2016-03-01 15:47:10 +00:00
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//-----------------------------------------------------------------------------
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//
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2017-04-17 11:33:19 +00:00
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// Copyright 1993-1996 id Software
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// Copyright 1994-1996 Raven Software
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// Copyright 1998-1998 Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
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// Copyright 1999-2016 Randy Heit
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// Copyright 2002-2016 Christoph Oelckers
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2016-03-01 15:47:10 +00:00
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//
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2017-04-17 11:33:19 +00:00
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// This program 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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2016-03-01 15:47:10 +00:00
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//
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2017-04-17 11:33:19 +00:00
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// This program is distributed in the hope that it will be useful,
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2016-03-01 15:47:10 +00:00
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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2017-04-17 11:33:19 +00:00
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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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2016-03-01 15:47:10 +00:00
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//
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2017-04-17 11:33:19 +00:00
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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2016-03-01 15:47:10 +00:00
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//
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//-----------------------------------------------------------------------------
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2017-04-17 11:33:19 +00:00
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//
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2016-03-01 15:47:10 +00:00
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#ifndef __D_PLAYER_H__
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#define __D_PLAYER_H__
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// Finally, for odd reasons, the player input
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// is buffered within the player data struct,
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// as commands per game tick.
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2017-03-09 22:30:42 +00:00
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#include "d_protocol.h"
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2016-03-01 15:47:10 +00:00
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#include "doomstat.h"
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2016-11-30 11:24:50 +00:00
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#include "a_weapons.h"
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2016-03-01 15:47:10 +00:00
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2018-10-30 20:41:04 +00:00
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#include "d_netinf.h"
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2016-03-01 15:47:10 +00:00
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// The player data structure depends on a number
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// of other structs: items (internal inventory),
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// animation states (closely tied to the sprites
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// used to represent them, unfortunately).
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#include "p_pspr.h"
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// In addition, the player is just a special
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// case of the generic moving object/actor.
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#include "actor.h"
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//Added by MC:
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#include "b_bot.h"
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class player_t;
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// Standard pre-defined skin colors
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struct FPlayerColorSet
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{
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struct ExtraRange
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{
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2017-03-08 17:47:52 +00:00
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uint8_t RangeStart, RangeEnd; // colors to remap
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uint8_t FirstColor, LastColor; // colors to map to
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2016-03-01 15:47:10 +00:00
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};
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FName Name; // Name of this color
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int Lump; // Lump to read the translation from, otherwise use next 2 fields
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2017-03-08 17:47:52 +00:00
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uint8_t FirstColor, LastColor; // Describes the range of colors to use for the translation
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2016-03-01 15:47:10 +00:00
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2017-03-08 17:47:52 +00:00
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uint8_t RepresentativeColor; // A palette entry representative of this translation,
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2016-03-01 15:47:10 +00:00
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// for map arrows and status bar backgrounds and such
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2017-03-08 17:47:52 +00:00
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uint8_t NumExtraRanges;
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2016-03-01 15:47:10 +00:00
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ExtraRange Extra[6];
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};
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2017-02-08 18:10:11 +00:00
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typedef TArray<std::tuple<PClass*, FName, PalEntry>> PainFlashList;
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typedef TArray<std::tuple<PClass*, int, FPlayerColorSet>> ColorSetList;
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extern PainFlashList PainFlashes;
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extern ColorSetList ColorSets;
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2016-03-01 15:47:10 +00:00
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2017-02-08 18:42:24 +00:00
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FString GetPrintableDisplayName(PClassActor *cls);
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2016-03-01 15:47:10 +00:00
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class APlayerPawn : public AActor
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{
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2017-02-08 18:42:24 +00:00
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DECLARE_CLASS(APlayerPawn, AActor)
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2016-03-01 15:47:10 +00:00
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HAS_OBJECT_POINTERS
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public:
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2016-09-19 17:14:30 +00:00
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2016-09-19 13:07:53 +00:00
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virtual void Serialize(FSerializer &arc);
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2016-03-01 15:47:10 +00:00
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2016-11-30 00:25:51 +00:00
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virtual void PostBeginPlay() override;
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virtual void Tick() override;
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virtual void AddInventory (AInventory *item) override;
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virtual void RemoveInventory (AInventory *item) override;
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virtual bool UseInventory (AInventory *item) override;
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virtual void MarkPrecacheSounds () const override;
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virtual void BeginPlay () override;
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2018-04-23 19:26:05 +00:00
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virtual void Die (AActor *source, AActor *inflictor, int dmgflags, FName MeansOfDeath) override;
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2016-11-30 00:25:51 +00:00
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virtual bool UpdateWaterLevel (bool splash) override;
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bool ResetAirSupply (bool playgasp = true);
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2017-02-28 23:04:17 +00:00
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int GetMaxHealth(bool withupgrades = false) const;
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2016-11-30 00:25:51 +00:00
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void ActivateMorphWeapon ();
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2017-02-08 17:11:23 +00:00
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AWeapon *PickNewWeapon (PClassActor *ammotype);
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AWeapon *BestWeapon (PClassActor *ammotype);
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2016-11-30 00:25:51 +00:00
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void GiveDeathmatchInventory ();
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void FilterCoopRespawnInventory (APlayerPawn *oldplayer);
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2016-03-01 15:47:10 +00:00
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void SetupWeaponSlots ();
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void GiveDefaultInventory ();
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2016-11-30 00:25:51 +00:00
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// These are virtual on the script side only.
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void PlayIdle();
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2016-03-01 15:47:10 +00:00
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void PlayAttacking2 ();
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2016-11-30 00:25:51 +00:00
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2016-03-01 15:47:10 +00:00
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const char *GetSoundClass () const;
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enum EInvulState
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{
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INVUL_Start,
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INVUL_Active,
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INVUL_Stop,
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INVUL_GetAlpha
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};
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int crouchsprite;
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int MaxHealth;
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2017-03-02 10:39:52 +00:00
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int BonusHealth;
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2016-03-01 15:47:10 +00:00
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int MugShotMaxHealth;
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int RunHealth;
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int PlayerFlags;
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2017-01-23 23:12:06 +00:00
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double FullHeight;
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2017-03-08 12:34:26 +00:00
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TObjPtr<AInventory*> InvFirst; // first inventory item displayed on inventory bar
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TObjPtr<AInventory*> InvSel; // selected inventory item
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2016-03-01 15:47:10 +00:00
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// [GRB] Player class properties
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2016-03-19 23:54:18 +00:00
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double JumpZ;
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2016-03-24 22:50:29 +00:00
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double GruntSpeed;
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double FallingScreamMinSpeed, FallingScreamMaxSpeed;
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2016-03-22 17:06:08 +00:00
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double ViewHeight;
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2016-03-19 23:54:18 +00:00
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double ForwardMove1, ForwardMove2;
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double SideMove1, SideMove2;
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2016-03-01 15:47:10 +00:00
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FTextureID ScoreIcon;
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int SpawnMask;
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2018-08-18 23:14:15 +00:00
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FName MorphWeapon;
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2016-03-24 22:50:29 +00:00
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double AttackZOffset; // attack height, relative to player center
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double UseRange; // [NS] Distance at which player can +use
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double AirCapacity; // Multiplier for air supply underwater.
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2016-03-01 15:47:10 +00:00
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PClassActor *FlechetteType;
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// [CW] Fades for when you are being damaged.
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PalEntry DamageFade;
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2016-09-26 11:24:37 +00:00
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// [SP] ViewBob Multiplier
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double ViewBob;
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2017-02-08 15:42:13 +00:00
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// Former class properties that were moved into the object to get rid of the meta class.
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2018-08-18 23:14:15 +00:00
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FName SoundClass; // Sound class
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FName Face; // Doom status bar face (when used)
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FName Portrait;
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FName Slot[10];
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2017-02-08 15:42:13 +00:00
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double HexenArmor[5];
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2017-03-08 17:47:52 +00:00
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uint8_t ColorRangeStart; // Skin color range
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uint8_t ColorRangeEnd;
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2017-02-08 15:42:13 +00:00
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2016-03-01 15:47:10 +00:00
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};
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//
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// PlayerPawn flags
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//
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enum
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{
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PPF_NOTHRUSTWHENINVUL = 1, // Attacks do not thrust the player if they are invulnerable.
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PPF_CANSUPERMORPH = 2, // Being remorphed into this class can give you a Tome of Power
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PPF_CROUCHABLEMORPH = 4, // This morphed player can crouch
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};
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//
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// Player states.
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//
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typedef enum
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{
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PST_LIVE, // Playing or camping.
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PST_DEAD, // Dead on the ground, view follows killer.
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PST_REBORN, // Ready to restart/respawn???
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PST_ENTER, // [BC] Entered the game
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PST_GONE // Player has left the game
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} playerstate_t;
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//
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// Player internal flags, for cheats and debug.
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//
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typedef enum
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{
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CF_NOCLIP = 1 << 0, // No clipping, walk through barriers.
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CF_GODMODE = 1 << 1, // No damage, no health loss.
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CF_NOVELOCITY = 1 << 2, // Not really a cheat, just a debug aid.
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CF_NOTARGET = 1 << 3, // [RH] Monsters don't target
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CF_FLY = 1 << 4, // [RH] Flying player
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CF_CHASECAM = 1 << 5, // [RH] Put camera behind player
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CF_FROZEN = 1 << 6, // [RH] Don't let the player move
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CF_REVERTPLEASE = 1 << 7, // [RH] Stick camera in player's head if (s)he moves
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CF_STEPLEFT = 1 << 9, // [RH] Play left footstep sound next time
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CF_FRIGHTENING = 1 << 10, // [RH] Scare monsters away
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CF_INSTANTWEAPSWITCH= 1 << 11, // [RH] Switch weapons instantly
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CF_TOTALLYFROZEN = 1 << 12, // [RH] All players can do is press +use
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CF_PREDICTING = 1 << 13, // [RH] Player movement is being predicted
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CF_INTERPVIEW = 1 << 14, // [RH] view was changed outside of input, so interpolate one frame
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CF_EXTREMELYDEAD = 1 << 22, // [RH] Reliably let the status bar know about extreme deaths.
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CF_BUDDHA2 = 1 << 24, // [MC] Absolute buddha. No voodoo can kill it either.
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CF_GODMODE2 = 1 << 25, // [MC] Absolute godmode. No voodoo can kill it either.
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CF_BUDDHA = 1 << 27, // [SP] Buddha mode - take damage, but don't die
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CF_NOCLIP2 = 1 << 30, // [RH] More Quake-like noclip
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} cheat_t;
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enum
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{
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WF_WEAPONREADY = 1 << 0, // [RH] Weapon is in the ready state and can fire its primary attack
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WF_WEAPONBOBBING = 1 << 1, // [HW] Bob weapon while the player is moving
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WF_WEAPONREADYALT = 1 << 2, // Weapon can fire its secondary attack
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WF_WEAPONSWITCHOK = 1 << 3, // It is okay to switch away from this weapon
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WF_DISABLESWITCH = 1 << 4, // Disable weapon switching completely
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WF_WEAPONRELOADOK = 1 << 5, // [XA] Okay to reload this weapon.
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WF_WEAPONZOOMOK = 1 << 6, // [XA] Okay to use weapon zoom function.
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WF_REFIRESWITCHOK = 1 << 7, // Mirror WF_WEAPONSWITCHOK for A_ReFire
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WF_USER1OK = 1 << 8, // [MC] Allow pushing of custom state buttons 1-4
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WF_USER2OK = 1 << 9,
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WF_USER3OK = 1 << 10,
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WF_USER4OK = 1 << 11,
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};
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2016-11-19 00:23:56 +00:00
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// The VM cannot deal with this as an invalid pointer because it performs a read barrier on every object pointer read.
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// This doesn't have to point to a valid weapon, though, because WP_NOCHANGE is never dereferenced, but it must point to a valid object
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// and the class descriptor just works fine for that.
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2017-04-13 16:59:45 +00:00
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extern AWeapon *WP_NOCHANGE;
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2016-03-01 15:47:10 +00:00
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#define MAXPLAYERNAME 15
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// [GRB] Custom player classes
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enum
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{
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PCF_NOMENU = 1, // Hide in new game menu
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};
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class FPlayerClass
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{
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public:
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FPlayerClass ();
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FPlayerClass (const FPlayerClass &other);
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~FPlayerClass ();
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bool CheckSkin (int skin);
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2017-02-08 18:42:24 +00:00
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PClassActor *Type;
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2017-03-08 17:50:37 +00:00
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uint32_t Flags;
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2016-03-01 15:47:10 +00:00
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TArray<int> Skins;
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};
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extern TArray<FPlayerClass> PlayerClasses;
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// User info (per-player copies of each CVAR_USERINFO cvar)
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struct userinfo_t : TMap<FName,FBaseCVar *>
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{
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~userinfo_t();
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2016-03-17 10:38:56 +00:00
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double GetAimDist() const
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2016-03-01 15:47:10 +00:00
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{
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if (dmflags2 & DF2_NOAUTOAIM)
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{
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return 0;
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}
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float aim = *static_cast<FFloatCVar *>(*CheckKey(NAME_Autoaim));
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if (aim > 35 || aim < 0)
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{
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2016-03-17 10:38:56 +00:00
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return 35.;
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2016-03-01 15:47:10 +00:00
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}
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else
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{
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2016-03-17 10:38:56 +00:00
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return aim;
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2016-03-01 15:47:10 +00:00
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}
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}
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2017-02-18 00:20:07 +00:00
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// Same but unfiltered.
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double GetAutoaim() const
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{
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return *static_cast<FFloatCVar *>(*CheckKey(NAME_Autoaim));
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}
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2016-03-01 15:47:10 +00:00
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const char *GetName() const
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{
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return *static_cast<FStringCVar *>(*CheckKey(NAME_Name));
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}
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int GetTeam() const
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{
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return *static_cast<FIntCVar *>(*CheckKey(NAME_Team));
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}
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int GetColorSet() const
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{
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return *static_cast<FIntCVar *>(*CheckKey(NAME_ColorSet));
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}
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2017-03-09 18:31:45 +00:00
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uint32_t GetColor() const
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2016-03-01 15:47:10 +00:00
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{
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return *static_cast<FColorCVar *>(*CheckKey(NAME_Color));
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}
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bool GetNeverSwitch() const
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{
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return *static_cast<FBoolCVar *>(*CheckKey(NAME_NeverSwitchOnPickup));
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}
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2016-03-19 23:54:18 +00:00
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double GetMoveBob() const
|
2016-03-01 15:47:10 +00:00
|
|
|
{
|
2016-03-19 23:54:18 +00:00
|
|
|
return *static_cast<FFloatCVar *>(*CheckKey(NAME_MoveBob));
|
2016-03-01 15:47:10 +00:00
|
|
|
}
|
2016-03-19 23:54:18 +00:00
|
|
|
double GetStillBob() const
|
2016-03-01 15:47:10 +00:00
|
|
|
{
|
2016-03-19 23:54:18 +00:00
|
|
|
return *static_cast<FFloatCVar *>(*CheckKey(NAME_StillBob));
|
2016-03-01 15:47:10 +00:00
|
|
|
}
|
2016-09-16 07:48:09 +00:00
|
|
|
float GetWBobSpeed() const
|
2016-09-16 07:01:52 +00:00
|
|
|
{
|
|
|
|
return *static_cast<FFloatCVar *>(*CheckKey(NAME_WBobSpeed));
|
|
|
|
}
|
2016-03-01 15:47:10 +00:00
|
|
|
int GetPlayerClassNum() const
|
|
|
|
{
|
|
|
|
return *static_cast<FIntCVar *>(*CheckKey(NAME_PlayerClass));
|
|
|
|
}
|
2017-10-23 16:16:02 +00:00
|
|
|
bool GetClassicFlight() const
|
|
|
|
{
|
|
|
|
return *static_cast<FBoolCVar *>(*CheckKey(NAME_ClassicFlight));
|
|
|
|
}
|
2017-02-08 18:42:24 +00:00
|
|
|
PClassActor *GetPlayerClassType() const
|
2016-03-01 15:47:10 +00:00
|
|
|
{
|
|
|
|
return PlayerClasses[GetPlayerClassNum()].Type;
|
|
|
|
}
|
|
|
|
int GetSkin() const
|
|
|
|
{
|
|
|
|
return *static_cast<FIntCVar *>(*CheckKey(NAME_Skin));
|
|
|
|
}
|
|
|
|
int GetGender() const
|
|
|
|
{
|
|
|
|
return *static_cast<FIntCVar *>(*CheckKey(NAME_Gender));
|
|
|
|
}
|
|
|
|
bool GetNoAutostartMap() const
|
|
|
|
{
|
|
|
|
return *static_cast<FBoolCVar *>(*CheckKey(NAME_Wi_NoAutostartMap));
|
|
|
|
}
|
|
|
|
|
|
|
|
void Reset();
|
|
|
|
int TeamChanged(int team);
|
|
|
|
int SkinChanged(const char *skinname, int playerclass);
|
|
|
|
int SkinNumChanged(int skinnum);
|
|
|
|
int GenderChanged(const char *gendername);
|
|
|
|
int PlayerClassChanged(const char *classname);
|
|
|
|
int PlayerClassNumChanged(int classnum);
|
2017-03-09 18:31:45 +00:00
|
|
|
uint32_t ColorChanged(const char *colorname);
|
|
|
|
uint32_t ColorChanged(uint32_t colorval);
|
2016-03-01 15:47:10 +00:00
|
|
|
int ColorSetChanged(int setnum);
|
|
|
|
};
|
|
|
|
|
2016-09-20 23:18:29 +00:00
|
|
|
void ReadUserInfo(FSerializer &arc, userinfo_t &info, FString &skin);
|
|
|
|
void WriteUserInfo(FSerializer &arc, userinfo_t &info);
|
2016-03-01 15:47:10 +00:00
|
|
|
|
|
|
|
//
|
|
|
|
// Extended player object info: player_t
|
|
|
|
//
|
|
|
|
class player_t
|
|
|
|
{
|
|
|
|
public:
|
2018-08-18 23:14:15 +00:00
|
|
|
player_t() = default;
|
2016-05-09 18:03:47 +00:00
|
|
|
~player_t();
|
2016-03-01 15:47:10 +00:00
|
|
|
player_t &operator= (const player_t &p);
|
|
|
|
|
2016-09-20 23:18:29 +00:00
|
|
|
void Serialize(FSerializer &arc);
|
2016-03-01 15:47:10 +00:00
|
|
|
size_t FixPointers (const DObject *obj, DObject *replacement);
|
|
|
|
size_t PropagateMark();
|
|
|
|
|
|
|
|
void SetLogNumber (int num);
|
|
|
|
void SetLogText (const char *text);
|
|
|
|
void SendPitchLimits() const;
|
|
|
|
|
2018-08-18 23:14:15 +00:00
|
|
|
APlayerPawn *mo = nullptr;
|
|
|
|
uint8_t playerstate = 0;
|
|
|
|
ticcmd_t cmd = {};
|
2016-03-01 15:47:10 +00:00
|
|
|
usercmd_t original_cmd;
|
2017-03-08 17:50:37 +00:00
|
|
|
uint32_t original_oldbuttons;
|
2016-03-01 15:47:10 +00:00
|
|
|
|
|
|
|
userinfo_t userinfo; // [RH] who is this?
|
|
|
|
|
2018-08-18 23:14:15 +00:00
|
|
|
PClassActor *cls = nullptr; // class of associated PlayerPawn
|
2016-03-01 15:47:10 +00:00
|
|
|
|
2018-08-18 23:14:15 +00:00
|
|
|
float DesiredFOV = 0; // desired field of vision
|
|
|
|
float FOV = 0; // current field of vision
|
|
|
|
double viewz = 0; // focal origin above r.z
|
|
|
|
double viewheight = 0; // base height above floor for viewz
|
|
|
|
double deltaviewheight = 0; // squat speed.
|
|
|
|
double bob = 0; // bounded/scaled total velocity
|
2016-03-01 15:47:10 +00:00
|
|
|
|
|
|
|
// killough 10/98: used for realistic bobbing (i.e. not simply overall speed)
|
2016-03-19 23:54:18 +00:00
|
|
|
// mo->velx and mo->vely represent true velocity experienced by player.
|
2016-03-01 15:47:10 +00:00
|
|
|
// This only represents the thrust that the player applies himself.
|
|
|
|
// This avoids anomalies with such things as Boom ice and conveyors.
|
2018-08-18 23:14:15 +00:00
|
|
|
DVector2 Vel = { 0,0 };
|
2016-03-01 15:47:10 +00:00
|
|
|
|
2018-08-18 23:14:15 +00:00
|
|
|
bool centering = false;
|
|
|
|
uint8_t turnticks = 0;
|
2016-03-01 15:47:10 +00:00
|
|
|
|
|
|
|
|
2018-08-18 23:14:15 +00:00
|
|
|
bool attackdown = false;
|
|
|
|
bool usedown = false;
|
|
|
|
uint32_t oldbuttons = false;
|
|
|
|
int health = 0; // only used between levels, mo->health
|
2016-03-01 15:47:10 +00:00
|
|
|
// is used during levels
|
|
|
|
|
2018-08-18 23:14:15 +00:00
|
|
|
int inventorytics = 0;
|
|
|
|
uint8_t CurrentPlayerClass = 0; // class # for this player instance
|
|
|
|
|
|
|
|
int frags[MAXPLAYERS] = {}; // kills of other players
|
|
|
|
int fragcount = 0; // [RH] Cumulative frags for this player
|
|
|
|
int lastkilltime = 0; // [RH] For multikills
|
|
|
|
uint8_t multicount = 0;
|
|
|
|
uint8_t spreecount = 0; // [RH] Keep track of killing sprees
|
|
|
|
uint16_t WeaponState = 0;
|
|
|
|
|
|
|
|
AWeapon *ReadyWeapon = nullptr;
|
|
|
|
AWeapon *PendingWeapon = nullptr; // WP_NOCHANGE if not changing
|
|
|
|
TObjPtr<DPSprite*> psprites = nullptr; // view sprites (gun, etc)
|
|
|
|
|
|
|
|
int cheats = 0; // bit flags
|
|
|
|
int timefreezer = 0; // Player has an active time freezer
|
|
|
|
short refire = 0; // refired shots are less accurate
|
|
|
|
short inconsistant = 0;
|
|
|
|
bool waiting = 0;
|
|
|
|
int killcount = 0, itemcount = 0, secretcount = 0; // for intermission
|
|
|
|
int damagecount = 0, bonuscount = 0;// for screen flashing
|
|
|
|
int hazardcount = 0; // for delayed Strife damage
|
|
|
|
int hazardinterval = 0; // Frequency of damage infliction
|
|
|
|
FName hazardtype = NAME_None; // Damage type of last hazardous damage encounter.
|
|
|
|
int poisoncount = 0; // screen flash for poison damage
|
|
|
|
FName poisontype = NAME_None; // type of poison damage to apply
|
|
|
|
FName poisonpaintype = NAME_None; // type of Pain state to enter for poison damage
|
|
|
|
TObjPtr<AActor*> poisoner = nullptr; // NULL for non-player actors
|
|
|
|
TObjPtr<AActor*> attacker = nullptr; // who did damage (NULL for floors)
|
|
|
|
int extralight = 0; // so gun flashes light up areas
|
|
|
|
short fixedcolormap = 0; // can be set to REDCOLORMAP, etc.
|
|
|
|
short fixedlightlevel = 0;
|
|
|
|
int morphTics = 0; // player is a chicken/pig if > 0
|
|
|
|
PClassActor *MorphedPlayerClass = nullptr; // [MH] (for SBARINFO) class # for this player instance when morphed
|
|
|
|
int MorphStyle = 0; // which effects to apply for this player instance when morphed
|
|
|
|
PClassActor *MorphExitFlash = nullptr; // flash to apply when demorphing (cache of value given to P_MorphPlayer)
|
|
|
|
TObjPtr<AWeapon*> PremorphWeapon = nullptr; // ready weapon before morphing
|
|
|
|
int chickenPeck = 0; // chicken peck countdown
|
|
|
|
int jumpTics = 0; // delay the next jump for a moment
|
|
|
|
bool onground = 0; // Identifies if this player is on the ground or other object
|
|
|
|
|
|
|
|
int respawn_time = 0; // [RH] delay respawning until this tic
|
|
|
|
TObjPtr<AActor*> camera = nullptr; // [RH] Whose eyes this player sees through
|
|
|
|
|
|
|
|
int air_finished = 0; // [RH] Time when you start drowning
|
|
|
|
|
|
|
|
FName LastDamageType = NAME_None; // [RH] For damage-specific pain and death sounds
|
|
|
|
|
|
|
|
TObjPtr<AActor*> MUSINFOactor = nullptr; // For MUSINFO purposes
|
|
|
|
int8_t MUSINFOtics = 0;
|
|
|
|
|
2018-08-25 21:51:07 +00:00
|
|
|
bool settings_controller = true; // Player can control game settings.
|
2018-08-18 23:14:15 +00:00
|
|
|
int8_t crouching = 0;
|
|
|
|
int8_t crouchdir = 0;
|
2016-03-01 15:47:10 +00:00
|
|
|
|
|
|
|
//Added by MC:
|
2018-08-18 23:14:15 +00:00
|
|
|
TObjPtr<DBot*> Bot = nullptr;
|
2016-03-01 15:47:10 +00:00
|
|
|
|
2018-08-18 23:14:15 +00:00
|
|
|
float BlendR = 0; // [RH] Final blending values
|
|
|
|
float BlendG = 0;
|
|
|
|
float BlendB = 0;
|
|
|
|
float BlendA = 0;
|
2016-03-01 15:47:10 +00:00
|
|
|
|
|
|
|
FString LogText; // [RH] Log for Strife
|
|
|
|
|
2018-08-18 23:14:15 +00:00
|
|
|
DAngle MinPitch = 0.; // Viewpitch limits (negative is up, positive is down)
|
|
|
|
DAngle MaxPitch = 0.;
|
2016-03-01 15:47:10 +00:00
|
|
|
|
2018-08-18 23:14:15 +00:00
|
|
|
double crouchfactor = 0;
|
|
|
|
double crouchoffset = 0;
|
|
|
|
double crouchviewdelta = 0;
|
2016-03-01 15:47:10 +00:00
|
|
|
|
|
|
|
FWeaponSlots weapons;
|
|
|
|
|
|
|
|
// [CW] I moved these here for multiplayer conversation support.
|
2018-08-18 23:14:15 +00:00
|
|
|
TObjPtr<AActor*> ConversationNPC = nullptr, ConversationPC = nullptr;
|
|
|
|
DAngle ConversationNPCAngle = 0.;
|
|
|
|
bool ConversationFaceTalker = false;
|
2016-03-01 15:47:10 +00:00
|
|
|
|
2016-03-22 11:42:27 +00:00
|
|
|
double GetDeltaViewHeight() const
|
2016-03-01 15:47:10 +00:00
|
|
|
{
|
2016-03-22 17:06:08 +00:00
|
|
|
return (mo->ViewHeight + crouchviewdelta - viewheight) / 8;
|
2016-03-01 15:47:10 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void Uncrouch()
|
|
|
|
{
|
2016-03-19 23:54:18 +00:00
|
|
|
if (crouchfactor != 1)
|
2016-03-01 15:47:10 +00:00
|
|
|
{
|
2016-03-19 23:54:18 +00:00
|
|
|
crouchfactor = 1;
|
2016-03-01 15:47:10 +00:00
|
|
|
crouchoffset = 0;
|
|
|
|
crouchdir = 0;
|
|
|
|
crouching = 0;
|
|
|
|
crouchviewdelta = 0;
|
2018-01-08 15:16:03 +00:00
|
|
|
viewheight = mo ? mo->ViewHeight : 0;
|
2016-03-01 15:47:10 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
bool CanCrouch() const
|
|
|
|
{
|
|
|
|
return morphTics == 0 || mo->PlayerFlags & PPF_CROUCHABLEMORPH;
|
|
|
|
}
|
|
|
|
|
|
|
|
int GetSpawnClass();
|
2016-05-09 18:03:47 +00:00
|
|
|
|
|
|
|
// PSprite layers
|
|
|
|
void TickPSprites();
|
|
|
|
void DestroyPSprites();
|
2016-05-18 12:20:36 +00:00
|
|
|
DPSprite *FindPSprite(int layer);
|
2016-07-08 09:55:04 +00:00
|
|
|
// Used ONLY for compatibility with the old hardcoded layers.
|
|
|
|
// Make sure that a state is properly set after calling this unless
|
|
|
|
// you are 100% sure the context already implies the layer exists.
|
|
|
|
DPSprite *GetPSprite(PSPLayers layer);
|
2017-02-08 18:10:11 +00:00
|
|
|
|
|
|
|
bool GetPainFlash(FName type, PalEntry *color) const;
|
2017-02-28 10:23:40 +00:00
|
|
|
|
|
|
|
// [Nash] set player FOV
|
|
|
|
void SetFOV(float fov);
|
2017-03-26 20:04:58 +00:00
|
|
|
bool HasWeaponsInSlot(int slot) const;
|
2017-03-28 19:29:14 +00:00
|
|
|
bool Resurrect();
|
2016-03-01 15:47:10 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
// Bookkeeping on players - state.
|
|
|
|
extern player_t players[MAXPLAYERS];
|
|
|
|
|
2016-03-20 11:13:00 +00:00
|
|
|
void P_CheckPlayerSprite(AActor *mo, int &spritenum, DVector2 &scale);
|
2017-02-08 18:10:11 +00:00
|
|
|
void EnumColorSets(PClassActor *pc, TArray<int> *out);
|
|
|
|
FPlayerColorSet *GetColorSet(PClassActor *pc, int setnum);
|
2016-03-01 15:47:10 +00:00
|
|
|
|
|
|
|
inline void AActor::SetFriendPlayer(player_t *player)
|
|
|
|
{
|
|
|
|
if (player == NULL)
|
|
|
|
{
|
|
|
|
FriendPlayer = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
FriendPlayer = int(player - players) + 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
inline bool AActor::IsNoClip2() const
|
|
|
|
{
|
|
|
|
if (player != NULL && player->mo == this)
|
|
|
|
{
|
|
|
|
return (player->cheats & CF_NOCLIP2) != 0;
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool P_IsPlayerTotallyFrozen(const player_t *player);
|
|
|
|
|
|
|
|
#endif // __D_PLAYER_H__
|