gzdoom/src/d_player.h

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//-----------------------------------------------------------------------------
//
// 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
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//
// 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.
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//
// This program is distributed in the hope that it will be useful,
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// 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.
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//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
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//
//-----------------------------------------------------------------------------
//
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#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"
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#include "doomstat.h"
#include "a_weapons.h"
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// 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
{
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uint8_t RangeStart, RangeEnd; // colors to remap
uint8_t FirstColor, LastColor; // colors to map to
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};
FName Name; // Name of this color
int Lump; // Lump to read the translation from, otherwise use next 2 fields
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uint8_t FirstColor, LastColor; // Describes the range of colors to use for the translation
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uint8_t 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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uint8_t NumExtraRanges;
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ExtraRange Extra[6];
};
typedef TArray<std::tuple<PClass*, FName, PalEntry>> PainFlashList;
typedef TArray<std::tuple<PClass*, int, FPlayerColorSet>> ColorSetList;
extern PainFlashList PainFlashes;
extern ColorSetList ColorSets;
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FString GetPrintableDisplayName(PClassActor *cls);
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class APlayerPawn : public AActor
{
DECLARE_CLASS(APlayerPawn, AActor)
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HAS_OBJECT_POINTERS
public:
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virtual void Serialize(FSerializer &arc);
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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(bool withupgrades = false) const;
void ActivateMorphWeapon ();
AWeapon *PickNewWeapon (PClassActor *ammotype);
AWeapon *BestWeapon (PClassActor *ammotype);
void GiveDeathmatchInventory ();
void FilterCoopRespawnInventory (APlayerPawn *oldplayer);
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void SetupWeaponSlots ();
void GiveDefaultInventory ();
// These are virtual on the script side only.
void PlayIdle();
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void PlayAttacking2 ();
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const char *GetSoundClass () const;
enum EInvulState
{
INVUL_Start,
INVUL_Active,
INVUL_Stop,
INVUL_GetAlpha
};
int crouchsprite;
int MaxHealth;
int BonusHealth;
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int MugShotMaxHealth;
int RunHealth;
int PlayerFlags;
double FullHeight;
TObjPtr<AInventory*> InvFirst; // first inventory item displayed on inventory bar
TObjPtr<AInventory*> InvSel; // selected inventory item
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// [GRB] Player class properties
double JumpZ;
double GruntSpeed;
double FallingScreamMinSpeed, FallingScreamMaxSpeed;
double ViewHeight;
double ForwardMove1, ForwardMove2;
double SideMove1, SideMove2;
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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.
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PClassActor *FlechetteType;
// [CW] Fades for when you are being damaged.
PalEntry DamageFade;
// [SP] ViewBob Multiplier
double ViewBob;
// Former class properties that were moved into the object to get rid of the meta class.
FNameNoInit SoundClass; // Sound class
FNameNoInit Face; // Doom status bar face (when used)
FNameNoInit Portrait;
FNameNoInit Slot[10];
double HexenArmor[5];
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uint8_t ColorRangeStart; // Skin color range
uint8_t ColorRangeEnd;
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};
//
// 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 AWeapon *WP_NOCHANGE;
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#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;
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uint32_t Flags;
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TArray<int> Skins;
};
extern TArray<FPlayerClass> PlayerClasses;
// User info (per-player copies of each CVAR_USERINFO cvar)
enum
{
GENDER_MALE,
GENDER_FEMALE,
GENDER_NEUTER
};
struct userinfo_t : TMap<FName,FBaseCVar *>
{
~userinfo_t();
double GetAimDist() const
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{
if (dmflags2 & DF2_NOAUTOAIM)
{
return 0;
}
float aim = *static_cast<FFloatCVar *>(*CheckKey(NAME_Autoaim));
if (aim > 35 || aim < 0)
{
return 35.;
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}
else
{
return aim;
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}
}
// Same but unfiltered.
double GetAutoaim() const
{
return *static_cast<FFloatCVar *>(*CheckKey(NAME_Autoaim));
}
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const char *GetName() const
{
return *static_cast<FStringCVar *>(*CheckKey(NAME_Name));
}
int GetTeam() const
{
return *static_cast<FIntCVar *>(*CheckKey(NAME_Team));
}
int GetColorSet() const
{
return *static_cast<FIntCVar *>(*CheckKey(NAME_ColorSet));
}
uint32_t GetColor() const
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{
return *static_cast<FColorCVar *>(*CheckKey(NAME_Color));
}
bool GetNeverSwitch() const
{
return *static_cast<FBoolCVar *>(*CheckKey(NAME_NeverSwitchOnPickup));
}
double GetMoveBob() const
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{
return *static_cast<FFloatCVar *>(*CheckKey(NAME_MoveBob));
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}
double GetStillBob() const
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{
return *static_cast<FFloatCVar *>(*CheckKey(NAME_StillBob));
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}
float GetWBobSpeed() const
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{
return *static_cast<FFloatCVar *>(*CheckKey(NAME_WBobSpeed));
}
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int GetPlayerClassNum() const
{
return *static_cast<FIntCVar *>(*CheckKey(NAME_PlayerClass));
}
bool GetClassicFlight() const
{
return *static_cast<FBoolCVar *>(*CheckKey(NAME_ClassicFlight));
}
PClassActor *GetPlayerClassType() const
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{
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);
uint32_t ColorChanged(const char *colorname);
uint32_t ColorChanged(uint32_t colorval);
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int ColorSetChanged(int setnum);
};
void ReadUserInfo(FSerializer &arc, userinfo_t &info, FString &skin);
void WriteUserInfo(FSerializer &arc, userinfo_t &info);
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//
// Extended player object info: player_t
//
class player_t
{
public:
player_t();
~player_t();
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player_t &operator= (const player_t &p);
void Serialize(FSerializer &arc);
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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;
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uint8_t playerstate;
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ticcmd_t cmd;
usercmd_t original_cmd;
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uint32_t original_oldbuttons;
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userinfo_t userinfo; // [RH] who is this?
PClassActor *cls; // class of associated PlayerPawn
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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
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// killough 10/98: used for realistic bobbing (i.e. not simply overall speed)
// 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.
// This avoids anomalies with such things as Boom ice and conveyors.
DVector2 Vel;
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bool centering;
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uint8_t turnticks;
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bool attackdown;
bool usedown;
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uint32_t oldbuttons;
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int health; // only used between levels, mo->health
// is used during levels
int inventorytics;
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uint8_t CurrentPlayerClass; // class # for this player instance
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int frags[MAXPLAYERS]; // kills of other players
int fragcount; // [RH] Cumulative frags for this player
int lastkilltime; // [RH] For multikills
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uint8_t multicount;
uint8_t spreecount; // [RH] Keep track of killing sprees
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uint16_t WeaponState;
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AWeapon *ReadyWeapon;
AWeapon *PendingWeapon; // WP_NOCHANGE if not changing
TObjPtr<DPSprite*> psprites; // view sprites (gun, etc)
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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<AActor*> poisoner; // NULL for non-player actors
TObjPtr<AActor*> attacker; // who did damage (NULL for floors)
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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
PClassActor *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
PClassActor *MorphExitFlash; // flash to apply when demorphing (cache of value given to P_MorphPlayer)
TObjPtr<AWeapon*> PremorphWeapon; // ready weapon before morphing
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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<AActor*> camera; // [RH] Whose eyes this player sees through
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int air_finished; // [RH] Time when you start drowning
FName LastDamageType; // [RH] For damage-specific pain and death sounds
TObjPtr<AActor*> MUSINFOactor; // For MUSINFO purposes
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int8_t MUSINFOtics;
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bool settings_controller; // Player can control game settings.
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int8_t crouching;
int8_t crouchdir;
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//Added by MC:
TObjPtr<DBot*> Bot;
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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;
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double crouchfactor;
double crouchoffset;
double crouchviewdelta;
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FWeaponSlots weapons;
// [CW] I moved these here for multiplayer conversation support.
TObjPtr<AActor*> ConversationNPC, ConversationPC;
DAngle ConversationNPCAngle;
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bool ConversationFaceTalker;
double GetDeltaViewHeight() const
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{
return (mo->ViewHeight + crouchviewdelta - viewheight) / 8;
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}
void Uncrouch()
{
if (crouchfactor != 1)
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{
crouchfactor = 1;
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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);
bool GetPainFlash(FName type, PalEntry *color) const;
// [Nash] set player FOV
void SetFOV(float fov);
bool HasWeaponsInSlot(int slot) const;
bool Resurrect();
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};
// Bookkeeping on players - state.
extern player_t players[MAXPLAYERS];
void P_CheckPlayerSprite(AActor *mo, int &spritenum, DVector2 &scale);
void EnumColorSets(PClassActor *pc, TArray<int> *out);
FPlayerColorSet *GetColorSet(PClassActor *pc, int setnum);
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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__