mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 13:11:47 +00:00
490 lines
10 KiB
C++
490 lines
10 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_PLAYERVIEW_H__
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#define __GAME_PLAYERVIEW_H__
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class idMenuHandler_HUD;
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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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{
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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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class WarpPolygon_t
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{
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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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{
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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, TAG_IDLIB_LIST_PLAYER> polys;
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};
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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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{
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enum
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{
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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 )
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{
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msec = t;
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};
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int GetFadeTime()
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{
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return msec;
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};
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// misc functions
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float GetAlpha()
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{
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return alpha;
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};
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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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{
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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()
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{
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fxman = NULL;
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};
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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()
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{
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return false;
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};
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void SetName( idStr n )
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{
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name = n;
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};
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idStr GetName()
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{
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return name;
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};
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void SetFXManager( FullscreenFXManager* fx )
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{
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fxman = fx;
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};
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bool SetTriggerState( bool state )
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{
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return fader.SetTriggerState( state );
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};
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void SetFadeSpeed( int msec )
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{
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fader.SetFadeTime( msec );
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};
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float GetFadeAlpha()
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{
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return fader.GetAlpha();
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};
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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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{
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const idMaterial* initMaterial;
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const idMaterial* captureMaterials[3];
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const idMaterial* drawMaterial;
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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()
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{
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return true;
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};
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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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{
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const idMaterial* initMaterial;
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const idMaterial* captureMaterial;
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const idMaterial* drawMaterial;
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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()
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{
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return true;
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};
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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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{
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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 )
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{
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grabberEnabled = active;
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startWarpTime = gameLocal.slow.time;
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};
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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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{
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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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{
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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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{
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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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{
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const idMaterial* drawMaterial;
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const idMaterial* initMaterial;
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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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{
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idList<FullscreenFX*, TAG_FX> fx;
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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 Blendback( float alpha );
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idPlayerView* GetPlayerView()
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{
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return playerView;
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};
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idPlayer* GetPlayer()
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{
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return gameLocal.GetLocalPlayer();
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};
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int GetNum()
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{
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return fx.Num();
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};
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FullscreenFX* GetFX( int index )
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{
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return fx[index];
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};
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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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class idPlayerView
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{
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public:
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idPlayerView();
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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();
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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() const; // returns the current kick angle
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idMat3 ShakeAxis() const; // returns the current shake angle
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void CalculateShake();
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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( idMenuHandler_HUD* hudManager );
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void EmitStereoEyeView( const int eye, idMenuHandler_HUD* hudManager );
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void Fade( idVec4 color, int time );
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void Flash( idVec4 color, int time );
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// temp for view testing
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void EnableBFGVision( bool b )
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{
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bfgVision = b;
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};
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private:
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void SingleView( const renderView_t* view, idMenuHandler_HUD* hudManager );
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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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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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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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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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};
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// the crosshair is swapped for a laser sight in stereo rendering
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bool IsGameStereoRendered();
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#endif /* !__GAME_PLAYERVIEW_H__ */
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