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Player.h
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Player.h
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/*
* Copyright 2011-2017 Arx Libertatis Team (see the AUTHORS file)
*
* This file is part of Arx Libertatis.
*
* Arx Libertatis 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.
*
* Arx Libertatis 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 Arx Libertatis. If not, see <http://www.gnu.org/licenses/>.
*/
/* Based on:
===========================================================================
ARX FATALIS GPL Source Code
Copyright (C) 1999-2010 Arkane Studios SA, a ZeniMax Media company.
This file is part of the Arx Fatalis GPL Source Code ('Arx Fatalis Source Code').
Arx Fatalis 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.
Arx Fatalis 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 Arx Fatalis Source Code. If not, see
<http://www.gnu.org/licenses/>.
In addition, the Arx Fatalis 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 Arx
Fatalis Source Code. If not, please request a copy in writing from Arkane Studios at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing Arkane Studios, c/o
ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
// Code: Cyril Meynier
//
// Copyright (c) 1999-2000 ARKANE Studios SA. All rights reserved
#ifndef ARX_GAME_PLAYER_H
#define ARX_GAME_PLAYER_H
#include <stddef.h>
#include <string>
#include <vector>
#include "game/Entity.h"
#include "game/Spells.h"
#include "game/GameTypes.h"
#include "gui/book/Necklace.h"
#include "math/Types.h"
#include "util/Flags.h"
struct EERIE_3DOBJ;
class TextureContainer;
static const size_t MAX_EQUIPED = 12;
struct ARX_INTERFACE_MEMORIZE_SPELL {
bool bSpell;
ArxInstant lTimeCreation;
Rune iSpellSymbols[6];
ARX_INTERFACE_MEMORIZE_SPELL()
: bSpell(false)
, lTimeCreation(ArxInstant_ZERO)
{
for(size_t i = 0; i < ARRAY_SIZE(iSpellSymbols); i++) {
iSpellSymbols[i] = RUNE_NONE;
}
}
};
enum PlayerInterfaceFlag
{
INTER_MAP = (1<<0),
INTER_INVENTORY = (1<<1),
INTER_INVENTORYALL = (1<<2),
INTER_MINIBOOK = (1<<3),
INTER_MINIBACK = (1<<4),
INTER_LIFE_MANA = (1<<5),
INTER_COMBATMODE = (1<<6),
INTER_NOTE = (1<<7),
INTER_STEAL = (1<<8),
INTER_NO_STRIKE = (1<<9)
};
DECLARE_FLAGS(PlayerInterfaceFlag, PlayerInterfaceFlags)
DECLARE_FLAGS_OPERATORS(PlayerInterfaceFlags)
enum PlayerMovementFlag {
PLAYER_MOVE_WALK_FORWARD = (1<<0),
PLAYER_MOVE_WALK_BACKWARD = (1<<1),
PLAYER_MOVE_STRAFE_LEFT = (1<<2),
PLAYER_MOVE_STRAFE_RIGHT = (1<<3),
PLAYER_MOVE_JUMP = (1<<4),
PLAYER_MOVE_STEALTH = (1<<5),
PLAYER_ROTATE = (1<<6),
PLAYER_CROUCH = (1<<7),
PLAYER_LEAN_LEFT = (1<<8),
PLAYER_LEAN_RIGHT = (1<<9)
};
DECLARE_FLAGS(PlayerMovementFlag, PlayerMovement)
DECLARE_FLAGS_OPERATORS(PlayerMovement)
enum PlayerFlag {
PLAYERFLAGS_NO_MANA_DRAIN = (1<<0),
PLAYERFLAGS_INVULNERABILITY = (1<<1)
};
DECLARE_FLAGS(PlayerFlag, PlayerFlags)
DECLARE_FLAGS_OPERATORS(PlayerFlags)
enum RuneFlag {
FLAG_AAM = (1<<(RUNE_AAM)),
FLAG_CETRIUS = (1<<(RUNE_CETRIUS)),
FLAG_COMUNICATUM = (1<<(RUNE_COMUNICATUM)),
FLAG_COSUM = (1<<(RUNE_COSUM)),
FLAG_FOLGORA = (1<<(RUNE_FOLGORA)),
FLAG_FRIDD = (1<<(RUNE_FRIDD)),
FLAG_KAOM = (1<<(RUNE_KAOM)),
FLAG_MEGA = (1<<(RUNE_MEGA)),
FLAG_MORTE = (1<<(RUNE_MORTE)),
FLAG_MOVIS = (1<<(RUNE_MOVIS)),
FLAG_NHI = (1<<(RUNE_NHI)),
FLAG_RHAA = (1<<(RUNE_RHAA)),
FLAG_SPACIUM = (1<<(RUNE_SPACIUM)),
FLAG_STREGUM = (1<<(RUNE_STREGUM)),
FLAG_TAAR = (1<<(RUNE_TAAR)),
FLAG_TEMPUS = (1<<(RUNE_TEMPUS)),
FLAG_TERA = (1<<(RUNE_TERA)),
FLAG_VISTA = (1<<(RUNE_VISTA)),
FLAG_VITAE = (1<<(RUNE_VITAE)),
FLAG_YOK = (1<<(RUNE_YOK))
};
DECLARE_FLAGS(RuneFlag, RuneFlags)
DECLARE_FLAGS_OPERATORS(RuneFlags)
enum JumpPhase {
NotJumping = 0,
JumpStart = 1,
JumpAscending = 2,
JumpDescending = 4,
JumpEnd = 5
};
struct PlayerAttribute {
float strength;
float dexterity;
float constitution;
float mind;
PlayerAttribute()
: strength(0)
, dexterity(0)
, constitution(0)
, mind(0)
{}
void add(const PlayerAttribute & other) {
strength += other.strength;
dexterity += other.dexterity;
constitution += other.constitution;
mind += other.mind;
}
};
struct PlayerSkill {
float stealth;
float mecanism;
float intuition;
float etheralLink;
float objectKnowledge;
float casting;
float projectile;
float closeCombat;
float defense;
PlayerSkill()
: stealth(0)
, mecanism(0)
, intuition(0)
, etheralLink(0)
, objectKnowledge(0)
, casting(0)
, projectile(0)
, closeCombat(0)
, defense(0)
{}
void add(const PlayerSkill & other) {
stealth += other.stealth;
mecanism += other.mecanism;
intuition += other.intuition;
etheralLink += other.etheralLink;
objectKnowledge += other.objectKnowledge;
casting += other.casting;
projectile += other.projectile;
closeCombat += other.closeCombat;
defense += other.defense;
}
};
struct PlayerMisc {
float armorClass;
float resistMagic;
float resistPoison;
float criticalHit;
float damages;
PlayerMisc()
: armorClass(0)
, resistMagic(0)
, resistPoison(0)
, criticalHit(0)
, damages(0)
{}
void add(const PlayerMisc & other) {
armorClass += other.armorClass;
resistMagic += other.resistMagic;
resistPoison += other.resistPoison;
criticalHit += other.criticalHit;
damages += other.damages;
}
};
struct ARXCHARACTER {
Vec3f pos;
Anglef angle;
IO_PHYSICS physics;
AnimLayer bookAnimation[MAX_ANIM_LAYERS];
long m_strikeDirection;
AnimationDuration m_weaponBlocked;
// Jump Sub-data
ArxInstant jumpstarttime;
float jumplastposition;
JumpPhase jumpphase;
bool climbing;
bool m_paralysed;
// Updated by spells
bool levitate;
bool m_telekinesis;
bool m_improve;
Anglef desiredangle;
Vec3f size;
ARX_PATH * inzone;
bool falling;
short doingmagic;
PlayerInterfaceFlags Interface;
PlayerMovement m_currentMovement;
PlayerMovement m_lastMovement;
bool onfirmground;
Color3f m_torchColor;
Entity * torch;
EntityHandle equiped[MAX_EQUIPED];
// Modifier Values (Items, curses, etc...)
PlayerAttribute m_attributeMod;
PlayerSkill m_skillMod;
PlayerMisc m_miscMod;
// Full Frame values (including items)
PlayerAttribute m_attributeFull;
PlayerSkill m_skillFull;
PlayerMisc m_miscFull;
float m_bowAimRatio;
float m_strikeAimRatio;
PlatformDuration Full_AimTime;
float Full_life;
float Full_maxlife;
float Full_maxmana;
// true (naked) Player Values
PlayerAttribute m_attribute;
PlayerSkill m_skill;
PlayerMisc m_misc;
PlatformDuration AimTime;
PlatformDuration m_aimTime;
ResourcePool lifePool;
ResourcePool manaPool;
// Player Old Values
PlayerSkill m_skillOld;
unsigned char Attribute_Redistribute;
unsigned char Skill_Redistribute;
short level;
long xp;
char skin;
RuneFlags rune_flags;
bool hasRune(Rune rune) {
return (rune_flags & (RuneFlag)(1 << rune)) != 0;
}
TextureContainer * heads[5];
float poison;
float hunger;
PlayerFlags playerflags;
long gold;
short bag;
ARX_INTERFACE_MEMORIZE_SPELL SpellToMemorize;
float TRAP_DETECT;
float TRAP_SECRET;
s8 m_cheatSkinButtonClickCount;
char m_cheatQuickGenButtonClickCount;
long m_cheatPnuxActive;
ARXCHARACTER()
: m_strikeDirection(0)
, m_weaponBlocked(-1)
, jumpstarttime(ArxInstant_ZERO)
, jumplastposition(0.f)
, jumpphase(NotJumping)
, climbing(false)
, m_paralysed(false)
, levitate(false)
, m_telekinesis(false)
, m_improve(false)
, inzone(NULL)
, falling(false)
, doingmagic(0)
, onfirmground(false)
, torch(NULL)
, m_bowAimRatio(0.f)
, m_strikeAimRatio(0.f)
, Full_AimTime(PlatformDuration_ZERO)
, Full_life(0)
, Full_maxlife(0)
, Full_maxmana(0)
, AimTime(PlatformDuration_ZERO)
, m_aimTime(PlatformDuration_ZERO)
, Attribute_Redistribute(0)
, Skill_Redistribute(0)
, level(0)
, xp(0)
, skin(0)
, poison(0)
, hunger(0)
, gold(0)
, bag(0)
, TRAP_DETECT(0)
, TRAP_SECRET(0)
, m_cheatSkinButtonClickCount(0)
, m_cheatQuickGenButtonClickCount(0)
, m_cheatPnuxActive(0)
{
for(size_t i = 0; i < ARRAY_SIZE(heads); i++) {
heads[i] = NULL;
}
}
static float baseRadius() { return 52.f; }
static float baseHeight() { return -170.f; }
static float crouchHeight() { return -120.f; }
static float levitateHeight() { return -220.f; }
static Vec3f baseOffset() { return Vec3f(0.f, baseHeight(), 0.f); }
Vec3f basePosition() {
return Vec3f(pos.x, pos.y - baseHeight(), pos.z);
}
Cylinder baseCylinder() {
return Cylinder(basePosition(), baseRadius(), baseHeight());
}
bool isAiming() { return m_aimTime > PlatformDuration_ZERO; }
};
extern float CURRENT_PLAYER_COLOR;
extern ARXCHARACTER player;
extern EERIE_3DOBJ * hero;
extern ANIM_HANDLE * herowaitbook;
extern ANIM_HANDLE * herowait_2h;
extern std::vector<std::string> g_playerQuestLogEntries;
extern std::vector<std::string> g_playerKeyring;
extern bool BLOCK_PLAYER_CONTROLS;
extern bool USE_PLAYERCOLLISIONS;
extern bool WILLRETURNTOCOMBATMODE;
extern ArxInstant LAST_JUMP_ENDTIME;
void ARX_PLAYER_MakeSpHero();
void ARX_PLAYER_LoadHeroAnimsAndMesh();
void ARX_PLAYER_InitPlayer();
void ARX_PLAYER_BecomesDead();
void ARX_PLAYER_ClickedOnTorch(Entity * io);
void ARX_PLAYER_RectifyPosition();
void ARX_PLAYER_Frame_Update();
void ARX_PLAYER_Manage_Movement();
void ARX_PLAYER_Manage_Death();
void ARX_PLAYER_Quest_Add(const std::string & quest);
void ARX_PLAYER_Quest_Init();
Vec3f ARX_PLAYER_FrontPos();
void ARX_PLAYER_ComputePlayerFullStats();
void ARX_PLAYER_MakeFreshHero();
void ARX_PLAYER_QuickGeneration();
void ARX_PLAYER_MakeAverageHero();
void ARX_PLAYER_Modify_XP(long val);
void ARX_PLAYER_FrameCheck(PlatformDuration delta);
void ARX_PLAYER_Poison(float val);
void ARX_PLAYER_Manage_Visual();
void ARX_PLAYER_Remove_Invisibility();
void ARX_Player_Rune_Add(RuneFlag rune);
void ARX_Player_Rune_Remove(RuneFlag rune);
void ARX_PLAYER_AddGold(long value);
void ARX_PLAYER_AddGold(Entity * gold);
void ARX_PLAYER_AddBag();
bool ARX_PLAYER_CanStealItem(Entity * item);
void ARX_KEYRING_Init();
void ARX_KEYRING_Add(const std::string & key);
void ARX_KEYRING_Combine(Entity * io);
void ARX_PLAYER_Reset_Fall();
void ARX_PLAYER_KillTorch();
void ARX_PLAYER_PutPlayerInNormalStance();
void ARX_PLAYER_Start_New_Quest();
void ARX_PLAYER_Rune_Add_All();
void ARX_PLAYER_Restore_Skin();
float GetPlayerStealth();
void ARX_GAME_Reset(long type = 0);
long GetXPforLevel(short level);
bool ARX_PLAYER_IsInFightMode();
void ARX_PLAYER_Invulnerability(long flag);
void ForcePlayerLookAtIO(Entity * io);
void ARX_SPSound();
#endif // ARX_GAME_PLAYER_H