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792cad89b3
Conflicts: src/g_hexen/a_clericstaff.cpp src/g_hexen/a_hexenspecialdecs.cpp src/p_acs.cpp src/p_enemy.cpp src/p_interaction.cpp src/thingdef/thingdef_codeptr.cpp src/thingdef/thingdef_expression.cpp (Scripting branch update part 4)
552 lines
16 KiB
C++
552 lines
16 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source 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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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// DESCRIPTION:
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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_ticcmd.h"
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#include "doomstat.h"
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#include "a_artifacts.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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BYTE RangeStart, RangeEnd; // colors to remap
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BYTE 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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BYTE FirstColor, LastColor; // Describes the range of colors to use for the translation
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BYTE 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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BYTE NumExtraRanges;
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ExtraRange Extra[6];
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};
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typedef TMap<int, FPlayerColorSet> FPlayerColorSetMap;
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typedef TMap<FName, PalEntry> PainFlashList;
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class PClassPlayerPawn : public PClassActor
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{
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DECLARE_CLASS(PClassPlayerPawn, PClassActor);
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protected:
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virtual void Derive(PClass *newclass);
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public:
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PClassPlayerPawn();
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void EnumColorSets(TArray<int> *out);
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FPlayerColorSet *GetColorSet(int setnum) { return ColorSets.CheckKey(setnum); }
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void SetPainFlash(FName type, PalEntry color);
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bool GetPainFlash(FName type, PalEntry *color) const;
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FString DisplayName; // Display name (used in menus, etc.)
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FString SoundClass; // Sound class
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FString Face; // Doom status bar face (when used)
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FString Portrait;
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FString Slot[10];
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FName InvulMode;
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FName HealingRadiusType;
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fixed_t HexenArmor[5];
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BYTE ColorRangeStart; // Skin color range
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BYTE ColorRangeEnd;
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FPlayerColorSetMap ColorSets;
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PainFlashList PainFlashes;
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};
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FString GetPrintableDisplayName(PClassPlayerPawn *cls);
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class APlayerPawn : public AActor
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{
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DECLARE_CLASS_WITH_META(APlayerPawn, AActor, PClassPlayerPawn)
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HAS_OBJECT_POINTERS
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public:
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virtual void Serialize (FArchive &arc);
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virtual void PostBeginPlay();
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virtual void Tick();
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virtual void AddInventory (AInventory *item);
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virtual void RemoveInventory (AInventory *item);
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virtual bool UseInventory (AInventory *item);
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virtual void MarkPrecacheSounds () const;
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virtual void PlayIdle ();
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virtual void PlayRunning ();
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virtual void ThrowPoisonBag ();
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virtual void TweakSpeeds (int &forwardmove, int &sidemove);
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virtual void MorphPlayerThink ();
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virtual void ActivateMorphWeapon ();
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AWeapon *PickNewWeapon (PClassAmmo *ammotype);
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AWeapon *BestWeapon (PClassAmmo *ammotype);
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void CheckWeaponSwitch(PClassAmmo *ammotype);
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virtual void GiveDeathmatchInventory ();
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virtual void FilterCoopRespawnInventory (APlayerPawn *oldplayer);
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void SetupWeaponSlots ();
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void GiveDefaultInventory ();
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void PlayAttacking ();
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void PlayAttacking2 ();
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const char *GetSoundClass () const;
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enum EInvulState
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{
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INVUL_Start,
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INVUL_Active,
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INVUL_Stop,
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INVUL_GetAlpha
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};
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void BeginPlay ();
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void Die (AActor *source, AActor *inflictor, int dmgflags);
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int crouchsprite;
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int MaxHealth;
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int MugShotMaxHealth;
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int RunHealth;
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int PlayerFlags;
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TObjPtr<AInventory> InvFirst; // first inventory item displayed on inventory bar
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TObjPtr<AInventory> InvSel; // selected inventory item
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// [GRB] Player class properties
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fixed_t JumpZ;
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fixed_t GruntSpeed;
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fixed_t FallingScreamMinSpeed, FallingScreamMaxSpeed;
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fixed_t ViewHeight;
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fixed_t ForwardMove1, ForwardMove2;
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fixed_t SideMove1, SideMove2;
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FTextureID ScoreIcon;
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int SpawnMask;
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FNameNoInit MorphWeapon;
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fixed_t AttackZOffset; // attack height, relative to player center
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fixed_t UseRange; // [NS] Distance at which player can +use
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fixed_t AirCapacity; // Multiplier for air supply underwater.
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PClassActor *FlechetteType;
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// [CW] Fades for when you are being damaged.
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PalEntry DamageFade;
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bool UpdateWaterLevel (fixed_t oldz, bool splash);
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bool ResetAirSupply (bool playgasp = true);
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int GetMaxHealth() const;
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};
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class APlayerChunk : public APlayerPawn
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{
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DECLARE_CLASS (APlayerChunk, APlayerPawn)
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};
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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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PPF_CANSUPERMORPH = 2, // Being remorphed into this class can give you a Tome of Power
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PPF_CROUCHABLEMORPH = 4, // This morphed player can crouch
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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_DRAIN = 1 << 16, // Player owns a drain powerup
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CF_HIGHJUMP = 1 << 18, // more Skulltag flags. Implementation not guaranteed though. ;)
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CF_REFLECTION = 1 << 19,
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CF_PROSPERITY = 1 << 20,
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CF_DOUBLEFIRINGSPEED= 1 << 21, // Player owns a double firing speed artifact
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CF_EXTREMELYDEAD = 1 << 22, // [RH] Reliably let the status bar know about extreme deaths.
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CF_INFINITEAMMO = 1 << 23, // Player owns an infinite ammo artifact
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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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};
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#define WPIECE1 1
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#define WPIECE2 2
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#define WPIECE3 4
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#define WP_NOCHANGE ((AWeapon*)~0)
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#define MAXPLAYERNAME 15
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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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PClassPlayerPawn *Type;
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DWORD 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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enum
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{
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GENDER_MALE,
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GENDER_FEMALE,
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GENDER_NEUTER
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};
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struct userinfo_t : TMap<FName,FBaseCVar *>
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{
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~userinfo_t();
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int 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 ANGLE_1*35;
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}
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else
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{
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return xs_RoundToInt(fabs(aim * ANGLE_1));
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}
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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 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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fixed_t GetMoveBob() const
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{
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return FLOAT2FIXED(*static_cast<FFloatCVar *>(*CheckKey(NAME_MoveBob)));
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}
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fixed_t GetStillBob() const
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{
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return FLOAT2FIXED(*static_cast<FFloatCVar *>(*CheckKey(NAME_StillBob)));
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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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PClassPlayerPawn *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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return *static_cast<FIntCVar *>(*CheckKey(NAME_Gender));
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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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int PlayerClassNumChanged(int classnum);
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uint32 ColorChanged(const char *colorname);
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uint32 ColorChanged(uint32 colorval);
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int ColorSetChanged(int setnum);
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};
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void ReadUserInfo(FArchive &arc, userinfo_t &info, FString &skin);
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void WriteUserInfo(FArchive &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();
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player_t &operator= (const player_t &p);
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void Serialize (FArchive &arc);
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size_t FixPointers (const DObject *obj, DObject *replacement);
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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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APlayerPawn *mo;
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BYTE playerstate;
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ticcmd_t cmd;
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usercmd_t original_cmd;
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DWORD original_oldbuttons;
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userinfo_t userinfo; // [RH] who is this?
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PClassPlayerPawn *cls; // class of associated PlayerPawn
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float DesiredFOV; // desired field of vision
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float FOV; // current field of vision
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fixed_t viewz; // focal origin above r.z
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fixed_t viewheight; // base height above floor for viewz
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fixed_t deltaviewheight; // squat speed.
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fixed_t bob; // 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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fixed_t velx, vely; // killough 10/98
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bool centering;
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BYTE turnticks;
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bool attackdown;
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bool usedown;
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DWORD oldbuttons;
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int health; // only used between levels, mo->health
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// is used during levels
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int inventorytics;
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BYTE CurrentPlayerClass; // class # for this player instance
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int frags[MAXPLAYERS]; // kills of other players
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int fragcount; // [RH] Cumulative frags for this player
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int lastkilltime; // [RH] For multikills
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BYTE multicount;
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BYTE spreecount; // [RH] Keep track of killing sprees
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BYTE WeaponState;
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AWeapon *ReadyWeapon;
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AWeapon *PendingWeapon; // WP_NOCHANGE if not changing
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int cheats; // bit flags
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int timefreezer; // Player has an active time freezer
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short refire; // refired shots are less accurate
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short inconsistant;
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bool waiting;
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int killcount, itemcount, secretcount; // for intermission
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int damagecount, bonuscount;// for screen flashing
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int hazardcount; // for delayed Strife damage
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int poisoncount; // screen flash for poison damage
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FName poisontype; // type of poison damage to apply
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FName poisonpaintype; // type of Pain state to enter for poison damage
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TObjPtr<AActor> poisoner; // NULL for non-player actors
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TObjPtr<AActor> attacker; // who did damage (NULL for floors)
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int extralight; // so gun flashes light up areas
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short fixedcolormap; // can be set to REDCOLORMAP, etc.
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short fixedlightlevel;
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pspdef_t psprites[NUMPSPRITES]; // view sprites (gun, etc)
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int morphTics; // player is a chicken/pig if > 0
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PClassPlayerPawn *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
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PClassActor *MorphExitFlash; // flash to apply when demorphing (cache of value given to P_MorphPlayer)
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TObjPtr<AWeapon> PremorphWeapon; // ready weapon before morphing
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int chickenPeck; // chicken peck countdown
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int jumpTics; // delay the next jump for a moment
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bool onground; // Identifies if this player is on the ground or other object
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int respawn_time; // [RH] delay respawning until this tic
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TObjPtr<AActor> camera; // [RH] Whose eyes this player sees through
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int air_finished; // [RH] Time when you start drowning
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FName LastDamageType; // [RH] For damage-specific pain and death sounds
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TObjPtr<AActor> MUSINFOactor; // For MUSINFO purposes
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SBYTE MUSINFOtics;
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bool settings_controller; // Player can control game settings.
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SBYTE crouching;
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SBYTE crouchdir;
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//Added by MC:
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TObjPtr<DBot> Bot;
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float BlendR; // [RH] Final blending values
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float BlendG;
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float BlendB;
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float BlendA;
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FString LogText; // [RH] Log for Strife
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int MinPitch; // Viewpitch limits (negative is up, positive is down)
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int MaxPitch;
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fixed_t crouchfactor;
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fixed_t crouchoffset;
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fixed_t crouchviewdelta;
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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, ConversationPC;
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angle_t ConversationNPCAngle;
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bool ConversationFaceTalker;
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fixed_t GetDeltaViewHeight() const
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{
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return (mo->ViewHeight + crouchviewdelta - viewheight) >> 3;
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}
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void Uncrouch()
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{
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crouchfactor = FRACUNIT;
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crouchoffset = 0;
|
|
crouchdir = 0;
|
|
crouching = 0;
|
|
crouchviewdelta = 0;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
#define CROUCHSPEED (FRACUNIT/12)
|
|
|
|
bool P_IsPlayerTotallyFrozen(const player_t *player);
|
|
|
|
#endif // __D_PLAYER_H__
|