mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-08 05:51:26 +00:00
cc2b0b0dcf
changing game code. - made SpawningMapThing an argument of AActor::StaticSpawn instead of a global variable. - added a stub to the DECORATE parser for defining dynamic lights directly in DECORATE. This is needed so that ZDoom remains compatible with any DECORATE which uses this GZDoom feature in the future. SVN r1935 (trunk)
440 lines
12 KiB
C++
440 lines
12 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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enum
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{
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APMETA_BASE = 0x95000,
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APMETA_DisplayName, // display name (used in menus etc.)
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APMETA_SoundClass, // sound class
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APMETA_Face, // doom status bar face (when used)
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APMETA_ColorRange, // skin color range
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APMETA_InvulMode,
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APMETA_HealingRadius,
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APMETA_Hexenarmor0,
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APMETA_Hexenarmor1,
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APMETA_Hexenarmor2,
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APMETA_Hexenarmor3,
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APMETA_Hexenarmor4,
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APMETA_Slot0,
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APMETA_Slot1,
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APMETA_Slot2,
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APMETA_Slot3,
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APMETA_Slot4,
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APMETA_Slot5,
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APMETA_Slot6,
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APMETA_Slot7,
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APMETA_Slot8,
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APMETA_Slot9,
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};
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class player_t;
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class APlayerPawn : public AActor
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{
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DECLARE_CLASS (APlayerPawn, AActor)
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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 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 (const PClass *ammotype);
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AWeapon *BestWeapon (const PClass *ammotype);
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void CheckWeaponSwitch(const PClass *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 ();
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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);
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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 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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// [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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};
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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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} 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_WEAPONREADY = 1 << 14, // [RH] Weapon is in the ready state and can fire its primary attack
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CF_TIMEFREEZE = 1 << 15, // Player has an active time freezer
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CF_DRAIN = 1 << 16, // Player owns a drain powerup
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CF_REGENERATION = 1 << 17, // Player owns a regeneration artifact
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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_WEAPONBOBBING = 1 << 24, // [HW] Bob weapon while the player is moving
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CF_WEAPONREADYALT = 1 << 25, // Weapon can fire its secondary attack
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CF_WEAPONSWITCHOK = 1 << 26, // It is okay to switch away from this weapon
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CF_BUDDHA = 1 << 27, // [SP] Buddha mode - take damage, but don't die
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} cheat_t;
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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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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
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{
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char netname[MAXPLAYERNAME+1];
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BYTE team;
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int aimdist;
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int color;
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int skin;
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int gender;
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bool neverswitch;
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fixed_t MoveBob, StillBob;
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int PlayerClass;
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int GetAimDist() const { return (dmflags2 & DF2_NOAUTOAIM)? 0 : aimdist; }
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};
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FArchive &operator<< (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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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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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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const PClass *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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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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bool backpack;
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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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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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short refire; // refired shots are less accurate
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short inconsistant;
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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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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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BYTE 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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const PClass *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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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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WORD accuracy, stamina; // [RH] Strife stats
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FName LastDamageType; // [RH] For damage-specific pain and death sounds
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//Added by MC:
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angle_t savedyaw;
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int savedpitch;
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angle_t angle; // The wanted angle that the bot try to get every tic.
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// (used to get a smoth view movement)
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TObjPtr<AActor> dest; // Move Destination.
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TObjPtr<AActor> prev; // Previous move destination.
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TObjPtr<AActor> enemy; // The dead meat.
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TObjPtr<AActor> missile; // A threathing missile that got to be avoided.
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TObjPtr<AActor> mate; // Friend (used for grouping in templay or coop.
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TObjPtr<AActor> last_mate; // If bots mate dissapeared (not if died) that mate is
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// pointed to by this. Allows bot to roam to it if
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// necessary.
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bool settings_controller; // Player can control game settings.
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//Skills
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struct botskill_t skill;
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//Tickers
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int t_active; // Open door, lower lift stuff, door must open and
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// lift must go down before bot does anything
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// radical like try a stuckmove
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int t_respawn;
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int t_strafe;
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int t_react;
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int t_fight;
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int t_roam;
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int t_rocket;
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//Misc booleans
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bool isbot;
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bool first_shot; // Used for reaction skill.
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bool sleft; // If false, strafe is right.
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bool allround;
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fixed_t oldx;
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fixed_t oldy;
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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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SBYTE crouching;
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SBYTE crouchdir;
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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;
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crouchdir = 0;
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crouching = 0;
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crouchviewdelta = 0;
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}
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int GetSpawnClass();
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};
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// Bookkeeping on players - state.
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extern player_t players[MAXPLAYERS];
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inline FArchive &operator<< (FArchive &arc, player_t *&p)
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{
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return arc.SerializePointer (players, (BYTE **)&p, sizeof(*players));
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}
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void P_CheckPlayerSprites();
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#define CROUCHSPEED (FRACUNIT/12)
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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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const PClass *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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#endif // __D_PLAYER_H__
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