#include #include "a_pickups.h" #include "gi.h" #include "d_player.h" #include "s_sound.h" #include "i_system.h" #include "r_state.h" #include "p_pspr.h" #include "c_dispatch.h" #include "m_misc.h" #include "gameconfigfile.h" #include "cmdlib.h" #include "templates.h" #include "sbar.h" #include "thingdef/thingdef.h" #include "doomstat.h" #include "g_level.h" #include "d_net.h" #include "farchive.h" #define BONUSADD 6 IMPLEMENT_POINTY_CLASS (AWeapon) DECLARE_POINTER (Ammo1) DECLARE_POINTER (Ammo2) DECLARE_POINTER (SisterWeapon) END_POINTERS FString WeaponSection; TArray KeyConfWeapons; FWeaponSlots *PlayingKeyConf; TArray Weapons_ntoh; TMap Weapons_hton; static int STACK_ARGS ntoh_cmp(const void *a, const void *b); IMPLEMENT_CLASS(PClassWeapon) PClassWeapon::PClassWeapon() { SlotNumber = -1; SlotPriority = INT_MAX; } void PClassWeapon::DeriveData(PClass *newclass) { assert(newclass->IsKindOf(RUNTIME_CLASS(PClassWeapon))); Super::DeriveData(newclass); PClassWeapon *newc = static_cast(newclass); newc->SlotNumber = SlotNumber; newc->SlotPriority = SlotPriority; } void PClassWeapon::ReplaceClassRef(PClass *oldclass, PClass *newclass) { Super::ReplaceClassRef(oldclass, newclass); AWeapon *def = (AWeapon*)Defaults; if (def != NULL) { if (def->AmmoType1 == oldclass) def->AmmoType1 = static_cast(newclass); if (def->AmmoType2 == oldclass) def->AmmoType2 = static_cast(newclass); if (def->SisterWeaponType == oldclass) def->SisterWeaponType = static_cast(newclass); } } //=========================================================================== // // AWeapon :: Serialize // //=========================================================================== void AWeapon::Serialize (FArchive &arc) { Super::Serialize (arc); arc << WeaponFlags << AmmoType1 << AmmoType2 << AmmoGive1 << AmmoGive2 << MinAmmo1 << MinAmmo2 << AmmoUse1 << AmmoUse2 << Kickback << YAdjust << UpSound << ReadySound << SisterWeaponType << ProjectileType << AltProjectileType << SelectionOrder << MoveCombatDist << Ammo1 << Ammo2 << SisterWeapon << GivenAsMorphWeapon << bAltFire << ReloadCounter; if (SaveVersion >= 3615) { arc << BobStyle << BobSpeed << BobRangeX << BobRangeY; } arc << FOVScale << Crosshair; if (SaveVersion >= 4203) { arc << MinSelAmmo1 << MinSelAmmo2; } } //=========================================================================== // // AWeapon :: MarkPrecacheSounds // //=========================================================================== void AWeapon::MarkPrecacheSounds() const { Super::MarkPrecacheSounds(); UpSound.MarkUsed(); ReadySound.MarkUsed(); } //=========================================================================== // // AWeapon :: TryPickup // // If you can't see the weapon when it's active, then you can't pick it up. // //=========================================================================== bool AWeapon::TryPickupRestricted (AActor *&toucher) { // Wrong class, but try to pick up for ammo if (ShouldStay()) { // Can't pick up weapons for other classes in coop netplay return false; } bool gaveSome = (NULL != AddAmmo (toucher, AmmoType1, AmmoGive1)); gaveSome |= (NULL != AddAmmo (toucher, AmmoType2, AmmoGive2)); if (gaveSome) { GoAwayAndDie (); } return gaveSome; } //=========================================================================== // // AWeapon :: TryPickup // //=========================================================================== bool AWeapon::TryPickup (AActor *&toucher) { FState * ReadyState = FindState(NAME_Ready); if (ReadyState != NULL && ReadyState->GetFrame() < sprites[ReadyState->sprite].numframes) { return Super::TryPickup (toucher); } return false; } //=========================================================================== // // AWeapon :: Use // // Make the player switch to this weapon. // //=========================================================================== bool AWeapon::Use (bool pickup) { AWeapon *useweap = this; // Powered up weapons cannot be used directly. if (WeaponFlags & WIF_POWERED_UP) return false; // If the player is powered-up, use the alternate version of the // weapon, if one exists. if (SisterWeapon != NULL && SisterWeapon->WeaponFlags & WIF_POWERED_UP && Owner->FindInventory (RUNTIME_CLASS(APowerWeaponLevel2), true)) { useweap = SisterWeapon; } if (Owner->player != NULL && Owner->player->ReadyWeapon != useweap) { Owner->player->PendingWeapon = useweap; } // Return false so that the weapon is not removed from the inventory. return false; } //=========================================================================== // // AWeapon :: Destroy // //=========================================================================== void AWeapon::Destroy() { AWeapon *sister = SisterWeapon; if (sister != NULL) { // avoid recursion sister->SisterWeapon = NULL; if (sister != this) { // In case we are our own sister, don't crash. sister->Destroy(); } } Super::Destroy(); } //=========================================================================== // // AWeapon :: HandlePickup // // Try to leach ammo from the weapon if you have it already. // //=========================================================================== bool AWeapon::HandlePickup (AInventory *item) { if (item->GetClass() == GetClass()) { if (static_cast(item)->PickupForAmmo (this)) { item->ItemFlags |= IF_PICKUPGOOD; } return true; } if (Inventory != NULL) { return Inventory->HandlePickup (item); } return false; } //=========================================================================== // // AWeapon :: PickupForAmmo // // The player already has this weapon, so try to pick it up for ammo. // //=========================================================================== bool AWeapon::PickupForAmmo (AWeapon *ownedWeapon) { bool gotstuff = false; // Don't take ammo if the weapon sticks around. if (!ShouldStay ()) { int oldamount1 = 0; int oldamount2 = 0; if (ownedWeapon->Ammo1 != NULL) oldamount1 = ownedWeapon->Ammo1->Amount; if (ownedWeapon->Ammo2 != NULL) oldamount2 = ownedWeapon->Ammo2->Amount; if (AmmoGive1 > 0) gotstuff = AddExistingAmmo (ownedWeapon->Ammo1, AmmoGive1); if (AmmoGive2 > 0) gotstuff |= AddExistingAmmo (ownedWeapon->Ammo2, AmmoGive2); AActor *Owner = ownedWeapon->Owner; if (gotstuff && Owner != NULL && Owner->player != NULL) { if (ownedWeapon->Ammo1 != NULL && oldamount1 == 0) { static_cast(Owner)->CheckWeaponSwitch(ownedWeapon->Ammo1->GetClass()); } else if (ownedWeapon->Ammo2 != NULL && oldamount2 == 0) { static_cast(Owner)->CheckWeaponSwitch(ownedWeapon->Ammo2->GetClass()); } } } return gotstuff; } //=========================================================================== // // AWeapon :: CreateCopy // //=========================================================================== AInventory *AWeapon::CreateCopy (AActor *other) { AWeapon *copy = static_cast(Super::CreateCopy (other)); if (copy != this) { copy->AmmoGive1 = AmmoGive1; copy->AmmoGive2 = AmmoGive2; } return copy; } //=========================================================================== // // AWeapon :: CreateTossable // // A weapon that's tossed out should contain no ammo, so you can't cheat // by dropping it and then picking it back up. // //=========================================================================== AInventory *AWeapon::CreateTossable () { // Only drop the weapon that is meant to be placed in a level. That is, // only drop the weapon that normally gives you ammo. if (SisterWeapon != NULL && ((AWeapon*)GetDefault())->AmmoGive1 == 0 && ((AWeapon*)GetDefault())->AmmoGive2 == 0 && (((AWeapon*)SisterWeapon->GetDefault())->AmmoGive1 > 0 || ((AWeapon*)SisterWeapon->GetDefault())->AmmoGive2 > 0)) { return SisterWeapon->CreateTossable (); } AWeapon *copy = static_cast (Super::CreateTossable ()); if (copy != NULL) { // If this weapon has a sister, remove it from the inventory too. if (SisterWeapon != NULL) { SisterWeapon->SisterWeapon = NULL; SisterWeapon->Destroy (); } // To avoid exploits, the tossed weapon must not have any ammo. copy->AmmoGive1 = 0; copy->AmmoGive2 = 0; } return copy; } //=========================================================================== // // AWeapon :: AttachToOwner // //=========================================================================== void AWeapon::AttachToOwner (AActor *other) { Super::AttachToOwner (other); Ammo1 = AddAmmo (Owner, AmmoType1, AmmoGive1); Ammo2 = AddAmmo (Owner, AmmoType2, AmmoGive2); SisterWeapon = AddWeapon (SisterWeaponType); if (Owner->player != NULL) { if (!Owner->player->userinfo.GetNeverSwitch() && !(WeaponFlags & WIF_NO_AUTO_SWITCH)) { Owner->player->PendingWeapon = this; } if (Owner->player->mo == players[consoleplayer].camera) { StatusBar->ReceivedWeapon (this); } } GivenAsMorphWeapon = false; // will be set explicitly by morphing code } //=========================================================================== // // AWeapon :: AddAmmo // // Give some ammo to the owner, even if it's just 0. // //=========================================================================== AAmmo *AWeapon::AddAmmo (AActor *other, PClassActor *ammotype, int amount) { AAmmo *ammo; if (ammotype == NULL) { return NULL; } // [BC] This behavior is from the original Doom. Give 5/2 times as much ammo when // we pick up a weapon in deathmatch. if (( deathmatch ) && ( gameinfo.gametype & GAME_DoomChex )) amount = amount * 5 / 2; // extra ammo in baby mode and nightmare mode if (!(this->ItemFlags&IF_IGNORESKILL)) { amount = int(amount * G_SkillProperty(SKILLP_AmmoFactor)); } ammo = static_cast(other->FindInventory (ammotype)); if (ammo == NULL) { ammo = static_cast(Spawn (ammotype)); ammo->Amount = MIN (amount, ammo->MaxAmount); ammo->AttachToOwner (other); } else if (ammo->Amount < ammo->MaxAmount) { ammo->Amount += amount; if (ammo->Amount > ammo->MaxAmount) { ammo->Amount = ammo->MaxAmount; } } return ammo; } //=========================================================================== // // AWeapon :: AddExistingAmmo // // Give the owner some more ammo he already has. // //=========================================================================== EXTERN_CVAR(Bool, sv_unlimited_pickup) bool AWeapon::AddExistingAmmo (AAmmo *ammo, int amount) { if (ammo != NULL && (ammo->Amount < ammo->MaxAmount || sv_unlimited_pickup)) { // extra ammo in baby mode and nightmare mode if (!(ItemFlags&IF_IGNORESKILL)) { amount = int(amount * G_SkillProperty(SKILLP_AmmoFactor)); } ammo->Amount += amount; if (ammo->Amount > ammo->MaxAmount && !sv_unlimited_pickup) { ammo->Amount = ammo->MaxAmount; } return true; } return false; } //=========================================================================== // // AWeapon :: AddWeapon // // Give the owner a weapon if they don't have it already. // //=========================================================================== AWeapon *AWeapon::AddWeapon (PClassWeapon *weapontype) { AWeapon *weap; if (weapontype == NULL || !weapontype->IsDescendantOf(RUNTIME_CLASS(AWeapon))) { return NULL; } weap = static_cast(Owner->FindInventory (weapontype)); if (weap == NULL) { weap = static_cast(Spawn (weapontype)); weap->AttachToOwner (Owner); } return weap; } //=========================================================================== // // AWeapon :: ShouldStay // //=========================================================================== bool AWeapon::ShouldStay () { if (((multiplayer && (!deathmatch && !alwaysapplydmflags)) || (dmflags & DF_WEAPONS_STAY)) && !(flags & MF_DROPPED)) { return true; } return false; } //=========================================================================== // // AWeapon :: CheckAmmo // // Returns true if there is enough ammo to shoot. If not, selects the // next weapon to use. // //=========================================================================== bool AWeapon::CheckAmmo (int fireMode, bool autoSwitch, bool requireAmmo, int ammocount) { int altFire; int count1, count2; int enough, enoughmask; int lAmmoUse1; if ((dmflags & DF_INFINITE_AMMO) || (Owner->player->cheats & CF_INFINITEAMMO)) { return true; } if (fireMode == EitherFire) { bool gotSome = CheckAmmo (PrimaryFire, false) || CheckAmmo (AltFire, false); if (!gotSome && autoSwitch) { barrier_cast(Owner)->PickNewWeapon (NULL); } return gotSome; } altFire = (fireMode == AltFire); if (!requireAmmo && (WeaponFlags & (WIF_AMMO_OPTIONAL << altFire))) { return true; } count1 = (Ammo1 != NULL) ? Ammo1->Amount : 0; count2 = (Ammo2 != NULL) ? Ammo2->Amount : 0; if ((WeaponFlags & WIF_DEHAMMO) && (Ammo1 == NULL)) { lAmmoUse1 = 0; } else if (ammocount >= 0 && (WeaponFlags & WIF_DEHAMMO)) { lAmmoUse1 = ammocount; } else { lAmmoUse1 = AmmoUse1; } enough = (count1 >= lAmmoUse1) | ((count2 >= AmmoUse2) << 1); if (WeaponFlags & (WIF_PRIMARY_USES_BOTH << altFire)) { enoughmask = 3; } else { enoughmask = 1 << altFire; } if (altFire && FindState(NAME_AltFire) == NULL) { // If this weapon has no alternate fire, then there is never enough ammo for it enough &= 1; } if (((enough & enoughmask) == enoughmask) || (enough && (WeaponFlags & WIF_AMMO_CHECKBOTH))) { return true; } // out of ammo, pick a weapon to change to if (autoSwitch) { barrier_cast(Owner)->PickNewWeapon (NULL); } return false; } //=========================================================================== // // AWeapon :: DepleteAmmo // // Use up some of the weapon's ammo. Returns true if the ammo was successfully // depleted. If checkEnough is false, then the ammo will always be depleted, // even if it drops below zero. // //=========================================================================== bool AWeapon::DepleteAmmo (bool altFire, bool checkEnough, int ammouse) { if (!((dmflags & DF_INFINITE_AMMO) || (Owner->player->cheats & CF_INFINITEAMMO))) { if (checkEnough && !CheckAmmo (altFire ? AltFire : PrimaryFire, false, false, ammouse)) { return false; } if (!altFire) { if (Ammo1 != NULL) { if (ammouse >= 0 && (WeaponFlags & WIF_DEHAMMO)) { Ammo1->Amount -= ammouse; } else { Ammo1->Amount -= AmmoUse1; } } if ((WeaponFlags & WIF_PRIMARY_USES_BOTH) && Ammo2 != NULL) { Ammo2->Amount -= AmmoUse2; } } else { if (Ammo2 != NULL) { Ammo2->Amount -= AmmoUse2; } if ((WeaponFlags & WIF_ALT_USES_BOTH) && Ammo1 != NULL) { Ammo1->Amount -= AmmoUse1; } } if (Ammo1 != NULL && Ammo1->Amount < 0) Ammo1->Amount = 0; if (Ammo2 != NULL && Ammo2->Amount < 0) Ammo2->Amount = 0; } return true; } //=========================================================================== // // AWeapon :: PostMorphWeapon // // Bring this weapon up after a player unmorphs. // //=========================================================================== void AWeapon::PostMorphWeapon () { if (Owner == NULL) { return; } Owner->player->PendingWeapon = WP_NOCHANGE; Owner->player->ReadyWeapon = this; Owner->player->psprites[ps_weapon].sy = WEAPONBOTTOM; Owner->player->refire = 0; P_SetPsprite (Owner->player, ps_weapon, GetUpState()); } //=========================================================================== // // AWeapon :: EndPowerUp // // The Tome of Power just expired. // //=========================================================================== void AWeapon::EndPowerup () { if (SisterWeapon != NULL && WeaponFlags&WIF_POWERED_UP) { if (GetReadyState() != SisterWeapon->GetReadyState()) { if (Owner->player->PendingWeapon == NULL || Owner->player->PendingWeapon == WP_NOCHANGE) Owner->player->PendingWeapon = SisterWeapon; } else { Owner->player->ReadyWeapon = SisterWeapon; } } } //=========================================================================== // // AWeapon :: GetUpState // //=========================================================================== FState *AWeapon::GetUpState () { return FindState(NAME_Select); } //=========================================================================== // // AWeapon :: GetDownState // //=========================================================================== FState *AWeapon::GetDownState () { return FindState(NAME_Deselect); } //=========================================================================== // // AWeapon :: GetReadyState // //=========================================================================== FState *AWeapon::GetReadyState () { return FindState(NAME_Ready); } //=========================================================================== // // AWeapon :: GetAtkState // //=========================================================================== FState *AWeapon::GetAtkState (bool hold) { FState * state=NULL; if (hold) state = FindState(NAME_Hold); if (state == NULL) state = FindState(NAME_Fire); return state; } //=========================================================================== // // AWeapon :: GetAtkState // //=========================================================================== FState *AWeapon::GetAltAtkState (bool hold) { FState * state=NULL; if (hold) state = FindState(NAME_AltHold); if (state == NULL) state = FindState(NAME_AltFire); return state; } //=========================================================================== // // AWeapon :: GetStateForButtonName // //=========================================================================== FState *AWeapon::GetStateForButtonName (FName button) { return FindState(button); } /* Weapon giver ***********************************************************/ IMPLEMENT_CLASS(AWeaponGiver) void AWeaponGiver::Serialize(FArchive &arc) { Super::Serialize(arc); if (SaveVersion >= 4246) { arc << DropAmmoFactor; } } bool AWeaponGiver::TryPickup(AActor *&toucher) { DDropItem *di = GetDropItems(); AWeapon *weap; if (di != NULL) { PClassWeapon *ti = dyn_cast(PClass::FindClass(di->Name)); if (ti != NULL) { if (master == NULL) { master = weap = static_cast(Spawn(di->Name)); if (weap != NULL) { weap->ItemFlags &= ~IF_ALWAYSPICKUP; // use the flag of this item only. weap->flags = (weap->flags & ~MF_DROPPED) | (this->flags & MF_DROPPED); // If our ammo gives are non-negative, transfer them to the real weapon. if (AmmoGive1 >= 0) weap->AmmoGive1 = AmmoGive1; if (AmmoGive2 >= 0) weap->AmmoGive2 = AmmoGive2; // If DropAmmoFactor is non-negative, modify the given ammo amounts. if (DropAmmoFactor > 0) { weap->AmmoGive1 = int(weap->AmmoGive1 * DropAmmoFactor); weap->AmmoGive2 = int(weap->AmmoGive2 * DropAmmoFactor); } weap->BecomeItem(); } else return false; } weap = barrier_cast(master); bool res = weap->CallTryPickup(toucher); if (res) { GoAwayAndDie(); master = NULL; } return res; } } return false; } /* Weapon slots ***********************************************************/ //=========================================================================== // // FWeaponSlot :: AddWeapon // // Adds a weapon to the end of the slot if it isn't already in it. // //=========================================================================== bool FWeaponSlot::AddWeapon(const char *type) { return AddWeapon(static_cast(PClass::FindClass(type))); } bool FWeaponSlot::AddWeapon(PClassWeapon *type) { unsigned int i; if (type == NULL) { return false; } if (!type->IsDescendantOf(RUNTIME_CLASS(AWeapon))) { Printf("Can't add non-weapon %s to weapon slots\n", type->TypeName.GetChars()); return false; } for (i = 0; i < Weapons.Size(); i++) { if (Weapons[i].Type == type) return true; // Already present } WeaponInfo info = { type, -1 }; Weapons.Push(info); return true; } //=========================================================================== // // FWeaponSlot :: AddWeaponList // // Appends all the weapons from the space-delimited list to this slot. // Set clear to true to remove any weapons already in this slot first. // //=========================================================================== void FWeaponSlot :: AddWeaponList(const char *list, bool clear) { FString copy(list); char *buff = copy.LockBuffer(); char *tok; if (clear) { Clear(); } tok = strtok(buff, " "); while (tok != NULL) { AddWeapon(tok); tok = strtok(NULL, " "); } } //=========================================================================== // // FWeaponSlot :: LocateWeapon // // Returns the index for the specified weapon in this slot, or -1 if it isn't // in this slot. // //=========================================================================== int FWeaponSlot::LocateWeapon(PClassWeapon *type) { unsigned int i; for (i = 0; i < Weapons.Size(); ++i) { if (Weapons[i].Type == type) { return (int)i; } } return -1; } //=========================================================================== // // FWeaponSlot :: PickWeapon // // Picks a weapon from this slot. If no weapon is selected in this slot, // or the first weapon in this slot is selected, returns the last weapon. // Otherwise, returns the previous weapon in this slot. This means // precedence is given to the last weapon in the slot, which by convention // is probably the strongest. Does not return weapons you have no ammo // for or which you do not possess. // //=========================================================================== AWeapon *FWeaponSlot::PickWeapon(player_t *player, bool checkammo) { int i, j; if (player->mo == NULL) { return NULL; } // Does this slot even have any weapons? if (Weapons.Size() == 0) { return player->ReadyWeapon; } if (player->ReadyWeapon != NULL) { for (i = 0; (unsigned)i < Weapons.Size(); i++) { if (Weapons[i].Type == player->ReadyWeapon->GetClass() || (player->ReadyWeapon->WeaponFlags & WIF_POWERED_UP && player->ReadyWeapon->SisterWeapon != NULL && player->ReadyWeapon->SisterWeapon->GetClass() == Weapons[i].Type)) { for (j = (i == 0 ? Weapons.Size() - 1 : i - 1); j != i; j = (j == 0 ? Weapons.Size() - 1 : j - 1)) { AWeapon *weap = static_cast (player->mo->FindInventory(Weapons[j].Type)); if (weap != NULL && weap->IsKindOf(RUNTIME_CLASS(AWeapon))) { if (!checkammo || weap->CheckAmmo(AWeapon::EitherFire, false)) { return weap; } } } } } } for (i = Weapons.Size() - 1; i >= 0; i--) { AWeapon *weap = static_cast (player->mo->FindInventory(Weapons[i].Type)); if (weap != NULL && weap->IsKindOf(RUNTIME_CLASS(AWeapon))) { if (!checkammo || weap->CheckAmmo(AWeapon::EitherFire, false)) { return weap; } } } return player->ReadyWeapon; } //=========================================================================== // // FWeaponSlot :: SetInitialPositions // // Fills in the position field for every weapon currently in the slot based // on its position in the slot. These are not scaled to [0,1] so that extra // weapons can use those values to go to the start or end of the slot. // //=========================================================================== void FWeaponSlot::SetInitialPositions() { unsigned int size = Weapons.Size(), i; if (size == 1) { Weapons[0].Position = 0x8000; } else { for (i = 0; i < size; ++i) { Weapons[i].Position = i * 0xFF00 / (size - 1) + 0x80; } } } //=========================================================================== // // FWeaponSlot :: Sort // // Rearranges the weapons by their position field. // //=========================================================================== void FWeaponSlot::Sort() { // This does not use qsort(), because the sort should be stable, and // there is no guarantee that qsort() is stable. This insertion sort // should be fine. int i, j; for (i = 1; i < (int)Weapons.Size(); ++i) { int pos = Weapons[i].Position; PClassWeapon *type = Weapons[i].Type; for (j = i - 1; j >= 0 && Weapons[j].Position > pos; --j) { Weapons[j + 1] = Weapons[j]; } Weapons[j + 1].Type = type; Weapons[j + 1].Position = pos; } } //=========================================================================== // // FWeaponSlots - Copy Constructor // //=========================================================================== FWeaponSlots::FWeaponSlots(const FWeaponSlots &other) { for (int i = 0; i < NUM_WEAPON_SLOTS; ++i) { Slots[i] = other.Slots[i]; } } //=========================================================================== // // FWeaponSlots :: Clear // // Removes all weapons from every slot. // //=========================================================================== void FWeaponSlots::Clear() { for (int i = 0; i < NUM_WEAPON_SLOTS; ++i) { Slots[i].Clear(); } } //=========================================================================== // // FWeaponSlots :: AddDefaultWeapon // // If the weapon already exists in a slot, don't add it. If it doesn't, // then add it to the specified slot. // //=========================================================================== ESlotDef FWeaponSlots::AddDefaultWeapon (int slot, PClassWeapon *type) { int currSlot, index; if (!LocateWeapon (type, &currSlot, &index)) { if (slot >= 0 && slot < NUM_WEAPON_SLOTS) { bool added = Slots[slot].AddWeapon (type); return added ? SLOTDEF_Added : SLOTDEF_Full; } return SLOTDEF_Full; } return SLOTDEF_Exists; } //=========================================================================== // // FWeaponSlots :: LocateWeapon // // Returns true if the weapon is in a slot, false otherwise. If the weapon // is found, it can also optionally return the slot and index for it. // //=========================================================================== bool FWeaponSlots::LocateWeapon (PClassWeapon *type, int *const slot, int *const index) { int i, j; for (i = 0; i < NUM_WEAPON_SLOTS; i++) { j = Slots[i].LocateWeapon(type); if (j >= 0) { if (slot != NULL) *slot = i; if (index != NULL) *index = j; return true; } } return false; } //=========================================================================== // // FindMostRecentWeapon // // Locates the slot and index for the most recently selected weapon. If the // player is in the process of switching to a new weapon, that is the most // recently selected weapon. Otherwise, the current weapon is the most recent // weapon. // //=========================================================================== static bool FindMostRecentWeapon(player_t *player, int *slot, int *index) { if (player->PendingWeapon != WP_NOCHANGE) { return player->weapons.LocateWeapon(player->PendingWeapon->GetClass(), slot, index); } else if (player->ReadyWeapon != NULL) { AWeapon *weap = player->ReadyWeapon; if (!player->weapons.LocateWeapon(weap->GetClass(), slot, index)) { // If the current weapon wasn't found and is powered up, // look for its non-powered up version. if (weap->WeaponFlags & WIF_POWERED_UP && weap->SisterWeaponType != NULL) { return player->weapons.LocateWeapon(weap->SisterWeaponType, slot, index); } return false; } return true; } else { return false; } } //=========================================================================== // // FWeaponSlots :: PickNextWeapon // // Returns the "next" weapon for this player. If the current weapon is not // in a slot, then it just returns that weapon, since there's nothing to // consider it relative to. // //=========================================================================== AWeapon *FWeaponSlots::PickNextWeapon(player_t *player) { int startslot, startindex; int slotschecked = 0; if (player->mo == NULL) { return NULL; } if (player->ReadyWeapon == NULL || FindMostRecentWeapon(player, &startslot, &startindex)) { int slot; int index; if (player->ReadyWeapon == NULL) { startslot = NUM_WEAPON_SLOTS - 1; startindex = Slots[startslot].Size() - 1; } slot = startslot; index = startindex; do { if (++index >= Slots[slot].Size()) { index = 0; slotschecked++; if (++slot >= NUM_WEAPON_SLOTS) { slot = 0; } } PClassWeapon *type = Slots[slot].GetWeapon(index); AWeapon *weap = static_cast(player->mo->FindInventory(type)); if (weap != NULL && weap->CheckAmmo(AWeapon::EitherFire, false)) { return weap; } } while ((slot != startslot || index != startindex) && slotschecked <= NUM_WEAPON_SLOTS); } return player->ReadyWeapon; } //=========================================================================== // // FWeaponSlots :: PickPrevWeapon // // Returns the "previous" weapon for this player. If the current weapon is // not in a slot, then it just returns that weapon, since there's nothing to // consider it relative to. // //=========================================================================== AWeapon *FWeaponSlots::PickPrevWeapon (player_t *player) { int startslot, startindex; int slotschecked = 0; if (player->mo == NULL) { return NULL; } if (player->ReadyWeapon == NULL || FindMostRecentWeapon (player, &startslot, &startindex)) { int slot; int index; if (player->ReadyWeapon == NULL) { startslot = 0; startindex = 0; } slot = startslot; index = startindex; do { if (--index < 0) { slotschecked++; if (--slot < 0) { slot = NUM_WEAPON_SLOTS - 1; } index = Slots[slot].Size() - 1; } PClassWeapon *type = Slots[slot].GetWeapon(index); AWeapon *weap = static_cast(player->mo->FindInventory(type)); if (weap != NULL && weap->CheckAmmo(AWeapon::EitherFire, false)) { return weap; } } while ((slot != startslot || index != startindex) && slotschecked <= NUM_WEAPON_SLOTS); } return player->ReadyWeapon; } //=========================================================================== // // FWeaponSlots :: AddExtraWeapons // // For every weapon class for the current game, add it to its desired slot // and position within the slot. Does not first clear the slots. // //=========================================================================== void FWeaponSlots::AddExtraWeapons() { unsigned int i; // Set fractional positions for current weapons. for (i = 0; i < NUM_WEAPON_SLOTS; ++i) { Slots[i].SetInitialPositions(); } // Append extra weapons to the slots. for (unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); ++i) { PClass *cls = PClassActor::AllActorClasses[i]; if (!cls->IsDescendantOf(RUNTIME_CLASS(AWeapon))) { continue; } PClassWeapon *acls = static_cast(cls); if ((acls->GameFilter == GAME_Any || (acls->GameFilter & gameinfo.gametype)) && acls->Replacement == NULL && // Replaced weapons don't get slotted. !(((AWeapon *)(acls->Defaults))->WeaponFlags & WIF_POWERED_UP) && !LocateWeapon(acls, NULL, NULL) // Don't duplicate it if it's already present. ) { int slot = acls->SlotNumber; if ((unsigned)slot < NUM_WEAPON_SLOTS) { FWeaponSlot::WeaponInfo info = { acls, acls->SlotPriority }; Slots[slot].Weapons.Push(info); } } } // Now resort every slot to put the new weapons in their proper places. for (i = 0; i < NUM_WEAPON_SLOTS; ++i) { Slots[i].Sort(); } } //=========================================================================== // // FWeaponSlots :: SetFromGameInfo // // If neither the player class nor any defined weapon contain a // slot assignment, use the game's defaults // //=========================================================================== void FWeaponSlots::SetFromGameInfo() { unsigned int i; // Only if all slots are empty for (i = 0; i < NUM_WEAPON_SLOTS; ++i) { if (Slots[i].Size() > 0) return; } // Append extra weapons to the slots. for (i = 0; i < NUM_WEAPON_SLOTS; ++i) { for (unsigned j = 0; j < gameinfo.DefaultWeaponSlots[i].Size(); j++) { PClassWeapon *cls = dyn_cast(PClass::FindClass(gameinfo.DefaultWeaponSlots[i][j])); if (cls == NULL) { Printf("Unknown weapon class '%s' found in default weapon slot assignments\n", gameinfo.DefaultWeaponSlots[i][j].GetChars()); } else { Slots[i].AddWeapon(cls); } } } } //=========================================================================== // // FWeaponSlots :: StandardSetup // // Setup weapons in this order: // 1. Use slots from player class. // 2. Add extra weapons that specify their own slots. // 3. If all slots are empty, use the settings from the gameinfo (compatibility fallback) // //=========================================================================== void FWeaponSlots::StandardSetup(PClassPlayerPawn *type) { SetFromPlayer(type); AddExtraWeapons(); SetFromGameInfo(); } //=========================================================================== // // FWeaponSlots :: LocalSetup // // Setup weapons in this order: // 1. Run KEYCONF weapon commands, affecting slots accordingly. // 2. Read config slots, overriding current slots. If WeaponSection is set, // then [..Weapons] is tried, followed by // [.Weapons] if that did not exist. If WeaponSection is // empty, then the slots are read from [.Weapons]. // //=========================================================================== void FWeaponSlots::LocalSetup(PClassActor *type) { P_PlaybackKeyConfWeapons(this); if (WeaponSection.IsNotEmpty()) { FString sectionclass(WeaponSection); sectionclass << '.' << type->TypeName.GetChars(); if (RestoreSlots(GameConfig, sectionclass) == 0) { RestoreSlots(GameConfig, WeaponSection); } } else { RestoreSlots(GameConfig, type->TypeName.GetChars()); } } //=========================================================================== // // FWeaponSlots :: SendDifferences // // Sends the weapon slots from this instance that differ from other's. // //=========================================================================== void FWeaponSlots::SendDifferences(int playernum, const FWeaponSlots &other) { int i, j; for (i = 0; i < NUM_WEAPON_SLOTS; ++i) { if (other.Slots[i].Size() == Slots[i].Size()) { for (j = (int)Slots[i].Size(); j-- > 0; ) { if (other.Slots[i].GetWeapon(j) != Slots[i].GetWeapon(j)) { break; } } if (j < 0) { // The two slots are the same. continue; } } // The slots differ. Send mine. if (playernum == consoleplayer) { Net_WriteByte(DEM_SETSLOT); } else { Net_WriteByte(DEM_SETSLOTPNUM); Net_WriteByte(playernum); } Net_WriteByte(i); Net_WriteByte(Slots[i].Size()); for (j = 0; j < Slots[i].Size(); ++j) { Net_WriteWeapon(Slots[i].GetWeapon(j)); } } } //=========================================================================== // // FWeaponSlots :: SetFromPlayer // // Sets all weapon slots according to the player class. // //=========================================================================== void FWeaponSlots::SetFromPlayer(PClassPlayerPawn *type) { Clear(); for (int i = 0; i < NUM_WEAPON_SLOTS; ++i) { if (!type->Slot[i].IsEmpty()) { Slots[i].AddWeaponList(type->Slot[i], false); } } } //=========================================================================== // // FWeaponSlots :: RestoreSlots // // Reads slots from a config section. Any slots in the section override // existing slot settings, while slots not present in the config are // unaffected. Returns the number of slots read. // //=========================================================================== int FWeaponSlots::RestoreSlots(FConfigFile *config, const char *section) { FString section_name(section); const char *key, *value; int slotsread = 0; section_name += ".Weapons"; if (!config->SetSection(section_name)) { return 0; } while (config->NextInSection (key, value)) { if (strnicmp (key, "Slot[", 5) != 0 || key[5] < '0' || key[5] > '0'+NUM_WEAPON_SLOTS || key[6] != ']' || key[7] != 0) { continue; } Slots[key[5] - '0'].AddWeaponList(value, true); slotsread++; } return slotsread; } //=========================================================================== // // CCMD setslot // //=========================================================================== void FWeaponSlots::PrintSettings() { for (int i = 1; i <= NUM_WEAPON_SLOTS; ++i) { int slot = i % NUM_WEAPON_SLOTS; if (Slots[slot].Size() > 0) { Printf("Slot[%d]=", slot); for (int j = 0; j < Slots[slot].Size(); ++j) { Printf("%s ", Slots[slot].GetWeapon(j)->TypeName.GetChars()); } Printf("\n"); } } } CCMD (setslot) { int slot; if (argv.argc() < 2 || (slot = atoi (argv[1])) >= NUM_WEAPON_SLOTS) { Printf("Usage: setslot [slot] [weapons]\nCurrent slot assignments:\n"); if (players[consoleplayer].mo != NULL) { FString config(GameConfig->GetConfigPath(false)); Printf(TEXTCOLOR_BLUE "Add the following to " TEXTCOLOR_ORANGE "%s" TEXTCOLOR_BLUE " to retain these bindings:\n" TEXTCOLOR_NORMAL "[", config.GetChars()); if (WeaponSection.IsNotEmpty()) { Printf("%s.", WeaponSection.GetChars()); } Printf("%s.Weapons]\n", players[consoleplayer].mo->GetClass()->TypeName.GetChars()); } players[consoleplayer].weapons.PrintSettings(); return; } if (ParsingKeyConf) { KeyConfWeapons.Push(argv.args()); } else if (PlayingKeyConf != NULL) { PlayingKeyConf->Slots[slot].Clear(); for (int i = 2; i < argv.argc(); ++i) { PlayingKeyConf->Slots[slot].AddWeapon(argv[i]); } } else { if (argv.argc() == 2) { Printf ("Slot %d cleared\n", slot); } Net_WriteByte(DEM_SETSLOT); Net_WriteByte(slot); Net_WriteByte(argv.argc()-2); for (int i = 2; i < argv.argc(); i++) { Net_WriteWeapon(dyn_cast(PClass::FindClass(argv[i]))); } } } //=========================================================================== // // CCMD addslot // //=========================================================================== void FWeaponSlots::AddSlot(int slot, PClassWeapon *type, bool feedback) { if (type != NULL && !Slots[slot].AddWeapon(type) && feedback) { Printf ("Could not add %s to slot %d\n", type->TypeName.GetChars(), slot); } } CCMD (addslot) { unsigned int slot; if (argv.argc() != 3 || (slot = atoi (argv[1])) >= NUM_WEAPON_SLOTS) { Printf ("Usage: addslot \n"); return; } PClassWeapon *type= dyn_cast(PClass::FindClass(argv[2])); if (type == NULL) { Printf("%s is not a weapon\n", argv[2]); return; } if (ParsingKeyConf) { KeyConfWeapons.Push(argv.args()); } else if (PlayingKeyConf != NULL) { PlayingKeyConf->AddSlot(int(slot), type, false); } else { Net_WriteByte(DEM_ADDSLOT); Net_WriteByte(slot); Net_WriteWeapon(type); } } //=========================================================================== // // CCMD weaponsection // //=========================================================================== CCMD (weaponsection) { if (argv.argc() > 1) { WeaponSection = argv[1]; } } //=========================================================================== // // CCMD addslotdefault // //=========================================================================== void FWeaponSlots::AddSlotDefault(int slot, PClassWeapon *type, bool feedback) { if (type != NULL && type->IsDescendantOf(RUNTIME_CLASS(AWeapon))) { switch (AddDefaultWeapon(slot, type)) { case SLOTDEF_Full: if (feedback) { Printf ("Could not add %s to slot %d\n", type->TypeName.GetChars(), slot); } break; default: case SLOTDEF_Added: break; case SLOTDEF_Exists: break; } } } CCMD (addslotdefault) { PClassWeapon *type; unsigned int slot; if (argv.argc() != 3 || (slot = atoi (argv[1])) >= NUM_WEAPON_SLOTS) { Printf ("Usage: addslotdefault \n"); return; } type = dyn_cast(PClass::FindClass(argv[2])); if (type == NULL) { Printf ("%s is not a weapon\n", argv[2]); return; } if (ParsingKeyConf) { KeyConfWeapons.Push(argv.args()); } else if (PlayingKeyConf != NULL) { PlayingKeyConf->AddSlotDefault(int(slot), type, false); } else { Net_WriteByte(DEM_ADDSLOTDEFAULT); Net_WriteByte(slot); Net_WriteWeapon(type); } } //=========================================================================== // // P_PlaybackKeyConfWeapons // // Executes the weapon-related commands from a KEYCONF lump. // //=========================================================================== void P_PlaybackKeyConfWeapons(FWeaponSlots *slots) { PlayingKeyConf = slots; for (unsigned int i = 0; i < KeyConfWeapons.Size(); ++i) { FString cmd(KeyConfWeapons[i]); AddCommandString(cmd.LockBuffer()); } PlayingKeyConf = NULL; } //=========================================================================== // // P_SetupWeapons_ntohton // // Initializes the ntoh and hton maps for weapon types. To populate the ntoh // array, weapons are sorted first by game, then lexicographically. Weapons // from the current game are sorted first, followed by weapons for all other // games, and within each block, they are sorted by name. // //=========================================================================== void P_SetupWeapons_ntohton() { unsigned int i; PClassWeapon *cls; Weapons_ntoh.Clear(); Weapons_hton.Clear(); cls = NULL; Weapons_ntoh.Push(cls); // Index 0 is always NULL. for (i = 0; i < PClassActor::AllActorClasses.Size(); ++i) { PClassActor *cls = PClassActor::AllActorClasses[i]; if (cls->IsDescendantOf(RUNTIME_CLASS(AWeapon))) { Weapons_ntoh.Push(static_cast(cls)); } } qsort(&Weapons_ntoh[1], Weapons_ntoh.Size() - 1, sizeof(Weapons_ntoh[0]), ntoh_cmp); for (i = 0; i < Weapons_ntoh.Size(); ++i) { Weapons_hton[Weapons_ntoh[i]] = i; } } //=========================================================================== // // ntoh_cmp // // Sorting comparison function used by P_SetupWeapons_ntohton(). // // Weapons that filter for the current game appear first, weapons that filter // for any game appear second, and weapons that filter for some other game // appear last. The idea here is to try to keep all the weapons that are // most likely to be used at the start of the list so that they only need // one byte to transmit across the network. // //=========================================================================== static int STACK_ARGS ntoh_cmp(const void *a, const void *b) { PClassWeapon *c1 = *(PClassWeapon **)a; PClassWeapon *c2 = *(PClassWeapon **)b; int g1 = c1->GameFilter == GAME_Any ? 1 : (c1->GameFilter & gameinfo.gametype) ? 0 : 2; int g2 = c2->GameFilter == GAME_Any ? 1 : (c2->GameFilter & gameinfo.gametype) ? 0 : 2; if (g1 != g2) { return g1 - g2; } return stricmp(c1->TypeName.GetChars(), c2->TypeName.GetChars()); } //=========================================================================== // // P_WriteDemoWeaponsChunk // // Store the list of weapons so that adding new ones does not automatically // break demos. // //=========================================================================== void P_WriteDemoWeaponsChunk(BYTE **demo) { WriteWord(Weapons_ntoh.Size(), demo); for (unsigned int i = 1; i < Weapons_ntoh.Size(); ++i) { WriteString(Weapons_ntoh[i]->TypeName.GetChars(), demo); } } //=========================================================================== // // P_ReadDemoWeaponsChunk // // Restore the list of weapons that was current at the time the demo was // recorded. // //=========================================================================== void P_ReadDemoWeaponsChunk(BYTE **demo) { int count, i; PClassWeapon *type; const char *s; count = ReadWord(demo); Weapons_ntoh.Resize(count); Weapons_hton.Clear(count); Weapons_ntoh[0] = type = NULL; Weapons_hton[type] = 0; for (i = 1; i < count; ++i) { s = ReadStringConst(demo); type = dyn_cast(PClass::FindClass(s)); // If a demo was recorded with a weapon that is no longer present, // should we report it? Weapons_ntoh[i] = type; if (type != NULL) { Weapons_hton[type] = i; } } } //=========================================================================== // // Net_WriteWeapon // //=========================================================================== void Net_WriteWeapon(PClassWeapon *type) { int index, *index_p; index_p = Weapons_hton.CheckKey(type); if (index_p == NULL) { index = 0; } else { index = *index_p; } // 32767 weapons better be enough for anybody. assert(index >= 0 && index <= 32767); if (index < 128) { Net_WriteByte(index); } else { Net_WriteByte(0x80 | index); Net_WriteByte(index >> 7); } } //=========================================================================== // // Net_ReadWeapon // //=========================================================================== PClassWeapon *Net_ReadWeapon(BYTE **stream) { int index; index = ReadByte(stream); if (index & 0x80) { index = (index & 0x7F) | (ReadByte(stream) << 7); } if ((unsigned)index >= Weapons_ntoh.Size()) { return NULL; } return Weapons_ntoh[index]; } //=========================================================================== // // A_ZoomFactor // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AWeapon, A_ZoomFactor) { PARAM_ACTION_PROLOGUE; PARAM_FLOAT_OPT (zoom) { zoom = 1; } PARAM_INT_OPT (flags) { flags = 0; } if (self->player != NULL && self->player->ReadyWeapon != NULL) { zoom = 1 / clamp(zoom, 0.1, 50.0); if (flags & 1) { // Make the zoom instant. self->player->FOV = float(self->player->DesiredFOV * zoom); } if (flags & 2) { // Disable pitch/yaw scaling. zoom = -zoom; } self->player->ReadyWeapon->FOVScale = float(zoom); } return 0; } //=========================================================================== // // A_SetCrosshair // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AWeapon, A_SetCrosshair) { PARAM_ACTION_PROLOGUE; PARAM_INT(xhair); if (self->player != NULL && self->player->ReadyWeapon != NULL) { self->player->ReadyWeapon->Crosshair = xhair; } return 0; }