gzdoom-gles/src/g_shared/a_pickups.h

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#ifndef __A_PICKUPS_H__
#define __A_PICKUPS_H__
#include "actor.h"
#include "info.h"
#include "s_sound.h"
#define NUM_WEAPON_SLOTS 10
class player_t;
class FConfigFile;
class AWeapon;
class PClassWeapon;
class PClassPlayerPawn;
struct visstyle_t;
class FWeaponSlot
{
public:
FWeaponSlot() { Clear(); }
FWeaponSlot(const FWeaponSlot &other) { Weapons = other.Weapons; }
FWeaponSlot &operator= (const FWeaponSlot &other) { Weapons = other.Weapons; return *this; }
void Clear() { Weapons.Clear(); }
bool AddWeapon (const char *type);
bool AddWeapon (PClassWeapon *type);
void AddWeaponList (const char *list, bool clear);
AWeapon *PickWeapon (player_t *player, bool checkammo = false);
int Size () const { return (int)Weapons.Size(); }
int LocateWeapon (PClassWeapon *type);
inline PClassWeapon *GetWeapon (int index) const
{
if ((unsigned)index < Weapons.Size())
{
return Weapons[index].Type;
}
else
{
return NULL;
}
}
friend struct FWeaponSlots;
private:
struct WeaponInfo
{
PClassWeapon *Type;
fixed_t Position;
};
void SetInitialPositions();
void Sort();
TArray<WeaponInfo> Weapons;
};
// FWeaponSlots::AddDefaultWeapon return codes
enum ESlotDef
{
SLOTDEF_Exists, // Weapon was already assigned a slot
SLOTDEF_Added, // Weapon was successfully added
SLOTDEF_Full // The specifed slot was full
};
struct FWeaponSlots
{
FWeaponSlots() { Clear(); }
FWeaponSlots(const FWeaponSlots &other);
FWeaponSlot Slots[NUM_WEAPON_SLOTS];
AWeapon *PickNextWeapon (player_t *player);
AWeapon *PickPrevWeapon (player_t *player);
void Clear ();
bool LocateWeapon (PClassWeapon *type, int *const slot, int *const index);
ESlotDef AddDefaultWeapon (int slot, PClassWeapon *type);
void AddExtraWeapons();
void SetFromGameInfo();
void SetFromPlayer(PClassPlayerPawn *type);
void StandardSetup(PClassPlayerPawn *type);
void LocalSetup(PClassActor *type);
void SendDifferences(int playernum, const FWeaponSlots &other);
int RestoreSlots (FConfigFile *config, const char *section);
void PrintSettings();
void AddSlot(int slot, PClassWeapon *type, bool feedback);
void AddSlotDefault(int slot, PClassWeapon *type, bool feedback);
};
void P_PlaybackKeyConfWeapons(FWeaponSlots *slots);
void Net_WriteWeapon(PClassWeapon *type);
PClassWeapon *Net_ReadWeapon(BYTE **stream);
void P_SetupWeapons_ntohton();
void P_WriteDemoWeaponsChunk(BYTE **demo);
void P_ReadDemoWeaponsChunk(BYTE **demo);
/************************************************************************/
/* Class definitions */
/************************************************************************/
// A pickup is anything the player can pickup (i.e. weapons, ammo, powerups, etc)
enum
{
IF_ACTIVATABLE = 1<<0, // can be activated
IF_ACTIVATED = 1<<1, // is currently activated
IF_PICKUPGOOD = 1<<2, // HandlePickup wants normal pickup FX to happen
IF_QUIET = 1<<3, // Don't give feedback when picking up
IF_AUTOACTIVATE = 1<<4, // Automatically activate item on pickup
IF_UNDROPPABLE = 1<<5, // Item cannot be removed unless done explicitly with RemoveInventory
IF_INVBAR = 1<<6, // Item appears in the inventory bar
IF_HUBPOWER = 1<<7, // Powerup is kept when moving in a hub
IF_UNTOSSABLE = 1<<8, // The player cannot manually drop the item
IF_ADDITIVETIME = 1<<9, // when picked up while another item is active, time is added instead of replaced.
IF_ALWAYSPICKUP = 1<<10, // For IF_AUTOACTIVATE, MaxAmount=0 items: Always "pick up", even if it doesn't do anything
IF_FANCYPICKUPSOUND = 1<<11, // Play pickup sound in "surround" mode
IF_BIGPOWERUP = 1<<12, // Affected by RESPAWN_SUPER dmflag
IF_KEEPDEPLETED = 1<<13, // Items with this flag are retained even when they run out.
IF_IGNORESKILL = 1<<14, // Ignores any skill related multiplicators when giving this item.
IF_CREATECOPYMOVED = 1<<15, // CreateCopy changed the owner (copy's Owner field holds new owner).
IF_INITEFFECTFAILED = 1<<16, // CreateCopy tried to activate a powerup and activation failed (can happen with PowerMorph)
IF_NOATTENPICKUPSOUND = 1<<17, // Play pickup sound with ATTN_NONE
IF_PERSISTENTPOWER = 1<<18, // Powerup is kept when travelling between levels
IF_RESTRICTABSOLUTELY = 1<<19, // RestrictedTo and ForbiddenTo do not allow pickup in any form by other classes
IF_NEVERRESPAWN = 1<<20, // Never, ever respawns
IF_NOSCREENFLASH = 1<<21, // No pickup flash on the player's screen
IF_TOSSED = 1<<22, // Was spawned by P_DropItem (i.e. as a monster drop)
IF_ALWAYSRESPAWN = 1<<23, // Always respawn, regardless of dmflag
IF_TRANSFER = 1<<24, // All inventory items that the inventory item contains is also transfered to the pickuper
IF_NOTELEPORTFREEZE = 1<<25, // does not 'freeze' the player right after teleporting.
};
class PClassInventory : public PClassActor
{
DECLARE_CLASS(PClassInventory, PClassActor)
public:
PClassInventory();
virtual void DeriveData(PClass *newclass);
virtual void ReplaceClassRef(PClass *oldclass, PClass *newclass);
FString PickupMessage;
int GiveQuest; // Optionally give one of the quest items.
FTextureID AltHUDIcon;
TArray<PClassPlayerPawn *> RestrictedToPlayerClass;
TArray<PClassPlayerPawn *> ForbiddenToPlayerClass;
};
class AInventory : public AActor
{
DECLARE_CLASS_WITH_META(AInventory, AActor, PClassInventory)
HAS_OBJECT_POINTERS
public:
virtual void Touch (AActor *toucher);
virtual void Serialize (FArchive &arc);
virtual void MarkPrecacheSounds() const;
virtual void BeginPlay ();
virtual void Destroy ();
virtual void DepleteOrDestroy ();
virtual void Tick ();
virtual bool ShouldRespawn ();
virtual bool ShouldStay ();
virtual void Hide ();
bool CallTryPickup (AActor *toucher, AActor **toucher_return = NULL);
virtual void DoPickupSpecial (AActor *toucher);
virtual bool SpecialDropAction (AActor *dropper);
virtual bool DrawPowerup (int x, int y);
virtual void DoEffect ();
virtual bool Grind(bool items);
virtual const char *PickupMessage ();
virtual void PlayPickupSound (AActor *toucher);
bool DoRespawn ();
AInventory *PrevItem(); // Returns the item preceding this one in the list.
AInventory *PrevInv(); // Returns the previous item with IF_INVBAR set.
AInventory *NextInv(); // Returns the next item with IF_INVBAR set.
TObjPtr<AActor> Owner; // Who owns this item? NULL if it's still a pickup.
int Amount; // Amount of item this instance has
int MaxAmount; // Max amount of item this instance can have
int InterHubAmount; // Amount of item that can be kept between hubs or levels
int RespawnTics; // Tics from pickup time to respawn time
FTextureID Icon; // Icon to show on status bar or HUD
int DropTime; // Countdown after dropping
const PClass *SpawnPointClass; // For respawning like Heretic's mace
DWORD ItemFlags;
PClassActor *PickupFlash; // actor to spawn as pickup flash
FSoundIDNoInit PickupSound;
virtual void BecomeItem ();
virtual void BecomePickup ();
virtual void AttachToOwner (AActor *other);
virtual void DetachFromOwner ();
virtual AInventory *CreateCopy (AActor *other);
virtual AInventory *CreateTossable ();
virtual bool GoAway ();
virtual void GoAwayAndDie ();
virtual bool HandlePickup (AInventory *item);
virtual bool Use (bool pickup);
virtual void Travelled ();
virtual void OwnerDied ();
virtual void AbsorbDamage (int damage, FName damageType, int &newdamage);
virtual void ModifyDamage (int damage, FName damageType, int &newdamage, bool passive);
virtual double GetSpeedFactor();
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virtual bool GetNoTeleportFreeze();
virtual int AlterWeaponSprite (visstyle_t *vis);
virtual PalEntry GetBlend ();
protected:
virtual bool TryPickup (AActor *&toucher);
virtual bool TryPickupRestricted (AActor *&toucher);
bool CanPickup(AActor * toucher);
void GiveQuest(AActor * toucher);
private:
static int StaticLastMessageTic;
static const char *StaticLastMessage;
};
// CustomInventory: Supports the Use, Pickup, and Drop states from 96x
class ACustomInventory : public AInventory
{
DECLARE_CLASS (ACustomInventory, AInventory)
public:
// This is used when an inventory item's use state sequence is executed.
bool CallStateChain (AActor *actor, FState *state);
bool TryPickup (AActor *&toucher);
bool Use (bool pickup);
bool SpecialDropAction (AActor *dropper);
};
// Ammo: Something a weapon needs to operate
class PClassAmmo : public PClassInventory
{
DECLARE_CLASS(PClassAmmo, PClassInventory)
protected:
virtual void DeriveData(PClass *newclass);
public:
PClassAmmo();
int DropAmount; // Specifies the amount for a dropped ammo item.
};
class AAmmo : public AInventory
{
DECLARE_CLASS_WITH_META(AAmmo, AInventory, PClassAmmo)
public:
void Serialize (FArchive &arc);
AInventory *CreateCopy (AActor *other);
bool HandlePickup (AInventory *item);
PClassActor *GetParentAmmo () const;
AInventory *CreateTossable ();
int BackpackAmount, BackpackMaxAmount;
};
// A weapon is just that.
class PClassWeapon : public PClassInventory
{
DECLARE_CLASS(PClassWeapon, PClassInventory);
protected:
virtual void DeriveData(PClass *newclass);
public:
PClassWeapon();
virtual void ReplaceClassRef(PClass *oldclass, PClass *newclass);
int SlotNumber;
fixed_t SlotPriority;
};
class AWeapon : public AInventory
{
DECLARE_CLASS_WITH_META(AWeapon, AInventory, PClassWeapon)
HAS_OBJECT_POINTERS
public:
DWORD WeaponFlags;
PClassAmmo *AmmoType1, *AmmoType2; // Types of ammo used by this weapon
int AmmoGive1, AmmoGive2; // Amount of each ammo to get when picking up weapon
int MinAmmo1, MinAmmo2; // Minimum ammo needed to switch to this weapon
int AmmoUse1, AmmoUse2; // How much ammo to use with each shot
int Kickback;
fixed_t YAdjust; // For viewing the weapon fullscreen
FSoundIDNoInit UpSound, ReadySound; // Sounds when coming up and idle
PClassWeapon *SisterWeaponType; // Another weapon to pick up with this one
PClassActor *ProjectileType; // Projectile used by primary attack
PClassActor *AltProjectileType; // Projectile used by alternate attack
int SelectionOrder; // Lower-numbered weapons get picked first
int MinSelAmmo1, MinSelAmmo2; // Ignore in BestWeapon() if inadequate ammo
fixed_t MoveCombatDist; // Used by bots, but do they *really* need it?
int ReloadCounter; // For A_CheckForReload
int BobStyle; // [XA] Bobbing style. Defines type of bobbing (e.g. Normal, Alpha)
fixed_t BobSpeed; // [XA] Bobbing speed. Defines how quickly a weapon bobs.
fixed_t BobRangeX, BobRangeY; // [XA] Bobbing range. Defines how far a weapon bobs in either direction.
// In-inventory instance variables
TObjPtr<AAmmo> Ammo1, Ammo2;
TObjPtr<AWeapon> SisterWeapon;
float FOVScale;
int Crosshair; // 0 to use player's crosshair
bool GivenAsMorphWeapon;
bool bAltFire; // Set when this weapon's alternate fire is used.
virtual void MarkPrecacheSounds() const;
virtual void Serialize (FArchive &arc);
virtual bool ShouldStay ();
virtual void AttachToOwner (AActor *other);
virtual bool HandlePickup (AInventory *item);
virtual AInventory *CreateCopy (AActor *other);
virtual AInventory *CreateTossable ();
virtual bool TryPickup (AActor *&toucher);
virtual bool TryPickupRestricted (AActor *&toucher);
virtual bool PickupForAmmo (AWeapon *ownedWeapon);
virtual bool Use (bool pickup);
virtual void Destroy();
virtual FState *GetUpState ();
virtual FState *GetDownState ();
virtual FState *GetReadyState ();
virtual FState *GetAtkState (bool hold);
virtual FState *GetAltAtkState (bool hold);
virtual FState *GetStateForButtonName (FName button);
virtual void PostMorphWeapon ();
virtual void EndPowerup ();
enum
{
PrimaryFire,
AltFire,
EitherFire
};
bool CheckAmmo (int fireMode, bool autoSwitch, bool requireAmmo=false, int ammocount = -1);
bool DepleteAmmo (bool altFire, bool checkEnough=true, int ammouse = -1);
enum
{
BobNormal,
BobInverse,
BobAlpha,
BobInverseAlpha,
BobSmooth,
BobInverseSmooth
};
protected:
AAmmo *AddAmmo (AActor *other, PClassActor *ammotype, int amount);
bool AddExistingAmmo (AAmmo *ammo, int amount);
AWeapon *AddWeapon (PClassWeapon *weapon);
};
enum
{
WIF_NOAUTOFIRE = 0x00000001, // weapon does not autofire
WIF_READYSNDHALF = 0x00000002, // ready sound is played ~1/2 the time
WIF_DONTBOB = 0x00000004, // don't bob the weapon
WIF_AXEBLOOD = 0x00000008, // weapon makes axe blood on impact (Hexen only)
WIF_NOALERT = 0x00000010, // weapon does not alert monsters
WIF_AMMO_OPTIONAL = 0x00000020, // weapon can use ammo but does not require it
WIF_ALT_AMMO_OPTIONAL = 0x00000040, // alternate fire can use ammo but does not require it
WIF_PRIMARY_USES_BOTH = 0x00000080, // primary fire uses both ammo
WIF_ALT_USES_BOTH = 0x00000100, // alternate fire uses both ammo
WIF_WIMPY_WEAPON = 0x00000200, // change away when ammo for another weapon is replenished
WIF_POWERED_UP = 0x00000400, // this is a tome-of-power'ed version of its sister
WIF_AMMO_CHECKBOTH = 0x00000800, // check for both primary and secondary fire before switching it off
WIF_NO_AUTO_SWITCH = 0x00001000, // never switch to this weapon when it's picked up
WIF_STAFF2_KICKBACK = 0x00002000, // the powered-up Heretic staff has special kickback
WIF_NOAUTOAIM = 0x00004000, // this weapon never uses autoaim (useful for ballistic projectiles)
WIF_MELEEWEAPON = 0x00008000, // melee weapon. Used by bots and monster AI.
WIF_DEHAMMO = 0x00010000, // Uses Doom's original amount of ammo for the respective attack functions so that old DEHACKED patches work as intended.
// AmmoUse1 will be set to the first attack's ammo use so that checking for empty weapons still works
WIF_CHEATNOTWEAPON = 0x08000000, // Give cheat considers this not a weapon (used by Sigil)
// Flags used only by bot AI:
WIF_BOT_REACTION_SKILL_THING = 1<<31, // I don't understand this
WIF_BOT_EXPLOSIVE = 1<<30, // weapon fires an explosive
WIF_BOT_BFG = 1<<28, // this is a BFG
};
class AWeaponGiver : public AWeapon
{
DECLARE_CLASS(AWeaponGiver, AWeapon)
public:
bool TryPickup(AActor *&toucher);
void Serialize(FArchive &arc);
fixed_t DropAmmoFactor;
};
// Health is some item that gives the player health when picked up.
class PClassHealth : public PClassInventory
{
DECLARE_CLASS(PClassHealth, PClassInventory)
protected:
public:
PClassHealth();
virtual void DeriveData(PClass *newclass);
FString LowHealthMessage;
int LowHealth;
};
class AHealth : public AInventory
{
DECLARE_CLASS_WITH_META(AHealth, AInventory, PClassHealth)
int PrevHealth;
public:
virtual bool TryPickup (AActor *&other);
virtual const char *PickupMessage ();
};
// HealthPickup is some item that gives the player health when used.
class AHealthPickup : public AInventory
{
DECLARE_CLASS (AHealthPickup, AInventory)
public:
int autousemode;
virtual void Serialize (FArchive &arc);
virtual AInventory *CreateCopy (AActor *other);
virtual AInventory *CreateTossable ();
virtual bool HandlePickup (AInventory *item);
virtual bool Use (bool pickup);
};
// Armor absorbs some damage for the player.
class AArmor : public AInventory
{
DECLARE_CLASS (AArmor, AInventory)
};
// Basic armor absorbs a specific percent of the damage. You should
// never pickup a BasicArmor. Instead, you pickup a BasicArmorPickup
// or BasicArmorBonus and those gives you BasicArmor when it activates.
class ABasicArmor : public AArmor
{
DECLARE_CLASS (ABasicArmor, AArmor)
public:
virtual void Serialize (FArchive &arc);
virtual void Tick ();
virtual AInventory *CreateCopy (AActor *other);
virtual bool HandlePickup (AInventory *item);
virtual void AbsorbDamage (int damage, FName damageType, int &newdamage);
int AbsorbCount;
double SavePercent;
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int MaxAbsorb;
int MaxFullAbsorb;
int BonusCount;
FNameNoInit ArmorType;
int ActualSaveAmount;
};
// BasicArmorPickup replaces the armor you have.
class ABasicArmorPickup : public AArmor
{
DECLARE_CLASS (ABasicArmorPickup, AArmor)
public:
virtual void Serialize (FArchive &arc);
virtual AInventory *CreateCopy (AActor *other);
virtual bool Use (bool pickup);
double SavePercent;
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int MaxAbsorb;
int MaxFullAbsorb;
int SaveAmount;
};
// BasicArmorBonus adds to the armor you have.
class ABasicArmorBonus : public AArmor
{
DECLARE_CLASS (ABasicArmorBonus, AArmor)
public:
virtual void Serialize (FArchive &arc);
virtual AInventory *CreateCopy (AActor *other);
virtual bool Use (bool pickup);
double SavePercent; // The default, for when you don't already have armor
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int MaxSaveAmount;
int MaxAbsorb;
int MaxFullAbsorb;
int SaveAmount;
int BonusCount;
int BonusMax;
};
// Hexen armor consists of four separate armor types plus a conceptual armor
// type (the player himself) that work together as a single armor.
class AHexenArmor : public AArmor
{
DECLARE_CLASS (AHexenArmor, AArmor)
public:
virtual void Serialize (FArchive &arc);
virtual AInventory *CreateCopy (AActor *other);
virtual AInventory *CreateTossable ();
virtual bool HandlePickup (AInventory *item);
virtual void AbsorbDamage (int damage, FName damageType, int &newdamage);
void DepleteOrDestroy();
double Slots[5];
double SlotsIncrement[4];
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protected:
bool AddArmorToSlot (AActor *actor, int slot, int amount);
};
// PuzzleItems work in conjunction with the UsePuzzleItem special
class PClassPuzzleItem : public PClassInventory
{
DECLARE_CLASS(PClassPuzzleItem, PClassInventory);
protected:
public:
virtual void DeriveData(PClass *newclass);
FString PuzzFailMessage;
};
class APuzzleItem : public AInventory
{
DECLARE_CLASS_WITH_META(APuzzleItem, AInventory, PClassPuzzleItem)
public:
void Serialize (FArchive &arc);
bool ShouldStay ();
bool Use (bool pickup);
bool HandlePickup (AInventory *item);
int PuzzleItemNumber;
};
// A MapRevealer reveals the whole map for the player who picks it up.
class AMapRevealer : public AInventory
{
DECLARE_CLASS (AMapRevealer, AInventory)
public:
bool TryPickup (AActor *&toucher);
};
// A backpack gives you one clip of each ammo and doubles your
// normal maximum ammo amounts.
class ABackpackItem : public AInventory
{
DECLARE_CLASS (ABackpackItem, AInventory)
public:
void Serialize (FArchive &arc);
bool HandlePickup (AInventory *item);
AInventory *CreateCopy (AActor *other);
AInventory *CreateTossable ();
void DetachFromOwner ();
bool bDepleted;
};
// A score item is picked up without being added to the inventory.
// It differs from FakeInventory by doing nothing more than increasing the player's score.
class AScoreItem : public AInventory
{
DECLARE_CLASS (AScoreItem, AInventory)
public:
bool TryPickup(AActor *&toucher);
};
#endif //__A_PICKUPS_H__