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);
void 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
};
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);
bool TryPickup (AActor *toucher);
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__