gzdoom/wadsrc/static/zscript/shared/player.txt
2017-04-30 22:17:51 +02:00

786 lines
19 KiB
Text

struct UserCmd native
{
native uint buttons;
native int16 pitch; // up/down
native int16 yaw; // left/right
native int16 roll; // "tilt"
native int16 forwardmove;
native int16 sidemove;
native int16 upmove;
}
class PlayerPawn : Actor native
{
const CROUCHSPEED = (1./12);
native int crouchsprite;
native int MaxHealth;
native int BonusHealth;
native int MugShotMaxHealth;
native int RunHealth;
native int PlayerFlags;
native clearscope Inventory InvFirst; // first inventory item displayed on inventory bar
native clearscope Inventory InvSel; // selected inventory item
native Name SoundClass; // Sound class
native Name Face; // Doom status bar face (when used)
native Name Portrait;
native Name Slot[10];
native double HexenArmor[5];
native uint8 ColorRangeStart; // Skin color range
native uint8 ColorRangeEnd;
// [GRB] Player class properties
native double JumpZ;
native double GruntSpeed;
native double FallingScreamMinSpeed, FallingScreamMaxSpeed;
native double ViewHeight;
native double ForwardMove1, ForwardMove2;
native double SideMove1, SideMove2;
native TextureID ScoreIcon;
native int SpawnMask;
native Name MorphWeapon;
native double AttackZOffset; // attack height, relative to player center
native double UseRange; // [NS] Distance at which player can +use
native double AirCapacity; // Multiplier for air supply underwater.
native Class<Actor> FlechetteType;
native color DamageFade; // [CW] Fades for when you are being damaged.
native double ViewBob; // [SP] ViewBob Multiplier
native double FullHeight;
meta Name HealingRadiusType;
meta Name InvulMode;
property prefix: Player;
property HealRadiusType: HealingradiusType;
property InvulnerabilityMode: InvulMode;
property AttackZOffset: AttackZOffset;
property JumpZ: JumpZ;
property GruntSpeed: GruntSpeed;
property FallingScreamSpeed: FallingScreamMinSpeed, FallingScreamMaxSpeed;
property ViewHeight: ViewHeight;
property UseRange: UseRange;
property AirCapacity: AirCapacity;
property MaxHealth: MaxHealth;
property MugshotMaxHealth: MugshotMaxHealth;
property RunHealth: RunHealth;
property MorphWeapon: MorphWeapon;
property FlechetteType: FlechetteType;
property Portrait: Portrait;
Default
{
Health 100;
Radius 16;
Height 56;
Mass 100;
Painchance 255;
Speed 1;
+SOLID
+SHOOTABLE
+DROPOFF
+PICKUP
+NOTDMATCH
+FRIENDLY
+SLIDESONWALLS
+CANPASS
+CANPUSHWALLS
+FLOORCLIP
+WINDTHRUST
+TELESTOMP
+NOBLOCKMONST
Player.AttackZOffset 8;
Player.JumpZ 8;
Player.GruntSpeed 12;
Player.FallingScreamSpeed 35,40;
Player.ViewHeight 41;
Player.UseRange 64;
Player.ForwardMove 1,1;
Player.SideMove 1,1;
Player.ColorRange 0,0;
Player.SoundClass "player";
Player.DamageScreenColor "ff 00 00";
Player.MugShotMaxHealth 0;
Player.FlechetteType "ArtiPoisonBag3";
Player.AirCapacity 1;
Player.ViewBob 1;
Obituary "$OB_MPDEFAULT";
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
virtual void PlayIdle ()
{
if (InStateSequence(CurState, SeeState))
SetState (SpawnState);
}
virtual void PlayRunning ()
{
if (InStateSequence(CurState, SpawnState) && SeeState != NULL)
SetState (SeeState);
}
virtual void PlayAttacking ()
{
if (MissileState != null) SetState (MissileState);
}
virtual void PlayAttacking2 ()
{
if (MeleeState != null) SetState (MeleeState);
}
virtual void MorphPlayerThink()
{
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
virtual void OnRespawn()
{
if (sv_respawnprotect && (multiplayer || alwaysapplydmflags))
{
let invul = Powerup(Spawn("PowerInvulnerable"));
invul.EffectTics = 3 * TICRATE;
invul.BlendColor = 0; // don't mess with the view
invul.bUndroppable = true; // Don't drop this
bRespawnInvul = true; // [RH] special effect
}
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
override String GetObituary(Actor victim, Actor inflictor, Name mod, bool playerattack)
{
if (victim.player != player && victim.IsTeammate(self))
{
victim = self;
return String.Format("$OB_FRIENDLY%c", random[Obituary](49, 53));
}
else
{
if (mod == 'Telefrag') return "$OB_MPTELEFRAG";
String message;
if (inflictor != NULL && inflictor != self)
{
message = inflictor.GetObituary(victim, inflictor, mod, playerattack);
}
if (message.Length() == 0 && playerattack && player.ReadyWeapon != NULL)
{
message = player.ReadyWeapon.GetObituary(victim, inflictor, mod, playerattack);
}
if (message.Length() == 0)
{
if (mod == 'BFGSplash') return "$OB_MPBFG_SPLASH";
if (mod == 'Railgun') return "$OB_RAILGUN";
message = Obituary;
}
return message;
}
}
//----------------------------------------------------------------------------
//
// This is for SBARINFO.
//
//----------------------------------------------------------------------------
clearscope int, int GetEffectTicsForItem(class<Inventory> item) const
{
let pg = (class<PowerupGiver>)(item);
if (pg != null)
{
let powerupType = (class<Powerup>)(GetDefaultByType(pg).PowerupType);
let powerup = Powerup(FindInventory(powerupType));
if(powerup != null)
{
let maxtics = GetDefaultByType(pg).EffectTics;
if (maxtics == 0) maxtics = powerup.default.EffectTics;
return powerup.EffectTics, maxtics;
}
}
return -1, -1;
}
//----------------------------------------------------------------------------
//
// PROC P_CheckFOV
//
//----------------------------------------------------------------------------
virtual void CheckFOV()
{
let player = self.player;
// [RH] Zoom the player's FOV
float desired = player.DesiredFOV;
// Adjust FOV using on the currently held weapon.
if (player.playerstate != PST_DEAD && // No adjustment while dead.
player.ReadyWeapon != NULL && // No adjustment if no weapon.
player.ReadyWeapon.FOVScale != 0) // No adjustment if the adjustment is zero.
{
// A negative scale is used to prevent G_AddViewAngle/G_AddViewPitch
// from scaling with the FOV scale.
desired *= abs(player.ReadyWeapon.FOVScale);
}
if (player.FOV != desired)
{
if (abs(player.FOV - desired) < 7.)
{
player.FOV = desired;
}
else
{
float zoom = MAX(7., abs(player.FOV - desired) * 0.025);
if (player.FOV > desired)
{
player.FOV = player.FOV - zoom;
}
else
{
player.FOV = player.FOV + zoom;
}
}
}
}
//----------------------------------------------------------------------------
//
// PROC P_CheckCheats
//
//----------------------------------------------------------------------------
virtual void CheckCheats()
{
let player = self.player;
// No-clip cheat
if ((player.cheats & (CF_NOCLIP | CF_NOCLIP2)) == CF_NOCLIP2)
{ // No noclip2 without noclip
player.cheats &= ~CF_NOCLIP2;
}
bNoClip = (player.cheats & (CF_NOCLIP | CF_NOCLIP2) || Default.bNoClip);
if (player.cheats & CF_NOCLIP2)
{
bNoGravity = true;
}
else if (!bFly && !Default.bNoGravity)
{
bNoGravity = false;
}
}
//----------------------------------------------------------------------------
//
// PROC P_CheckFrozen
//
//----------------------------------------------------------------------------
virtual bool CheckFrozen()
{
let player = self.player;
UserCmd cmd = player.cmd;
bool totallyfrozen = player.IsTotallyFrozen();
// [RH] Being totally frozen zeros out most input parameters.
if (totallyfrozen)
{
if (gamestate == GS_TITLELEVEL)
{
cmd.buttons = 0;
}
else
{
cmd.buttons &= BT_USE;
}
cmd.pitch = 0;
cmd.yaw = 0;
cmd.roll = 0;
cmd.forwardmove = 0;
cmd.sidemove = 0;
cmd.upmove = 0;
player.turnticks = 0;
}
else if (player.cheats & CF_FROZEN)
{
cmd.forwardmove = 0;
cmd.sidemove = 0;
cmd.upmove = 0;
}
return totallyfrozen;
}
virtual bool CanCrouch() const
{
return player.morphTics == 0 || bCrouchableMorph;
}
//----------------------------------------------------------------------------
//
// PROC P_CrouchMove
//
//----------------------------------------------------------------------------
virtual void CrouchMove(int direction)
{
let player = self.player;
double defaultheight = FullHeight;
double savedheight = Height;
double crouchspeed = direction * CROUCHSPEED;
double oldheight = player.viewheight;
player.crouchdir = direction;
player.crouchfactor += crouchspeed;
// check whether the move is ok
Height = defaultheight * player.crouchfactor;
if (!TryMove(Pos.XY, false, NULL))
{
Height = savedheight;
if (direction > 0)
{
// doesn't fit
player.crouchfactor -= crouchspeed;
return;
}
}
Height = savedheight;
player.crouchfactor = clamp(player.crouchfactor, 0.5, 1.);
player.viewheight = ViewHeight * player.crouchfactor;
player.crouchviewdelta = player.viewheight - ViewHeight;
// Check for eyes going above/below fake floor due to crouching motion.
CheckFakeFloorTriggers(pos.Z + oldheight, true);
}
//----------------------------------------------------------------------------
//
// PROC P_CheckCrouch
//
//----------------------------------------------------------------------------
virtual void CheckCrouch(bool totallyfrozen)
{
let player = self.player;
UserCmd cmd = player.cmd;
if (cmd.buttons & BT_JUMP)
{
cmd.buttons &= ~BT_CROUCH;
}
if (CanCrouch() && player.health > 0 && level.IsCrouchingAllowed())
{
if (!totallyfrozen)
{
int crouchdir = player.crouching;
if (crouchdir == 0)
{
crouchdir = (cmd.buttons & BT_CROUCH) ? -1 : 1;
}
else if (cmd.buttons & BT_CROUCH)
{
player.crouching = 0;
}
if (crouchdir == 1 && player.crouchfactor < 1 && pos.Z + height < ceilingz)
{
CrouchMove(1);
}
else if (crouchdir == -1 && player.crouchfactor > 0.5)
{
CrouchMove(-1);
}
}
}
else
{
player.Uncrouch();
}
player.crouchoffset = -(ViewHeight) * (1 - player.crouchfactor);
}
//----------------------------------------------------------------------------
//
// PROC P_PlayerThink
//
//----------------------------------------------------------------------------
native void CheckMusicChange();
native void DeathThink ();
native void CheckPitch();
native void HandleMovement();
native void CalcHeight ();
native void CheckEnvironment();
native void CheckUse();
native void CheckUndoMorph();
// Cycle psprites
native void CheckPoison();
native void CheckDegeneration();
native void CheckAirSupply();
virtual void PlayerThink()
{
let player = self.player;
UserCmd cmd = player.cmd;
CheckFOV();
if (player.inventorytics)
{
player.inventorytics--;
}
CheckCheats();
if (bJustAttacked)
{ // Chainsaw/Gauntlets attack auto forward motion
cmd.yaw = 0;
cmd.forwardmove = 0xc800/2;
cmd.sidemove = 0;
bJustAttacked = false;
}
bool totallyfrozen = CheckFrozen();
// Handle crouching
CheckCrouch(totallyfrozen);
CheckMusicChange();
if (player.playerstate == PST_DEAD)
{
DeathThink ();
return;
}
if (player.jumpTics != 0)
{
player.jumpTics--;
if (player.onground && player.jumpTics < -18)
{
player.jumpTics = 0;
}
}
if (player.morphTics && !(player.cheats & CF_PREDICTING))
{
MorphPlayerThink ();
}
CheckPitch();
HandleMovement();
CalcHeight ();
if (!(player.cheats & CF_PREDICTING))
{
CheckEnvironment();
CheckUse();
CheckUndoMorph();
// Cycle psprites
player.TickPSprites();
// Other Counters
if (player.damagecount) player.damagecount--;
if (player.bonuscount) player.bonuscount--;
if (player.hazardcount)
{
player.hazardcount--;
if (!(level.time % player.hazardinterval) && player.hazardcount > 16*TICRATE)
DamageMobj (NULL, NULL, 5, player.hazardtype);
}
CheckPoison();
CheckDegeneration();
CheckAirSupply();
}
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
native clearscope int GetMaxHealth(bool withupgrades = false) const;
native bool ResetAirSupply (bool playgasp = false);
native void CheckWeaponSwitch(class<Inventory> item);
native clearscope static String GetPrintableDisplayName(Class<Actor> cls);
}
class PlayerChunk : PlayerPawn
{
Default
{
+NOSKIN
-SOLID
-SHOOTABLE
-PICKUP
-NOTDMATCH
-FRIENDLY
-SLIDESONWALLS
-CANPUSHWALLS
-FLOORCLIP
-WINDTHRUST
-TELESTOMP
}
}
class PSprite : Object native play
{
enum PSPLayers
{
STRIFEHANDS = -1,
WEAPON = 1,
FLASH = 1000,
TARGETCENTER = 0x7fffffff - 2,
TARGETLEFT,
TARGETRIGHT,
};
native readonly State CurState;
native Actor Caller;
native readonly PSprite Next;
native readonly PlayerInfo Owner;
native SpriteID Sprite;
native int Frame;
//native readonly int RenderStyle; had to be blocked because the internal representation was not ok. Renderstyle is still pending a proper solution.
native readonly int ID;
native Bool processPending;
native double x;
native double y;
native double oldx;
native double oldy;
native double alpha;
native Bool firstTic;
native int Tics;
native bool bAddWeapon;
native bool bAddBob;
native bool bPowDouble;
native bool bCVarFast;
native bool bFlip;
native void SetState(State newstate, bool pending = false);
}
enum EPlayerState
{
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
}
struct PlayerInfo native play // this is what internally is known as player_t
{
// technically engine constants but the only part of the playsim using them is the player.
const NOFIXEDCOLORMAP = -1;
const NUMCOLORMAPS = 32;
native PlayerPawn mo;
native uint8 playerstate;
native readonly uint buttons;
native uint original_oldbuttons;
native readonly Class<PlayerPawn> cls;
native float DesiredFOV;
native float FOV;
native double viewz;
native double viewheight;
native double deltaviewheight;
native double bob;
native vector2 vel;
native bool centering;
native uint8 turnticks;
native bool attackdown;
native bool usedown;
native uint oldbuttons;
native int health;
native clearscope int inventorytics;
native uint8 CurrentPlayerClass;
native int frags[MAXPLAYERS];
native int fragcount;
native int lastkilltime;
native uint8 multicount;
native uint8 spreecount;
native uint16 WeaponState;
native Weapon ReadyWeapon;
native Weapon PendingWeapon;
native PSprite psprites;
native int cheats;
native int timefreezer;
native int16 refire;
native int16 inconsistent;
native bool waiting;
native int killcount;
native int itemcount;
native int secretcount;
native int damagecount;
native int bonuscount;
native int hazardcount;
native int hazardinterval;
native Name hazardtype;
native int poisoncount;
native Name poisontype;
native Name poisonpaintype;
native Actor poisoner;
native Actor attacker;
native int extralight;
native int16 fixedcolormap;
native int16 fixedlightlevel;
native int morphtics;
native Class<PlayerPawn>MorphedPlayerClass;
native int MorphStyle;
native Class<Actor> MorphExitFlash;
native Class<Weapon> PremorphWeapon;
native int chickenPeck;
native int jumpTics;
native bool onground;
native int respawn_time;
native Actor camera;
native int air_finished;
native Name LastDamageType;
native Actor MUSINFOactor;
native int8 MUSINFOtics;
native bool settings_controller;
native int8 crouching;
native int8 crouchdir;
native Bot bot;
native float BlendR;
native float BlendG;
native float BlendB;
native float BlendA;
native String LogText;
native double MinPitch;
native double MaxPitch;
native double crouchfactor;
native double crouchoffset;
native double crouchviewdelta;
native Actor ConversationNPC;
native Actor ConversationPC;
native double ConversationNPCAngle;
native bool ConversationFaceTalker;
native @WeaponSlots weapons;
native @UserCmd cmd;
native readonly @UserCmd original_cmd;
native bool MorphPlayer(playerinfo p, Class<PlayerPawn> spawntype, int duration, int style, Class<Actor> enter_flash = null, Class<Actor> exit_flash = null);
native bool UndoPlayerMorph(playerinfo player, int unmorphflag = 0, bool force = false);
native bool PoisonPlayer(Actor poisoner, Actor source, int poison);
native void PoisonDamage(Actor source, int damage, bool playPainSound);
native void SetPsprite(int id, State stat, bool pending = false);
native void SetSafeFlash(Weapon weap, State flashstate, int index);
native PSprite GetPSprite(int id) const;
native PSprite FindPSprite(int id) const;
native void SetLogNumber (int text);
native void SetLogText (String text);
native void DropWeapon();
native void BringUpWeapon();
native bool Resurrect();
native String GetUserName() const;
native Color GetColor() const;
native Color GetDisplayColor() const;
native int GetColorSet() const;
native int GetPlayerClassNum() const;
native int GetSkin() const;
native bool GetNeverSwitch() const;
native int GetGender() const;
native int GetTeam() const;
native float GetAutoaim() const;
native bool GetNoAutostartMap() const;
native void SetFOV(float fov);
native clearscope bool HasWeaponsInSlot(int slot) const;
native void TickPSprites();
bool IsTotallyFrozen()
{
return
gamestate == GS_TITLELEVEL ||
(cheats & CF_TOTALLYFROZEN) ||
(level.frozen && timefreezer == 0);
}
void Uncrouch()
{
if (crouchfactor != 1)
{
crouchfactor = 1;
crouchoffset = 0;
crouchdir = 0;
crouching = 0;
crouchviewdelta = 0;
viewheight = mo.ViewHeight;
}
}
clearscope int fragSum () const
{
int i;
int allfrags = 0;
int playernum = mo.PlayerNumber();
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i]
&& i!=playernum)
{
allfrags += frags[i];
}
}
// JDC hack - negative frags.
allfrags -= frags[playernum];
return allfrags;
}
}
struct PlayerClass native
{
native class<Actor> Type;
native uint Flags;
native Array<int> Skins;
native bool CheckSkin(int skin);
native void EnumColorsets(out Array<int> data);
native Name GetColorsetName(int setnum);
}
struct PlayerSkin native
{
native readonly String SkinName;
native readonly String Face;
native readonly uint8 gender;
native readonly uint8 range0start;
native readonly uint8 range0end;
native readonly bool othergame;
native readonly Vector2 Scale;
native readonly int sprite;
native readonly int crouchsprite;
native readonly int namespc;
};
struct Team native
{
const NoTeam = 255;
const Max = 16;
native String mName;
}