//----------------------------------------------------------------------------- // // Copyright 1993-1996 id Software // Copyright 1994-1996 Raven Software // Copyright 1998-1998 Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman // Copyright 1999-2016 Randy Heit // Copyright 2002-2016 Christoph Oelckers // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //----------------------------------------------------------------------------- // #ifndef __D_PLAYER_H__ #define __D_PLAYER_H__ // Finally, for odd reasons, the player input // is buffered within the player data struct, // as commands per game tick. #include "d_protocol.h" #include "doomstat.h" #include "a_weapons.h" #include "d_netinf.h" // The player data structure depends on a number // of other structs: items (internal inventory), // animation states (closely tied to the sprites // used to represent them, unfortunately). #include "p_pspr.h" // In addition, the player is just a special // case of the generic moving object/actor. #include "actor.h" //Added by MC: #include "b_bot.h" class player_t; // Standard pre-defined skin colors struct FPlayerColorSet { struct ExtraRange { uint8_t RangeStart, RangeEnd; // colors to remap uint8_t FirstColor, LastColor; // colors to map to }; FName Name; // Name of this color int Lump; // Lump to read the translation from, otherwise use next 2 fields uint8_t FirstColor, LastColor; // Describes the range of colors to use for the translation uint8_t RepresentativeColor; // A palette entry representative of this translation, // for map arrows and status bar backgrounds and such uint8_t NumExtraRanges; ExtraRange Extra[6]; }; typedef TArray> PainFlashList; typedef TArray> ColorSetList; extern PainFlashList PainFlashes; extern ColorSetList ColorSets; FString GetPrintableDisplayName(PClassActor *cls); class APlayerPawn : public AActor { DECLARE_CLASS(APlayerPawn, AActor) HAS_OBJECT_POINTERS public: virtual void Serialize(FSerializer &arc); virtual void PostBeginPlay() override; virtual void Tick() override; virtual void BeginPlay () override; virtual bool UpdateWaterLevel (bool splash) override; bool ResetAirSupply (bool playgasp = true); int GetMaxHealth(bool withupgrades = false) const; void GiveDeathmatchInventory (); void GiveDefaultInventory (); // These are virtual on the script side only. void PlayIdle(); int hasBuddha(); // returns 0 for no buddha, 1 for regular buddha and 2 for strong buddha enum EInvulState { INVUL_Start, INVUL_Active, INVUL_Stop, INVUL_GetAlpha }; int crouchsprite; int MaxHealth; int BonusHealth; int MugShotMaxHealth; int PlayerFlags; double FullHeight; TObjPtr InvSel; // selected inventory item // [GRB] Player class properties double JumpZ; double GruntSpeed; double FallingScreamMinSpeed, FallingScreamMaxSpeed; double ViewHeight; FTextureID ScoreIcon; int SpawnMask; FName MorphWeapon; double AttackZOffset; // attack height, relative to player center double UseRange; // [NS] Distance at which player can +use double AirCapacity; // Multiplier for air supply underwater. // Everything below this point is only used by scripted code or through the scripted variable interface. int RunHealth; TObjPtr InvFirst; // first inventory item displayed on inventory bar double ForwardMove1, ForwardMove2; double SideMove1, SideMove2; double HexenArmor[5]; // [CW] Fades for when you are being damaged. PalEntry DamageFade; // [SP] ViewBob Multiplier double ViewBob; double curBob; // Former class properties that were moved into the object to get rid of the meta class. FName SoundClass; // Sound class FName Portrait; FName Slot[10]; PClassActor *FlechetteType; }; // // PlayerPawn flags // enum { PPF_NOTHRUSTWHENINVUL = 1, // Attacks do not thrust the player if they are invulnerable. PPF_CANSUPERMORPH = 2, // Being remorphed into this class can give you a Tome of Power PPF_CROUCHABLEMORPH = 4, // This morphed player can crouch }; // // Player states. // typedef enum { PST_LIVE, // Playing or camping. PST_DEAD, // Dead on the ground, view follows killer. PST_REBORN, // Ready to restart/respawn??? PST_ENTER, // [BC] Entered the game PST_GONE // Player has left the game } playerstate_t; // // Player internal flags, for cheats and debug. // typedef enum { CF_NOCLIP = 1 << 0, // No clipping, walk through barriers. CF_GODMODE = 1 << 1, // No damage, no health loss. CF_NOVELOCITY = 1 << 2, // Not really a cheat, just a debug aid. CF_NOTARGET = 1 << 3, // [RH] Monsters don't target CF_FLY = 1 << 4, // [RH] Flying player CF_CHASECAM = 1 << 5, // [RH] Put camera behind player CF_FROZEN = 1 << 6, // [RH] Don't let the player move CF_REVERTPLEASE = 1 << 7, // [RH] Stick camera in player's head if (s)he moves CF_STEPLEFT = 1 << 9, // [RH] Play left footstep sound next time CF_FRIGHTENING = 1 << 10, // [RH] Scare monsters away CF_INSTANTWEAPSWITCH= 1 << 11, // [RH] Switch weapons instantly CF_TOTALLYFROZEN = 1 << 12, // [RH] All players can do is press +use CF_PREDICTING = 1 << 13, // [RH] Player movement is being predicted CF_INTERPVIEW = 1 << 14, // [RH] view was changed outside of input, so interpolate one frame CF_EXTREMELYDEAD = 1 << 22, // [RH] Reliably let the status bar know about extreme deaths. CF_BUDDHA2 = 1 << 24, // [MC] Absolute buddha. No voodoo can kill it either. CF_GODMODE2 = 1 << 25, // [MC] Absolute godmode. No voodoo can kill it either. CF_BUDDHA = 1 << 27, // [SP] Buddha mode - take damage, but don't die CF_NOCLIP2 = 1 << 30, // [RH] More Quake-like noclip } cheat_t; enum { WF_WEAPONREADY = 1 << 0, // [RH] Weapon is in the ready state and can fire its primary attack WF_WEAPONBOBBING = 1 << 1, // [HW] Bob weapon while the player is moving WF_WEAPONREADYALT = 1 << 2, // Weapon can fire its secondary attack WF_WEAPONSWITCHOK = 1 << 3, // It is okay to switch away from this weapon WF_DISABLESWITCH = 1 << 4, // Disable weapon switching completely WF_WEAPONRELOADOK = 1 << 5, // [XA] Okay to reload this weapon. WF_WEAPONZOOMOK = 1 << 6, // [XA] Okay to use weapon zoom function. WF_REFIRESWITCHOK = 1 << 7, // Mirror WF_WEAPONSWITCHOK for A_ReFire WF_USER1OK = 1 << 8, // [MC] Allow pushing of custom state buttons 1-4 WF_USER2OK = 1 << 9, WF_USER3OK = 1 << 10, WF_USER4OK = 1 << 11, }; // The VM cannot deal with this as an invalid pointer because it performs a read barrier on every object pointer read. // 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 // and the class descriptor just works fine for that. extern AActor *WP_NOCHANGE; #define MAXPLAYERNAME 15 // [GRB] Custom player classes enum { PCF_NOMENU = 1, // Hide in new game menu }; class FPlayerClass { public: FPlayerClass (); FPlayerClass (const FPlayerClass &other); ~FPlayerClass (); bool CheckSkin (int skin); PClassActor *Type; uint32_t Flags; TArray Skins; }; extern TArray PlayerClasses; // User info (per-player copies of each CVAR_USERINFO cvar) struct userinfo_t : TMap { ~userinfo_t(); double GetAimDist() const { if (dmflags2 & DF2_NOAUTOAIM) { return 0; } float aim = *static_cast(*CheckKey(NAME_Autoaim)); if (aim > 35 || aim < 0) { return 35.; } else { return aim; } } // Same but unfiltered. double GetAutoaim() const { return *static_cast(*CheckKey(NAME_Autoaim)); } const char *GetName() const { return *static_cast(*CheckKey(NAME_Name)); } int GetTeam() const { return *static_cast(*CheckKey(NAME_Team)); } int GetColorSet() const { return *static_cast(*CheckKey(NAME_ColorSet)); } uint32_t GetColor() const { return *static_cast(*CheckKey(NAME_Color)); } bool GetNeverSwitch() const { return *static_cast(*CheckKey(NAME_NeverSwitchOnPickup)); } double GetMoveBob() const { return *static_cast(*CheckKey(NAME_MoveBob)); } double GetStillBob() const { return *static_cast(*CheckKey(NAME_StillBob)); } float GetWBobSpeed() const { return *static_cast(*CheckKey(NAME_WBobSpeed)); } int GetPlayerClassNum() const { return *static_cast(*CheckKey(NAME_PlayerClass)); } bool GetClassicFlight() const { return *static_cast(*CheckKey(NAME_ClassicFlight)); } PClassActor *GetPlayerClassType() const { return PlayerClasses[GetPlayerClassNum()].Type; } int GetSkin() const { return *static_cast(*CheckKey(NAME_Skin)); } int GetGender() const { return *static_cast(*CheckKey(NAME_Gender)); } bool GetNoAutostartMap() const { return *static_cast(*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); uint32_t ColorChanged(const char *colorname); uint32_t ColorChanged(uint32_t colorval); int ColorSetChanged(int setnum); }; void ReadUserInfo(FSerializer &arc, userinfo_t &info, FString &skin); void WriteUserInfo(FSerializer &arc, userinfo_t &info); // // Extended player object info: player_t // class player_t { public: player_t() = default; ~player_t(); player_t &operator= (const player_t &p); void Serialize(FSerializer &arc); size_t PropagateMark(); void SetLogNumber (int num); void SetLogText (const char *text); void SendPitchLimits() const; APlayerPawn *mo = nullptr; uint8_t playerstate = 0; ticcmd_t cmd = {}; usercmd_t original_cmd; uint32_t original_oldbuttons; userinfo_t userinfo; // [RH] who is this? PClassActor *cls = nullptr; // class of associated PlayerPawn 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 // killough 10/98: used for realistic bobbing (i.e. not simply overall speed) // mo->velx and mo->vely represent true velocity experienced by player. // This only represents the thrust that the player applies himself. // This avoids anomalies with such things as Boom ice and conveyors. DVector2 Vel = { 0,0 }; bool centering = false; uint8_t turnticks = 0; bool attackdown = false; bool usedown = false; uint32_t oldbuttons = false; int health = 0; // only used between levels, mo->health // is used during levels 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; AActor *ReadyWeapon = nullptr; AActor *PendingWeapon = nullptr; // WP_NOCHANGE if not changing TObjPtr 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 poisoner = nullptr; // NULL for non-player actors TObjPtr 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 MorphPlayer) TObjPtr 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 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 MUSINFOactor = nullptr; // For MUSINFO purposes int8_t MUSINFOtics = 0; bool settings_controller = false; // Player can control game settings. int8_t crouching = 0; int8_t crouchdir = 0; //Added by MC: TObjPtr Bot = nullptr; float BlendR = 0; // [RH] Final blending values float BlendG = 0; float BlendB = 0; float BlendA = 0; FString LogText; // [RH] Log for Strife DAngle MinPitch = 0.; // Viewpitch limits (negative is up, positive is down) DAngle MaxPitch = 0.; double crouchfactor = 0; double crouchoffset = 0; double crouchviewdelta = 0; FWeaponSlots weapons; // [CW] I moved these here for multiplayer conversation support. TObjPtr ConversationNPC = nullptr, ConversationPC = nullptr; DAngle ConversationNPCAngle = 0.; bool ConversationFaceTalker = false; double GetDeltaViewHeight() const { return (mo->ViewHeight + crouchviewdelta - viewheight) / 8; } void Uncrouch() { if (crouchfactor != 1) { crouchfactor = 1; crouchoffset = 0; crouchdir = 0; crouching = 0; crouchviewdelta = 0; viewheight = mo ? mo->ViewHeight : 0; } } bool CanCrouch() const { return morphTics == 0 || mo->PlayerFlags & PPF_CROUCHABLEMORPH; } int GetSpawnClass(); // PSprite layers void TickPSprites(); void DestroyPSprites(); DPSprite *FindPSprite(int layer); // 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); // [Nash] set player FOV void SetFOV(float fov); bool HasWeaponsInSlot(int slot) const; bool Resurrect(); }; // Bookkeeping on players - state. extern player_t players[MAXPLAYERS]; void P_CheckPlayerSprite(AActor *mo, int &spritenum, DVector2 &scale); void EnumColorSets(PClassActor *pc, TArray *out); FPlayerColorSet *GetColorSet(PClassActor *pc, int setnum); 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__