gzdoom-gles/src/g_inventory/a_weapons.h

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#pragma once
#include "a_ammo.h"
class PClassWeapon;
class AWeapon;
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;
int 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);
// A weapon is just that.
class PClassWeapon : public PClassInventory
{
DECLARE_CLASS(PClassWeapon, PClassInventory);
protected:
virtual void DeriveData(PClass *newclass);
public:
PClassWeapon();
void Finalize(FStateDefinitions &statedef);
int SlotNumber;
int SlotPriority;
};
class AWeapon : public AStateProvider
{
DECLARE_CLASS_WITH_META(AWeapon, AStateProvider, PClassWeapon)
HAS_OBJECT_POINTERS
public:
DWORD WeaponFlags;
PClassInventory *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;
float YAdjust; // For viewing the weapon fullscreen (visual only so no need to be a double)
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
double 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) (visual only so no need to be a double)
float BobSpeed; // [XA] Bobbing speed. Defines how quickly a weapon bobs.
float 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(FSerializer &arc) override;
virtual bool ShouldStay () override;
virtual void AttachToOwner (AActor *other) override;
virtual bool HandlePickup (AInventory *item) override;
virtual AInventory *CreateCopy (AActor *other) override;
virtual AInventory *CreateTossable () override;
virtual bool TryPickup (AActor *&toucher) override;
virtual bool TryPickupRestricted (AActor *&toucher) override;
virtual bool Use (bool pickup) override;
virtual void OnDestroy() override;
bool PickupForAmmo(AWeapon *ownedWeapon);
void PostMorphWeapon();
// scripted virtuals.
FState *GetUpState ();
FState *GetDownState ();
FState *GetReadyState ();
FState *GetAtkState (bool hold);
FState *GetAltAtkState (bool hold);
FState *GetStateForButtonName (FName button);
virtual void EndPowerup ();
void CallEndPowerup();
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_NODEATHDESELECT = 0x00020000, // Don't jump to the Deselect state when the player dies
WIF_NODEATHINPUT = 0x00040000, // The weapon cannot be fired/reloaded/whatever when the player is dead
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:
virtual bool TryPickup(AActor *&toucher) override;
virtual void Serialize(FSerializer &arc) override;
double DropAmmoFactor;
};