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- /*
- ===========================================================================
- Doom 3 GPL Source Code
- Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
- Doom 3 Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #ifndef __GAME_PLAYERVIEW_H__
- #define __GAME_PLAYERVIEW_H__
- /*
- ===============================================================================
- Player view.
- ===============================================================================
- */
- // screenBlob_t are for the on-screen damage claw marks, etc
- typedef struct {
- const idMaterial * material;
- float x, y, w, h;
- float s1, t1, s2, t2;
- int finishTime;
- int startFadeTime;
- float driftAmount;
- } screenBlob_t;
- #define MAX_SCREEN_BLOBS 8
- class idPlayerView {
- public:
- idPlayerView();
- void Save( idSaveGame *savefile ) const;
- void Restore( idRestoreGame *savefile );
- void SetPlayerEntity( class idPlayer *playerEnt );
- void ClearEffects( void );
- void DamageImpulse( idVec3 localKickDir, const idDict *damageDef );
- void WeaponFireFeedback( const idDict *weaponDef );
- idAngles AngleOffset( void ) const; // returns the current kick angle
- idMat3 ShakeAxis( void ) const; // returns the current shake angle
- void CalculateShake( void );
- // this may involve rendering to a texture and displaying
- // that with a warp model or in double vision mode
- void RenderPlayerView( idUserInterface *hud );
- void Fade( idVec4 color, int time );
- void Flash( idVec4 color, int time );
- void AddBloodSpray( float duration );
- // temp for view testing
- void EnableBFGVision( bool b ) { bfgVision = b; };
- private:
- void SingleView( idUserInterface *hud, const renderView_t *view );
- void DoubleVision( idUserInterface *hud, const renderView_t *view, int offset );
- void BerserkVision( idUserInterface *hud, const renderView_t *view );
- void InfluenceVision( idUserInterface *hud, const renderView_t *view );
- void ScreenFade();
- screenBlob_t * GetScreenBlob();
- screenBlob_t screenBlobs[MAX_SCREEN_BLOBS];
- int dvFinishTime; // double vision will be stopped at this time
- const idMaterial * dvMaterial; // material to take the double vision screen shot
- int kickFinishTime; // view kick will be stopped at this time
- idAngles kickAngles;
- bool bfgVision; //
- const idMaterial * tunnelMaterial; // health tunnel vision
- const idMaterial * armorMaterial; // armor damage view effect
- const idMaterial * berserkMaterial; // berserk effect
- const idMaterial * irGogglesMaterial; // ir effect
- const idMaterial * bloodSprayMaterial; // blood spray
- const idMaterial * bfgMaterial; // when targeted with BFG
- const idMaterial * lagoMaterial; // lagometer drawing
- float lastDamageTime; // accentuate the tunnel effect for a while
- idVec4 fadeColor; // fade color
- idVec4 fadeToColor; // color to fade to
- idVec4 fadeFromColor; // color to fade from
- float fadeRate; // fade rate
- int fadeTime; // fade time
- idAngles shakeAng; // from the sound sources
- idPlayer * player;
- renderView_t view;
- };
- #endif /* !__GAME_PLAYERVIEW_H__ */
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