five seconds
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const int ASYNC_PLAYER_INV_AMMO_BITS = idMath::BitsForInteger( 3000 );
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const int ASYNC_PLAYER_INV_CLIP_BITS = -7; // -7 bits to cover the range [-1, 60]
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enum gameExpansionType_t
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{
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GAME_BASE,
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GAME_D3XP,
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GAME_D3LE,
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GAME_UNKNOWN
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};
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struct idObjectiveInfo
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{
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idStr title;
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idStr text;
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const idMaterial* screenshot;
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};
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struct idLevelTriggerInfo
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{
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idStr levelName;
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idStr triggerName;
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};
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// powerups - the "type" in item .def must match
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enum
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{
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BERSERK = 0,
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INVISIBILITY,
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MEGAHEALTH,
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ADRENALINE,
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INVULNERABILITY,
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HELLTIME,
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ENVIROSUIT,
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//HASTE,
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ENVIROTIME,
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MAX_POWERUPS
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};
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// powerup modifiers
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enum
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{
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SPEED = 0,
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PROJECTILE_DAMAGE,
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MELEE_DAMAGE,
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MELEE_DISTANCE
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};
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// influence levels
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enum
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{
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INFLUENCE_NONE = 0, // none
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INFLUENCE_LEVEL1, // no gun or hud
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INFLUENCE_LEVEL2, // no gun, hud, movement
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INFLUENCE_LEVEL3, // slow player movement
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};
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typedef struct
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{
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int ammo;
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int rechargeTime;
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char ammoName[128];
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} RechargeAmmo_t;
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typedef struct
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{
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char name[64];
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idList<int, TAG_IDLIB_LIST_PLAYER> toggleList;
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int lastUsed;
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} WeaponToggle_t;
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class idInventory
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{
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public:
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int maxHealth;
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int weapons;
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int powerups;
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int armor;
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int maxarmor;
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int powerupEndTime[ MAX_POWERUPS ];
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RechargeAmmo_t rechargeAmmo[ AMMO_NUMTYPES ];
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// mp
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int ammoPredictTime; // Unused now but kept for save file compatibility.
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int deplete_armor;
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float deplete_rate;
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int deplete_ammount;
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int nextArmorDepleteTime;
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int pdasViewed[4]; // 128 bit flags for indicating if a pda has been viewed
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int selPDA;
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int selEMail;
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int selVideo;
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int selAudio;
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bool pdaOpened;
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idList<idDict*> items;
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idList<idStr> pdaSecurity;
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idList<const idDeclPDA*> pdas;
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idList<const idDeclVideo*> videos;
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idList<const idDeclEmail*> emails;
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bool ammoPulse;
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bool weaponPulse;
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bool armorPulse;
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int lastGiveTime;
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idList<idLevelTriggerInfo, TAG_IDLIB_LIST_PLAYER> levelTriggers;
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idInventory()
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{
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Clear();
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}
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~idInventory()
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{
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Clear();
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}
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// save games
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void Save( idSaveGame* savefile ) const; // archives object for save game file
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void Restore( idRestoreGame* savefile ); // unarchives object from save game file
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void Clear();
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void GivePowerUp( idPlayer* player, int powerup, int msec );
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void ClearPowerUps();
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void GetPersistantData( idDict& dict );
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void RestoreInventory( idPlayer* owner, const idDict& dict );
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bool Give( idPlayer* owner, const idDict& spawnArgs, const char* statname, const char* value,
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idPredictedValue< int >* idealWeapon, bool updateHud, unsigned int giveFlags );
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void Drop( const idDict& spawnArgs, const char* weapon_classname, int weapon_index );
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ammo_t AmmoIndexForAmmoClass( const char* ammo_classname ) const;
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int MaxAmmoForAmmoClass( const idPlayer* owner, const char* ammo_classname ) const;
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int WeaponIndexForAmmoClass( const idDict& spawnArgs, const char* ammo_classname ) const;
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ammo_t AmmoIndexForWeaponClass( const char* weapon_classname, int* ammoRequired );
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const char* AmmoPickupNameForIndex( ammo_t ammonum ) const;
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void AddPickupName( const char* name, idPlayer* owner ); //_D3XP
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int HasAmmo( ammo_t type, int amount );
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bool UseAmmo( ammo_t type, int amount );
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int HasAmmo( const char* weapon_classname, bool includeClip = false, idPlayer* owner = NULL ); // _D3XP
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bool HasEmptyClipCannotRefill( const char* weapon_classname, idPlayer* owner );
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void UpdateArmor();
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void SetInventoryAmmoForType( const int ammoType, const int amount );
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void SetClipAmmoForWeapon( const int weapon, const int amount );
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int GetInventoryAmmoForType( const int ammoType ) const;
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int GetClipAmmoForWeapon( const int weapon ) const;
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void WriteAmmoToSnapshot( idBitMsg& msg ) const;
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void ReadAmmoFromSnapshot( const idBitMsg& msg, int ownerEntityNumber );
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void SetRemoteClientAmmo( const int ownerEntityNumber );
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int nextItemPickup;
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int nextItemNum;
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int onePickupTime;
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idList<idStr> pickupItemNames;
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idList<idObjectiveInfo> objectiveNames;
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void InitRechargeAmmo( idPlayer* owner );
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void RechargeAmmo( idPlayer* owner );
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bool CanGive( idPlayer* owner, const idDict& spawnArgs, const char* statname, const char* value );
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private:
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idArray< idPredictedValue< int >, AMMO_NUMTYPES > ammo;
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idArray< idPredictedValue< int >, MAX_WEAPONS > clip;
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};
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typedef struct
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{
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int time;
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idVec3 dir; // scaled larger for running
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} loggedAccel_t;
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typedef struct
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{
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int areaNum;
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idVec3 pos;
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} aasLocation_t;
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class idPlayer : public idActor
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{
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public:
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enum
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{
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EVENT_IMPULSE = idEntity::EVENT_MAXEVENTS,
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EVENT_EXIT_TELEPORTER,
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EVENT_ABORT_TELEPORTER,
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EVENT_POWERUP,
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EVENT_SPECTATE,
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EVENT_PICKUPNAME,
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EVENT_FORCE_ORIGIN,
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EVENT_KNOCKBACK,
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EVENT_MAXEVENTS
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};
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static const int MAX_PLAYER_PDA = 100;
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static const int MAX_PLAYER_VIDEO = 100;
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static const int MAX_PLAYER_AUDIO = 100;
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static const int MAX_PLAYER_AUDIO_ENTRIES = 2;
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usercmd_t oldCmd;
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usercmd_t usercmd;
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class idPlayerView playerView; // handles damage kicks and effects
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renderEntity_t laserSightRenderEntity; // replace crosshair for 3DTV
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qhandle_t laserSightHandle;
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bool noclip;
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bool godmode;
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bool spawnAnglesSet; // on first usercmd, we must set deltaAngles
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idAngles spawnAngles;
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idAngles viewAngles; // player view angles
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idAngles cmdAngles; // player cmd angles
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float independentWeaponPitchAngle; // viewAngles[PITCH} when head tracking is active
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// For interpolating angles between snapshots
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idQuat previousViewQuat;
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idQuat nextViewQuat;
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int buttonMask;
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int oldButtons;
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int oldImpulseSequence;
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int lastHitTime; // last time projectile fired by player hit target
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int lastSndHitTime; // MP hit sound - != lastHitTime because we throttle
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int lastSavingThrowTime; // for the "free miss" effect
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bool pdaHasBeenRead[ MAX_PLAYER_PDA ];
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bool videoHasBeenViewed[ MAX_PLAYER_VIDEO ];
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bool audioHasBeenHeard[ MAX_PLAYER_AUDIO ][ MAX_PLAYER_AUDIO_ENTRIES ];
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idScriptBool AI_FORWARD;
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idScriptBool AI_BACKWARD;
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idScriptBool AI_STRAFE_LEFT;
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idScriptBool AI_STRAFE_RIGHT;
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idScriptBool AI_ATTACK_HELD;
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idScriptBool AI_WEAPON_FIRED;
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idScriptBool AI_JUMP;
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idScriptBool AI_CROUCH;
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idScriptBool AI_ONGROUND;
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idScriptBool AI_ONLADDER;
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idScriptBool AI_DEAD;
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idScriptBool AI_RUN;
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idScriptBool AI_PAIN;
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idScriptBool AI_HARDLANDING;
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idScriptBool AI_SOFTLANDING;
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idScriptBool AI_RELOAD;
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idScriptBool AI_TELEPORT;
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idScriptBool AI_TURN_LEFT;
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idScriptBool AI_TURN_RIGHT;
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// inventory
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idInventory inventory;
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idTarget_SetPrimaryObjective* primaryObjective;
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int flashlightBattery;
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idEntityPtr<idWeapon> flashlight;
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idEntityPtr<idWeapon> weapon;
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idMenuHandler_HUD* hudManager;
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idMenuScreen_HUD* hud;
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idMenuHandler_PDA* pdaMenu;
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idSWF* mpMessages;
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bool objectiveSystemOpen;
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int quickSlot[ NUM_QUICK_SLOTS ];
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int weapon_soulcube;
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int weapon_pda;
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int weapon_fists;
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int weapon_flashlight;
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int weapon_chainsaw;
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int weapon_bloodstone;
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int weapon_bloodstone_active1;
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int weapon_bloodstone_active2;
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int weapon_bloodstone_active3;
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bool harvest_lock;
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int heartRate;
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idInterpolate<float> heartInfo;
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int lastHeartAdjust;
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int lastHeartBeat;
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int lastDmgTime;
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int deathClearContentsTime;
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bool doingDeathSkin;
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int lastArmorPulse; // lastDmgTime if we had armor at time of hit
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float stamina;
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float healthPool; // amount of health to give over time
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int nextHealthPulse;
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bool healthPulse;
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bool healthTake;
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int nextHealthTake;
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//-----------------------------------------------------------------
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// controller shake parms
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//-----------------------------------------------------------------
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const static int MAX_SHAKE_BUFFER = 3;
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float controllerShakeHighMag[ MAX_SHAKE_BUFFER ]; // magnitude of the high frequency controller shake
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float controllerShakeLowMag[ MAX_SHAKE_BUFFER ]; // magnitude of the low frequency controller shake
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int controllerShakeHighTime[ MAX_SHAKE_BUFFER ]; // time the controller shake ends for high frequency.
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int controllerShakeLowTime[ MAX_SHAKE_BUFFER ]; // time the controller shake ends for low frequency.
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int controllerShakeTimeGroup;
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bool hiddenWeapon; // if the weapon is hidden ( in noWeapons maps )
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idEntityPtr<idProjectile> soulCubeProjectile;
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idAimAssist aimAssist;
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int spectator;
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bool forceScoreBoard;
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bool forceRespawn;
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bool spectating;
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int lastSpectateTeleport;
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bool lastHitToggle;
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bool wantSpectate; // from userInfo
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bool weaponGone; // force stop firing
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bool useInitialSpawns; // toggled by a map restart to be active for the first game spawn
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int tourneyRank; // for tourney cycling - the higher, the more likely to play next - server
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int tourneyLine; // client side - our spot in the wait line. 0 means no info.
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int spawnedTime; // when client first enters the game
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bool carryingFlag; // is the player carrying the flag?
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idEntityPtr<idEntity> teleportEntity; // while being teleported, this is set to the entity we'll use for exit
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int teleportKiller; // entity number of an entity killing us at teleporter exit
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bool lastManOver; // can't respawn in last man anymore (srv only)
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bool lastManPlayAgain; // play again when end game delay is cancelled out before expiring (srv only)
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bool lastManPresent; // true when player was in when game started (spectators can't join a running LMS)
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bool isLagged; // replicated from server, true if packets haven't been received from client.
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int isChatting; // replicated from server, true if the player is chatting.
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// timers
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int minRespawnTime; // can respawn when time > this, force after g_forcerespawn
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int maxRespawnTime; // force respawn after this time
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// the first person view values are always calculated, even
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// if a third person view is used
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idVec3 firstPersonViewOrigin;
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idMat3 firstPersonViewAxis;
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idDragEntity dragEntity;
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idFuncMountedObject* mountedObject;
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idEntityPtr<idLight> enviroSuitLight;
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bool healthRecharge;
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int lastHealthRechargeTime;
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int rechargeSpeed;
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float new_g_damageScale;
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bool bloomEnabled;
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float bloomSpeed;
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float bloomIntensity;
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public:
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CLASS_PROTOTYPE( idPlayer );
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idPlayer();
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virtual ~idPlayer();
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void Spawn();
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void Think();
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void UpdateLaserSight();
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// save games
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void Save( idSaveGame* savefile ) const; // archives object for save game file
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void Restore( idRestoreGame* savefile ); // unarchives object from save game file
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virtual void Hide();
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virtual void Show();
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void Init();
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void PrepareForRestart();
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virtual void Restart();
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void LinkScriptVariables();
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void SetupWeaponEntity();
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void SelectInitialSpawnPoint( idVec3& origin, idAngles& angles );
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void SpawnFromSpawnSpot();
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void SpawnToPoint( const idVec3& spawn_origin, const idAngles& spawn_angles );
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void SetClipModel(); // spectator mode uses a different bbox size
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void SavePersistantInfo();
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void RestorePersistantInfo();
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void SetLevelTrigger( const char* levelName, const char* triggerName );
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void CacheWeapons();
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void EnterCinematic();
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void ExitCinematic();
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void UpdateConditions();
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void SetViewAngles( const idAngles& angles );
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// Controller Shake
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void ControllerShakeFromDamage( int damage );
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void SetControllerShake( float highMagnitude, int highDuration, float lowMagnitude, int lowDuration );
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void ResetControllerShake();
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void GetControllerShake( int& highMagnitude, int& lowMagnitude ) const;
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idAimAssist* GetAimAssist()
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{
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return &aimAssist;
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}
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// delta view angles to allow movers to rotate the view of the player
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void UpdateDeltaViewAngles( const idAngles& angles );
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virtual bool Collide( const trace_t& collision, const idVec3& velocity );
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virtual void GetAASLocation( idAAS* aas, idVec3& pos, int& areaNum ) const;
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virtual void GetAIAimTargets( const idVec3& lastSightPos, idVec3& headPos, idVec3& chestPos );
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virtual void DamageFeedback( idEntity* victim, idEntity* inflictor, int& damage );
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void CalcDamagePoints( idEntity* inflictor, idEntity* attacker, const idDict* damageDef,
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const float damageScale, const int location, int* health, int* armor );
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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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// New damage path for instant client feedback.
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void ServerDealDamage( int damage, idEntity& inflictor, idEntity& attacker, const idVec3& dir, const char* damageDefName, const int location ); // Actually updates the player's health independent of feedback.
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int AdjustDamageAmount( const int inputDamage );
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// use exitEntityNum to specify a teleport with private camera view and delayed exit
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virtual void Teleport( const idVec3& origin, const idAngles& angles, idEntity* destination );
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void Kill( bool delayRespawn, bool nodamage );
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virtual void Killed( idEntity* inflictor, idEntity* attacker, int damage, const idVec3& dir, int location );
|
|
void StartFxOnBone( const char* fx, const char* bone );
|
|
|
|
renderView_t* GetRenderView();
|
|
void CalculateRenderView(); // called every tic by player code
|
|
void CalculateFirstPersonView();
|
|
|
|
void AddChatMessage( int index, int alpha, const idStr& message );
|
|
void UpdateSpectatingText();
|
|
void ClearChatMessage( int index );
|
|
|
|
void DrawHUD( idMenuHandler_HUD* hudManager );
|
|
|
|
void WeaponFireFeedback( const idDict* weaponDef );
|
|
|
|
float DefaultFov() const;
|
|
float CalcFov( bool honorZoom );
|
|
void CalculateViewWeaponPos( idVec3& origin, idMat3& axis );
|
|
idVec3 GetEyePosition() const;
|
|
void GetViewPos( idVec3& origin, idMat3& axis ) const;
|
|
void OffsetThirdPersonView( float angle, float range, float height, bool clip );
|
|
|
|
bool Give( const char* statname, const char* value, unsigned int giveFlags );
|
|
bool GiveItem( idItem* item, unsigned int giveFlags );
|
|
void GiveItem( const char* name );
|
|
void GiveHealthPool( float amt );
|
|
|
|
void SetPrimaryObjective( idTarget_SetPrimaryObjective* target )
|
|
{
|
|
primaryObjective = target;
|
|
}
|
|
idTarget_SetPrimaryObjective* GetPrimaryObjective()
|
|
{
|
|
return primaryObjective;
|
|
}
|
|
|
|
idInventory& GetInventory()
|
|
{
|
|
return inventory;
|
|
}
|
|
bool GiveInventoryItem( idDict* item, unsigned int giveFlags );
|
|
void RemoveInventoryItem( idDict* item );
|
|
bool GiveInventoryItem( const char* name );
|
|
void RemoveInventoryItem( const char* name );
|
|
idDict* FindInventoryItem( const char* name );
|
|
idDict* FindInventoryItem( int index );
|
|
int GetNumInventoryItems();
|
|
void PlayAudioLog( const idSoundShader* sound );
|
|
void EndAudioLog();
|
|
void PlayVideoDisk( const idDeclVideo* decl );
|
|
void EndVideoDisk();
|
|
const idMaterial* GetVideoMaterial()
|
|
{
|
|
return pdaVideoMat;
|
|
}
|
|
|
|
void SetQuickSlot( int index, int val );
|
|
int GetQuickSlot( int index );
|
|
|
|
void GivePDA( const idDeclPDA* pda, const char* securityItem );
|
|
void GiveVideo( const idDeclVideo* video, const char* itemName );
|
|
void GiveEmail( const idDeclEmail* email );
|
|
void GiveSecurity( const char* security );
|
|
void GiveObjective( const char* title, const char* text, const idMaterial* screenshot );
|
|
void CompleteObjective( const char* title );
|
|
|
|
bool GivePowerUp( int powerup, int time, unsigned int giveFlags );
|
|
void ClearPowerUps();
|
|
bool PowerUpActive( int powerup ) const;
|
|
float PowerUpModifier( int type );
|
|
|
|
int SlotForWeapon( const char* weaponName );
|
|
void Reload();
|
|
void NextWeapon();
|
|
void NextBestWeapon();
|
|
void PrevWeapon();
|
|
void SetPreviousWeapon( int num )
|
|
{
|
|
previousWeapon = num;
|
|
}
|
|
void SelectWeapon( int num, bool force );
|
|
void DropWeapon( bool died ) ;
|
|
void StealWeapon( idPlayer* player );
|
|
void AddProjectilesFired( int count );
|
|
void AddProjectileHits( int count );
|
|
void SetLastHitTime( int time );
|
|
void LowerWeapon();
|
|
void RaiseWeapon();
|
|
void WeaponLoweringCallback();
|
|
void WeaponRisingCallback();
|
|
void RemoveWeapon( const char* weap );
|
|
void RemoveAllButEssentialWeapons();
|
|
bool CanShowWeaponViewmodel() const;
|
|
|
|
void AddAIKill();
|
|
void SetSoulCubeProjectile( idProjectile* projectile );
|
|
|
|
void AdjustHeartRate( int target, float timeInSecs, float delay, bool force );
|
|
void SetCurrentHeartRate();
|
|
int GetBaseHeartRate();
|
|
void UpdateAir();
|
|
|
|
void UpdatePowerupHud();
|
|
|
|
virtual bool HandleSingleGuiCommand( idEntity* entityGui, idLexer* src );
|
|
bool GuiActive()
|
|
{
|
|
return focusGUIent != NULL;
|
|
}
|
|
|
|
bool HandleGuiEvents( const sysEvent_t* ev );
|
|
void PerformImpulse( int impulse );
|
|
void Spectate( bool spectate, bool force = false );
|
|
void TogglePDA();
|
|
void RouteGuiMouse( idUserInterface* gui );
|
|
void UpdateHud();
|
|
const idDeclPDA* GetPDA() const;
|
|
bool GetPDAOpen() const
|
|
{
|
|
return objectiveSystemOpen;
|
|
}
|
|
const idDeclVideo* GetVideo( int index );
|
|
void SetInfluenceFov( float fov );
|
|
void SetInfluenceView( const char* mtr, const char* skinname, float radius, idEntity* ent );
|
|
void SetInfluenceLevel( int level );
|
|
int GetInfluenceLevel()
|
|
{
|
|
return influenceActive;
|
|
};
|
|
void SetPrivateCameraView( idCamera* camView );
|
|
idCamera* GetPrivateCameraView() const
|
|
{
|
|
return privateCameraView;
|
|
}
|
|
void StartFxFov( float duration );
|
|
void UpdateHudWeapon( bool flashWeapon = true );
|
|
void UpdateChattingHud();
|
|
void UpdateHudStats( idMenuHandler_HUD* hudManager );
|
|
void Event_StopAudioLog();
|
|
bool IsSoundChannelPlaying( const s_channelType channel = SND_CHANNEL_ANY );
|
|
void ShowTip( const char* title, const char* tip, bool autoHide );
|
|
void HideTip();
|
|
bool IsTipVisible()
|
|
{
|
|
return tipUp;
|
|
};
|
|
void HideObjective();
|
|
|
|
virtual void ClientThink( const int curTime, const float fraction, const bool predict );
|
|
virtual void WriteToSnapshot( idBitMsg& msg ) const;
|
|
virtual void ReadFromSnapshot( const idBitMsg& msg );
|
|
void WritePlayerStateToSnapshot( idBitMsg& msg ) const;
|
|
void ReadPlayerStateFromSnapshot( const idBitMsg& msg );
|
|
|
|
virtual bool ServerReceiveEvent( int event, int time, const idBitMsg& msg );
|
|
|
|
virtual bool GetPhysicsToVisualTransform( idVec3& origin, idMat3& axis );
|
|
virtual bool GetPhysicsToSoundTransform( idVec3& origin, idMat3& axis );
|
|
|
|
virtual bool ClientReceiveEvent( int event, int time, const idBitMsg& msg );
|
|
bool IsRespawning();
|
|
bool IsInTeleport();
|
|
|
|
int GetSkinIndex() const
|
|
{
|
|
return skinIndex;
|
|
}
|
|
|
|
idEntity* GetInfluenceEntity()
|
|
{
|
|
return influenceEntity;
|
|
};
|
|
const idMaterial* GetInfluenceMaterial()
|
|
{
|
|
return influenceMaterial;
|
|
};
|
|
float GetInfluenceRadius()
|
|
{
|
|
return influenceRadius;
|
|
};
|
|
|
|
// server side work for in/out of spectate. takes care of spawning it into the world as well
|
|
void ServerSpectate( bool spectate );
|
|
// for very specific usage. != GetPhysics()
|
|
idPhysics* GetPlayerPhysics();
|
|
void TeleportDeath( int killer );
|
|
void SetLeader( bool lead );
|
|
bool IsLeader();
|
|
|
|
void UpdateSkinSetup();
|
|
|
|
bool OnLadder() const;
|
|
|
|
virtual void UpdatePlayerIcons();
|
|
virtual void DrawPlayerIcons();
|
|
virtual void HidePlayerIcons();
|
|
bool NeedsIcon();
|
|
|
|
void StartHealthRecharge( int speed );
|
|
void StopHealthRecharge();
|
|
|
|
idStr GetCurrentWeapon();
|
|
int GetCurrentWeaponSlot()
|
|
{
|
|
return currentWeapon;
|
|
}
|
|
int GetIdealWeapon()
|
|
{
|
|
return idealWeapon.Get();
|
|
}
|
|
idHashTable<WeaponToggle_t> GetWeaponToggles() const
|
|
{
|
|
return weaponToggles;
|
|
}
|
|
|
|
bool CanGive( const char* statname, const char* value );
|
|
|
|
void StopHelltime( bool quick = true );
|
|
void PlayHelltimeStopSound();
|
|
|
|
void DropFlag(); // drop CTF item
|
|
void ReturnFlag();
|
|
virtual void FreeModelDef();
|
|
|
|
bool SelfSmooth();
|
|
void SetSelfSmooth( bool b );
|
|
|
|
const idAngles& GetViewBobAngles()
|
|
{
|
|
return viewBobAngles;
|
|
}
|
|
const idVec3& GetViewBob()
|
|
{
|
|
return viewBob;
|
|
}
|
|
|
|
idAchievementManager& GetAchievementManager()
|
|
{
|
|
return achievementManager;
|
|
}
|
|
const idAchievementManager& GetAchievementManager() const
|
|
{
|
|
return achievementManager;
|
|
}
|
|
|
|
int GetPlayedTime() const
|
|
{
|
|
return playedTimeSecs;
|
|
}
|
|
|
|
void HandleUserCmds( const usercmd_t& newcmd );
|
|
|
|
int GetClientFireCount() const
|
|
{
|
|
return clientFireCount;
|
|
}
|
|
void IncrementFireCount()
|
|
{
|
|
++clientFireCount;
|
|
}
|
|
|
|
void ShowRespawnHudMessage();
|
|
void HideRespawnHudMessage();
|
|
|
|
bool IsLocallyControlled() const
|
|
{
|
|
return entityNumber == gameLocal.GetLocalClientNum();
|
|
}
|
|
|
|
gameExpansionType_t GetExpansionType() const;
|
|
|
|
void AddProjectileKills()
|
|
{
|
|
numProjectileKills++;
|
|
}
|
|
int GetProjectileKills() const
|
|
{
|
|
return numProjectileKills;
|
|
}
|
|
void ResetProjectileKills()
|
|
{
|
|
numProjectileKills = 0;
|
|
}
|
|
private:
|
|
// Stats & achievements
|
|
idAchievementManager achievementManager;
|
|
|
|
int playedTimeSecs;
|
|
int playedTimeResidual;
|
|
|
|
jointHandle_t hipJoint;
|
|
jointHandle_t chestJoint;
|
|
jointHandle_t headJoint;
|
|
|
|
idPhysics_Player physicsObj; // player physics
|
|
|
|
idList<aasLocation_t, TAG_IDLIB_LIST_PLAYER> aasLocation; // for AI tracking the player
|
|
|
|
int bobFoot;
|
|
float bobFrac;
|
|
float bobfracsin;
|
|
int bobCycle; // for view bobbing and footstep generation
|
|
float xyspeed;
|
|
int stepUpTime;
|
|
float stepUpDelta;
|
|
float idealLegsYaw;
|
|
float legsYaw;
|
|
bool legsForward;
|
|
float oldViewYaw;
|
|
idAngles viewBobAngles;
|
|
idVec3 viewBob;
|
|
int landChange;
|
|
int landTime;
|
|
|
|
|
|
int currentWeapon;
|
|
idPredictedValue< int > idealWeapon;
|
|
int previousWeapon;
|
|
int weaponSwitchTime;
|
|
bool weaponEnabled;
|
|
|
|
int skinIndex;
|
|
const idDeclSkin* skin;
|
|
const idDeclSkin* powerUpSkin;
|
|
|
|
int numProjectilesFired; // number of projectiles fired
|
|
int numProjectileHits; // number of hits on mobs
|
|
int numProjectileKills; // number of kills with a projectile.
|
|
|
|
bool airless;
|
|
int airMsec; // set to pm_airMsec at start, drops in vacuum
|
|
int lastAirDamage;
|
|
|
|
bool gibDeath;
|
|
bool gibsLaunched;
|
|
idVec3 gibsDir;
|
|
|
|
idInterpolate<float> zoomFov;
|
|
idInterpolate<float> centerView;
|
|
bool fxFov;
|
|
|
|
float influenceFov;
|
|
int influenceActive; // level of influence.. 1 == no gun or hud .. 2 == 1 + no movement
|
|
idEntity* influenceEntity;
|
|
const idMaterial* influenceMaterial;
|
|
float influenceRadius;
|
|
const idDeclSkin* influenceSkin;
|
|
|
|
idCamera* privateCameraView;
|
|
|
|
static const int NUM_LOGGED_VIEW_ANGLES = 64; // for weapon turning angle offsets
|
|
idAngles loggedViewAngles[NUM_LOGGED_VIEW_ANGLES]; // [gameLocal.framenum&(LOGGED_VIEW_ANGLES-1)]
|
|
static const int NUM_LOGGED_ACCELS = 16; // for weapon turning angle offsets
|
|
loggedAccel_t loggedAccel[NUM_LOGGED_ACCELS]; // [currentLoggedAccel & (NUM_LOGGED_ACCELS-1)]
|
|
int currentLoggedAccel;
|
|
|
|
// if there is a focusGUIent, the attack button will be changed into mouse clicks
|
|
idEntity* focusGUIent;
|
|
idUserInterface* focusUI; // focusGUIent->renderEntity.gui, gui2, or gui3
|
|
idAI* focusCharacter;
|
|
int talkCursor; // show the state of the focusCharacter (0 == can't talk/dead, 1 == ready to talk, 2 == busy talking)
|
|
int focusTime;
|
|
idAFEntity_Vehicle* focusVehicle;
|
|
idUserInterface* cursor;
|
|
|
|
// full screen guis track mouse movements directly
|
|
int oldMouseX;
|
|
int oldMouseY;
|
|
|
|
const idMaterial* pdaVideoMat;
|
|
|
|
bool tipUp;
|
|
bool objectiveUp;
|
|
|
|
int lastDamageDef;
|
|
idVec3 lastDamageDir;
|
|
int lastDamageLocation;
|
|
int smoothedFrame;
|
|
bool smoothedOriginUpdated;
|
|
idVec3 smoothedOrigin;
|
|
idAngles smoothedAngles;
|
|
|
|
idHashTable<WeaponToggle_t> weaponToggles;
|
|
|
|
int hudPowerup;
|
|
int lastHudPowerup;
|
|
int hudPowerupDuration;
|
|
|
|
// mp
|
|
bool respawning; // set to true while in SpawnToPoint for telefrag checks
|
|
bool leader; // for sudden death situations
|
|
int lastSpectateChange;
|
|
int lastTeleFX;
|
|
bool weaponCatchup; // raise up the weapon silently ( state catchups )
|
|
int MPAim; // player num in aim
|
|
int lastMPAim;
|
|
int lastMPAimTime; // last time the aim changed
|
|
int MPAimFadeTime; // for GUI fade
|
|
bool MPAimHighlight;
|
|
bool isTelefragged; // proper obituaries
|
|
int serverOverridePositionTime;
|
|
int clientFireCount;
|
|
|
|
idPlayerIcon playerIcon;
|
|
|
|
bool selfSmooth;
|
|
|
|
netBoolEvent_t respawn_netEvent;
|
|
|
|
void LookAtKiller( idEntity* inflictor, idEntity* attacker );
|
|
|
|
void StopFiring();
|
|
void FireWeapon();
|
|
void Weapon_Combat();
|
|
void Weapon_NPC();
|
|
void Weapon_GUI();
|
|
void UpdateWeapon();
|
|
void UpdateFlashlight();
|
|
void FlashlightOn();
|
|
void FlashlightOff();
|
|
void UpdateSpectating();
|
|
void SpectateFreeFly( bool force ); // ignore the timeout to force when followed spec is no longer valid
|
|
void SpectateCycle();
|
|
idAngles GunTurningOffset();
|
|
idVec3 GunAcceleratingOffset();
|
|
|
|
void UseObjects();
|
|
void CrashLand( const idVec3& oldOrigin, const idVec3& oldVelocity );
|
|
void BobCycle( const idVec3& pushVelocity );
|
|
void UpdateViewAngles();
|
|
void EvaluateControls();
|
|
void AdjustSpeed();
|
|
void AdjustBodyAngles();
|
|
void InitAASLocation();
|
|
void SetAASLocation();
|
|
void Move();
|
|
void Move_Interpolated( float fraction );
|
|
void RunPhysics_RemoteClientCorrection();
|
|
void UpdatePowerUps();
|
|
void UpdateDeathSkin( bool state_hitch );
|
|
void ClearPowerup( int i );
|
|
void SetSpectateOrigin();
|
|
bool AllowClientAuthPhysics();
|
|
virtual int GetPhysicsTimeStep() const;
|
|
|
|
void ClearFocus();
|
|
void UpdateFocus();
|
|
void UpdateLocation();
|
|
idUserInterface* ActiveGui();
|
|
|
|
// mp
|
|
void Respawn_Shared();
|
|
|
|
bool WeaponAvailable( const char* name );
|
|
|
|
void UseVehicle();
|
|
|
|
void Event_GetButtons();
|
|
void Event_GetMove();
|
|
void Event_GetViewAngles();
|
|
void Event_StopFxFov();
|
|
void Event_EnableWeapon();
|
|
void Event_DisableWeapon();
|
|
void Event_GetCurrentWeapon();
|
|
void Event_GetPreviousWeapon();
|
|
void Event_SelectWeapon( const char* weaponName );
|
|
void Event_GetWeaponEntity();
|
|
void Event_OpenPDA();
|
|
void Event_PDAAvailable();
|
|
void Event_InPDA();
|
|
void Event_ExitTeleporter();
|
|
void Event_HideTip();
|
|
void Event_LevelTrigger();
|
|
void Event_Gibbed();
|
|
void Event_ForceOrigin( idVec3& origin, idAngles& angles );
|
|
void Event_GiveInventoryItem( const char* name );
|
|
void Event_RemoveInventoryItem( const char* name );
|
|
|
|
void Event_GetIdealWeapon();
|
|
void Event_WeaponAvailable( const char* name );
|
|
void Event_SetPowerupTime( int powerup, int time );
|
|
void Event_IsPowerupActive( int powerup );
|
|
void Event_StartWarp();
|
|
void Event_StopHelltime( int mode );
|
|
void Event_ToggleBloom( int on );
|
|
void Event_SetBloomParms( float speed, float intensity );
|
|
};
|
|
|
|
ID_INLINE bool idPlayer::IsRespawning()
|
|
{
|
|
return respawning;
|
|
}
|
|
|
|
ID_INLINE idPhysics* idPlayer::GetPlayerPhysics()
|
|
{
|
|
return &physicsObj;
|
|
}
|
|
|
|
ID_INLINE bool idPlayer::IsInTeleport()
|
|
{
|
|
return ( teleportEntity.GetEntity() != NULL );
|
|
}
|
|
|
|
ID_INLINE void idPlayer::SetLeader( bool lead )
|
|
{
|
|
leader = lead;
|
|
}
|
|
|
|
ID_INLINE bool idPlayer::IsLeader()
|
|
{
|
|
return leader;
|
|
}
|
|
|
|
ID_INLINE bool idPlayer::SelfSmooth()
|
|
{
|
|
return selfSmooth;
|
|
}
|
|
|
|
ID_INLINE void idPlayer::SetSelfSmooth( bool b )
|
|
{
|
|
selfSmooth = b;
|
|
}
|
|
|
|
extern idCVar g_infiniteAmmo;
|
|
|
|
#endif /* !__GAME_PLAYER_H__ */
|
|
|