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DoomRTX/neo/prey/game/Actor.h
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2026-05-05 15:01:01 -07:00

443 lines
15 KiB
C++

// Copyright (C) 2004 Id Software, Inc.
//
#ifndef __GAME_ACTOR_H__
#define __GAME_ACTOR_H__
/*
===============================================================================
idActor
===============================================================================
*/
extern const idEventDef AI_EnableEyeFocus;
extern const idEventDef AI_DisableEyeFocus;
extern const idEventDef EV_Footstep;
extern const idEventDef EV_FootstepLeft;
extern const idEventDef EV_FootstepRight;
extern const idEventDef EV_EnableWalkIK;
extern const idEventDef EV_DisableWalkIK;
extern const idEventDef EV_EnableLegIK;
extern const idEventDef EV_DisableLegIK;
extern const idEventDef AI_SetAnimPrefix;
extern const idEventDef AI_PlayAnim;
extern const idEventDef AI_PlayCycle;
extern const idEventDef AI_AnimDone;
extern const idEventDef AI_SetBlendFrames;
extern const idEventDef AI_GetBlendFrames;
extern const idEventDef EV_FootprintLeft; // HUMANHEAD JRM
extern const idEventDef EV_FootprintRight; // HUMANHEAD JRM
extern const idEventDef AI_DisablePain; // HUMANHEAD JRM
extern const idEventDef AI_EnablePain; // HUMANHEAD JRM
class idDeclParticle;
class hhVehicle; // HUMANHEAD pdm
class hhBindController; // HUMANHEAD pdm
class idAnimState {
public:
bool idleAnim;
idStr state;
int animBlendFrames;
int lastAnimBlendFrames; // allows override anims to blend based on the last transition time
public:
idAnimState();
~idAnimState();
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
void Init( idActor *owner, idAnimator *_animator, int animchannel );
void Shutdown( void );
void SetState( const char *name, int blendFrames );
void StopAnim( int frames );
void PlayAnim( int anim );
void CycleAnim( int anim );
void BecomeIdle( void );
bool UpdateState( void );
bool Disabled( void ) const;
void Enable( int blendFrames );
void Disable( void );
bool AnimDone( int blendFrames ) const;
bool IsIdle( void ) const;
animFlags_t GetAnimFlags( void ) const;
bool InGravityZone(void); // HUMANHEAD mdl: Returns true if the player is inside an hhGravityZoneBase entity
#ifdef HUMANHEAD //jsh
void PlayAnimSkip( int anim, int delay );
#endif
private:
idActor * self;
idAnimator * animator;
idThread * thread;
int channel;
bool disabled;
};
class idAttachInfo {
public:
idEntityPtr<idEntity> ent;
int channel;
};
typedef struct {
jointModTransform_t mod;
jointHandle_t from;
jointHandle_t to;
} copyJoints_t;
class idActor : public idAFEntity_Gibbable {
public:
CLASS_PROTOTYPE( idActor );
int team;
int rank; // monsters don't fight back if the attacker's rank is higher
idMat3 viewAxis; // view axis of the actor
idLinkList<idActor> enemyNode; // node linked into an entity's enemy list for quick lookups of who is attacking him
idLinkList<idActor> enemyList; // list of characters that have targeted the player as their enemy
// HUMANHEAD nla
idScriptBool AI_BOUND; // HUMANHEAD pdm
idScriptBool AI_VEHICLE; // HUMANHEAD pdm
// HUMANHEAD END
public:
idActor( void );
virtual ~idActor( void );
void Spawn( void );
virtual void Restart( void );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
//HUMANHEAD rww - general network handling of all actors
virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
virtual void ClientPredictionThink( void );
virtual void SetSkin( const idDeclSkin *skin );
//HUMANHEAD END
virtual void Hide( void );
virtual void Show( void );
virtual int GetDefaultSurfaceType( void ) const;
virtual void ProjectOverlay( const idVec3 &origin, const idVec3 &dir, float size, const char *material );
virtual bool LoadAF( void );
void SetupBody( void );
void CheckBlink( void );
virtual bool GetPhysicsToVisualTransform( idVec3 &origin, idMat3 &axis );
virtual bool GetPhysicsToSoundTransform( idVec3 &origin, idMat3 &axis );
// script state management
void ShutdownThreads( void );
virtual bool ShouldConstructScriptObjectAtSpawn( void ) const;
virtual idThread * ConstructScriptObject( void );
void UpdateScript( void );
const function_t *GetScriptFunction( const char *funcname );
void SetState( const function_t *newState );
void SetState( const char *statename );
// vision testing
virtual // HUMANHEAD aob: made virtual
void SetEyeHeight( float height );
virtual // HUMANHEAD aob: made virtual and made const
float EyeHeight( void ) const;
virtual // HUMANHEAD aob: made virtual and made const
idVec3 EyeOffset( void ) const;
virtual // HUMANHEAD aob: made virtual
idVec3 GetEyePosition( void ) const;
virtual void GetViewPos( idVec3 &origin, idMat3 &axis ); //HUMANHEAD
void SetFOV( float fov );
virtual // HUMANHEAD jrm - made virtual
bool CheckFOV( const idVec3 &pos ) const;
// HUMANHEAD JRM - made virtual
virtual
#ifdef HUMANHEAD
bool CanSee( idEntity *ent, bool useFOV );
#else
bool CanSee( idEntity *ent, bool useFOV ) const;
#endif
bool PointVisible( const idVec3 &point ) const;
virtual void GetAIAimTargets( const idVec3 &lastSightPos, idVec3 &headPos, idVec3 &chestPos );
// HUMANHEAD
void SetAnimPrefix( const char *prefix );
const char * GetAnimPrefix( void );
idMat3 GetGravViewAxis(void) const; // HUMANHEAD JRM - returns clipmodel axis * viewAxis
virtual float EyeHeightIdeal( void ) const;
virtual bool ShouldRemainAlignedToAxial() const;
virtual bool IsWallWalking() const { return(false); }
virtual bool Give(const char *statname, const char *value);
virtual void Possess( idEntity *possessor ); // HUMANHEAD aob
virtual void Unpossess(); // HUMANHEAD aob
virtual bool CanBePossessed( void ); // HUMANHEAD cjr
virtual void UpdateOrientation( const idAngles& _untransformedViewAngles ) {}
virtual void DetermineOwnerPosition( idVec3 &ownerOrigin, idMat3 &ownerAxis );//aob
virtual idVec3 ApplyLandDeflect( const idVec3& pos, float scale ) { return pos; }
virtual const idMat3& GetAxis( int id = 0 ) const { return viewAxis; }
virtual void PlayFootstepSound();
virtual void PlayFootstepSoundMatter( const trace_t& trace );
virtual void Event_AnimSyncLegs(); // nla
virtual idVec3 GetAimPosition() const;
virtual void EnterVehicle( hhVehicle* vehicle );
virtual void ExitVehicle( hhVehicle* vehicle );
virtual void GetPilotInput( usercmd_t& pilotCmds, idAngles& pilotViewAngles ) {}
virtual void ResetClipModel();
class hhPilotVehicleInterface* GetVehicleInterface();
const hhPilotVehicleInterface* GetVehicleInterface() const;
void SetVehicleInterface( hhPilotVehicleInterface* newVehicleInterface );
bool InVehicle() const;
void DisableIK() { walkIK.DisableAll(); }
void EnableIK() { walkIK.EnableAll(); }
virtual void BecameBound(hhBindController *b) {}
virtual void BecameUnbound(hhBindController *b) {}
bool PlayCrashLandSound( const trace_t& trace, const float volumeScale );
idVec3 DetermineDeltaCollisionVelocity( const idVec3& currentVel, const trace_t& trace );
virtual void PlayPainSound();
idAnimState* GetLegsAnim(void) {return &legsAnim;}
idAnimState* GetTorsoAnim(void) {return &torsoAnim;}
idAnimState* GetHeadAnim(void) {return &headAnim;}
virtual void SetAxis( const idMat3& axis ) { viewAxis = axis; UpdateVisuals(); }
virtual void SetShaderParm( int parmnum, float value );
idEntity * GetHead();
// HUMANHEAD END
// damage
void SetupDamageGroups( void );
virtual void Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location );
int GetDamageForLocation( int damage, int location );
const char * GetDamageGroup( int location );
void ClearPain( void );
virtual bool Pain( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
// model/combat model/ragdoll
void SetCombatModel( void );
idClipModel * GetCombatModel( void ) const;
virtual void LinkCombat( void );
virtual void UnlinkCombat( void );
bool StartRagdoll( void );
void StopRagdoll( void );
virtual bool UpdateAnimationControllers( void );
// delta view angles to allow movers to rotate the view of the actor
const idAngles & GetDeltaViewAngles( void ) const;
void SetDeltaViewAngles( const idAngles &delta );
bool HasEnemies( void ) const;
idActor * ClosestEnemyToPoint( const idVec3 &pos );
idActor * EnemyWithMostHealth();
virtual bool OnLadder( void ) const;
virtual void GetAASLocation( idAAS *aas, idVec3 &pos, int &areaNum ) const;
void Attach( idEntity *ent );
virtual void Teleport( const idVec3 &origin, const idAngles &angles, idEntity *destination );
virtual renderView_t * GetRenderView();
// animation state control
int GetAnim( int channel, const char *name );
void UpdateAnimState( void );
void SetAnimState( int channel, const char *name, int blendFrames );
const char * GetAnimState( int channel ) const;
bool InAnimState( int channel, const char *name ) const;
const char * WaitState( void ) const;
void SetWaitState( const char *_waitstate );
bool AnimDone( int channel, int blendFrames ) const;
virtual void SpawnGibs( const idVec3 &dir, const char *damageDefName );
bool InGravityZone( void ); // HUMANHEAD mdl
virtual void Portalled(idEntity *portal); // HUMANHEAD mdl
protected:
friend class idAnimState;
float fovDot; // cos( fovDegrees )
idVec3 eyeOffset; // offset of eye relative to physics origin
idVec3 modelOffset; // offset of visual model relative to the physics origin
idAngles deltaViewAngles; // delta angles relative to view input angles
int pain_debounce_time; // next time the actor can show pain
int pain_delay; // time between playing pain sound
int pain_threshold; // how much damage monster can take at any one time before playing pain animation
idStrList damageGroups; // body damage groups
idList<float> damageScale; // damage scale per damage gruop
bool use_combat_bbox; // whether to use the bounding box for combat collision
idEntityPtr<idAFAttachment> head;
idList<copyJoints_t> copyJoints; // copied from the body animation to the head model
// state variables
const function_t *state;
const function_t *idealState;
// joint handles
jointHandle_t leftEyeJoint;
jointHandle_t rightEyeJoint;
jointHandle_t soundJoint;
idIK_Walk walkIK;
idStr animPrefix;
idStr painAnim;
// blinking
int blink_anim;
int blink_time;
int blink_min;
int blink_max;
//HUMANHEAD: aob
hhPilotVehicleInterface* vehicleInterface;
//HUMANHEAD END
// script variables
idThread * scriptThread;
idStr waitState;
idAnimState headAnim;
idAnimState torsoAnim;
idAnimState legsAnim;
bool allowPain;
bool allowEyeFocus;
bool finalBoss;
int painTime;
idList<idAttachInfo> attachments;
int solidTest; // HUMANHEAD mdl
//HUMANHEAD bjk
int basePushTime;
idVec3 basePush;
int basePushJoint;
//HUMANHEAD END
virtual void Gib( const idVec3 &dir, const char *damageDefName );
void AddBasePush( const idVec3& dir, int location, const idDict* damageDict ); //HUMANHEAD bjk
void ApplyBasePush(); //HUMANHEAD bjk
// removes attachments with "remove" set for when character dies
void RemoveAttachments( void );
// copies animation from body to head joints
void CopyJointsFromBodyToHead( void );
private:
protected: // nla - Added so we can access.
void SyncAnimChannels( int channel, int syncToChannel, int blendFrames );
void FinishSetup( void );
void SetupHead( void );
void Event_EnableEyeFocus( void );
void Event_DisableEyeFocus( void );
void Event_Footstep( void );
void Event_EnableWalkIK( void );
void Event_DisableWalkIK( void );
void Event_EnableLegIK( int num );
void Event_DisableLegIK( int num );
void Event_SetAnimPrefix( const char *name );
void Event_LookAtEntity( idEntity *ent, float duration );
void Event_PreventPain( float duration );
void Event_DisablePain( void );
void Event_EnablePain( void );
void Event_GetPainAnim( void );
void Event_StopAnim( int channel, int frames );
void Event_PlayAnim( int channel, const char *name );
void Event_PlayCycle( int channel, const char *name );
void Event_IdleAnim( int channel, const char *name );
void Event_SetSyncedAnimWeight( int channel, int anim, float weight );
void Event_OverrideAnim( int channel );
void Event_EnableAnim( int channel, int blendFrames );
void Event_SetBlendFrames( int channel, int blendFrames );
void Event_GetBlendFrames( int channel );
void Event_AnimState( int channel, const char *name, int blendFrames );
void Event_GetAnimState( int channel );
void Event_InAnimState( int channel, const char *name );
void Event_FinishAction( const char *name );
void Event_AnimDone( int channel, int blendFrames );
void Event_HasAnim( int channel, const char *name );
void Event_CheckAnim( int channel, const char *animname );
void Event_ChooseAnim( int channel, const char *animname );
void Event_AnimLength( int channel, const char *animname );
void Event_AnimDistance( int channel, const char *animname );
void Event_HasEnemies( void );
void Event_NextEnemy( idEntity *ent );
void Event_ClosestEnemyToPoint( const idVec3 &pos );
void Event_StopSound( int channel, int netsync );
void Event_SetNextState( const char *name );
void Event_SetState( const char *name );
void Event_GetState( void );
void Event_GetHead( void );
// HUMANHEAD START JRM
virtual void Event_Footprint_Left( void );
virtual void Event_Footprint_Right( void );
#ifdef HUMANHEAD //jsh
virtual void Event_PlayAnimSkip( int channel, const char *name, float skip );
#endif
void Event_AFTestSolid(void); // mdl
// HUMANHEAD END
};
// HUMANHEAD
/*
=====================
idActor::EyeHeightIdeal
=====================
*/
ID_INLINE float idActor::EyeHeightIdeal( void ) const {
return eyeOffset.z;
}
/*
=====================
idActor::ShouldRemainAlignedToAxial
=====================
*/
ID_INLINE bool idActor::ShouldRemainAlignedToAxial() const {
return false;//true;
}
/*
=====================
idActor::Give
HUMANHEAD aob
AOBFIXME: Why is this function inline? Move to cpp file and get rid of inline. --pdm
=====================
*/
#define DETERMINE_AMOUNT_GIVEN( current, delta, max ) ( (((current) + (delta)) > (max)) ? (max) - (current) : (delta) )
ID_INLINE bool idActor::Give( const char *statname, const char *value) {
float deltaAmount = 0.0f;
int localMaxHealth = GetMaxHealth();
int localHealth = GetHealth();
bool processed = false;
float localAmountGiven = 0.0f;
if ( !idStr::Icmp( statname, "health" ) ) {
deltaAmount = atoi( value );
localAmountGiven = DETERMINE_AMOUNT_GIVEN( localHealth, deltaAmount, localMaxHealth );
SetHealth( localHealth + localAmountGiven );
processed = true;
}
return processed;
}
// HUMANHEAD END
#endif /* !__GAME_ACTOR_H__ */