mirror of
https://github.com/ZDoom/gzdoom.git
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c45c7cdb4b
This is both for consistency and better localizability. The old code is retained to ensure that mods inheriting from the old menu continue to work.
476 lines
14 KiB
C++
476 lines
14 KiB
C++
//-----------------------------------------------------------------------------
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//
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// Copyright 1993-1996 id Software
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// Copyright 1994-1996 Raven Software
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// Copyright 1998-1998 Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
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// Copyright 1999-2016 Randy Heit
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// Copyright 2002-2016 Christoph Oelckers
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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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
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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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_protocol.h"
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#include "doomstat.h"
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#include "a_weapons.h"
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#include "d_netinf.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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uint8_t RangeStart, RangeEnd; // colors to remap
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uint8_t 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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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];
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};
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typedef TArray<std::tuple<PClass*, FName, PalEntry>> PainFlashList;
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typedef TArray<std::tuple<PClass*, int, FPlayerColorSet>> ColorSetList;
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extern PainFlashList PainFlashes;
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extern ColorSetList ColorSets;
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FString GetPrintableDisplayName(PClassActor *cls);
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void PlayIdle(AActor *player);
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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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};
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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_EXTREMELYDEAD = 1 << 22, // [RH] Reliably let the status bar know about extreme deaths.
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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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extern AActor *WP_NOCHANGE;
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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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PClassActor *Type;
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uint32_t 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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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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// Same but unfiltered.
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double GetAutoaim() const
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{
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return *static_cast<FFloatCVar *>(*CheckKey(NAME_Autoaim));
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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_t 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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bool GetClassicFlight() const
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{
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return *static_cast<FBoolCVar *>(*CheckKey(NAME_ClassicFlight));
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}
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PClassActor *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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auto cvar = CheckKey(NAME_Gender);
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return cvar ? *static_cast<FIntCVar *>(*cvar) : 0;
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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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uint32_t ColorChanged(const char *colorname);
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uint32_t ColorChanged(uint32_t 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() = default;
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~player_t();
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player_t &operator= (const player_t &p) = delete;
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void CopyFrom(player_t &src, bool copyPSP);
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void Serialize(FSerializer &arc);
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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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AActor *mo = nullptr;
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uint8_t playerstate = 0;
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ticcmd_t cmd = {};
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usercmd_t original_cmd;
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uint32_t original_oldbuttons;
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userinfo_t userinfo; // [RH] who is this?
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PClassActor *cls = nullptr; // class of associated PlayerPawn
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float DesiredFOV = 0; // desired field of vision
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float FOV = 0; // current field of vision
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double viewz = 0; // focal origin above r.z
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double viewheight = 0; // base height above floor for viewz
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double deltaviewheight = 0; // squat speed.
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double bob = 0; // 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 = { 0,0 };
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bool centering = false;
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uint8_t turnticks = 0;
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bool attackdown = false;
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bool usedown = false;
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uint32_t oldbuttons = false;
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int health = 0; // only used between levels, mo->health
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// is used during levels
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int inventorytics = 0;
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uint8_t CurrentPlayerClass = 0; // class # for this player instance
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int frags[MAXPLAYERS] = {}; // kills of other players
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int fragcount = 0; // [RH] Cumulative frags for this player
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int lastkilltime = 0; // [RH] For multikills
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uint8_t multicount = 0;
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uint8_t spreecount = 0; // [RH] Keep track of killing sprees
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uint16_t WeaponState = 0;
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AActor *ReadyWeapon = nullptr;
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AActor *PendingWeapon = nullptr; // WP_NOCHANGE if not changing
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TObjPtr<DPSprite*> psprites = nullptr; // view sprites (gun, etc)
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int cheats = 0; // bit flags
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int timefreezer = 0; // Player has an active time freezer
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short refire = 0; // refired shots are less accurate
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short inconsistant = 0;
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bool waiting = 0;
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int killcount = 0, itemcount = 0, secretcount = 0; // for intermission
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int damagecount = 0, bonuscount = 0;// for screen flashing
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int hazardcount = 0; // for delayed Strife damage
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int hazardinterval = 0; // Frequency of damage infliction
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FName hazardtype = NAME_None; // Damage type of last hazardous damage encounter.
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int poisoncount = 0; // screen flash for poison damage
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FName poisontype = NAME_None; // type of poison damage to apply
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FName poisonpaintype = NAME_None; // type of Pain state to enter for poison damage
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TObjPtr<AActor*> poisoner = nullptr; // NULL for non-player actors
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TObjPtr<AActor*> attacker = nullptr; // who did damage (NULL for floors)
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int extralight = 0; // so gun flashes light up areas
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short fixedcolormap = 0; // can be set to REDCOLORMAP, etc.
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short fixedlightlevel = 0;
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int morphTics = 0; // player is a chicken/pig if > 0
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PClassActor *MorphedPlayerClass = nullptr; // [MH] (for SBARINFO) class # for this player instance when morphed
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int MorphStyle = 0; // which effects to apply for this player instance when morphed
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PClassActor *MorphExitFlash = nullptr; // flash to apply when demorphing (cache of value given to MorphPlayer)
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TObjPtr<AActor*> PremorphWeapon = nullptr; // ready weapon before morphing
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int chickenPeck = 0; // chicken peck countdown
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int jumpTics = 0; // delay the next jump for a moment
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bool onground = 0; // Identifies if this player is on the ground or other object
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int respawn_time = 0; // [RH] delay respawning until this tic
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TObjPtr<AActor*> camera = nullptr; // [RH] Whose eyes this player sees through
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int air_finished = 0; // [RH] Time when you start drowning
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FName LastDamageType = NAME_None; // [RH] For damage-specific pain and death sounds
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TObjPtr<AActor*> MUSINFOactor = nullptr; // For MUSINFO purposes
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int8_t MUSINFOtics = 0;
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bool settings_controller = false; // Player can control game settings.
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int8_t crouching = 0;
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int8_t crouchdir = 0;
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//Added by MC:
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TObjPtr<DBot*> Bot = nullptr;
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float BlendR = 0; // [RH] Final blending values
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float BlendG = 0;
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float BlendB = 0;
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float BlendA = 0;
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FString LogText; // [RH] Log for Strife
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DAngle MinPitch = 0.; // Viewpitch limits (negative is up, positive is down)
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DAngle MaxPitch = 0.;
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double crouchfactor = 0;
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double crouchoffset = 0;
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double crouchviewdelta = 0;
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FWeaponSlots weapons;
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// [CW] I moved these here for multiplayer conversation support.
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TObjPtr<AActor*> ConversationNPC = nullptr, ConversationPC = nullptr;
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DAngle ConversationNPCAngle = 0.;
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bool ConversationFaceTalker = false;
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double GetDeltaViewHeight() const
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{
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return (mo->FloatVar(NAME_ViewHeight) + crouchviewdelta - viewheight) / 8;
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}
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double DefaultViewHeight() const
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{
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return mo->FloatVar(NAME_ViewHeight);
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}
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void Uncrouch()
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{
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if (crouchfactor != 1)
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{
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crouchfactor = 1;
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crouchoffset = 0;
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crouchdir = 0;
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crouching = 0;
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crouchviewdelta = 0;
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viewheight = mo ? mo->FloatVar(NAME_ViewHeight) : 0;
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}
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}
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int GetSpawnClass();
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// PSprite layers
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void TickPSprites();
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void DestroyPSprites();
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DPSprite *FindPSprite(int layer);
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// Used ONLY for compatibility with the old hardcoded layers.
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// Make sure that a state is properly set after calling this unless
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// you are 100% sure the context already implies the layer exists.
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DPSprite *GetPSprite(PSPLayers layer);
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// [Nash] set player FOV
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void SetFOV(float fov);
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bool HasWeaponsInSlot(int slot) const;
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bool Resurrect();
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};
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// Bookkeeping on players - state.
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extern player_t players[MAXPLAYERS];
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void P_CheckPlayerSprite(AActor *mo, int &spritenum, DVector2 &scale);
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void EnumColorSets(PClassActor *pc, TArray<int> *out);
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FPlayerColorSet *GetColorSet(PClassActor *pc, int setnum);
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inline void AActor::SetFriendPlayer(player_t *player)
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{
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if (player == NULL)
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{
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FriendPlayer = 0;
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}
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else
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{
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FriendPlayer = int(player - players) + 1;
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}
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}
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inline bool AActor::IsNoClip2() const
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{
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if (player != NULL && player->mo == this)
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{
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return (player->cheats & CF_NOCLIP2) != 0;
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}
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return false;
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}
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bool P_IsPlayerTotallyFrozen(const player_t *player);
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#endif // __D_PLAYER_H__
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