mirror of
https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-16 16:20:42 +02:00
443 lines
15 KiB
C++
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__ */
|