// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: // // //----------------------------------------------------------------------------- #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_ticcmd.h" #include "doomstat.h" #include "a_weapons.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 { BYTE RangeStart, RangeEnd; // colors to remap BYTE 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 BYTE FirstColor, LastColor; // Describes the range of colors to use for the translation BYTE RepresentativeColor; // A palette entry representative of this translation, // for map arrows and status bar backgrounds and such BYTE NumExtraRanges; ExtraRange Extra[6]; }; typedef TMap FPlayerColorSetMap; typedef TMap PainFlashList; class PClassPlayerPawn : public PClassActor { DECLARE_CLASS(PClassPlayerPawn, PClassActor); protected: public: PClassPlayerPawn(); virtual void DeriveData(PClass *newclass); void EnumColorSets(TArray *out); FPlayerColorSet *GetColorSet(int setnum) { return ColorSets.CheckKey(setnum); } void SetPainFlash(FName type, PalEntry color); bool GetPainFlash(FName type, PalEntry *color) const; FString DisplayName; // Display name (used in menus, etc.) FString SoundClass; // Sound class FString Face; // Doom status bar face (when used) FString Portrait; FString Slot[10]; FName InvulMode; FName HealingRadiusType; double HexenArmor[5]; BYTE ColorRangeStart; // Skin color range BYTE ColorRangeEnd; FPlayerColorSetMap ColorSets; PainFlashList PainFlashes; }; FString GetPrintableDisplayName(PClassPlayerPawn *cls); class APlayerPawn : public AActor { DECLARE_CLASS_WITH_META(APlayerPawn, AActor, PClassPlayerPawn) HAS_OBJECT_POINTERS public: virtual void Serialize(FSerializer &arc); virtual void PostBeginPlay() override; virtual void Tick() override; virtual void AddInventory (AInventory *item) override; virtual void RemoveInventory (AInventory *item) override; virtual bool UseInventory (AInventory *item) override; virtual void MarkPrecacheSounds () const override; virtual void BeginPlay () override; virtual void Die (AActor *source, AActor *inflictor, int dmgflags) override; virtual bool UpdateWaterLevel (bool splash) override; bool ResetAirSupply (bool playgasp = true); int GetMaxHealth() const; void TweakSpeeds (double &forwardmove, double &sidemove); void MorphPlayerThink (); void ActivateMorphWeapon (); AWeapon *PickNewWeapon (PClassInventory *ammotype); AWeapon *BestWeapon (PClassInventory *ammotype); void CheckWeaponSwitch(PClassInventory *ammotype); void GiveDeathmatchInventory (); void FilterCoopRespawnInventory (APlayerPawn *oldplayer); void SetupWeaponSlots (); void GiveDefaultInventory (); // These are virtual on the script side only. void PlayIdle(); void PlayRunning(); void PlayAttacking (); void PlayAttacking2 (); const char *GetSoundClass () const; enum EInvulState { INVUL_Start, INVUL_Active, INVUL_Stop, INVUL_GetAlpha }; int crouchsprite; int MaxHealth; int MugShotMaxHealth; int RunHealth; int PlayerFlags; double FullHeight; TObjPtr InvFirst; // first inventory item displayed on inventory bar TObjPtr InvSel; // selected inventory item // [GRB] Player class properties double JumpZ; double GruntSpeed; double FallingScreamMinSpeed, FallingScreamMaxSpeed; double ViewHeight; double ForwardMove1, ForwardMove2; double SideMove1, SideMove2; FTextureID ScoreIcon; int SpawnMask; FNameNoInit 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. PClassActor *FlechetteType; // [CW] Fades for when you are being damaged. PalEntry DamageFade; // [SP] ViewBob Multiplier double ViewBob; }; // // 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_DRAIN = 1 << 16, // Player owns a drain powerup CF_HIGHJUMP = 1 << 18, // more Skulltag flags. Implementation not guaranteed though. ;) CF_REFLECTION = 1 << 19, CF_PROSPERITY = 1 << 20, CF_DOUBLEFIRINGSPEED= 1 << 21, // Player owns a double firing speed artifact CF_EXTREMELYDEAD = 1 << 22, // [RH] Reliably let the status bar know about extreme deaths. CF_INFINITEAMMO = 1 << 23, // Player owns an infinite ammo artifact 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. #define WP_NOCHANGE ((AWeapon*)RUNTIME_CLASS_CASTLESS(AWeapon)) #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); PClassPlayerPawn *Type; DWORD Flags; TArray Skins; }; extern TArray PlayerClasses; // User info (per-player copies of each CVAR_USERINFO cvar) enum { GENDER_MALE, GENDER_FEMALE, GENDER_NEUTER }; 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; } } 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 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)); } PClassPlayerPawn *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 ColorChanged(const char *colorname); uint32 ColorChanged(uint32 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(); ~player_t(); player_t &operator= (const player_t &p); void Serialize(FSerializer &arc); size_t FixPointers (const DObject *obj, DObject *replacement); size_t PropagateMark(); void SetLogNumber (int num); void SetLogText (const char *text); void SendPitchLimits() const; APlayerPawn *mo; BYTE playerstate; ticcmd_t cmd; usercmd_t original_cmd; DWORD original_oldbuttons; userinfo_t userinfo; // [RH] who is this? PClassPlayerPawn *cls; // class of associated PlayerPawn float DesiredFOV; // desired field of vision float FOV; // current field of vision double viewz; // focal origin above r.z double viewheight; // base height above floor for viewz double deltaviewheight; // squat speed. double bob; // 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; bool centering; BYTE turnticks; bool attackdown; bool usedown; DWORD oldbuttons; int health; // only used between levels, mo->health // is used during levels int inventorytics; BYTE CurrentPlayerClass; // class # for this player instance int frags[MAXPLAYERS]; // kills of other players int fragcount; // [RH] Cumulative frags for this player int lastkilltime; // [RH] For multikills BYTE multicount; BYTE spreecount; // [RH] Keep track of killing sprees WORD WeaponState; AWeapon *ReadyWeapon; AWeapon *PendingWeapon; // WP_NOCHANGE if not changing TObjPtr psprites; // view sprites (gun, etc) int cheats; // bit flags int timefreezer; // Player has an active time freezer short refire; // refired shots are less accurate short inconsistant; bool waiting; int killcount, itemcount, secretcount; // for intermission int damagecount, bonuscount;// for screen flashing int hazardcount; // for delayed Strife damage int hazardinterval; // Frequency of damage infliction FName hazardtype; // Damage type of last hazardous damage encounter. int poisoncount; // screen flash for poison damage FName poisontype; // type of poison damage to apply FName poisonpaintype; // type of Pain state to enter for poison damage TObjPtr poisoner; // NULL for non-player actors TObjPtr attacker; // who did damage (NULL for floors) int extralight; // so gun flashes light up areas short fixedcolormap; // can be set to REDCOLORMAP, etc. short fixedlightlevel; int morphTics; // player is a chicken/pig if > 0 PClassPlayerPawn *MorphedPlayerClass; // [MH] (for SBARINFO) class # for this player instance when morphed int MorphStyle; // which effects to apply for this player instance when morphed PClassActor *MorphExitFlash; // flash to apply when demorphing (cache of value given to P_MorphPlayer) TObjPtr PremorphWeapon; // ready weapon before morphing int chickenPeck; // chicken peck countdown int jumpTics; // delay the next jump for a moment bool onground; // Identifies if this player is on the ground or other object int respawn_time; // [RH] delay respawning until this tic TObjPtr camera; // [RH] Whose eyes this player sees through int air_finished; // [RH] Time when you start drowning FName LastDamageType; // [RH] For damage-specific pain and death sounds TObjPtr MUSINFOactor; // For MUSINFO purposes SBYTE MUSINFOtics; bool settings_controller; // Player can control game settings. SBYTE crouching; SBYTE crouchdir; //Added by MC: TObjPtr Bot; float BlendR; // [RH] Final blending values float BlendG; float BlendB; float BlendA; FString LogText; // [RH] Log for Strife DAngle MinPitch; // Viewpitch limits (negative is up, positive is down) DAngle MaxPitch; double crouchfactor; double crouchoffset; double crouchviewdelta; FWeaponSlots weapons; // [CW] I moved these here for multiplayer conversation support. TObjPtr ConversationNPC, ConversationPC; DAngle ConversationNPCAngle; bool ConversationFaceTalker; 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->ViewHeight; } } 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); }; // Bookkeeping on players - state. extern player_t players[MAXPLAYERS]; void P_CheckPlayerSprite(AActor *mo, int &spritenum, DVector2 &scale); 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; } #define CROUCHSPEED (1./12) bool P_IsPlayerTotallyFrozen(const player_t *player); #endif // __D_PLAYER_H__