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https://github.com/ZDoom/gzdoom-gles.git
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bbf62132d8
- cleaned up the virtual function interface of APlayerPawn which still had many virtual declarations from old times when class properties were handled through virtual overrides. None of this makes sense these days anymore.
579 lines
16 KiB
C++
579 lines
16 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source 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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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// DESCRIPTION:
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//
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//
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//-----------------------------------------------------------------------------
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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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#include "d_ticcmd.h"
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#include "doomstat.h"
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#include "a_artifacts.h"
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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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BYTE RangeStart, RangeEnd; // colors to remap
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BYTE FirstColor, LastColor; // colors to map to
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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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BYTE FirstColor, LastColor; // Describes the range of colors to use for the translation
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BYTE RepresentativeColor; // A palette entry representative of this translation,
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// for map arrows and status bar backgrounds and such
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BYTE NumExtraRanges;
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ExtraRange Extra[6];
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};
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typedef TMap<int, FPlayerColorSet> FPlayerColorSetMap;
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typedef TMap<FName, PalEntry> PainFlashList;
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class PClassPlayerPawn : public PClassActor
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{
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DECLARE_CLASS(PClassPlayerPawn, PClassActor);
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protected:
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public:
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PClassPlayerPawn();
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virtual void DeriveData(PClass *newclass);
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void EnumColorSets(TArray<int> *out);
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FPlayerColorSet *GetColorSet(int setnum) { return ColorSets.CheckKey(setnum); }
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void SetPainFlash(FName type, PalEntry color);
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bool GetPainFlash(FName type, PalEntry *color) const;
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virtual void ReplaceClassRef(PClass *oldclass, PClass *newclass);
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FString DisplayName; // Display name (used in menus, etc.)
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FString SoundClass; // Sound class
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FString Face; // Doom status bar face (when used)
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FString Portrait;
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FString Slot[10];
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FName InvulMode;
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FName HealingRadiusType;
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double HexenArmor[5];
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BYTE ColorRangeStart; // Skin color range
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BYTE ColorRangeEnd;
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FPlayerColorSetMap ColorSets;
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PainFlashList PainFlashes;
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};
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FString GetPrintableDisplayName(PClassPlayerPawn *cls);
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class APlayerPawn : public AActor
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{
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DECLARE_CLASS_WITH_META(APlayerPawn, AActor, PClassPlayerPawn)
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HAS_OBJECT_POINTERS
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public:
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virtual void Serialize(FSerializer &arc);
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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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virtual void Die (AActor *source, AActor *inflictor, int dmgflags) override;
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virtual bool UpdateWaterLevel (bool splash) override;
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bool ResetAirSupply (bool playgasp = true);
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int GetMaxHealth() const;
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void TweakSpeeds (double &forwardmove, double &sidemove);
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void MorphPlayerThink ();
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void ActivateMorphWeapon ();
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AWeapon *PickNewWeapon (PClassAmmo *ammotype);
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AWeapon *BestWeapon (PClassAmmo *ammotype);
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void CheckWeaponSwitch(PClassAmmo *ammotype);
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void GiveDeathmatchInventory ();
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void FilterCoopRespawnInventory (APlayerPawn *oldplayer);
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void SetupWeaponSlots ();
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void GiveDefaultInventory ();
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// These are virtual on the script side only.
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void PlayIdle();
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void PlayRunning();
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void PlayAttacking ();
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void PlayAttacking2 ();
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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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int MugShotMaxHealth;
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int RunHealth;
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int PlayerFlags;
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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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// [GRB] Player class properties
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double JumpZ;
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double GruntSpeed;
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double FallingScreamMinSpeed, FallingScreamMaxSpeed;
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double ViewHeight;
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double ForwardMove1, ForwardMove2;
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double SideMove1, SideMove2;
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FTextureID ScoreIcon;
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int SpawnMask;
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FNameNoInit MorphWeapon;
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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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PClassActor *FlechetteType;
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// [CW] Fades for when you are being damaged.
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PalEntry DamageFade;
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// [SP] ViewBob Multiplier
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double ViewBob;
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};
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class APlayerChunk : public APlayerPawn
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{
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DECLARE_CLASS (APlayerChunk, APlayerPawn)
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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_DRAIN = 1 << 16, // Player owns a drain powerup
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CF_HIGHJUMP = 1 << 18, // more Skulltag flags. Implementation not guaranteed though. ;)
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CF_REFLECTION = 1 << 19,
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CF_PROSPERITY = 1 << 20,
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CF_DOUBLEFIRINGSPEED= 1 << 21, // Player owns a double firing speed artifact
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CF_EXTREMELYDEAD = 1 << 22, // [RH] Reliably let the status bar know about extreme deaths.
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CF_INFINITEAMMO = 1 << 23, // Player owns an infinite ammo artifact
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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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// 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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#define WP_NOCHANGE ((AWeapon*)RUNTIME_CLASS_CASTLESS(AWeapon))
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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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PClassPlayerPawn *Type;
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DWORD Flags;
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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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enum
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{
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GENDER_MALE,
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GENDER_FEMALE,
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GENDER_NEUTER
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};
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struct userinfo_t : TMap<FName,FBaseCVar *>
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{
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~userinfo_t();
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double GetAimDist() const
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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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return 35.;
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}
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else
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{
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return aim;
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}
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}
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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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uint32 GetColor() const
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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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double GetMoveBob() const
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{
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return *static_cast<FFloatCVar *>(*CheckKey(NAME_MoveBob));
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}
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double GetStillBob() const
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{
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return *static_cast<FFloatCVar *>(*CheckKey(NAME_StillBob));
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}
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float GetWBobSpeed() const
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{
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return *static_cast<FFloatCVar *>(*CheckKey(NAME_WBobSpeed));
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}
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int GetPlayerClassNum() const
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{
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return *static_cast<FIntCVar *>(*CheckKey(NAME_PlayerClass));
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}
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PClassPlayerPawn *GetPlayerClassType() const
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{
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return PlayerClasses[GetPlayerClassNum()].Type;
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}
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int GetSkin() const
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{
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return *static_cast<FIntCVar *>(*CheckKey(NAME_Skin));
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}
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int GetGender() const
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{
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return *static_cast<FIntCVar *>(*CheckKey(NAME_Gender));
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}
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bool GetNoAutostartMap() const
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{
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return *static_cast<FBoolCVar *>(*CheckKey(NAME_Wi_NoAutostartMap));
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}
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void Reset();
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int TeamChanged(int team);
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int SkinChanged(const char *skinname, int playerclass);
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int SkinNumChanged(int skinnum);
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int GenderChanged(const char *gendername);
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int PlayerClassChanged(const char *classname);
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int PlayerClassNumChanged(int classnum);
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uint32 ColorChanged(const char *colorname);
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uint32 ColorChanged(uint32 colorval);
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int ColorSetChanged(int setnum);
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};
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void ReadUserInfo(FSerializer &arc, userinfo_t &info, FString &skin);
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void WriteUserInfo(FSerializer &arc, userinfo_t &info);
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//
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// Extended player object info: player_t
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//
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class player_t
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{
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public:
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player_t();
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~player_t();
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player_t &operator= (const player_t &p);
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void Serialize(FSerializer &arc);
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size_t FixPointers (const DObject *obj, DObject *replacement);
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size_t PropagateMark();
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void SetLogNumber (int num);
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void SetLogText (const char *text);
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void SendPitchLimits() const;
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APlayerPawn *mo;
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BYTE playerstate;
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ticcmd_t cmd;
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usercmd_t original_cmd;
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DWORD original_oldbuttons;
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userinfo_t userinfo; // [RH] who is this?
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PClassPlayerPawn *cls; // class of associated PlayerPawn
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float DesiredFOV; // desired field of vision
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float FOV; // current field of vision
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double viewz; // focal origin above r.z
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double viewheight; // base height above floor for viewz
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double deltaviewheight; // squat speed.
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double bob; // bounded/scaled total velocity
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// killough 10/98: used for realistic bobbing (i.e. not simply overall speed)
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// mo->velx and mo->vely represent true velocity experienced by player.
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// This only represents the thrust that the player applies himself.
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// This avoids anomalies with such things as Boom ice and conveyors.
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DVector2 Vel;
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bool centering;
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BYTE turnticks;
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bool attackdown;
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bool usedown;
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DWORD oldbuttons;
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int health; // only used between levels, mo->health
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// is used during levels
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int inventorytics;
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BYTE CurrentPlayerClass; // class # for this player instance
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int frags[MAXPLAYERS]; // kills of other players
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int fragcount; // [RH] Cumulative frags for this player
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int lastkilltime; // [RH] For multikills
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BYTE multicount;
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BYTE spreecount; // [RH] Keep track of killing sprees
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WORD WeaponState;
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AWeapon *ReadyWeapon;
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AWeapon *PendingWeapon; // WP_NOCHANGE if not changing
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TObjPtr<DPSprite> psprites; // view sprites (gun, etc)
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int cheats; // bit flags
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int timefreezer; // Player has an active time freezer
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short refire; // refired shots are less accurate
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short inconsistant;
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bool waiting;
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int killcount, itemcount, secretcount; // for intermission
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int damagecount, bonuscount;// for screen flashing
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int hazardcount; // for delayed Strife damage
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int hazardinterval; // Frequency of damage infliction
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FName hazardtype; // Damage type of last hazardous damage encounter.
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int poisoncount; // screen flash for poison damage
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FName poisontype; // type of poison damage to apply
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FName poisonpaintype; // type of Pain state to enter for poison damage
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TObjPtr<AActor> poisoner; // NULL for non-player actors
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TObjPtr<AActor> attacker; // who did damage (NULL for floors)
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int extralight; // so gun flashes light up areas
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short fixedcolormap; // can be set to REDCOLORMAP, etc.
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short fixedlightlevel;
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int morphTics; // player is a chicken/pig if > 0
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PClassPlayerPawn *MorphedPlayerClass; // [MH] (for SBARINFO) class # for this player instance when morphed
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int MorphStyle; // which effects to apply for this player instance when morphed
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PClassActor *MorphExitFlash; // flash to apply when demorphing (cache of value given to P_MorphPlayer)
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TObjPtr<AWeapon> PremorphWeapon; // ready weapon before morphing
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int chickenPeck; // chicken peck countdown
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int jumpTics; // delay the next jump for a moment
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bool onground; // Identifies if this player is on the ground or other object
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int respawn_time; // [RH] delay respawning until this tic
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TObjPtr<AActor> camera; // [RH] Whose eyes this player sees through
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int air_finished; // [RH] Time when you start drowning
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FName LastDamageType; // [RH] For damage-specific pain and death sounds
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TObjPtr<AActor> MUSINFOactor; // For MUSINFO purposes
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SBYTE MUSINFOtics;
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bool settings_controller; // Player can control game settings.
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SBYTE crouching;
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SBYTE crouchdir;
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//Added by MC:
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TObjPtr<DBot> Bot;
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float BlendR; // [RH] Final blending values
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float BlendG;
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float BlendB;
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float BlendA;
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FString LogText; // [RH] Log for Strife
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DAngle MinPitch; // Viewpitch limits (negative is up, positive is down)
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DAngle MaxPitch;
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double crouchfactor;
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double crouchoffset;
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double crouchviewdelta;
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FWeaponSlots weapons;
|
|
|
|
// [CW] I moved these here for multiplayer conversation support.
|
|
TObjPtr<AActor> 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__
|