mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 23:11:58 +00:00
- moved ammo to its own file, including the backpack.
- moved weapon declarations to their own header.
This commit is contained in:
parent
78fa076079
commit
229c55ce61
23 changed files with 836 additions and 611 deletions
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@ -1107,6 +1107,7 @@ set (PCH_SOURCES
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w_wad.cpp
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wi_stuff.cpp
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zstrformat.cpp
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g_inventory/a_ammo.cpp
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g_inventory/a_armor.cpp
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g_inventory/a_artifacts.cpp
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g_inventory/a_keys.cpp
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@ -21,6 +21,7 @@
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#include "d_event.h"
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#include "d_player.h"
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#include "vectors.h"
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#include "a_ammo.h"
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static FRandom pr_botmove ("BotMove");
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@ -75,6 +75,7 @@
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#include "v_text.h"
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#include "vmbuilder.h"
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#include "a_armor.h"
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#include "a_ammo.h"
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// [SO] Just the way Randy said to do it :)
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// [RH] Made this CVAR_SERVERINFO
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@ -30,6 +30,7 @@
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#include "doomstat.h"
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#include "a_artifacts.h"
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#include "a_weapons.h"
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// The player data structure depends on a number
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// of other structs: items (internal inventory),
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@ -69,6 +69,7 @@
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#include "p_setup.h"
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#include "p_spec.h"
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#include "r_utility.h"
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#include "a_ammo.h"
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#include "math/cmath.h"
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static FRandom pr_script("FScript");
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381
src/g_inventory/a_ammo.cpp
Normal file
381
src/g_inventory/a_ammo.cpp
Normal file
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@ -0,0 +1,381 @@
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/*
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** a_ammo.cpp
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** Implements ammo and backpack items.
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**
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**---------------------------------------------------------------------------
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** Copyright 2000-2016 Randy Heit
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** Copyright 2006-2016 Cheistoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "c_dispatch.h"
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#include "d_player.h"
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#include "serializer.h"
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IMPLEMENT_CLASS(PClassAmmo, false, false)
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PClassAmmo::PClassAmmo()
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{
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DropAmount = 0;
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}
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void PClassAmmo::DeriveData(PClass *newclass)
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{
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assert(newclass->IsKindOf(RUNTIME_CLASS(PClassAmmo)));
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Super::DeriveData(newclass);
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PClassAmmo *newc = static_cast<PClassAmmo *>(newclass);
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newc->DropAmount = DropAmount;
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}
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IMPLEMENT_CLASS(AAmmo, false, false)
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DEFINE_FIELD(AAmmo, BackpackAmount)
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DEFINE_FIELD(AAmmo, BackpackMaxAmount)
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//===========================================================================
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//
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// AAmmo :: Serialize
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//
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//===========================================================================
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void AAmmo::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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auto def = (AAmmo*)GetDefault();
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arc("backpackamount", BackpackAmount, def->BackpackAmount)
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("backpackmaxamount", BackpackMaxAmount, def->BackpackMaxAmount);
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}
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//===========================================================================
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//
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// AAmmo :: GetParentAmmo
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//
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// Returns the least-derived ammo type that this ammo is a descendant of.
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// That is, if this ammo is an immediate subclass of Ammo, then this ammo's
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// type is returned. If this ammo's superclass is not Ammo, then this
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// function travels up the inheritance chain until it finds a type that is
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// an immediate subclass of Ammo and returns that.
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//
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// The intent of this is that all unique ammo types will be immediate
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// subclasses of Ammo. To make different pickups with different ammo amounts,
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// you subclass the type of ammo you want a different amount for and edit
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// that.
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//
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//===========================================================================
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PClassActor *AAmmo::GetParentAmmo () const
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{
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PClass *type = GetClass();
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while (type->ParentClass != RUNTIME_CLASS(AAmmo) && type->ParentClass != NULL)
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{
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type = type->ParentClass;
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}
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return static_cast<PClassActor *>(type);
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}
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//===========================================================================
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//
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// AAmmo :: HandlePickup
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//
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//===========================================================================
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EXTERN_CVAR(Bool, sv_unlimited_pickup)
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bool AAmmo::HandlePickup (AInventory *item)
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{
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if (GetClass() == item->GetClass() ||
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(item->IsKindOf (RUNTIME_CLASS(AAmmo)) && static_cast<AAmmo*>(item)->GetParentAmmo() == GetClass()))
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{
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if (Amount < MaxAmount || sv_unlimited_pickup)
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{
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int receiving = item->Amount;
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if (!(item->ItemFlags & IF_IGNORESKILL))
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{ // extra ammo in baby mode and nightmare mode
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receiving = int(receiving * G_SkillProperty(SKILLP_AmmoFactor));
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}
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int oldamount = Amount;
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if (Amount > 0 && Amount + receiving < 0)
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{
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Amount = 0x7fffffff;
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}
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else
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{
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Amount += receiving;
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}
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if (Amount > MaxAmount && !sv_unlimited_pickup)
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{
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Amount = MaxAmount;
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}
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item->ItemFlags |= IF_PICKUPGOOD;
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// If the player previously had this ammo but ran out, possibly switch
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// to a weapon that uses it, but only if the player doesn't already
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// have a weapon pending.
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assert (Owner != NULL);
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if (oldamount == 0 && Owner != NULL && Owner->player != NULL)
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{
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barrier_cast<APlayerPawn *>(Owner)->CheckWeaponSwitch(GetClass());
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}
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}
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return true;
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}
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return false;
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}
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//===========================================================================
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//
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// AAmmo :: CreateCopy
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//
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//===========================================================================
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AInventory *AAmmo::CreateCopy (AActor *other)
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{
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AInventory *copy;
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int amount = Amount;
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// extra ammo in baby mode and nightmare mode
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if (!(ItemFlags&IF_IGNORESKILL))
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{
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amount = int(amount * G_SkillProperty(SKILLP_AmmoFactor));
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}
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if (GetClass()->ParentClass != RUNTIME_CLASS(AAmmo) && GetClass() != RUNTIME_CLASS(AAmmo))
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{
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PClassActor *type = GetParentAmmo();
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if (!GoAway ())
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{
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Destroy ();
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}
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copy = static_cast<AInventory *>(Spawn (type));
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copy->Amount = amount;
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copy->BecomeItem ();
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}
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else
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{
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copy = Super::CreateCopy (other);
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copy->Amount = amount;
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}
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if (copy->Amount > copy->MaxAmount)
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{ // Don't pick up more ammo than you're supposed to be able to carry.
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copy->Amount = copy->MaxAmount;
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}
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return copy;
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}
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//===========================================================================
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//
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// AAmmo :: CreateTossable
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//
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//===========================================================================
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AInventory *AAmmo::CreateTossable()
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{
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AInventory *copy = Super::CreateTossable();
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if (copy != NULL)
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{ // Do not increase ammo by dropping it and picking it back up at
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// certain skill levels.
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copy->ItemFlags |= IF_IGNORESKILL;
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}
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return copy;
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}
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// Backpack -----------------------------------------------------------------
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IMPLEMENT_CLASS(ABackpackItem, false, false)
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DEFINE_FIELD(ABackpackItem, bDepleted)
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//===========================================================================
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//
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// ABackpackItem :: Serialize
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//
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//===========================================================================
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void ABackpackItem::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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auto def = (ABackpackItem*)GetDefault();
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arc("bdepleted", bDepleted, def->bDepleted);
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}
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//===========================================================================
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//
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// ABackpackItem :: CreateCopy
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//
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// A backpack is being added to a player who doesn't yet have one. Give them
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// every kind of ammo, and increase their max amounts.
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//
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//===========================================================================
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AInventory *ABackpackItem::CreateCopy (AActor *other)
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{
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// Find every unique type of ammo. Give it to the player if
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// he doesn't have it already, and double its maximum capacity.
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for (unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); ++i)
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{
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PClass *type = PClassActor::AllActorClasses[i];
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if (type->ParentClass == RUNTIME_CLASS(AAmmo))
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{
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PClassActor *atype = static_cast<PClassActor *>(type);
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AAmmo *ammo = static_cast<AAmmo *>(other->FindInventory(atype));
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int amount = static_cast<AAmmo *>(GetDefaultByType(type))->BackpackAmount;
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// extra ammo in baby mode and nightmare mode
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if (!(ItemFlags&IF_IGNORESKILL))
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{
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amount = int(amount * G_SkillProperty(SKILLP_AmmoFactor));
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}
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if (amount < 0) amount = 0;
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if (ammo == NULL)
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{ // The player did not have the ammo. Add it.
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ammo = static_cast<AAmmo *>(Spawn(atype));
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ammo->Amount = bDepleted ? 0 : amount;
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if (ammo->BackpackMaxAmount > ammo->MaxAmount)
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{
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ammo->MaxAmount = ammo->BackpackMaxAmount;
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}
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if (ammo->Amount > ammo->MaxAmount)
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{
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ammo->Amount = ammo->MaxAmount;
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}
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ammo->AttachToOwner (other);
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}
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else
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{ // The player had the ammo. Give some more.
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if (ammo->MaxAmount < ammo->BackpackMaxAmount)
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{
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ammo->MaxAmount = ammo->BackpackMaxAmount;
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}
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if (!bDepleted && ammo->Amount < ammo->MaxAmount)
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{
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ammo->Amount += amount;
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if (ammo->Amount > ammo->MaxAmount)
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{
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ammo->Amount = ammo->MaxAmount;
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}
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}
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}
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}
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}
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return Super::CreateCopy (other);
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}
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//===========================================================================
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//
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// ABackpackItem :: HandlePickup
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//
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// When the player picks up another backpack, just give them more ammo.
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//
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//===========================================================================
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bool ABackpackItem::HandlePickup (AInventory *item)
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{
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// Since you already have a backpack, that means you already have every
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// kind of ammo in your inventory, so we don't need to look at the
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// entire PClass list to discover what kinds of ammo exist, and we don't
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// have to alter the MaxAmount either.
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if (item->IsKindOf (RUNTIME_CLASS(ABackpackItem)))
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{
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for (AInventory *probe = Owner->Inventory; probe != NULL; probe = probe->Inventory)
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{
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if (probe->GetClass()->ParentClass == RUNTIME_CLASS(AAmmo))
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{
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if (probe->Amount < probe->MaxAmount || sv_unlimited_pickup)
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{
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int amount = static_cast<AAmmo*>(probe->GetDefault())->BackpackAmount;
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// extra ammo in baby mode and nightmare mode
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if (!(item->ItemFlags&IF_IGNORESKILL))
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{
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amount = int(amount * G_SkillProperty(SKILLP_AmmoFactor));
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}
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probe->Amount += amount;
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if (probe->Amount > probe->MaxAmount && !sv_unlimited_pickup)
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{
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probe->Amount = probe->MaxAmount;
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}
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}
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}
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}
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// The pickup always succeeds, even if you didn't get anything
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item->ItemFlags |= IF_PICKUPGOOD;
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return true;
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}
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return false;
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}
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//===========================================================================
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//
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// ABackpackItem :: CreateTossable
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//
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// The tossed backpack must not give out any more ammo, otherwise a player
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// could cheat by dropping their backpack and picking it up for more ammo.
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//
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//===========================================================================
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AInventory *ABackpackItem::CreateTossable ()
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{
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ABackpackItem *pack = static_cast<ABackpackItem *>(Super::CreateTossable());
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if (pack != NULL)
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{
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pack->bDepleted = true;
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}
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return pack;
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}
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//===========================================================================
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//
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// ABackpackItem :: DetachFromOwner
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//
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//===========================================================================
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void ABackpackItem::DetachFromOwner ()
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{
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// When removing a backpack, drop the player's ammo maximums to normal
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AInventory *item;
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for (item = Owner->Inventory; item != NULL; item = item->Inventory)
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{
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if (item->GetClass()->ParentClass == RUNTIME_CLASS(AAmmo) &&
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item->MaxAmount == static_cast<AAmmo*>(item)->BackpackMaxAmount)
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{
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item->MaxAmount = static_cast<AInventory*>(item->GetDefault())->MaxAmount;
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if (item->Amount > item->MaxAmount)
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{
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item->Amount = item->MaxAmount;
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}
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}
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}
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}
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47
src/g_inventory/a_ammo.h
Normal file
47
src/g_inventory/a_ammo.h
Normal file
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#pragma once
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#include "a_pickups.h"
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// Ammo: Something a weapon needs to operate
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class PClassAmmo : public PClassInventory
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{
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DECLARE_CLASS(PClassAmmo, PClassInventory)
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protected:
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virtual void DeriveData(PClass *newclass);
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public:
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PClassAmmo();
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int DropAmount; // Specifies the amount for a dropped ammo item.
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};
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class AAmmo : public AInventory
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{
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DECLARE_CLASS_WITH_META(AAmmo, AInventory, PClassAmmo)
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public:
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void Serialize(FSerializer &arc);
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AInventory *CreateCopy (AActor *other);
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bool HandlePickup (AInventory *item);
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PClassActor *GetParentAmmo () const;
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AInventory *CreateTossable ();
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int BackpackAmount, BackpackMaxAmount;
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};
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// A backpack gives you one clip of each ammo and doubles your
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// normal maximum ammo amounts.
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class ABackpackItem : public AInventory
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{
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DECLARE_CLASS (ABackpackItem, AInventory)
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public:
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void Serialize(FSerializer &arc);
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bool HandlePickup (AInventory *item);
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AInventory *CreateCopy (AActor *other);
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AInventory *CreateTossable ();
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void DetachFromOwner ();
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bool bDepleted;
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};
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@ -20,8 +20,10 @@
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#include "p_spec.h"
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#include "serializer.h"
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#include "virtual.h"
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#include "a_ammo.h"
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static FRandom pr_restore ("RestorePos");
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EXTERN_CVAR(Bool, sv_unlimited_pickup)
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IMPLEMENT_CLASS(PClassInventory, false, false)
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@ -70,179 +72,6 @@ void PClassInventory::Finalize(FStateDefinitions &statedef)
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((AActor*)Defaults)->flags |= MF_SPECIAL;
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}
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IMPLEMENT_CLASS(PClassAmmo, false, false)
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PClassAmmo::PClassAmmo()
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{
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DropAmount = 0;
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}
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void PClassAmmo::DeriveData(PClass *newclass)
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{
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assert(newclass->IsKindOf(RUNTIME_CLASS(PClassAmmo)));
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Super::DeriveData(newclass);
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PClassAmmo *newc = static_cast<PClassAmmo *>(newclass);
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newc->DropAmount = DropAmount;
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}
|
||||
|
||||
IMPLEMENT_CLASS(AAmmo, false, false)
|
||||
|
||||
DEFINE_FIELD(AAmmo, BackpackAmount)
|
||||
DEFINE_FIELD(AAmmo, BackpackMaxAmount)
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// AAmmo :: Serialize
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void AAmmo::Serialize(FSerializer &arc)
|
||||
{
|
||||
Super::Serialize (arc);
|
||||
auto def = (AAmmo*)GetDefault();
|
||||
arc("backpackamount", BackpackAmount, def->BackpackAmount)
|
||||
("backpackmaxamount", BackpackMaxAmount, def->BackpackMaxAmount);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// AAmmo :: GetParentAmmo
|
||||
//
|
||||
// Returns the least-derived ammo type that this ammo is a descendant of.
|
||||
// That is, if this ammo is an immediate subclass of Ammo, then this ammo's
|
||||
// type is returned. If this ammo's superclass is not Ammo, then this
|
||||
// function travels up the inheritance chain until it finds a type that is
|
||||
// an immediate subclass of Ammo and returns that.
|
||||
//
|
||||
// The intent of this is that all unique ammo types will be immediate
|
||||
// subclasses of Ammo. To make different pickups with different ammo amounts,
|
||||
// you subclass the type of ammo you want a different amount for and edit
|
||||
// that.
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
PClassActor *AAmmo::GetParentAmmo () const
|
||||
{
|
||||
PClass *type = GetClass();
|
||||
|
||||
while (type->ParentClass != RUNTIME_CLASS(AAmmo) && type->ParentClass != NULL)
|
||||
{
|
||||
type = type->ParentClass;
|
||||
}
|
||||
return static_cast<PClassActor *>(type);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// AAmmo :: HandlePickup
|
||||
//
|
||||
//===========================================================================
|
||||
EXTERN_CVAR(Bool, sv_unlimited_pickup)
|
||||
|
||||
bool AAmmo::HandlePickup (AInventory *item)
|
||||
{
|
||||
if (GetClass() == item->GetClass() ||
|
||||
(item->IsKindOf (RUNTIME_CLASS(AAmmo)) && static_cast<AAmmo*>(item)->GetParentAmmo() == GetClass()))
|
||||
{
|
||||
if (Amount < MaxAmount || sv_unlimited_pickup)
|
||||
{
|
||||
int receiving = item->Amount;
|
||||
|
||||
if (!(item->ItemFlags & IF_IGNORESKILL))
|
||||
{ // extra ammo in baby mode and nightmare mode
|
||||
receiving = int(receiving * G_SkillProperty(SKILLP_AmmoFactor));
|
||||
}
|
||||
int oldamount = Amount;
|
||||
|
||||
if (Amount > 0 && Amount + receiving < 0)
|
||||
{
|
||||
Amount = 0x7fffffff;
|
||||
}
|
||||
else
|
||||
{
|
||||
Amount += receiving;
|
||||
}
|
||||
if (Amount > MaxAmount && !sv_unlimited_pickup)
|
||||
{
|
||||
Amount = MaxAmount;
|
||||
}
|
||||
item->ItemFlags |= IF_PICKUPGOOD;
|
||||
|
||||
// If the player previously had this ammo but ran out, possibly switch
|
||||
// to a weapon that uses it, but only if the player doesn't already
|
||||
// have a weapon pending.
|
||||
|
||||
assert (Owner != NULL);
|
||||
|
||||
if (oldamount == 0 && Owner != NULL && Owner->player != NULL)
|
||||
{
|
||||
barrier_cast<APlayerPawn *>(Owner)->CheckWeaponSwitch(GetClass());
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// AAmmo :: CreateCopy
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
AInventory *AAmmo::CreateCopy (AActor *other)
|
||||
{
|
||||
AInventory *copy;
|
||||
int amount = Amount;
|
||||
|
||||
// extra ammo in baby mode and nightmare mode
|
||||
if (!(ItemFlags&IF_IGNORESKILL))
|
||||
{
|
||||
amount = int(amount * G_SkillProperty(SKILLP_AmmoFactor));
|
||||
}
|
||||
|
||||
if (GetClass()->ParentClass != RUNTIME_CLASS(AAmmo) && GetClass() != RUNTIME_CLASS(AAmmo))
|
||||
{
|
||||
PClassActor *type = GetParentAmmo();
|
||||
if (!GoAway ())
|
||||
{
|
||||
Destroy ();
|
||||
}
|
||||
|
||||
copy = static_cast<AInventory *>(Spawn (type));
|
||||
copy->Amount = amount;
|
||||
copy->BecomeItem ();
|
||||
}
|
||||
else
|
||||
{
|
||||
copy = Super::CreateCopy (other);
|
||||
copy->Amount = amount;
|
||||
}
|
||||
if (copy->Amount > copy->MaxAmount)
|
||||
{ // Don't pick up more ammo than you're supposed to be able to carry.
|
||||
copy->Amount = copy->MaxAmount;
|
||||
}
|
||||
return copy;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// AAmmo :: CreateTossable
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
AInventory *AAmmo::CreateTossable()
|
||||
{
|
||||
AInventory *copy = Super::CreateTossable();
|
||||
if (copy != NULL)
|
||||
{ // Do not increase ammo by dropping it and picking it back up at
|
||||
// certain skill levels.
|
||||
copy->ItemFlags |= IF_IGNORESKILL;
|
||||
}
|
||||
return copy;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// FUNC P_GiveBody
|
||||
|
@ -2068,174 +1897,6 @@ void AHealthPickup::Serialize(FSerializer &arc)
|
|||
arc("autousemode", autousemode, def->autousemode);
|
||||
}
|
||||
|
||||
// Backpack -----------------------------------------------------------------
|
||||
|
||||
IMPLEMENT_CLASS(ABackpackItem, false, false)
|
||||
|
||||
DEFINE_FIELD(ABackpackItem, bDepleted)
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// ABackpackItem :: Serialize
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void ABackpackItem::Serialize(FSerializer &arc)
|
||||
{
|
||||
Super::Serialize (arc);
|
||||
auto def = (ABackpackItem*)GetDefault();
|
||||
arc("bdepleted", bDepleted, def->bDepleted);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// ABackpackItem :: CreateCopy
|
||||
//
|
||||
// A backpack is being added to a player who doesn't yet have one. Give them
|
||||
// every kind of ammo, and increase their max amounts.
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
AInventory *ABackpackItem::CreateCopy (AActor *other)
|
||||
{
|
||||
// Find every unique type of ammo. Give it to the player if
|
||||
// he doesn't have it already, and double its maximum capacity.
|
||||
for (unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); ++i)
|
||||
{
|
||||
PClass *type = PClassActor::AllActorClasses[i];
|
||||
|
||||
if (type->ParentClass == RUNTIME_CLASS(AAmmo))
|
||||
{
|
||||
PClassActor *atype = static_cast<PClassActor *>(type);
|
||||
AAmmo *ammo = static_cast<AAmmo *>(other->FindInventory(atype));
|
||||
int amount = static_cast<AAmmo *>(GetDefaultByType(type))->BackpackAmount;
|
||||
// extra ammo in baby mode and nightmare mode
|
||||
if (!(ItemFlags&IF_IGNORESKILL))
|
||||
{
|
||||
amount = int(amount * G_SkillProperty(SKILLP_AmmoFactor));
|
||||
}
|
||||
if (amount < 0) amount = 0;
|
||||
if (ammo == NULL)
|
||||
{ // The player did not have the ammo. Add it.
|
||||
ammo = static_cast<AAmmo *>(Spawn(atype));
|
||||
ammo->Amount = bDepleted ? 0 : amount;
|
||||
if (ammo->BackpackMaxAmount > ammo->MaxAmount)
|
||||
{
|
||||
ammo->MaxAmount = ammo->BackpackMaxAmount;
|
||||
}
|
||||
if (ammo->Amount > ammo->MaxAmount)
|
||||
{
|
||||
ammo->Amount = ammo->MaxAmount;
|
||||
}
|
||||
ammo->AttachToOwner (other);
|
||||
}
|
||||
else
|
||||
{ // The player had the ammo. Give some more.
|
||||
if (ammo->MaxAmount < ammo->BackpackMaxAmount)
|
||||
{
|
||||
ammo->MaxAmount = ammo->BackpackMaxAmount;
|
||||
}
|
||||
if (!bDepleted && ammo->Amount < ammo->MaxAmount)
|
||||
{
|
||||
ammo->Amount += amount;
|
||||
if (ammo->Amount > ammo->MaxAmount)
|
||||
{
|
||||
ammo->Amount = ammo->MaxAmount;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return Super::CreateCopy (other);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// ABackpackItem :: HandlePickup
|
||||
//
|
||||
// When the player picks up another backpack, just give them more ammo.
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
bool ABackpackItem::HandlePickup (AInventory *item)
|
||||
{
|
||||
// Since you already have a backpack, that means you already have every
|
||||
// kind of ammo in your inventory, so we don't need to look at the
|
||||
// entire PClass list to discover what kinds of ammo exist, and we don't
|
||||
// have to alter the MaxAmount either.
|
||||
if (item->IsKindOf (RUNTIME_CLASS(ABackpackItem)))
|
||||
{
|
||||
for (AInventory *probe = Owner->Inventory; probe != NULL; probe = probe->Inventory)
|
||||
{
|
||||
if (probe->GetClass()->ParentClass == RUNTIME_CLASS(AAmmo))
|
||||
{
|
||||
if (probe->Amount < probe->MaxAmount || sv_unlimited_pickup)
|
||||
{
|
||||
int amount = static_cast<AAmmo*>(probe->GetDefault())->BackpackAmount;
|
||||
// extra ammo in baby mode and nightmare mode
|
||||
if (!(item->ItemFlags&IF_IGNORESKILL))
|
||||
{
|
||||
amount = int(amount * G_SkillProperty(SKILLP_AmmoFactor));
|
||||
}
|
||||
probe->Amount += amount;
|
||||
if (probe->Amount > probe->MaxAmount && !sv_unlimited_pickup)
|
||||
{
|
||||
probe->Amount = probe->MaxAmount;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// The pickup always succeeds, even if you didn't get anything
|
||||
item->ItemFlags |= IF_PICKUPGOOD;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// ABackpackItem :: CreateTossable
|
||||
//
|
||||
// The tossed backpack must not give out any more ammo, otherwise a player
|
||||
// could cheat by dropping their backpack and picking it up for more ammo.
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
AInventory *ABackpackItem::CreateTossable ()
|
||||
{
|
||||
ABackpackItem *pack = static_cast<ABackpackItem *>(Super::CreateTossable());
|
||||
if (pack != NULL)
|
||||
{
|
||||
pack->bDepleted = true;
|
||||
}
|
||||
return pack;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// ABackpackItem :: DetachFromOwner
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void ABackpackItem::DetachFromOwner ()
|
||||
{
|
||||
// When removing a backpack, drop the player's ammo maximums to normal
|
||||
AInventory *item;
|
||||
|
||||
for (item = Owner->Inventory; item != NULL; item = item->Inventory)
|
||||
{
|
||||
if (item->GetClass()->ParentClass == RUNTIME_CLASS(AAmmo) &&
|
||||
item->MaxAmount == static_cast<AAmmo*>(item)->BackpackMaxAmount)
|
||||
{
|
||||
item->MaxAmount = static_cast<AInventory*>(item->GetDefault())->MaxAmount;
|
||||
if (item->Amount > item->MaxAmount)
|
||||
{
|
||||
item->Amount = item->MaxAmount;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// ABackpack
|
||||
|
|
|
@ -9,92 +9,9 @@
|
|||
|
||||
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;
|
||||
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);
|
||||
|
||||
/************************************************************************/
|
||||
/* Class definitions */
|
||||
/************************************************************************/
|
||||
|
@ -252,174 +169,6 @@ public:
|
|||
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(FSerializer &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);
|
||||
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;
|
||||
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;
|
||||
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);
|
||||
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() override;
|
||||
|
||||
FState *GetUpState ();
|
||||
FState *GetDownState ();
|
||||
FState *GetReadyState ();
|
||||
FState *GetAtkState (bool hold);
|
||||
FState *GetAltAtkState (bool hold);
|
||||
FState *GetStateForButtonName (FName button);
|
||||
|
||||
virtual void PostMorphWeapon ();
|
||||
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:
|
||||
bool TryPickup(AActor *&toucher);
|
||||
|
||||
void Serialize(FSerializer &arc);
|
||||
|
||||
double DropAmmoFactor;
|
||||
};
|
||||
|
||||
|
||||
// Health is some item that gives the player health when picked up.
|
||||
class PClassHealth : public PClassInventory
|
||||
{
|
||||
|
@ -488,23 +237,6 @@ 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(FSerializer &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
|
||||
|
|
|
@ -1,3 +1,38 @@
|
|||
/*
|
||||
** a_puzzleitems.cpp
|
||||
** Implements Hexen's puzzle items.
|
||||
**
|
||||
**---------------------------------------------------------------------------
|
||||
** Copyright 2002-2016 Randy Heit
|
||||
** Copyright 2006-2016 Cheistoph Oelckers
|
||||
** All rights reserved.
|
||||
**
|
||||
** Redistribution and use in source and binary forms, with or without
|
||||
** modification, are permitted provided that the following conditions
|
||||
** are met:
|
||||
**
|
||||
** 1. Redistributions of source code must retain the above copyright
|
||||
** notice, this list of conditions and the following disclaimer.
|
||||
** 2. Redistributions in binary form must reproduce the above copyright
|
||||
** notice, this list of conditions and the following disclaimer in the
|
||||
** documentation and/or other materials provided with the distribution.
|
||||
** 3. The name of the author may not be used to endorse or promote products
|
||||
** derived from this software without specific prior written permission.
|
||||
**
|
||||
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
||||
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
||||
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
||||
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
||||
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
||||
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
**---------------------------------------------------------------------------
|
||||
**
|
||||
*/
|
||||
|
||||
#include "info.h"
|
||||
#include "a_pickups.h"
|
||||
#include "a_artifacts.h"
|
||||
|
@ -8,7 +43,17 @@
|
|||
#include "doomstat.h"
|
||||
#include "v_font.h"
|
||||
|
||||
|
||||
IMPLEMENT_CLASS(PClassPuzzleItem, false, false)
|
||||
IMPLEMENT_CLASS(APuzzleItem, false, false)
|
||||
|
||||
DEFINE_FIELD(APuzzleItem, PuzzleItemNumber)
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void PClassPuzzleItem::DeriveData(PClass *newclass)
|
||||
{
|
||||
|
@ -17,9 +62,12 @@ void PClassPuzzleItem::DeriveData(PClass *newclass)
|
|||
static_cast<PClassPuzzleItem *>(newclass)->PuzzFailMessage = PuzzFailMessage;
|
||||
}
|
||||
|
||||
IMPLEMENT_CLASS(APuzzleItem, false, false)
|
||||
|
||||
DEFINE_FIELD(APuzzleItem, PuzzleItemNumber)
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
bool APuzzleItem::HandlePickup (AInventory *item)
|
||||
{
|
||||
|
@ -31,6 +79,12 @@ bool APuzzleItem::HandlePickup (AInventory *item)
|
|||
return Super::HandlePickup (item);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
bool APuzzleItem::Use (bool pickup)
|
||||
{
|
||||
if (P_UsePuzzleItem (Owner, PuzzleItemNumber))
|
||||
|
@ -49,6 +103,12 @@ bool APuzzleItem::Use (bool pickup)
|
|||
return false;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
bool APuzzleItem::ShouldStay ()
|
||||
{
|
||||
return !!multiplayer;
|
||||
|
|
|
@ -1,3 +1,38 @@
|
|||
/*
|
||||
** a_weaponpieces.cpp
|
||||
** Implements generic weapon pieces
|
||||
**
|
||||
**---------------------------------------------------------------------------
|
||||
** Copyright 2006-2016 Cheistoph Oelckers
|
||||
** Copyright 2006-2016 Randy Heit
|
||||
** All rights reserved.
|
||||
**
|
||||
** Redistribution and use in source and binary forms, with or without
|
||||
** modification, are permitted provided that the following conditions
|
||||
** are met:
|
||||
**
|
||||
** 1. Redistributions of source code must retain the above copyright
|
||||
** notice, this list of conditions and the following disclaimer.
|
||||
** 2. Redistributions in binary form must reproduce the above copyright
|
||||
** notice, this list of conditions and the following disclaimer in the
|
||||
** documentation and/or other materials provided with the distribution.
|
||||
** 3. The name of the author may not be used to endorse or promote products
|
||||
** derived from this software without specific prior written permission.
|
||||
**
|
||||
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
||||
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
||||
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
||||
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
||||
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
||||
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
**---------------------------------------------------------------------------
|
||||
**
|
||||
*/
|
||||
|
||||
#include "a_pickups.h"
|
||||
#include "a_weaponpiece.h"
|
||||
#include "doomstat.h"
|
||||
|
@ -9,6 +44,12 @@ IMPLEMENT_CLASS(AWeaponHolder, false, false)
|
|||
DEFINE_FIELD(AWeaponHolder, PieceMask);
|
||||
DEFINE_FIELD(AWeaponHolder, PieceWeapon);
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void PClassWeaponPiece::ReplaceClassRef(PClass *oldclass, PClass *newclass)
|
||||
{
|
||||
Super::ReplaceClassRef(oldclass, newclass);
|
||||
|
@ -19,6 +60,11 @@ void PClassWeaponPiece::ReplaceClassRef(PClass *oldclass, PClass *newclass)
|
|||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void AWeaponHolder::Serialize(FSerializer &arc)
|
||||
{
|
||||
|
@ -33,6 +79,11 @@ IMPLEMENT_POINTERS_START(AWeaponPiece)
|
|||
IMPLEMENT_POINTER(FullWeapon)
|
||||
IMPLEMENT_POINTERS_END
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void AWeaponPiece::Serialize(FSerializer &arc)
|
||||
{
|
||||
|
@ -151,11 +202,23 @@ bool AWeaponPiece::TryPickup (AActor *&toucher)
|
|||
return true;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
bool AWeaponPiece::ShouldStay ()
|
||||
{
|
||||
return PrivateShouldStay ();
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
bool AWeaponPiece::PrivateShouldStay ()
|
||||
{
|
||||
// We want a weapon piece to behave like a weapon, so follow the exact
|
||||
|
|
|
@ -1,5 +1,6 @@
|
|||
#pragma once
|
||||
#include "a_pickups.h"
|
||||
#include "a_weapons.h"
|
||||
|
||||
//
|
||||
class PClassWeaponPiece : public PClassInventory
|
||||
|
|
|
@ -1,3 +1,38 @@
|
|||
/*
|
||||
** a_weapons.cpp
|
||||
** Implements weapon handling
|
||||
**
|
||||
**---------------------------------------------------------------------------
|
||||
** Copyright 2000-2016 Randy Heit
|
||||
** Copyright 2006-2016 Cheistoph Oelckers
|
||||
** All rights reserved.
|
||||
**
|
||||
** Redistribution and use in source and binary forms, with or without
|
||||
** modification, are permitted provided that the following conditions
|
||||
** are met:
|
||||
**
|
||||
** 1. Redistributions of source code must retain the above copyright
|
||||
** notice, this list of conditions and the following disclaimer.
|
||||
** 2. Redistributions in binary form must reproduce the above copyright
|
||||
** notice, this list of conditions and the following disclaimer in the
|
||||
** documentation and/or other materials provided with the distribution.
|
||||
** 3. The name of the author may not be used to endorse or promote products
|
||||
** derived from this software without specific prior written permission.
|
||||
**
|
||||
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
||||
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
||||
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
||||
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
||||
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
||||
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
**---------------------------------------------------------------------------
|
||||
**
|
||||
*/
|
||||
|
||||
#include <string.h>
|
||||
|
||||
#include "a_pickups.h"
|
||||
|
@ -19,6 +54,7 @@
|
|||
#include "serializer.h"
|
||||
#include "thingdef.h"
|
||||
#include "virtual.h"
|
||||
#include "a_ammo.h"
|
||||
|
||||
#define BONUSADD 6
|
||||
|
||||
|
|
230
src/g_inventory/a_weapons.h
Normal file
230
src/g_inventory/a_weapons.h
Normal file
|
@ -0,0 +1,230 @@
|
|||
#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();
|
||||
virtual void ReplaceClassRef(PClass *oldclass, PClass *newclass);
|
||||
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;
|
||||
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;
|
||||
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);
|
||||
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() override;
|
||||
|
||||
FState *GetUpState ();
|
||||
FState *GetDownState ();
|
||||
FState *GetReadyState ();
|
||||
FState *GetAtkState (bool hold);
|
||||
FState *GetAltAtkState (bool hold);
|
||||
FState *GetStateForButtonName (FName button);
|
||||
|
||||
virtual void PostMorphWeapon ();
|
||||
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:
|
||||
bool TryPickup(AActor *&toucher);
|
||||
|
||||
void Serialize(FSerializer &arc);
|
||||
|
||||
double DropAmmoFactor;
|
||||
};
|
||||
|
|
@ -59,6 +59,7 @@
|
|||
#include "gstrings.h"
|
||||
#include "version.h"
|
||||
#include "cmdlib.h"
|
||||
#include "a_ammo.h"
|
||||
|
||||
#define ARTIFLASH_OFFSET (statusBar->invBarOffset+6)
|
||||
enum
|
||||
|
|
|
@ -44,6 +44,7 @@
|
|||
#include "w_wad.h"
|
||||
#include "a_keys.h"
|
||||
#include "a_armor.h"
|
||||
#include "a_ammo.h"
|
||||
#include "sbar.h"
|
||||
#include "sc_man.h"
|
||||
#include "templates.h"
|
||||
|
|
|
@ -13,6 +13,7 @@
|
|||
#include "templates.h"
|
||||
#include "a_keys.h"
|
||||
#include "a_armor.h"
|
||||
#include "a_ammo.h"
|
||||
#include "gi.h"
|
||||
#include "g_level.h"
|
||||
#include "colormatcher.h"
|
||||
|
|
|
@ -48,6 +48,7 @@
|
|||
#include "r_utility.h"
|
||||
#include "a_morph.h"
|
||||
#include "a_armor.h"
|
||||
#include "a_ammo.h"
|
||||
|
||||
// [RH] Actually handle the cheat. The cheat code in st_stuff.c now just
|
||||
// writes some bytes to the network data stream, and the network code
|
||||
|
|
|
@ -84,6 +84,7 @@
|
|||
#include "thingdef.h"
|
||||
#include "a_pickups.h"
|
||||
#include "a_armor.h"
|
||||
#include "a_ammo.h"
|
||||
|
||||
extern FILE *Logfile;
|
||||
|
||||
|
|
|
@ -51,6 +51,7 @@
|
|||
#include "p_spec.h"
|
||||
#include "p_checkposition.h"
|
||||
#include "math/cmath.h"
|
||||
#include "a_ammo.h"
|
||||
|
||||
#include "gi.h"
|
||||
|
||||
|
|
|
@ -70,6 +70,7 @@
|
|||
#include "d_player.h"
|
||||
#include "virtual.h"
|
||||
#include "a_armor.h"
|
||||
#include "a_ammo.h"
|
||||
|
||||
// MACROS ------------------------------------------------------------------
|
||||
|
||||
|
|
|
@ -60,6 +60,7 @@
|
|||
#include "p_spec.h"
|
||||
#include "virtual.h"
|
||||
#include "a_armor.h"
|
||||
#include "a_ammo.h"
|
||||
|
||||
static FRandom pr_skullpop ("SkullPop");
|
||||
|
||||
|
|
|
@ -70,6 +70,7 @@
|
|||
#include "r_data/colormaps.h"
|
||||
#include "a_weaponpiece.h"
|
||||
#include "vmbuilder.h"
|
||||
#include "a_ammo.h"
|
||||
|
||||
extern TArray<PClassActor **> OptionalClassPtrs;
|
||||
|
||||
|
|
Loading…
Reference in a new issue