qzdoom/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 "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:
virtual void Derive(PClass *newclass);
public:
PClassPlayerPawn();
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;
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;
fixed_t HexenArmor[5];
BYTE ColorRangeStart; // Skin color range
BYTE ColorRangeEnd;
FPlayerColorSetMap ColorSets;
PainFlashList PainFlashes;
};
FString GetPrintableDisplayName(PClassPlayerPawn *cls);
class player_t;
class APlayerPawn : public AActor
{
DECLARE_CLASS_WITH_META(APlayerPawn, AActor, PClassPlayerPawn)
HAS_OBJECT_POINTERS
public:
virtual void Serialize (FArchive &arc);
virtual void PostBeginPlay();
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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 (int &forwardmove, int &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 ();
- Converted the StrifePlayer to DECORATE. Even though it requires exporting 3 new code pointers without general use it was necessary to handle GiveDefaultInventory consistently for all players without the need to subclass this function. - Added a Player.RunHealth property to expose the StrifePlayer's behavior of not being able to run when its health is below 10. - Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor and a BasicArmor item to the inventory. If these items are not the first ones added to the inventory anything else that might absorb damage is not guaranteed to work consistently because their function depends on the order in the inventory. - Changed handling of APowerup's DoEffect so that it is called from the owner's Tick function, not the item's. This is so that the order of execution is determined by the order in the inventory. When done in the item's Tick function order depends on the global thinker table which can cause problems with the order in which conflicting powerups apply their effect. Now it is guaranteed that the item that was added to the inventory first applies its effect last. - Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could cause a divide by zero. - Fixed: P_MoveThing must also set the moved actor's previous position to prevent interpolation of the move. - Fixed: APowerInvisibility and its subclasses need to constantly update the owner's translucency information in case of interference between different subclasses. Also changed Hexen's Cleric's invulnerability mode to disable the translucency effect if an invisibility powerup is active. SVN r448 (trunk)
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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;
- Converted the StrifePlayer to DECORATE. Even though it requires exporting 3 new code pointers without general use it was necessary to handle GiveDefaultInventory consistently for all players without the need to subclass this function. - Added a Player.RunHealth property to expose the StrifePlayer's behavior of not being able to run when its health is below 10. - Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor and a BasicArmor item to the inventory. If these items are not the first ones added to the inventory anything else that might absorb damage is not guaranteed to work consistently because their function depends on the order in the inventory. - Changed handling of APowerup's DoEffect so that it is called from the owner's Tick function, not the item's. This is so that the order of execution is determined by the order in the inventory. When done in the item's Tick function order depends on the global thinker table which can cause problems with the order in which conflicting powerups apply their effect. Now it is guaranteed that the item that was added to the inventory first applies its effect last. - Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could cause a divide by zero. - Fixed: P_MoveThing must also set the moved actor's previous position to prevent interpolation of the move. - Fixed: APowerInvisibility and its subclasses need to constantly update the owner's translucency information in case of interference between different subclasses. Also changed Hexen's Cleric's invulnerability mode to disable the translucency effect if an invisibility powerup is active. SVN r448 (trunk)
2007-01-12 15:24:10 +00:00
int RunHealth;
int PlayerFlags;
TObjPtr<AInventory> InvFirst; // first inventory item displayed on inventory bar
TObjPtr<AInventory> InvSel; // selected inventory item
// [GRB] Player class properties
fixed_t JumpZ;
fixed_t GruntSpeed;
fixed_t FallingScreamMinSpeed, FallingScreamMaxSpeed;
fixed_t ViewHeight;
fixed_t ForwardMove1, ForwardMove2;
fixed_t SideMove1, SideMove2;
FTextureID ScoreIcon;
int SpawnMask;
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FNameNoInit MorphWeapon;
fixed_t AttackZOffset; // attack height, relative to player center
fixed_t UseRange; // [NS] Distance at which player can +use
fixed_t AirCapacity; // Multiplier for air supply underwater.
PClassActor *FlechetteType;
// [CW] Fades for when you are being damaged.
PalEntry DamageFade;
bool UpdateWaterLevel (fixed_t oldz, 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
} 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_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_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
};
#define WPIECE1 1
#define WPIECE2 2
#define WPIECE3 4
#define WP_NOCHANGE ((AWeapon*)~0)
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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);
PClassPlayerPawn *Type;
DWORD Flags;
TArray<int> Skins;
};
extern TArray<FPlayerClass> PlayerClasses;
// User info (per-player copies of each CVAR_USERINFO cvar)
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enum
{
GENDER_MALE,
GENDER_FEMALE,
GENDER_NEUTER
};
struct userinfo_t : TMap<FName,FBaseCVar *>
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{
~userinfo_t();
int GetAimDist() const
{
if (dmflags2 & DF2_NOAUTOAIM)
{
return 0;
}
float aim = *static_cast<FFloatCVar *>(*CheckKey(NAME_Autoaim));
if (aim > 35 || aim < 0)
{
return ANGLE_1*35;
}
else
{
return xs_RoundToInt(fabs(aim * ANGLE_1));
}
}
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));
}
fixed_t GetMoveBob() const
{
return FLOAT2FIXED(*static_cast<FFloatCVar *>(*CheckKey(NAME_MoveBob)));
}
fixed_t GetStillBob() const
{
return FLOAT2FIXED(*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));
}
void Reset();
int TeamChanged(int team);
int SkinChanged(const char *skinname);
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);
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};
FArchive &operator<< (FArchive &arc, userinfo_t &info);
//
// Extended player object info: player_t
//
class player_t
{
public:
player_t();
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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
fixed_t viewz; // focal origin above r.z
fixed_t viewheight; // base height above floor for viewz
fixed_t deltaviewheight; // squat speed.
fixed_t 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.
fixed_t velx, vely; // killough 10/98
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
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
BYTE WeaponState;
AWeapon *ReadyWeapon;
AWeapon *PendingWeapon; // WP_NOCHANGE if not changing
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 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;
pspdef_t psprites[NUMPSPRITES]; // view sprites (gun, etc)
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
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
//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)
TObjPtr<AActor> dest; // Move Destination.
TObjPtr<AActor> prev; // Previous move destination.
TObjPtr<AActor> enemy; // The dead meat.
TObjPtr<AActor> missile; // A threatening missile that needs to be avoided.
TObjPtr<AActor> mate; // Friend (used for grouping in teamplay or coop).
TObjPtr<AActor> last_mate; // If bots mate disappeared (not if died) that mate is
// pointed to by this. Allows bot to roam to it if
// necessary.
bool settings_controller; // Player can control game settings.
//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;
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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int MinPitch; // Viewpitch limits (negative is up, positive is down)
int MaxPitch;
SBYTE crouching;
SBYTE crouchdir;
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fixed_t crouchfactor;
fixed_t crouchoffset;
fixed_t crouchviewdelta;
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FWeaponSlots weapons;
// [CW] I moved these here for multiplayer conversation support.
TObjPtr<AActor> ConversationNPC, ConversationPC;
angle_t ConversationNPCAngle;
bool ConversationFaceTalker;
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fixed_t GetDeltaViewHeight() const
{
return (mo->ViewHeight + crouchviewdelta - viewheight) >> 3;
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}
void Uncrouch()
{
crouchfactor = FRACUNIT;
crouchoffset = 0;
crouchdir = 0;
crouching = 0;
crouchviewdelta = 0;
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}
bool CanCrouch() const
{
return morphTics == 0 || mo->PlayerFlags & PPF_CROUCHABLEMORPH;
}
int GetSpawnClass();
};
// Bookkeeping on players - state.
extern player_t players[MAXPLAYERS];
FArchive &operator<< (FArchive &arc, player_t *&p);
void P_CheckPlayerSprite(AActor *mo, int &spritenum, fixed_t &scalex, fixed_t &scaley);
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;
}
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#define CROUCHSPEED (FRACUNIT/12)
bool P_IsPlayerTotallyFrozen(const player_t *player);
#endif // __D_PLAYER_H__