2016-11-30 11:24:50 +00:00
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#pragma once
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#include "a_ammo.h"
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class PClassWeapon;
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class AWeapon;
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class FWeaponSlot
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{
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public:
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FWeaponSlot() { Clear(); }
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FWeaponSlot(const FWeaponSlot &other) { Weapons = other.Weapons; }
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FWeaponSlot &operator= (const FWeaponSlot &other) { Weapons = other.Weapons; return *this; }
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void Clear() { Weapons.Clear(); }
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bool AddWeapon (const char *type);
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bool AddWeapon (PClassWeapon *type);
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void AddWeaponList (const char *list, bool clear);
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AWeapon *PickWeapon (player_t *player, bool checkammo = false);
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int Size () const { return (int)Weapons.Size(); }
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int LocateWeapon (PClassWeapon *type);
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inline PClassWeapon *GetWeapon (int index) const
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{
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if ((unsigned)index < Weapons.Size())
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{
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return Weapons[index].Type;
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}
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else
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{
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return NULL;
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}
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}
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friend struct FWeaponSlots;
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private:
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struct WeaponInfo
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{
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PClassWeapon *Type;
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int Position;
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};
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void SetInitialPositions();
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void Sort();
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TArray<WeaponInfo> Weapons;
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};
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// FWeaponSlots::AddDefaultWeapon return codes
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enum ESlotDef
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{
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SLOTDEF_Exists, // Weapon was already assigned a slot
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SLOTDEF_Added, // Weapon was successfully added
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SLOTDEF_Full // The specifed slot was full
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};
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struct FWeaponSlots
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{
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FWeaponSlots() { Clear(); }
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FWeaponSlots(const FWeaponSlots &other);
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FWeaponSlot Slots[NUM_WEAPON_SLOTS];
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AWeapon *PickNextWeapon (player_t *player);
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AWeapon *PickPrevWeapon (player_t *player);
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void Clear ();
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bool LocateWeapon (PClassWeapon *type, int *const slot, int *const index);
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ESlotDef AddDefaultWeapon (int slot, PClassWeapon *type);
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void AddExtraWeapons();
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void SetFromGameInfo();
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void SetFromPlayer(PClassPlayerPawn *type);
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void StandardSetup(PClassPlayerPawn *type);
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void LocalSetup(PClassActor *type);
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void SendDifferences(int playernum, const FWeaponSlots &other);
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int RestoreSlots (FConfigFile *config, const char *section);
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void PrintSettings();
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void AddSlot(int slot, PClassWeapon *type, bool feedback);
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void AddSlotDefault(int slot, PClassWeapon *type, bool feedback);
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};
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void P_PlaybackKeyConfWeapons(FWeaponSlots *slots);
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void Net_WriteWeapon(PClassWeapon *type);
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PClassWeapon *Net_ReadWeapon(BYTE **stream);
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void P_SetupWeapons_ntohton();
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void P_WriteDemoWeaponsChunk(BYTE **demo);
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void P_ReadDemoWeaponsChunk(BYTE **demo);
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// A weapon is just that.
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class PClassWeapon : public PClassInventory
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{
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DECLARE_CLASS(PClassWeapon, PClassInventory);
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protected:
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virtual void DeriveData(PClass *newclass);
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public:
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PClassWeapon();
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void Finalize(FStateDefinitions &statedef);
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int SlotNumber;
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int SlotPriority;
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};
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class AWeapon : public AStateProvider
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{
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DECLARE_CLASS_WITH_META(AWeapon, AStateProvider, PClassWeapon)
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HAS_OBJECT_POINTERS
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public:
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DWORD WeaponFlags;
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2017-01-12 10:44:33 +00:00
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PClassInventory *AmmoType1, *AmmoType2; // Types of ammo used by this weapon
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2016-11-30 11:24:50 +00:00
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int AmmoGive1, AmmoGive2; // Amount of each ammo to get when picking up weapon
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int MinAmmo1, MinAmmo2; // Minimum ammo needed to switch to this weapon
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int AmmoUse1, AmmoUse2; // How much ammo to use with each shot
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int Kickback;
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float YAdjust; // For viewing the weapon fullscreen (visual only so no need to be a double)
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FSoundIDNoInit UpSound, ReadySound; // Sounds when coming up and idle
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PClassWeapon *SisterWeaponType; // Another weapon to pick up with this one
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PClassActor *ProjectileType; // Projectile used by primary attack
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PClassActor *AltProjectileType; // Projectile used by alternate attack
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int SelectionOrder; // Lower-numbered weapons get picked first
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int MinSelAmmo1, MinSelAmmo2; // Ignore in BestWeapon() if inadequate ammo
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double MoveCombatDist; // Used by bots, but do they *really* need it?
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int ReloadCounter; // For A_CheckForReload
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int BobStyle; // [XA] Bobbing style. Defines type of bobbing (e.g. Normal, Alpha) (visual only so no need to be a double)
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float BobSpeed; // [XA] Bobbing speed. Defines how quickly a weapon bobs.
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float BobRangeX, BobRangeY; // [XA] Bobbing range. Defines how far a weapon bobs in either direction.
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// In-inventory instance variables
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TObjPtr<AAmmo> Ammo1, Ammo2;
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TObjPtr<AWeapon> SisterWeapon;
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float FOVScale;
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int Crosshair; // 0 to use player's crosshair
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bool GivenAsMorphWeapon;
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bool bAltFire; // Set when this weapon's alternate fire is used.
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virtual void MarkPrecacheSounds() const;
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2016-11-30 14:54:01 +00:00
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virtual void Serialize(FSerializer &arc) override;
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virtual bool ShouldStay () override;
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virtual void AttachToOwner (AActor *other) override;
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virtual bool HandlePickup (AInventory *item) override;
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virtual AInventory *CreateCopy (AActor *other) override;
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virtual AInventory *CreateTossable () override;
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virtual bool TryPickup (AActor *&toucher) override;
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virtual bool TryPickupRestricted (AActor *&toucher) override;
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virtual bool Use (bool pickup) override;
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2016-11-30 11:24:50 +00:00
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virtual void Destroy() override;
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2016-11-30 14:54:01 +00:00
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bool PickupForAmmo(AWeapon *ownedWeapon);
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void PostMorphWeapon();
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// scripted virtuals.
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2016-11-30 11:24:50 +00:00
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FState *GetUpState ();
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FState *GetDownState ();
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FState *GetReadyState ();
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FState *GetAtkState (bool hold);
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FState *GetAltAtkState (bool hold);
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2016-11-30 14:54:01 +00:00
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2016-11-30 11:24:50 +00:00
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FState *GetStateForButtonName (FName button);
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2016-11-30 14:54:01 +00:00
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2016-11-30 11:24:50 +00:00
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virtual void EndPowerup ();
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void CallEndPowerup();
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enum
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{
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PrimaryFire,
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AltFire,
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EitherFire
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};
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bool CheckAmmo (int fireMode, bool autoSwitch, bool requireAmmo=false, int ammocount = -1);
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bool DepleteAmmo (bool altFire, bool checkEnough=true, int ammouse = -1);
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enum
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{
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BobNormal,
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BobInverse,
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BobAlpha,
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BobInverseAlpha,
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BobSmooth,
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BobInverseSmooth
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};
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protected:
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AAmmo *AddAmmo (AActor *other, PClassActor *ammotype, int amount);
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bool AddExistingAmmo (AAmmo *ammo, int amount);
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AWeapon *AddWeapon (PClassWeapon *weapon);
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};
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enum
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{
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WIF_NOAUTOFIRE = 0x00000001, // weapon does not autofire
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WIF_READYSNDHALF = 0x00000002, // ready sound is played ~1/2 the time
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WIF_DONTBOB = 0x00000004, // don't bob the weapon
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WIF_AXEBLOOD = 0x00000008, // weapon makes axe blood on impact (Hexen only)
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WIF_NOALERT = 0x00000010, // weapon does not alert monsters
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WIF_AMMO_OPTIONAL = 0x00000020, // weapon can use ammo but does not require it
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WIF_ALT_AMMO_OPTIONAL = 0x00000040, // alternate fire can use ammo but does not require it
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WIF_PRIMARY_USES_BOTH = 0x00000080, // primary fire uses both ammo
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WIF_ALT_USES_BOTH = 0x00000100, // alternate fire uses both ammo
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WIF_WIMPY_WEAPON = 0x00000200, // change away when ammo for another weapon is replenished
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WIF_POWERED_UP = 0x00000400, // this is a tome-of-power'ed version of its sister
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WIF_AMMO_CHECKBOTH = 0x00000800, // check for both primary and secondary fire before switching it off
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WIF_NO_AUTO_SWITCH = 0x00001000, // never switch to this weapon when it's picked up
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WIF_STAFF2_KICKBACK = 0x00002000, // the powered-up Heretic staff has special kickback
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WIF_NOAUTOAIM = 0x00004000, // this weapon never uses autoaim (useful for ballistic projectiles)
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WIF_MELEEWEAPON = 0x00008000, // melee weapon. Used by bots and monster AI.
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WIF_DEHAMMO = 0x00010000, // Uses Doom's original amount of ammo for the respective attack functions so that old DEHACKED patches work as intended.
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// AmmoUse1 will be set to the first attack's ammo use so that checking for empty weapons still works
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WIF_NODEATHDESELECT = 0x00020000, // Don't jump to the Deselect state when the player dies
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WIF_NODEATHINPUT = 0x00040000, // The weapon cannot be fired/reloaded/whatever when the player is dead
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WIF_CHEATNOTWEAPON = 0x08000000, // Give cheat considers this not a weapon (used by Sigil)
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// Flags used only by bot AI:
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WIF_BOT_REACTION_SKILL_THING = 1<<31, // I don't understand this
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WIF_BOT_EXPLOSIVE = 1<<30, // weapon fires an explosive
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WIF_BOT_BFG = 1<<28, // this is a BFG
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};
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class AWeaponGiver : public AWeapon
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{
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DECLARE_CLASS(AWeaponGiver, AWeapon)
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public:
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2016-11-30 14:54:01 +00:00
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virtual bool TryPickup(AActor *&toucher) override;
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virtual void Serialize(FSerializer &arc) override;
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2016-11-30 11:24:50 +00:00
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double DropAmmoFactor;
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};
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