gzdoom/src/d_player.h

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// 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 "a_artifacts.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"
#include "d_netinf.h"
//Added by MC:
#include "b_bot.h"
class player_s;
class APlayerPawn : public AActor
{
DECLARE_STATELESS_ACTOR (APlayerPawn, AActor)
public:
virtual void Serialize (FArchive &arc);
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virtual void Tick();
virtual void AddInventory (AInventory *item);
virtual void RemoveInventory (AInventory *item);
virtual bool UseInventory (AInventory *item);
virtual void PlayIdle ();
virtual void PlayRunning ();
virtual void PlayAttacking ();
virtual void PlayAttacking2 ();
virtual void ThrowPoisonBag ();
virtual void GiveDefaultInventory ();
virtual const char *GetSoundClass ();
virtual fixed_t GetJumpZ ();
virtual void TweakSpeeds (int &forwardmove, int &sidemove);
virtual bool DoHealingRadius (APlayerPawn *other);
virtual void MorphPlayerThink ();
virtual void ActivateMorphWeapon ();
virtual AWeapon *PickNewWeapon (const PClass *ammotype);
virtual AWeapon *BestWeapon (const PClass *ammotype);
virtual void GiveDeathmatchInventory ();
virtual void FilterCoopRespawnInventory (APlayerPawn *oldplayer);
enum EInvulState
{
INVUL_Start,
INVUL_Active,
INVUL_Stop,
INVUL_GetAlpha
};
virtual void SpecialInvulnerabilityHandling (EInvulState state, fixed_t * pAlpha=NULL);
void BeginPlay ();
void Die (AActor *source, AActor *inflictor);
fixed_t JumpZ; // [GRB] Variable JumpZ
int crouchsprite;
};
class APlayerChunk : public APlayerPawn
{
DECLARE_STATELESS_ACTOR (APlayerChunk, APlayerPawn)
};
//
// 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
} playerstate_t;
//
// Player internal flags, for cheats and debug.
//
typedef enum
{
CF_NOCLIP = 1, // No clipping, walk through barriers.
CF_GODMODE = 2, // No damage, no health loss.
CF_NOMOMENTUM = 4, // Not really a cheat, just a debug aid.
CF_NOTARGET = 8, // [RH] Monsters don't target
CF_FLY = 16, // [RH] Flying player
CF_CHASECAM = 32, // [RH] Put camera behind player
CF_FROZEN = 64, // [RH] Don't let the player move
CF_REVERTPLEASE = 128, // [RH] Stick camera in player's head if (s)he moves
CF_STEPLEFT = 512, // [RH] Play left footstep sound next time
CF_FRIGHTENING = 1024, // [RH] Scare monsters away
CF_INSTANTWEAPSWITCH= 2048, // [RH] Switch weapons instantly
CF_TOTALLYFROZEN = 4096, // [RH] All players can do is press +use
CF_PREDICTING = 8192, // [RH] Player movement is being predicted
CF_WEAPONREADY = 16384,// [RH] Weapon is in the ready state, so bob it when walking
} cheat_t;
#define WPIECE1 1
#define WPIECE2 2
#define WPIECE3 4
enum
{
PW_INVULNERABILITY = 1,
PW_INVISIBILITY = 2,
PW_INFRARED = 4,
// Powerups added in Heretic
PW_WEAPONLEVEL2 = 8,
PW_FLIGHT = 16,
// Powerups added in Hexen
PW_SPEED = 32,
PW_MINOTAUR = 64,
};
#define WP_NOCHANGE ((AWeapon*)~0)
//
// Extended player object info: player_t
//
class player_s
{
public:
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player_s();
void Serialize (FArchive &arc);
void FixPointers (const DObject *obj, DObject *replacement);
void SetLogNumber (int num);
void SetLogText (const char *text);
APlayerPawn *mo;
BYTE playerstate;
ticcmd_t cmd;
userinfo_t userinfo; // [RH] who is this?
const PClass *cls; // class of associated PlayerPawn
float DesiredFOV; // desired field of vision
float FOV; // current field of vision
fixed_t viewz; // focal origin above r.z
fixed_t viewheight; // base height above floor for viewz
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fixed_t defaultviewheight; // The normal view height when standing
fixed_t deltaviewheight; // squat speed.
fixed_t bob; // bounded/scaled total momentum
// killough 10/98: used for realistic bobbing (i.e. not simply overall speed)
// mo->momx and mo->momy represent true momenta experienced by player.
// This only represents the thrust that the player applies himself.
// This avoids anomolies with such things as Boom ice and conveyors.
fixed_t momx, momy; // killough 10/98
bool centering;
byte turnticks;
short oldbuttons;
bool attackdown;
int health; // only used between levels, mo->health
// is used during levels
AInventory *InvFirst; // first inventory item displayed on inventory bar
AInventory *InvSel; // selected inventory item
int inventorytics;
BYTE CurrentPlayerClass; // class # for this player instance
int pieces; // Fourth Weapon pieces
bool backpack;
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
AWeapon *ReadyWeapon;
AWeapon *PendingWeapon; // WP_NOCHANGE if not changing
int cheats; // bit flags
BITFIELD Powers; // powers
short refire; // refired shots are less accurate
short inconsistant;
int killcount, itemcount, secretcount; // for intermission
int damagecount, bonuscount;// for screen flashing
int hazardcount; // for delayed Strife damage
int poisoncount; // screen flash for poison damage
AActor *poisoner; // NULL for non-player actors
AActor *attacker; // who did damage (NULL for floors)
int extralight; // so gun flashes light up areas
int fixedcolormap; // can be set to REDCOLORMAP, etc.
int xviewshift; // [RH] view shift (for earthquakes)
pspdef_t psprites[NUMPSPRITES]; // view sprites (gun, etc)
int morphTics; // player is a chicken/pig if > 0
AWeapon *PremorphWeapon; // ready weapon before morphing
int chickenPeck; // chicken peck countdown
int jumpTics; // delay the next jump for a moment
int respawn_time; // [RH] delay respawning until this tic
AActor *camera; // [RH] Whose eyes this player sees through
int air_finished; // [RH] Time when you start drowning
WORD accuracy, stamina; // [RH] Strife stats
//Added by MC:
angle_t savedyaw;
int savedpitch;
angle_t angle; // The wanted angle that the bot try to get every tic.
// (used to get a smoth view movement)
AActor *dest; // Move Destination.
AActor *prev; // Previous move destination.
AActor *enemy; // The dead meat.
AActor *missile; // A threathing missile that got to be avoided.
AActor *mate; // Friend (used for grouping in templay or coop.
AActor *last_mate; // If bots mate dissapeared (not if died) that mate is
// pointed to by this. Allows bot to roam to it if
// necessary.
//Skills
struct botskill_t skill;
//Tickers
int t_active; // Open door, lower lift stuff, door must open and
// lift must go down before bot does anything
// radical like try a stuckmove
int t_respawn;
int t_strafe;
int t_react;
int t_fight;
int t_roam;
int t_rocket;
//Misc booleans
bool isbot;
bool first_shot; // Used for reaction skill.
bool sleft; // If false, strafe is right.
bool allround;
fixed_t oldx;
fixed_t oldy;
FPlayerSkin *skin; // [RH] Sprite override
float BlendR; // [RH] Final blending values
float BlendG;
float BlendB;
float BlendA;
- Yay! We now seem to be free of memory leaks! The next step will be to merge a lot of these static destructor-only structs into regular functions added to the exit chain with atterm so that they can be called in a deterministic order and not whatever order the linker decides to put them in. (Interestingly, the amount of memory used when repeatedly executing the same map command at the console varies up and down, but it now stays relatively stable rather than increasing unbounded.) - Fixed: The list of resolutions in the video modes menu was not freed at exit. - Fixed: mus_playing.name was not freed at exit. - Fixed: SN_StopAllSequences() should be called at the start of P_FreeLevelData(), not just before the call to P_SetupLevel() in G_DoLoadLevel(), so it can run even at exit. And C_FullConsole() can call P_FreeLevelData() to free more memory too. - Fixed: StatusBar was not freed at exit. - Fixed: spritesorter was not freed at exit. - Fixed: Bad things happened if FString's data pool was destroyed before all C_RemoveTabCommand() calls were made. - Added an overload for FArchive << FString. - Fixed: The players' log text was not freed at exit. - Fixed: Bot information was not freed at exit. - Fixed: doomcom was not freed at exit. But since it's always created, there's no reason why it needs to be allocated from the heap. My guess is that in the DOS days, the external packet driver was responsible for allocating doomcom and passed its location with the -net parameter. - Fixed: FBlockNodes were not freed at exit. - Fixed: Openings were not freed at exit. - Fixed: Drawsegs were not freed at exit. - Fixed: Vissprites were not freed at exit. - Fixed: Console command history was not freed at exit. - Fixed: Visplanes were not freed at exit. - Fixed: Call P_FreeLevelData() at exit. - Fixed: Channel, SoundCurve, and PlayList in s_sound.cpp were not freed at exit. - Fixed: Sound sequences were not freed at exit. - Fixed: DSeqNode::Serialize() did not resize the m_SequenceChoices array when loading. SVN r106 (trunk)
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FString LogText; // [RH] Log for Strife
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signed char crouching;
signed char crouchdir;
fixed_t crouchfactor;
fixed_t crouchoffset;
fixed_t crouchviewdelta;
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fixed_t GetDeltaViewHeight() const
{
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return (defaultviewheight + crouchviewdelta - viewheight) >> 3;
}
void Uncrouch()
{
crouchfactor = FRACUNIT;
crouchoffset = 0;
crouchdir = 0;
crouching = 0;
crouchviewdelta = 0;
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}
};
typedef player_s player_t;
// Bookkeeping on players - state.
extern player_s players[MAXPLAYERS];
inline FArchive &operator<< (FArchive &arc, player_s *&p)
{
return arc.SerializePointer (players, (BYTE **)&p, sizeof(*players));
}
void P_CheckPlayerSprites();
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#define CROUCHSPEED (FRACUNIT/12)
#define MAX_DN_ANGLE 56 // Max looking down angle
#define MAX_UP_ANGLE 32 // Max looking up angle
#endif // __D_PLAYER_H__