gzdoom/src/d_player.h

573 lines
16 KiB
C++

// 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 "doomstat.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"
//Added by MC:
#include "b_bot.h"
class player_t;
// Standard pre-defined skin colors
struct FPlayerColorSet
{
struct ExtraRange
{
BYTE RangeStart, RangeEnd; // colors to remap
BYTE FirstColor, LastColor; // colors to map to
};
FName Name; // Name of this color
int Lump; // Lump to read the translation from, otherwise use next 2 fields
BYTE FirstColor, LastColor; // Describes the range of colors to use for the translation
BYTE RepresentativeColor; // A palette entry representative of this translation,
// for map arrows and status bar backgrounds and such
BYTE NumExtraRanges;
ExtraRange Extra[6];
};
typedef TMap<int, FPlayerColorSet> FPlayerColorSetMap;
typedef TMap<FName, PalEntry> PainFlashList;
class PClassPlayerPawn : public PClassActor
{
DECLARE_CLASS(PClassPlayerPawn, PClassActor);
protected:
public:
PClassPlayerPawn();
virtual void DeriveData(PClass *newclass);
void EnumColorSets(TArray<int> *out);
FPlayerColorSet *GetColorSet(int setnum) { return ColorSets.CheckKey(setnum); }
void SetPainFlash(FName type, PalEntry color);
bool GetPainFlash(FName type, PalEntry *color) const;
virtual void ReplaceClassRef(PClass *oldclass, PClass *newclass);
FString DisplayName; // Display name (used in menus, etc.)
FString SoundClass; // Sound class
FString Face; // Doom status bar face (when used)
FString Portrait;
FString Slot[10];
FName InvulMode;
FName HealingRadiusType;
double HexenArmor[5];
BYTE ColorRangeStart; // Skin color range
BYTE ColorRangeEnd;
FPlayerColorSetMap ColorSets;
PainFlashList PainFlashes;
};
FString GetPrintableDisplayName(PClassPlayerPawn *cls);
class APlayerPawn : public AActor
{
DECLARE_CLASS_WITH_META(APlayerPawn, AActor, PClassPlayerPawn)
HAS_OBJECT_POINTERS
public:
virtual void Serialize (FArchive &arc);
virtual void PostBeginPlay();
virtual void Tick();
virtual void AddInventory (AInventory *item);
virtual void RemoveInventory (AInventory *item);
virtual bool UseInventory (AInventory *item);
virtual void MarkPrecacheSounds () const;
virtual void PlayIdle ();
virtual void PlayRunning ();
virtual void ThrowPoisonBag ();
virtual void TweakSpeeds (double &forwardmove, double &sidemove);
virtual void MorphPlayerThink ();
virtual void ActivateMorphWeapon ();
AWeapon *PickNewWeapon (PClassAmmo *ammotype);
AWeapon *BestWeapon (PClassAmmo *ammotype);
void CheckWeaponSwitch(PClassAmmo *ammotype);
virtual void GiveDeathmatchInventory ();
virtual void FilterCoopRespawnInventory (APlayerPawn *oldplayer);
void SetupWeaponSlots ();
void GiveDefaultInventory ();
void PlayAttacking ();
void PlayAttacking2 ();
const char *GetSoundClass () const;
enum EInvulState
{
INVUL_Start,
INVUL_Active,
INVUL_Stop,
INVUL_GetAlpha
};
void BeginPlay ();
void Die (AActor *source, AActor *inflictor, int dmgflags);
int crouchsprite;
int MaxHealth;
int MugShotMaxHealth;
int RunHealth;
int PlayerFlags;
TObjPtr<AInventory> InvFirst; // first inventory item displayed on inventory bar
TObjPtr<AInventory> InvSel; // selected inventory item
// [GRB] Player class properties
double JumpZ;
double GruntSpeed;
double FallingScreamMinSpeed, FallingScreamMaxSpeed;
double ViewHeight;
double ForwardMove1, ForwardMove2;
double SideMove1, SideMove2;
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.
PClassActor *FlechetteType;
// [CW] Fades for when you are being damaged.
PalEntry DamageFade;
bool UpdateWaterLevel (bool splash);
bool ResetAirSupply (bool playgasp = true);
int GetMaxHealth() const;
};
class APlayerChunk : public APlayerPawn
{
DECLARE_CLASS (APlayerChunk, APlayerPawn)
};
//
// 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_DRAIN = 1 << 16, // Player owns a drain powerup
CF_HIGHJUMP = 1 << 18, // more Skulltag flags. Implementation not guaranteed though. ;)
CF_REFLECTION = 1 << 19,
CF_PROSPERITY = 1 << 20,
CF_DOUBLEFIRINGSPEED= 1 << 21, // Player owns a double firing speed artifact
CF_EXTREMELYDEAD = 1 << 22, // [RH] Reliably let the status bar know about extreme deaths.
CF_INFINITEAMMO = 1 << 23, // Player owns an infinite ammo artifact
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,
};
#define WPIECE1 1
#define WPIECE2 2
#define WPIECE3 4
#define WP_NOCHANGE ((AWeapon*)~0)
#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);
PClassPlayerPawn *Type;
DWORD Flags;
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
{
if (dmflags2 & DF2_NOAUTOAIM)
{
return 0;
}
float aim = *static_cast<FFloatCVar *>(*CheckKey(NAME_Autoaim));
if (aim > 35 || aim < 0)
{
return 35.;
}
else
{
return aim;
}
}
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 GetColor() const
{
return *static_cast<FColorCVar *>(*CheckKey(NAME_Color));
}
bool GetNeverSwitch() const
{
return *static_cast<FBoolCVar *>(*CheckKey(NAME_NeverSwitchOnPickup));
}
double GetMoveBob() const
{
return *static_cast<FFloatCVar *>(*CheckKey(NAME_MoveBob));
}
double GetStillBob() const
{
return *static_cast<FFloatCVar *>(*CheckKey(NAME_StillBob));
}
int GetPlayerClassNum() const
{
return *static_cast<FIntCVar *>(*CheckKey(NAME_PlayerClass));
}
PClassPlayerPawn *GetPlayerClassType() const
{
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 ColorChanged(const char *colorname);
uint32 ColorChanged(uint32 colorval);
int ColorSetChanged(int setnum);
};
void ReadUserInfo(FArchive &arc, userinfo_t &info, FString &skin);
void WriteUserInfo(FArchive &arc, userinfo_t &info);
//
// Extended player object info: player_t
//
class player_t
{
public:
player_t();
~player_t();
player_t &operator= (const player_t &p);
void Serialize (FArchive &arc);
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;
BYTE playerstate;
ticcmd_t cmd;
usercmd_t original_cmd;
DWORD original_oldbuttons;
userinfo_t userinfo; // [RH] who is this?
PClassPlayerPawn *cls; // class of associated PlayerPawn
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
// killough 10/98: used for realistic bobbing (i.e. not simply overall speed)
// mo->velx and mo->vely represent true velocity experienced by player.
// This only represents the thrust that the player applies himself.
// This avoids anomalies with such things as Boom ice and conveyors.
DVector2 Vel;
bool centering;
BYTE turnticks;
bool attackdown;
bool usedown;
DWORD oldbuttons;
int health; // only used between levels, mo->health
// is used during levels
int inventorytics;
BYTE CurrentPlayerClass; // class # for this player instance
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
WORD WeaponState;
AWeapon *ReadyWeapon;
AWeapon *PendingWeapon; // WP_NOCHANGE if not changing
TObjPtr<DPSprite> psprites; // view sprites (gun, etc)
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)
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
PClassPlayerPawn *MorphedPlayerClass; // [MH] (for SBARINFO) class # for this player instance when morphed
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
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
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
SBYTE MUSINFOtics;
bool settings_controller; // Player can control game settings.
SBYTE crouching;
SBYTE crouchdir;
//Added by MC:
TObjPtr<DBot> Bot;
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;
double crouchfactor;
double crouchoffset;
double crouchviewdelta;
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];
FArchive &operator<< (FArchive &arc, player_t *&p);
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__