qzdoom/src/d_player.h
Randy Heit 285be8db92 Fixed: wi_noautostartmap was not sync safe
- Make wi_noautostartmap a userinfo cvar. This allows it to be
  communicated across the network and saved in demos. If any player has it
  set, then the intermission screen will not automatically advance to the
  next level.
2013-09-18 20:45:39 -05:00

562 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"
enum
{
APMETA_BASE = 0x95000,
APMETA_DisplayName, // display name (used in menus etc.)
APMETA_SoundClass, // sound class
APMETA_Face, // doom status bar face (when used)
APMETA_ColorRange, // skin color range
APMETA_InvulMode,
APMETA_HealingRadius,
APMETA_Portrait,
APMETA_Hexenarmor0,
APMETA_Hexenarmor1,
APMETA_Hexenarmor2,
APMETA_Hexenarmor3,
APMETA_Hexenarmor4,
APMETA_Slot0,
APMETA_Slot1,
APMETA_Slot2,
APMETA_Slot3,
APMETA_Slot4,
APMETA_Slot5,
APMETA_Slot6,
APMETA_Slot7,
APMETA_Slot8,
APMETA_Slot9,
};
FPlayerColorSet *P_GetPlayerColorSet(FName classname, int setnum);
void P_EnumPlayerColorSets(FName classname, TArray<int> *out);
const char *GetPrintableDisplayName(const PClass *cls);
class player_t;
class APlayerPawn : public AActor
{
DECLARE_CLASS (APlayerPawn, AActor)
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 (int &forwardmove, int &sidemove);
virtual void MorphPlayerThink ();
virtual void ActivateMorphWeapon ();
AWeapon *PickNewWeapon (const PClass *ammotype);
AWeapon *BestWeapon (const PClass *ammotype);
void CheckWeaponSwitch(const PClass *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
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;
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.
const PClass *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)
#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);
const PClass *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();
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));
}
const PClass *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 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);
};
FArchive &operator<< (FArchive &arc, userinfo_t &info);
//
// Extended player object info: player_t
//
class player_t
{
public:
player_t();
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?
const PClass *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
const PClass *MorphedPlayerClass; // [MH] (for SBARINFO) class # for this player instance when morphed
int MorphStyle; // which effects to apply for this player instance when morphed
const PClass *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;
FString LogText; // [RH] Log for Strife
int MinPitch; // Viewpitch limits (negative is up, positive is down)
int MaxPitch;
SBYTE crouching;
SBYTE crouchdir;
fixed_t crouchfactor;
fixed_t crouchoffset;
fixed_t crouchviewdelta;
FWeaponSlots weapons;
// [CW] I moved these here for multiplayer conversation support.
TObjPtr<AActor> ConversationNPC, ConversationPC;
angle_t ConversationNPCAngle;
bool ConversationFaceTalker;
fixed_t GetDeltaViewHeight() const
{
return (mo->ViewHeight + crouchviewdelta - viewheight) >> 3;
}
void Uncrouch()
{
crouchfactor = FRACUNIT;
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__