gzdoom-gles/src/g_shared/a_pickups.h

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#ifndef __A_PICKUPS_H__
#define __A_PICKUPS_H__
#include "dobject.h"
#include "actor.h"
#include "info.h"
#define MAX_MANA 200
#define MAX_WEAPONS_PER_SLOT 8
#define NUM_WEAPON_SLOTS 10
class player_s;
class FConfigFile;
class AWeapon;
class FWeaponSlot
{
public:
FWeaponSlot ();
void Clear ();
bool AddWeapon (const char *type);
bool AddWeapon (const TypeInfo *type);
AWeapon *PickWeapon (player_s *player);
int CountWeapons ();
inline const TypeInfo *GetWeapon (int index) const
{
return Weapons[index];
}
friend AWeapon *PickNextWeapon (player_s *player);
friend AWeapon *PickPrevWeapon (player_s *player);
friend struct FWeaponSlots;
private:
const TypeInfo *Weapons[MAX_WEAPONS_PER_SLOT];
};
// 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
{
FWeaponSlot Slots[NUM_WEAPON_SLOTS];
void Clear ();
bool LocateWeapon (const TypeInfo *type, int *const slot, int *const index);
ESlotDef AddDefaultWeapon (int slot, const TypeInfo *type);
2006-04-11 16:27:41 +00:00
int RestoreSlots (FConfigFile &config);
void SaveSlots (FConfigFile &config);
};
extern FWeaponSlots LocalWeapons;
/************************************************************************/
/* Class definitions */
/************************************************************************/
// A pickup is anything the player can pickup (i.e. weapons, ammo, powerups, etc)
enum
{
AIMETA_BASE = 0x71000,
AIMETA_PickupMessage, // string
};
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, // The player cannot manually drop the item
IF_INVBAR = 1<<6, // Item appears in the inventory bar
IF_HUBPOWER = 1<<7, // Powerup is kept when moving in a hub
IF_INTERHUBSTRIP = 1<<8, // Item is removed when travelling between hubs
IF_PICKUPFLASH = 1<<9, // Item "flashes" when picked up
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
May 3, 2006 (Changes by Graf Zahl) - Removed doom.x, heretic.x and strife.x from the SVN repository. These are generated files. - Fixed: A_PainDie has to check whether a valid target exists before calling IsFriend. - Fixed: FDecalLib::FindAnimator needs a signed counter to work properly. May 1, 2006 (Changes by Graf Zahl) - Added support for game specific pickup messages, if only to be able to define Raven's invulnerability item in DECORATE. - Removed A_TreeDeath because it is no longer used. - Fixed: When picking up a PowerupGiver for an active powerup the blend color and the duration were transferred to a temorary item and never took effect. They have to be trnasferred to the newly created powerup item before trying to give it to the player, not afterward. - Made the colormap of the InvulnerabilitySphere item specific. The base power class still needs to have its color adjusted per game though and since Raven's invulnerability item is used in both Hexen and Heretic it can't define its own colormap/blend. - Separated the invulnerability colormaps from the game being played and made them item specific. They can also be specified as regular blend colors in DECORATE now. - Converted a_hereticarmor.cpp and most of a_doomartifacts.cpp, a_hereticartifacts.cpp and a_heretickeys.cpp to DECORATE. - Changed the Soulsphere to be a real health item with the Dehacked modifications made in d_dehacked.cpp as for most other items which need to be adjusted. - Added IF_BIGPOWERUP flag to AInventory to expose the RESPAWN_SUPER dmflag to DECORATE. Also removed the now obsolete ShouldRespawn methods from AInvulnerabilitySphere and ABlurSphere. - Converted a_splashes.cpp to DECORATE. - Converted most of a_debris.cpp to DECORATE. SVN r73 (trunk)
2006-05-03 14:54:48 +00:00
IF_BIGPOWERUP = 1<<12, // Affected by RESPAWN_SUPER dmflag
};
struct vissprite_t;
class AInventory : public AActor
{
DECLARE_ACTOR (AInventory, AActor)
HAS_OBJECT_POINTERS
public:
virtual void Touch (AActor *toucher);
virtual void Serialize (FArchive &arc);
virtual void BeginPlay ();
virtual void Destroy ();
virtual void Tick ();
virtual bool ShouldRespawn ();
virtual bool ShouldStay ();
virtual void Hide ();
virtual bool DoRespawn ();
virtual bool TryPickup (AActor *toucher);
virtual void DoPickupSpecial (AActor *toucher);
virtual bool SpecialDropAction (AActor *dropper);
virtual bool DrawPowerup (int x, int y);
virtual const char *PickupMessage ();
virtual void PlayPickupSound (AActor *toucher);
AInventory *PrevItem () const; // Returns the item preceding this one in the list.
AInventory *PrevInv () const; // Returns the previous item with IF_INVBAR set.
AInventory *NextInv () const; // Returns the next item with IF_INVBAR set.
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 RespawnTics; // Tics from pickup time to respawn time
int Icon; // Icon to show on status bar or HUD
int DropTime; // Countdown after dropping
DWORD ItemFlags;
WORD 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 AbsorbDamage (int damage, int damageType, int &newdamage);
virtual void AlterWeaponSprite (vissprite_t *vis);
virtual PalEntry GetBlend ();
private:
static int StaticLastMessageTic;
static const char *StaticLastMessage;
};
// CustomInventory: Supports the Use, Pickup, and Drop states from 96x
class ACustomInventory : public AInventory
{
DECLARE_STATELESS_ACTOR (ACustomInventory, AInventory)
public:
FState *UseState, *PickupState, *DropState;
// This is used when an inventory item's use state sequence is executed.
static bool CallStateChain (AActor *actor, FState *state);
void Serialize (FArchive &arc);
bool TryPickup (AActor *toucher);
bool Use (bool pickup);
bool SpecialDropAction (AActor *dropper);
};
// Ammo: Something a weapon needs to operate
class AAmmo : public AInventory
{
DECLARE_STATELESS_ACTOR (AAmmo, AInventory)
public:
void Serialize (FArchive &arc);
AInventory *CreateCopy (AActor *other);
bool HandlePickup (AInventory *item);
const TypeInfo *GetParentAmmo () const;
int BackpackAmount, BackpackMaxAmount;
};
// A weapon is just that.
class AWeapon : public AInventory
{
DECLARE_ACTOR (AWeapon, AInventory)
HAS_OBJECT_POINTERS
public:
DWORD WeaponFlags;
const TypeInfo *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
WORD UpSound, ReadySound; // Sounds when coming up and idle
const TypeInfo *SisterWeaponType; // Another weapon to pick up with this one
const TypeInfo *ProjectileType; // Projectile used by primary attack
const TypeInfo *AltProjectileType; // Projectile used by alternate attack
int SelectionOrder; // Lower-numbered weapons get picked first
fixed_t MoveCombatDist; // Used by bots, but do they *really* need it?
FState *UpState;
FState *DownState;
FState *ReadyState;
FState *AtkState, *HoldAtkState;
FState *AltAtkState, *AltHoldAtkState;
FState *FlashState;
// In-inventory instance variables
AAmmo *Ammo1, *Ammo2;
AWeapon *SisterWeapon;
bool bAltFire; // Set when this weapon's alternate fire is used.
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 PickupForAmmo (AWeapon *ownedWeapon);
virtual bool Use (bool pickup);
virtual FState *GetUpState ();
virtual FState *GetDownState ();
virtual FState *GetReadyState ();
virtual FState *GetAtkState ();
virtual FState *GetHoldAtkState ();
virtual void PostMorphWeapon ();
virtual void EndPowerup ();
enum
{
PrimaryFire,
AltFire,
EitherFire
};
bool CheckAmmo (int fireMode, bool autoSwitch, bool requireAmmo=false);
bool DepleteAmmo (bool altFire, bool checkEnough=true);
protected:
static AAmmo *AddAmmo (AActor *other, const TypeInfo *ammotype, int amount);
static bool AddExistingAmmo (AAmmo *ammo, int amount);
AWeapon *AddWeapon (const TypeInfo *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_EXTREME_DEATH = 0x00000800, // weapon always causes an extreme death
WIF_HITS_GHOSTS = 0x00001000, // melee weapon can strike ghosts
WIF_STAFF2_KICKBACK = 0x00002000, // the powered-up Heretic staff has special kickback
WIF_CHEATNOTWEAPON = 1<<27, // 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_MELEE = 1<<29, // melee weapon
WIF_BOT_BFG = 1<<28, // this is a BFG
};
#define S_LIGHTDONE 0
// Health is some item that gives the player health when picked up.
class AHealth : public AInventory
{
DECLARE_STATELESS_ACTOR (AHealth, AInventory)
public:
virtual bool TryPickup (AActor *other);
};
// HealthPickup is some item that gives the player health when used.
class AHealthPickup : public AInventory
{
DECLARE_STATELESS_ACTOR (AHealthPickup, AInventory)
public:
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_STATELESS_ACTOR (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_STATELESS_ACTOR (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, int damageType, int &newdamage);
fixed_t SavePercent;
};
// BasicArmorPickup replaces the armor you have.
class ABasicArmorPickup : public AArmor
{
DECLARE_STATELESS_ACTOR (ABasicArmorPickup, AArmor)
public:
virtual void Serialize (FArchive &arc);
virtual AInventory *CreateCopy (AActor *other);
virtual bool Use (bool pickup);
fixed_t SavePercent;
int SaveAmount;
};
// BasicArmorBonus adds to the armor you have.
class ABasicArmorBonus : public AArmor
{
DECLARE_STATELESS_ACTOR (ABasicArmorBonus, AArmor)
public:
virtual void Serialize (FArchive &arc);
virtual AInventory *CreateCopy (AActor *other);
virtual bool Use (bool pickup);
fixed_t SavePercent; // The default, for when you don't already have armor
int MaxSaveAmount;
int SaveAmount;
};
// 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_STATELESS_ACTOR (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, int damageType, int &newdamage);
fixed_t Slots[5];
fixed_t SlotsIncrement[4];
protected:
bool AddArmorToSlot (AActor *actor, int slot, int amount);
};
// PuzzleItems work in conjunction with the UsePuzzleItem special
class APuzzleItem : public AInventory
{
DECLARE_STATELESS_ACTOR (APuzzleItem, AInventory)
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_STATELESS_ACTOR (AMapRevealer, AInventory)
public:
bool TryPickup (AActor *toucher);
};
// A backpack gives you one clip of each ammo and doubles your
// normal maximum ammo amounts.
class ABackpack : public AInventory
{
DECLARE_ACTOR (ABackpack, AInventory)
public:
void Serialize (FArchive &arc);
bool HandlePickup (AInventory *item);
AInventory *CreateCopy (AActor *other);
AInventory *CreateTossable ();
const char *PickupMessage ();
void DetachFromOwner ();
bool bDepleted;
};
// When the communicator is in a player's inventory, the
// SendToCommunicator special can work.
class ACommunicator : public AInventory
{
DECLARE_ACTOR (ACommunicator, AInventory)
public:
const char *PickupMessage ();
};
#endif //__A_PICKUPS_H__