sin-sdk/player.h

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//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/player.h $
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// $Revision:: 125 $
// $Author:: Markd $
// $Date:: 11/02/99 12:09p $
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//
// Copyright (C) 1997 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source is may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
// $Log:: /Quake 2 Engine/Sin/code/game/player.h $
//
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// 125 11/02/99 12:09p Markd
// Fixed CTF cheat bug
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//
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// 124 5/19/99 11:30a Markd
// Added new camera support
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//
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// 123 3/19/99 8:59p Aldie
// Added spectator_distance
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//
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// 122 3/19/99 5:59p Aldie
// Added dropweapon and droptech
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//
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// 121 3/03/99 12:39p Aldie
// Remove the bot stuff
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//
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// 120 3/02/99 9:16p Aldie
// Added CTF game code
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//
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// 2 2/16/99 4:09p Aldie
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//
//
// DESCRIPTION:
// Class definition of the player.
//
#ifndef __PLAYER_H__
#define __PLAYER_H__
#include "g_local.h"
#include "vector.h"
#include "entity.h"
#include "weapon.h"
#include "sentient.h"
#include "navigate.h"
#include "misc.h"
#include "bspline.h"
#include "camera.h"
#include "vehicle.h"
#include "specialfx.h"
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#include "grapple.h"
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extern Event EV_Player_EndLevel;
extern Event EV_Player_PrevWeapon;
extern Event EV_Player_NextWeapon;
extern Event EV_Player_GiveCheat;
extern Event EV_Player_GodCheat;
extern Event EV_Player_NoTargetCheat;
extern Event EV_Player_NoClipCheat;
extern Event EV_Player_GameVersion;
extern Event EV_Player_Fov;
extern Event EV_Player_SaveFov;
extern Event EV_Player_RestoreFov;
extern Event EV_Player_ZoomOut;
extern Event EV_Player_ToggleZoomMode;
extern Event EV_Player_ClearFloatingInventory;
extern Event EV_Player_WhatIs;
extern Event EV_Player_DrawOverlay;
extern Event EV_Player_HideOverlay;
extern Event EV_Player_DrawStats;
extern Event EV_Player_HideStats;
extern Event EV_Player_SetFlashColor;
extern Event EV_Player_ClearFlashColor;
extern Event EV_Player_Respawn;
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extern Event EV_Player_CTF_SoundEvent;
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typedef enum
{
ZOOMED_OUT,
ZOOMED_IN
} zoom_mode_t;
typedef enum
{
FIRST_PERSON,
THIRD_PERSON,
SPECTATOR,
CAMERA_VIEW
} viewmode_t;
// view pitching times
#define DAMAGE_TIME 0.5
#define FALL_TIME 0.3
#define ENEMY_TIME 5.0
class EXPORT_FROM_DLL Player : public Sentient
{
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protected:
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pmove_state_t old_pmove; // for detecting out-of-pmove changes
// bobbing
float xyspeed;
float bobtime;
float bobmove;
int bobcycle; // odd cycles are right foot going forward
float bobfracsin; // sin(bobfrac*M_PI)
Vector oldvelocity;
// weapon kicks
Vector kick_angles;
Vector kick_origin;
// damage kicks
float v_dmg_roll;
float v_dmg_pitch;
float v_dmg_time;
// for view drop on fall
float fall_time;
float fall_value;
// blend //FIXME move to entity?
float blend[ 4 ]; // rgba full screen effect
float fov; // horizontal field of view
float savedfov; // saved horizontal field of view for teleports
// view weapon orientation
Vector v_gunoffset;
Vector v_gunangles;
friend class Camera;
friend class Vehicle;
// vehicle stuff
VehiclePtr vehicle;
str vehicleanim;
// aiming direction
Vector v_angle;
Vector v_kick;
Vector oldviewangles;
Vector v_offset;
int buttons;
int new_buttons;
viewmode_t viewmode;
viewmode_t defaultViewMode;
zoom_mode_t zoom_mode;
qboolean firing;
qboolean in_console;
qboolean has_thought;
// damage blend
float damage_blood;
float damage_alpha;
Vector damage_blend;
float bonus_alpha;
float next_drown_time;
float air_finished;
int old_waterlevel;
int drown_damage;
Path *path;
PathNodePtr goalNode;
PathNodePtr nearestNode;
PathNodePtr lastNode;
Vector lastVisible;
Vector lastGround;
float searchTime;
str con_name;
EntityPtr thirdpersonCamera;
EntityPtr watchCamera;
EntityPtr movieCamera;
EntityPtr spectatorCamera;
EntityPtr CinematicCamera;
EntityPtr crosshair;
qboolean onladder;
qboolean spectator;
qboolean hidestats;
qboolean drawoverlay;
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qboolean grapple_pull;
Vector grapple_org;
float grapple_speed;
float grapple_time;
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// music mood stuff
float action_level;
int music_current_mood;
int music_fallback_mood;
// falling damage stuff
csurface_t *fallsurface;
// Pickup inventory stuff
SentientPtr floating_owner;
Container<int> floating_inventory;
float lastEnemyTime;
int currentCameraTarget;
qboolean gibbed;
qboolean drawstats;
float lastTauntTime;
// variable to see if we checked the dead camera
qboolean checked_dead_camera;
qboolean falling;
float flash_color[4];
float last_damage_time;
qboolean music_forced;
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// CTF
HookPtr hook;
BeamPtr beam;
float spectator_distance;
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public:
CLASS_PROTOTYPE( Player );
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float respawn_time;
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qboolean trappedInQuantum;
Player();
virtual ~Player();
virtual void Init( void );
virtual void RestorePersistantData( SpawnArgGroup &group );
virtual void WritePersistantData( SpawnArgGroup &group );
virtual void InitMusic( void );
virtual void InitEdict( void );
virtual void InitClient( void );
virtual void InitPath( void );
virtual void InitPhysics( void );
virtual void InitPowerups( void );
virtual void InitWorldEffects( void );
virtual void InitWeapons( void );
virtual void InitView( void );
virtual void InitModel( void );
virtual void InitState( void );
virtual void InitHealth( void );
virtual void InitInventory( void );
virtual void InitSkin( void );
virtual void ChooseSpawnPoint( void );
virtual void EndLevel( Event *ev );
virtual void Respawn( Event *ev );
virtual void SetDeltaAngles( void );
virtual void DoUse( void );
virtual void Obituary( Entity *attacker, Entity *inflictor, str location, int meansofdeath );
virtual void Killed( Event *ev );
virtual void Dead( Event *ev );
virtual void Pain( Event *ev );
virtual void Spectator( Event *ev );
virtual void CheckButtons( void );
virtual void TouchStuff( pmove_t *pm );
void EnterVehicle( Event *ev );
void ExitVehicle( Event *ev );
virtual void GetMoveInfo( pmove_t *pm );
virtual void SetMoveInfo( pmove_t *pm, usercmd_t *ucmd );
virtual pmtype_t GetMovePlayerMoveType( void );
virtual void ClientMove( usercmd_t *ucmd );
void ClientThink( Event *ev );
virtual void EventUseItem( Event *ev );
void GiveCheat( Event *ev );
void GiveAllCheat( Event *ev );
void Take( Event *ev );
void GodCheat( Event *ev );
void NoTargetCheat( Event *ev );
void NoclipCheat( Event *ev );
void Kill( Event *ev );
void GibEvent( Event *ev );
void SpawnEntity( Event *ev );
void SpawnActor( Event *ev );
void EventPreviousWeapon( Event *ev );
void EventNextWeapon( Event *ev );
void EventPreviousItem( Event *ev );
void EventNextItem( Event *ev );
void EventUseInventoryItem( Event *ev );
void GameVersion( Event *ev );
void Fov( Event *ev );
void SaveFov( Event *ev );
void RestoreFov( Event *ev );
void ToggleViewMode( Event *ev );
void ToggleZoomMode( Event *ev );
void ZoomOut( Event *ev );
void CrosshairLayout(Entity *ent);
void EnterConsole( Event *ev );
void ExitConsole( Event *ev );
void KickConsole( Event *ev );
virtual void WeaponUse( Event *ev );
virtual float CalcRoll( void );
virtual void CalcBob( void );
virtual void CalcViewOffset( void );
virtual void CalcGunOffset( void );
virtual void CheckWater( void );
virtual void WorldEffects( void );
virtual void AddBlend( float r, float g, float b, float a );
virtual void CalcBlend( void );
virtual void DamageFeedback( void );
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void SetGrapplePull( Vector dir, float speed );
void ClearGrapplePull( void );
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virtual void ChooseAnim( void );
virtual qboolean CanMoveTo( Vector pos );
virtual qboolean ClearPathTo( Vector pos );
virtual void AddPathNode( Event *ev );
virtual void AddPathNodes( void );
virtual void UpdateStats( void );
virtual void UpdateMusic( void );
virtual void SetViewMode( viewmode_t mode, Entity * newCamera = NULL );
virtual void SetCameraValues( Vector position, Vector cameraoffset, Vector ang, Vector camerakick, Vector vel, float camerablend[ 4 ], float camerafov );
virtual void SetCameraEntity( Entity *cameraEnt );
virtual void FallingDamage( void );
virtual void FinishMove( void );
virtual void EndFrame( Event *ev );
virtual void ShowInfo( Event *ev );
virtual void ReadyToFire( Event *ev );
virtual void WaitingToFire( Event *ev );
virtual void DoneFiring( Event *ev );
virtual void TestThread( Event *ev );
virtual Weapon *useWeapon( const char *weaponname );
virtual void AddItemToFloatingInventory( Item *item );
virtual void SetFloatingOwner( Sentient *deceased_owner );
virtual Sentient *GetFloatingOwner( void );
virtual void SendFloatingInventory( void );
virtual void ClearFloatingInventory( Event *ev );
virtual void PickupFloatingInventory( void );
virtual void ChangeSpectator( void );
virtual const char *AnimPrefixForWeapon( void );
virtual void GotKill( Event *ev );
virtual VehiclePtr GetVehicle( void ) { return vehicle; };
virtual void SetPowerupTimer( Event *ev );
virtual void UpdatePowerupTimer( Event *ev );
virtual viewmode_t ViewMode( void );
virtual Camera *CurrentCamera( void );
virtual void SetCamera( Entity * ent );
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void GetPlayerView( Vector *pos, Vector *angle );
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void WhatIs( Event *ev );
void ActorInfo( Event *ev );
virtual void Taunt( Event *ev );
str AnimPrefixForPlayer( void );
virtual void DrawOverlay( Event *ev );
virtual void HideOverlay( Event *ev );
virtual void HideStats( Event *ev );
virtual void DrawStats( Event *ev );
virtual void ChangeMusic( const char * current, const char * fallback, qboolean force );
virtual void GravityNodes( void );
virtual void Archive( Archiver &arc );
virtual void Unarchive( Archiver &arc );
virtual void SetFlashColor( Event *ev );
virtual void ClearFlashColor( Event *ev );
void Mutate( Event *ev );
void Human( Event *ev );
void SetSkin( Event *ev );
void GiveOxygen( float time );
void KillEnt( Event *ev );
void RemoveEnt( Event *ev );
void KillClass( Event *ev );
void RemoveClass( Event *ev );
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// CTF
void InitCTF( void );
void CTF_JoinTeamHardcorps( Event *ev );
void CTF_JoinTeamSintek( Event *ev );
void CTF_JoinTeam( int desired_team );
void CTF_Team( Event *ev );
void CTF_ExtendGrapple( void );
void CTF_ReleaseGrapple( void );
void CTF_DeadDropFlag( void );
void CTF_UpdateHookBeam( Event *ev );
Vector CTF_GetGrapplePosition( void );
void CTF_AssignTeam( void );
void CTF_OpenJoinMenu( void );
void CTF_UpdateNumberOfPlayers( void );
void CTF_DeadDropTech( void );
void CTF_DropTech( Event *ev );
void CTF_SoundEvent( Event *ev );
void SetViewAngles( Vector ang );
void DropWeaponEvent( Event *ev );
void CTF_DropFlag( Event *ev );
};
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inline EXPORT_FROM_DLL void Player::Archive
(
Archiver &arc
)
{
Sentient::Archive( arc );
arc.WriteRaw( &old_pmove, sizeof( old_pmove ) );
// save bobbing variables
arc.WriteFloat( xyspeed );
arc.WriteFloat( bobtime );
arc.WriteFloat( bobmove );
arc.WriteInteger( bobcycle );
arc.WriteFloat( bobfracsin );
arc.WriteVector( oldvelocity );
// save weapon kicks, damage kicks, view drop, and blend weapon kicks
arc.WriteVector( kick_angles );
arc.WriteVector( kick_origin );
// damage kicks
arc.WriteFloat( v_dmg_roll );
arc.WriteFloat( v_dmg_pitch );
arc.WriteFloat( v_dmg_time );
// for view drop on fall
arc.WriteFloat( fall_time );
arc.WriteFloat( fall_value );
// blend //FIXME move to entity?
arc.WriteFloat( blend[ 0 ] );
arc.WriteFloat( blend[ 1 ] );
arc.WriteFloat( blend[ 2 ] );
arc.WriteFloat( blend[ 3 ] );
arc.WriteFloat( fov );
arc.WriteFloat( savedfov );
// save off v_gunangles, v_gunoffset for view weapon orientation
arc.WriteVector( v_gunoffset );
arc.WriteVector( v_gunangles );
arc.WriteSafePointer( vehicle );
arc.WriteString( vehicleanim );
arc.WriteVector( v_angle );
arc.WriteVector( v_kick );
arc.WriteVector( oldviewangles );
arc.WriteVector( v_offset );
arc.WriteInteger( buttons );
arc.WriteInteger( new_buttons );
arc.WriteInteger( viewmode );
arc.WriteInteger( defaultViewMode );
arc.WriteInteger( zoom_mode );
arc.WriteFloat( respawn_time );
arc.WriteBoolean( firing );
arc.WriteBoolean( in_console );
arc.WriteBoolean( has_thought );
arc.WriteFloat( damage_blood );
arc.WriteFloat( damage_alpha );
arc.WriteVector( damage_blend );
arc.WriteFloat( bonus_alpha );
arc.WriteFloat( next_drown_time );
arc.WriteFloat( air_finished );
arc.WriteInteger( old_waterlevel );
arc.WriteInteger( drown_damage );
arc.WriteObjectPointer( path );
arc.WriteSafePointer( goalNode );
arc.WriteSafePointer( nearestNode );
arc.WriteSafePointer( lastNode );
arc.WriteVector( lastVisible );
arc.WriteVector( lastGround );
arc.WriteFloat( searchTime );
arc.WriteString( con_name );
arc.WriteSafePointer( thirdpersonCamera );
arc.WriteSafePointer( watchCamera );
arc.WriteSafePointer( movieCamera );
arc.WriteSafePointer( spectatorCamera );
arc.WriteSafePointer( CinematicCamera );
arc.WriteSafePointer( crosshair );
arc.WriteBoolean( onladder );
arc.WriteBoolean( spectator );
arc.WriteBoolean( hidestats );
arc.WriteBoolean( drawoverlay );
arc.WriteFloat( action_level );
arc.WriteInteger( music_current_mood );
arc.WriteInteger( music_fallback_mood );
// Can't archive this stuff
// fallsurface
// Pickup inventory stuff
// SentientPtr floating_owner;
//Container<int> floating_inventory;
arc.WriteFloat( lastEnemyTime );
arc.WriteInteger( currentCameraTarget );
arc.WriteBoolean( gibbed );
arc.WriteBoolean( drawstats );
arc.WriteFloat( lastTauntTime );
arc.WriteBoolean( checked_dead_camera );
arc.WriteBoolean( falling );
arc.WriteFloat( flash_color[ 0 ] );
arc.WriteFloat( flash_color[ 1 ] );
arc.WriteFloat( flash_color[ 2 ] );
arc.WriteFloat( flash_color[ 3 ] );
arc.WriteFloat( last_damage_time );
arc.WriteBoolean( music_forced );
arc.WriteBoolean( trappedInQuantum );
}
inline EXPORT_FROM_DLL void Player::Unarchive
(
Archiver &arc
)
{
int temp;
Sentient::Unarchive( arc );
arc.ReadRaw( &old_pmove, sizeof( old_pmove ) );
arc.ReadFloat( &xyspeed );
arc.ReadFloat( &bobtime );
arc.ReadFloat( &bobmove );
arc.ReadInteger( &bobcycle );
arc.ReadFloat( &bobfracsin );
arc.ReadVector( &oldvelocity );
// save weapon kicks, damage kicks, view drop, and blend weapon kicks
arc.ReadVector( &kick_angles );
arc.ReadVector( &kick_origin );
// damage kicks
arc.ReadFloat( &v_dmg_roll );
arc.ReadFloat( &v_dmg_pitch );
arc.ReadFloat( &v_dmg_time );
// for view drop on fall
arc.ReadFloat( &fall_time );
arc.ReadFloat( &fall_value );
// blend //FIXME move to entity?
arc.ReadFloat( &blend[ 0 ] );
arc.ReadFloat( &blend[ 1 ] );
arc.ReadFloat( &blend[ 2 ] );
arc.ReadFloat( &blend[ 3 ] );
arc.ReadFloat( &fov );
arc.ReadFloat( &savedfov );
// save off v_gunangles, v_gunoffset for view weapon orientation
arc.ReadVector( &v_gunoffset );
arc.ReadVector( &v_gunangles );
arc.ReadSafePointer( &vehicle );
arc.ReadString( &vehicleanim );
arc.ReadVector( &v_angle );
arc.ReadVector( &v_kick );
arc.ReadVector( &oldviewangles );
arc.ReadVector( &v_offset );
arc.ReadInteger( &buttons );
arc.ReadInteger( &new_buttons );
arc.ReadInteger( &temp );
viewmode = ( viewmode_t )temp;
arc.ReadInteger( &temp );
defaultViewMode = ( viewmode_t )temp;
arc.ReadInteger( &temp );
zoom_mode = ( zoom_mode_t )temp;
arc.ReadFloat( &respawn_time );
arc.ReadBoolean( &firing );
arc.ReadBoolean( &in_console );
arc.ReadBoolean( &has_thought );
arc.ReadFloat( &damage_blood );
arc.ReadFloat( &damage_alpha );
arc.ReadVector( &damage_blend );
arc.ReadFloat( &bonus_alpha );
arc.ReadFloat( &next_drown_time );
arc.ReadFloat( &air_finished );
arc.ReadInteger( &old_waterlevel );
arc.ReadInteger( &drown_damage );
arc.ReadObjectPointer( ( Class ** )&path );
arc.ReadSafePointer( &goalNode );
arc.ReadSafePointer( &nearestNode );
arc.ReadSafePointer( &lastNode );
arc.ReadVector( &lastVisible );
arc.ReadVector( &lastGround );
arc.ReadFloat( &searchTime );
arc.ReadString( &con_name );
arc.ReadSafePointer( &thirdpersonCamera );
arc.ReadSafePointer( &watchCamera );
arc.ReadSafePointer( &movieCamera );
arc.ReadSafePointer( &spectatorCamera );
arc.ReadSafePointer( &CinematicCamera );
arc.ReadSafePointer( &crosshair );
arc.ReadBoolean( &onladder );
arc.ReadBoolean( &spectator );
arc.ReadBoolean( &hidestats );
arc.ReadBoolean( &drawoverlay );
arc.ReadFloat( &action_level );
arc.ReadInteger( &music_current_mood );
arc.ReadInteger( &music_fallback_mood );
// Can't archive this stuff
fallsurface = NULL;
floating_owner = NULL;
floating_inventory.FreeObjectList();
arc.ReadFloat( &lastEnemyTime );
arc.ReadInteger( &currentCameraTarget );
arc.ReadBoolean( &gibbed );
arc.ReadBoolean( &drawstats );
arc.ReadFloat( &lastTauntTime );
arc.ReadBoolean( &checked_dead_camera );
arc.ReadBoolean( &falling );
arc.ReadFloat( &flash_color[ 0 ] );
arc.ReadFloat( &flash_color[ 1 ] );
arc.ReadFloat( &flash_color[ 2 ] );
arc.ReadFloat( &flash_color[ 3 ] );
arc.ReadFloat( &last_damage_time );
arc.ReadBoolean( &music_forced );
arc.ReadBoolean( &trappedInQuantum );
}
inline EXPORT_FROM_DLL str Player::AnimPrefixForPlayer
(
void
)
{
str prefix;
if ( waterlevel > 2 || ( !groundentity && waterlevel ) )
{
prefix = str("swim_");
}
else if ( client && client->ps.pmove.pm_flags & PMF_DUCKED )
{
prefix = str("crouch_");
}
return prefix;
}
#endif /* player.h */