2008-01-27 11:25:03 +00:00
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#include <string.h>
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#include "a_pickups.h"
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#include "gi.h"
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#include "d_player.h"
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#include "s_sound.h"
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#include "i_system.h"
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#include "r_state.h"
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#include "p_pspr.h"
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#include "c_dispatch.h"
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#include "m_misc.h"
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#include "gameconfigfile.h"
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#include "cmdlib.h"
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#include "templates.h"
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#include "sbar.h"
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#define BONUSADD 6
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FState AWeapon::States[] =
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{
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S_NORMAL (SHTG, 'E', 0, A_Light0 , NULL)
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};
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IMPLEMENT_POINTY_CLASS (AWeapon)
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DECLARE_POINTER (Ammo1)
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DECLARE_POINTER (Ammo2)
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DECLARE_POINTER (SisterWeapon)
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END_POINTERS
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BEGIN_DEFAULTS (AWeapon, Any, -1, 0)
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PROP_Inventory_PickupSound ("misc/w_pkup")
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END_DEFAULTS
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//===========================================================================
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//
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// AWeapon :: Serialize
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//
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//===========================================================================
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void AWeapon::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << WeaponFlags
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<< AmmoType1 << AmmoType2
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<< AmmoGive1 << AmmoGive2
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<< MinAmmo1 << MinAmmo2
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<< AmmoUse1 << AmmoUse2
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<< Kickback
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<< YAdjust
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2008-06-15 17:17:31 +00:00
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<< UpSound << ReadySound
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2008-01-27 11:25:03 +00:00
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<< SisterWeaponType
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<< ProjectileType << AltProjectileType
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<< SelectionOrder
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<< MoveCombatDist
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2008-04-17 20:58:50 +00:00
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<< Ammo1 << Ammo2 << SisterWeapon << GivenAsMorphWeapon
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2008-06-28 13:29:59 +00:00
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<< bAltFire
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<< ReloadCounter;
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2008-01-27 11:25:03 +00:00
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}
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//===========================================================================
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//
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// AWeapon :: TryPickup
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//
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// If you can't see the weapon when it's active, then you can't pick it up.
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//
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//===========================================================================
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bool AWeapon::TryPickup (AActor *toucher)
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{
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FState * ReadyState = FindState(NAME_Ready);
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if (ReadyState != NULL &&
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ReadyState->GetFrame() < sprites[ReadyState->sprite.index].numframes)
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{
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return Super::TryPickup (toucher);
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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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// AWeapon :: Use
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//
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// Make the player switch to this weapon.
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//
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//===========================================================================
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bool AWeapon::Use (bool pickup)
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{
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AWeapon *useweap = this;
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// Powered up weapons cannot be used directly.
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if (WeaponFlags & WIF_POWERED_UP) return false;
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// If the player is powered-up, use the alternate version of the
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// weapon, if one exists.
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if (SisterWeapon != NULL &&
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SisterWeapon->WeaponFlags & WIF_POWERED_UP &&
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Owner->FindInventory (RUNTIME_CLASS(APowerWeaponLevel2)))
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{
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useweap = SisterWeapon;
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}
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if (Owner->player != NULL && Owner->player->ReadyWeapon != useweap)
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{
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Owner->player->PendingWeapon = useweap;
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}
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// Return false so that the weapon is not removed from the inventory.
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return false;
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}
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2008-07-06 17:32:31 +00:00
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//===========================================================================
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//
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// AWeapon :: Destroy
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//
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//===========================================================================
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void AWeapon::Destroy()
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{
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if (SisterWeapon != NULL)
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{
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// avoid recursion
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SisterWeapon->SisterWeapon = NULL;
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SisterWeapon->Destroy();
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}
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Super::Destroy();
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}
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2008-01-27 11:25:03 +00:00
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//===========================================================================
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//
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// AWeapon :: HandlePickup
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//
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// Try to leach ammo from the weapon if you have it already.
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//
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//===========================================================================
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bool AWeapon::HandlePickup (AInventory *item)
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{
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if (item->GetClass() == GetClass())
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{
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if (static_cast<AWeapon *>(item)->PickupForAmmo (this))
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{
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item->ItemFlags |= IF_PICKUPGOOD;
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}
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return true;
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}
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if (Inventory != NULL)
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{
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return Inventory->HandlePickup (item);
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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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// AWeapon :: PickupForAmmo
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//
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// The player already has this weapon, so try to pick it up for ammo.
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//
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//===========================================================================
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bool AWeapon::PickupForAmmo (AWeapon *ownedWeapon)
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{
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bool gotstuff = false;
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// Don't take ammo if the weapon sticks around.
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if (!ShouldStay ())
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{
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if (AmmoGive1 > 0) gotstuff = AddExistingAmmo (ownedWeapon->Ammo1, AmmoGive1);
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if (AmmoGive2 > 0) gotstuff |= AddExistingAmmo (ownedWeapon->Ammo2, AmmoGive2);
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}
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return gotstuff;
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}
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//===========================================================================
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//
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// AWeapon :: CreateCopy
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//
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//===========================================================================
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AInventory *AWeapon::CreateCopy (AActor *other)
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{
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AWeapon *copy = static_cast<AWeapon*>(Super::CreateCopy (other));
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if (copy != this)
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{
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copy->AmmoGive1 = AmmoGive1;
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copy->AmmoGive2 = AmmoGive2;
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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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// AWeapon :: CreateTossable
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//
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// A weapon that's tossed out should contain no ammo, so you can't cheat
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// by dropping it and then picking it back up.
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- Fixed: Fog for flooding floor textures into gaps created by missing wall textures
didn't work since a parameter changes necessitated by ZDoom's render style 'enhancement'.
Update to ZDoom r940:
SBarInfo Update #18:
- Simplified the DrawGraphic function in sbarinfo_display.cpp
- Added xOffset, yOffset, and alpha to every drawing function in
sbarinfo_display.cpp. So Strife popups can be handeled better and allow for
other effects (translucent bars?). I'm thinking about making a struct for
these five (also x and y) arguments so that the argument lists don't become a
mess.
- Changed DRAWIMAGE in sbarinfo_display.cpp to not use so many calls to
DrawGraphic.
- DrawKeyBar wasn't using screen->DrawTexture.
- Added a Fade transition for popups. It takes two args fade in rate and fade
out rate. Both are floats (1.0 = 1 tic to complete 0.5 = 2 tics to complete
and so on).
- Added a translucency arg to statusbars. 1.0 = opaque and 0.0 = invisible.
- Fixed: When an instrument's envelope runs out, it does not immediately ramp
to zero. Rather, it lets the remainder of the sample finish playing.
- Fixed: When playing a MIDI file with EMIDI track designations to turn a
track off, any ticks that had only events on the disabled track would cause
the delay for that track to be thrown away, and the following notes on
enabled tracks would play too soon. This could be heard quite clearly in
xplasma.mid, where track 4 (FMGlass Drone 1) would interfere with the timing
of tracks 13 and 14 (EP1 Melody and EP1 Echo).
- Fixed: DFlashFader did some operations in its destructor that had to be moved
to its Destroy method.
- Fixed: Dropped weapons from dying players should not double ammo.
- Fixed: When note_on() is called and another copy of the same note is
already playing on the channel, it should stop it with finish_note(), not
kill_note(). This can be clearly heard in the final cymbal crashes of
D_DM2TTL where TiMidity cuts them off because the final cymbals are played
with a velocity of 1 before the preceding cymbals have finished. (I wonder
if I should be setting the self_nonexclusive flag for GUS patches to
disable even this behavior, though, since gf1note.c doesn't turn off
duplicate notes.)
- Changed envelope handling to hopefully match the GUS player's. The most
egregious mistake TiMidity makes is to treat bit 6 as an envelope enable
bit. This is not what it does; every sample has an envelope. Rather, this
is a "no sampled release" flag. Also, despite fiddling with the
PATCH_SUSTAIN flag during instrument loading, TiMidity never actually
used it. Nor did it do anything at all with the PATCH_FAST_REL flag.
- Fixed: wbstartstruct's lump name fields were only 8 characters long
and not properly zero-terminated when all 8 characters were used.
- Fixed: Local sound sequence definitions caused a crash because a proper
NULL check was missing.
- Added translucent blending modes to FMultipatchTexture (not tested yet!)
- Also changed all true color texture creation functions to use proper alpha
values instead of inverted ones.
- Changed FRemapTable so that all palette entries must contain proper alpha
values.
- Fixed: The F1 screen check in m_menu.cpp was missing a NULL pointer check.
- Changed: The boss brain's explosions play weapons/rocklx which is an
unlimited sound. This can become extremely loud. Replaced with a new
sound which is just an alias to weapons/rocklx but has a limit of 4.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@98 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-25 10:00:54 +00:00
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//=======================
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2008-01-27 11:25:03 +00:00
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AInventory *AWeapon::CreateTossable ()
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{
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// Only drop the weapon that is meant to be placed in a level. That is,
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// only drop the weapon that normally gives you ammo.
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if (SisterWeapon != NULL &&
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((AWeapon*)GetDefault())->AmmoGive1 == 0 &&
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((AWeapon*)GetDefault())->AmmoGive2 == 0 &&
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(((AWeapon*)SisterWeapon->GetDefault())->AmmoGive1 > 0 ||
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((AWeapon*)SisterWeapon->GetDefault())->AmmoGive2 > 0))
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{
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return SisterWeapon->CreateTossable ();
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}
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AWeapon *copy = static_cast<AWeapon *> (Super::CreateTossable ());
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if (copy != NULL)
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{
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// If this weapon has a sister, remove it from the inventory too.
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if (SisterWeapon != NULL)
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{
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2008-07-06 17:32:31 +00:00
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SisterWeapon->SisterWeapon = NULL;
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2008-01-27 11:25:03 +00:00
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SisterWeapon->Destroy ();
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}
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// To avoid exploits, the tossed weapon must not have any ammo.
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copy->AmmoGive1 = 0;
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copy->AmmoGive2 = 0;
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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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// AWeapon :: AttachToOwner
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//
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//===========================================================================
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void AWeapon::AttachToOwner (AActor *other)
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{
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Super::AttachToOwner (other);
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Ammo1 = AddAmmo (Owner, AmmoType1, AmmoGive1);
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Ammo2 = AddAmmo (Owner, AmmoType2, AmmoGive2);
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SisterWeapon = AddWeapon (SisterWeaponType);
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if (Owner->player != NULL)
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{
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if (!Owner->player->userinfo.neverswitch && !(WeaponFlags & WIF_NO_AUTO_SWITCH))
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{
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Owner->player->PendingWeapon = this;
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}
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if (Owner->player->mo == players[consoleplayer].camera)
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{
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StatusBar->ReceivedWeapon (this);
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}
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}
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2008-04-17 20:58:50 +00:00
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GivenAsMorphWeapon = false; // will be set explicitly by morphing code
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2008-01-27 11:25:03 +00:00
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}
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//===========================================================================
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//
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// AWeapon :: AddAmmo
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//
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// Give some ammo to the owner, even if it's just 0.
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//
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//===========================================================================
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AAmmo *AWeapon::AddAmmo (AActor *other, const PClass *ammotype, int amount)
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{
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AAmmo *ammo;
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if (ammotype == NULL)
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{
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return NULL;
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}
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// [BC] This behavior is from the original Doom. Give 5/2 times as much ammo when
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// we pick up a weapon in deathmatch.
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if (( deathmatch ) && ( gameinfo.gametype == GAME_Doom ))
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amount = amount * 5 / 2;
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// extra ammo in baby mode and nightmare mode
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if (!(this->ItemFlags&IF_IGNORESKILL))
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{
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amount = FixedMul(amount, G_SkillProperty(SKILLP_AmmoFactor));
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}
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ammo = static_cast<AAmmo *>(other->FindInventory (ammotype));
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if (ammo == NULL)
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{
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ammo = static_cast<AAmmo *>(Spawn (ammotype, 0, 0, 0, NO_REPLACE));
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ammo->Amount = MIN (amount, ammo->MaxAmount);
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ammo->AttachToOwner (other);
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}
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else if (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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return ammo;
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}
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//===========================================================================
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//
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// AWeapon :: AddExistingAmmo
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//
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// Give the owner some more ammo he already has.
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//
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//===========================================================================
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bool AWeapon::AddExistingAmmo (AAmmo *ammo, int amount)
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{
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if (ammo != NULL && ammo->Amount < ammo->MaxAmount)
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{
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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 = FixedMul(amount, G_SkillProperty(SKILLP_AmmoFactor));
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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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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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// AWeapon :: AddWeapon
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//
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// Give the owner a weapon if they don't have it already.
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//
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//===========================================================================
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AWeapon *AWeapon::AddWeapon (const PClass *weapontype)
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{
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AWeapon *weap;
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2008-08-02 10:52:21 +00:00
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if (weapontype == NULL || !weapontype->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
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2008-01-27 11:25:03 +00:00
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{
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return NULL;
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|
}
|
|
|
|
weap = static_cast<AWeapon *>(Owner->FindInventory (weapontype));
|
|
|
|
if (weap == NULL)
|
|
|
|
{
|
|
|
|
weap = static_cast<AWeapon *>(Spawn (weapontype, 0, 0, 0, NO_REPLACE));
|
|
|
|
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 altFire;
|
|
|
|
int count1, count2;
|
|
|
|
int enough, enoughmask;
|
|
|
|
|
|
|
|
if (dmflags & DF_INFINITE_AMMO)
|
|
|
|
{
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
if (fireMode == EitherFire)
|
|
|
|
{
|
|
|
|
bool gotSome = CheckAmmo (PrimaryFire, false) || CheckAmmo (AltFire, false);
|
|
|
|
if (!gotSome && autoSwitch)
|
|
|
|
{
|
2008-03-12 15:21:17 +00:00
|
|
|
barrier_cast<APlayerPawn *>(Owner)->PickNewWeapon (NULL);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
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;
|
|
|
|
|
|
|
|
enough = (count1 >= AmmoUse1) | ((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)
|
|
|
|
{
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
// out of ammo, pick a weapon to change to
|
|
|
|
if (autoSwitch)
|
|
|
|
{
|
2008-03-12 15:21:17 +00:00
|
|
|
barrier_cast<APlayerPawn *>(Owner)->PickNewWeapon (NULL);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
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)
|
|
|
|
{
|
|
|
|
if (!(dmflags & DF_INFINITE_AMMO))
|
|
|
|
{
|
|
|
|
if (checkEnough && !CheckAmmo (altFire ? AltFire : PrimaryFire, false))
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
if (!altFire)
|
|
|
|
{
|
|
|
|
if (Ammo1 != NULL)
|
|
|
|
{
|
|
|
|
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 ()
|
|
|
|
{
|
|
|
|
Owner->player->PendingWeapon = WP_NOCHANGE;
|
|
|
|
Owner->player->ReadyWeapon = this;
|
|
|
|
Owner->player->psprites[ps_weapon].sy = WEAPONBOTTOM;
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Weapon slots ***********************************************************/
|
|
|
|
|
|
|
|
FWeaponSlots LocalWeapons;
|
|
|
|
|
|
|
|
FWeaponSlot::FWeaponSlot ()
|
|
|
|
{
|
|
|
|
Clear ();
|
|
|
|
}
|
|
|
|
|
|
|
|
void FWeaponSlot::Clear ()
|
|
|
|
{
|
|
|
|
for (int i = 0; i < MAX_WEAPONS_PER_SLOT; i++)
|
|
|
|
{
|
|
|
|
Weapons[i] = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
bool FWeaponSlot::AddWeapon (const char *type)
|
|
|
|
{
|
|
|
|
return AddWeapon (PClass::FindClass (type));
|
|
|
|
}
|
|
|
|
|
|
|
|
bool FWeaponSlot::AddWeapon (const PClass *type)
|
|
|
|
{
|
|
|
|
int i;
|
2008-08-02 10:52:21 +00:00
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
for (i = 0; i < MAX_WEAPONS_PER_SLOT; i++)
|
|
|
|
{
|
|
|
|
if (Weapons[i] == type)
|
|
|
|
return true; // Already present
|
|
|
|
if (Weapons[i] == NULL)
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
if (i == MAX_WEAPONS_PER_SLOT)
|
|
|
|
{ // This slot is full
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
Weapons[i] = type;
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
AWeapon *FWeaponSlot::PickWeapon (player_t *player)
|
|
|
|
{
|
|
|
|
int i, j;
|
|
|
|
|
|
|
|
if (player->ReadyWeapon != NULL)
|
|
|
|
{
|
|
|
|
for (i = 0; i < MAX_WEAPONS_PER_SLOT; i++)
|
|
|
|
{
|
|
|
|
if (Weapons[i] == player->ReadyWeapon->GetClass() ||
|
|
|
|
(player->ReadyWeapon->WeaponFlags & WIF_POWERED_UP &&
|
|
|
|
player->ReadyWeapon->SisterWeapon != NULL &&
|
|
|
|
player->ReadyWeapon->SisterWeapon->GetClass() == Weapons[i]))
|
|
|
|
{
|
|
|
|
for (j = (unsigned)(i - 1) % MAX_WEAPONS_PER_SLOT;
|
|
|
|
j != i;
|
|
|
|
j = (unsigned)(j - 1) % MAX_WEAPONS_PER_SLOT)
|
|
|
|
{
|
|
|
|
AWeapon *weap = static_cast<AWeapon *> (player->mo->FindInventory (Weapons[j]));
|
|
|
|
|
2008-08-02 10:52:21 +00:00
|
|
|
if (weap != NULL && weap->IsKindOf(RUNTIME_CLASS(AWeapon)) && weap->CheckAmmo (AWeapon::EitherFire, false))
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
return weap;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
for (i = MAX_WEAPONS_PER_SLOT - 1; i >= 0; i--)
|
|
|
|
{
|
|
|
|
AWeapon *weap = static_cast<AWeapon *> (player->mo->FindInventory (Weapons[i]));
|
|
|
|
|
2008-08-02 10:52:21 +00:00
|
|
|
if (weap != NULL && weap->IsKindOf(RUNTIME_CLASS(AWeapon)) && weap->CheckAmmo (AWeapon::EitherFire, false))
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
return weap;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return player->ReadyWeapon;
|
|
|
|
}
|
|
|
|
|
|
|
|
void FWeaponSlots::Clear ()
|
|
|
|
{
|
|
|
|
for (int i = 0; i < NUM_WEAPON_SLOTS; ++i)
|
|
|
|
{
|
|
|
|
Slots[i].Clear ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// If the weapon already exists in a slot, don't add it. If it doesn't,
|
|
|
|
// then add it to the specified slot. False is returned if the weapon was
|
|
|
|
// not in a slot and could not be added. True is returned otherwise.
|
|
|
|
|
|
|
|
ESlotDef FWeaponSlots::AddDefaultWeapon (int slot, const PClass *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;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool FWeaponSlots::LocateWeapon (const PClass *type, int *const slot, int *const index)
|
|
|
|
{
|
|
|
|
int i, j;
|
|
|
|
|
|
|
|
for (i = 0; i < NUM_WEAPON_SLOTS; i++)
|
|
|
|
{
|
|
|
|
for (j = 0; j < MAX_WEAPONS_PER_SLOT; j++)
|
|
|
|
{
|
|
|
|
if (Slots[i].Weapons[j] == type)
|
|
|
|
{
|
|
|
|
*slot = i;
|
|
|
|
*index = j;
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
else if (Slots[i].Weapons[j] == NULL)
|
|
|
|
{ // No more weapons in this slot, so try the next
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
Update to ZDoom r1017:
- Fixed: MAPINFO's 'lookup' option should only work for actual strings but
not for lump and file names.
- Added a few 'activator == NULL' checks to some ACS functions.
- Added line and vertex lists to polyobjects so that I can do some
changes that won't work with only a seg list being maintained.
(SBarInfo update #23)
- Fixed: Drawing the amount of an inventory item in the player's inventory did
not work
- Added: PowerupTime to drawnumber and drawbar. You must specify a
powerupgiver. Although drawnumber goes in seconds the powerup has left
drawbar will use ticks for extra accuracy.
- I have increased cross-port compatibility with Skulltag. If an unknown
game mode is provided for sbarinfo's gamemode command it will ignore it and
continue.
- Added an option to consider intermission screens gameplay for purposes of
capturing the mouse.
- Changed: Telefragging should not thrust the victim if it isn't in precisely the
same position as the killer.
- fixed: A_SpawnItemEx must call P_TeleportMove before checking the spawned
object's position.
- Fixed: Ouch state was far to easy to achieve.
- Made all the basic texture classes local to their implementation.
They are not needed anywhere else.
- Changed the HackHack hack for corrupt 256 pixel high textures that
FMultiPatchTexture only calls a virtual function instead of doing any
type checks of the patch itself.
- Cleaned up the constant definitions in doomdata.h.
- Moved the TEXTUREx structures from doomdata.h to multipatchtexture.cpp
because they are used only in this one file.
- Removed some more typedefs from r_defs.h and doomdata.h
- Moved local polyobject data definitions from p_local.h to po_man.cpp.
- Renamed player_s to player_t globally to get rid of the duplicate names
for this class.
- Added coordinate range checking to DCanvas::ParseDrawTextureTags() to avoid
potential crashes in the situation that con_scaletext is 2 and somebody
uses a hud message as if a hud size was specified, but forgot to actually
set the hud size.
- Consolidated the mug shot code shared by DSBarInfo and DDoomStatusBar
into a single place.
- Fixed: Setting an invalid mug shot state crashed the game.
- Fixed my attempts to be clever with strings yesterday.
- If an actor's current target temporarily goes unshootable, its threshold
is now reset to 0, so it will more readily switch back to it.
- Fixed: Deactivating the game no longer allows reverb effects to continue
playing while the sound is paused.
- Fixed: S_StartNamedSound() looked for SECF_SILENT in MoreFlags instead of
Flags.
- Fixed: DSBarInfo::updateState() and DDoomStatusBar::UpdateState() sprung
leaks and didn't allocate enough space for the fullStateName string.
- Disabled DUMB's mono destination mixers. It's not like I'm ever going to
target an original SoundBlaster, so they're a waste of space to have around.
This trims resample.obj down to ~60k now.
- Fixed: PrtScn/SysRq key did not work on Linux.
- Added an alternate module replay engine that uses foo_dumb's replayer, a
heavily customized version of DUMB (Dynamic Universal Music Bibliotheque).
It has been slightly modified by me:
* Added support for Ogg Vorbis-compressed samples in XM files ala FMOD.
* Removed excessive mallocs from the replay core.
* Rerolled the loops in resample.c. Unrolling them made the object file
~250k large while providing little benefit. Even at ~100k, I think it's
still larger than it ought to be, but I'll live with it for now.
Other than that, it's essentially the same thing you'd hear in foobar2000,
minus some subsong detection features. Release builds of the library look
like they might even be slightly faster than FMOD, which is a plus.
- Fixed: Timidity::font_add() did not release the file reader it created.
- Fixed: The SF2 loader did not free the sample headers in its destructor.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@113 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-03 21:48:49 +00:00
|
|
|
static bool FindMostRecentWeapon (player_t *player, int *slot, int *index)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
if (player->PendingWeapon != WP_NOCHANGE)
|
|
|
|
{
|
|
|
|
if (player->psprites[ps_weapon].state != NULL &&
|
|
|
|
player->psprites[ps_weapon].state->GetAction() == A_Raise)
|
|
|
|
{
|
|
|
|
if (LocalWeapons.LocateWeapon (player->PendingWeapon->GetClass(), slot, index))
|
|
|
|
{
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return LocalWeapons.LocateWeapon (player->PendingWeapon->GetClass(), slot, index);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (player->ReadyWeapon != NULL)
|
|
|
|
{
|
|
|
|
AWeapon *weap = player->ReadyWeapon;
|
|
|
|
if (!LocalWeapons.LocateWeapon (weap->GetClass(), slot, index))
|
|
|
|
{
|
|
|
|
if (weap->WeaponFlags & WIF_POWERED_UP && weap->SisterWeaponType != NULL)
|
|
|
|
{
|
|
|
|
return LocalWeapons.LocateWeapon (weap->SisterWeaponType, slot, index);
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
Update to ZDoom r1017:
- Fixed: MAPINFO's 'lookup' option should only work for actual strings but
not for lump and file names.
- Added a few 'activator == NULL' checks to some ACS functions.
- Added line and vertex lists to polyobjects so that I can do some
changes that won't work with only a seg list being maintained.
(SBarInfo update #23)
- Fixed: Drawing the amount of an inventory item in the player's inventory did
not work
- Added: PowerupTime to drawnumber and drawbar. You must specify a
powerupgiver. Although drawnumber goes in seconds the powerup has left
drawbar will use ticks for extra accuracy.
- I have increased cross-port compatibility with Skulltag. If an unknown
game mode is provided for sbarinfo's gamemode command it will ignore it and
continue.
- Added an option to consider intermission screens gameplay for purposes of
capturing the mouse.
- Changed: Telefragging should not thrust the victim if it isn't in precisely the
same position as the killer.
- fixed: A_SpawnItemEx must call P_TeleportMove before checking the spawned
object's position.
- Fixed: Ouch state was far to easy to achieve.
- Made all the basic texture classes local to their implementation.
They are not needed anywhere else.
- Changed the HackHack hack for corrupt 256 pixel high textures that
FMultiPatchTexture only calls a virtual function instead of doing any
type checks of the patch itself.
- Cleaned up the constant definitions in doomdata.h.
- Moved the TEXTUREx structures from doomdata.h to multipatchtexture.cpp
because they are used only in this one file.
- Removed some more typedefs from r_defs.h and doomdata.h
- Moved local polyobject data definitions from p_local.h to po_man.cpp.
- Renamed player_s to player_t globally to get rid of the duplicate names
for this class.
- Added coordinate range checking to DCanvas::ParseDrawTextureTags() to avoid
potential crashes in the situation that con_scaletext is 2 and somebody
uses a hud message as if a hud size was specified, but forgot to actually
set the hud size.
- Consolidated the mug shot code shared by DSBarInfo and DDoomStatusBar
into a single place.
- Fixed: Setting an invalid mug shot state crashed the game.
- Fixed my attempts to be clever with strings yesterday.
- If an actor's current target temporarily goes unshootable, its threshold
is now reset to 0, so it will more readily switch back to it.
- Fixed: Deactivating the game no longer allows reverb effects to continue
playing while the sound is paused.
- Fixed: S_StartNamedSound() looked for SECF_SILENT in MoreFlags instead of
Flags.
- Fixed: DSBarInfo::updateState() and DDoomStatusBar::UpdateState() sprung
leaks and didn't allocate enough space for the fullStateName string.
- Disabled DUMB's mono destination mixers. It's not like I'm ever going to
target an original SoundBlaster, so they're a waste of space to have around.
This trims resample.obj down to ~60k now.
- Fixed: PrtScn/SysRq key did not work on Linux.
- Added an alternate module replay engine that uses foo_dumb's replayer, a
heavily customized version of DUMB (Dynamic Universal Music Bibliotheque).
It has been slightly modified by me:
* Added support for Ogg Vorbis-compressed samples in XM files ala FMOD.
* Removed excessive mallocs from the replay core.
* Rerolled the loops in resample.c. Unrolling them made the object file
~250k large while providing little benefit. Even at ~100k, I think it's
still larger than it ought to be, but I'll live with it for now.
Other than that, it's essentially the same thing you'd hear in foobar2000,
minus some subsong detection features. Release builds of the library look
like they might even be slightly faster than FMOD, which is a plus.
- Fixed: Timidity::font_add() did not release the file reader it created.
- Fixed: The SF2 loader did not free the sample headers in its destructor.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@113 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-03 21:48:49 +00:00
|
|
|
AWeapon *PickNextWeapon (player_t *player)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
int startslot, startindex;
|
|
|
|
|
2008-06-28 13:29:59 +00:00
|
|
|
if (player->mo == NULL)
|
|
|
|
{
|
|
|
|
return NULL;
|
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
if (player->ReadyWeapon == NULL || FindMostRecentWeapon (player, &startslot, &startindex))
|
|
|
|
{
|
|
|
|
int start;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
if (player->ReadyWeapon == NULL)
|
|
|
|
{
|
|
|
|
startslot = NUM_WEAPON_SLOTS - 1;
|
|
|
|
startindex = MAX_WEAPONS_PER_SLOT - 1;
|
|
|
|
}
|
|
|
|
start = startslot * MAX_WEAPONS_PER_SLOT + startindex;
|
|
|
|
|
|
|
|
for (i = 1; i < NUM_WEAPON_SLOTS * MAX_WEAPONS_PER_SLOT + 1; i++)
|
|
|
|
{
|
|
|
|
int slot = (unsigned)((start + i) / MAX_WEAPONS_PER_SLOT) % NUM_WEAPON_SLOTS;
|
|
|
|
int index = (unsigned)(start + i) % MAX_WEAPONS_PER_SLOT;
|
|
|
|
const PClass *type = LocalWeapons.Slots[slot].Weapons[index];
|
|
|
|
AWeapon *weap = static_cast<AWeapon *> (player->mo->FindInventory (type));
|
|
|
|
|
|
|
|
if (weap != NULL && weap->CheckAmmo (AWeapon::EitherFire, false))
|
|
|
|
{
|
|
|
|
return weap;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return player->ReadyWeapon;
|
|
|
|
}
|
|
|
|
|
Update to ZDoom r1017:
- Fixed: MAPINFO's 'lookup' option should only work for actual strings but
not for lump and file names.
- Added a few 'activator == NULL' checks to some ACS functions.
- Added line and vertex lists to polyobjects so that I can do some
changes that won't work with only a seg list being maintained.
(SBarInfo update #23)
- Fixed: Drawing the amount of an inventory item in the player's inventory did
not work
- Added: PowerupTime to drawnumber and drawbar. You must specify a
powerupgiver. Although drawnumber goes in seconds the powerup has left
drawbar will use ticks for extra accuracy.
- I have increased cross-port compatibility with Skulltag. If an unknown
game mode is provided for sbarinfo's gamemode command it will ignore it and
continue.
- Added an option to consider intermission screens gameplay for purposes of
capturing the mouse.
- Changed: Telefragging should not thrust the victim if it isn't in precisely the
same position as the killer.
- fixed: A_SpawnItemEx must call P_TeleportMove before checking the spawned
object's position.
- Fixed: Ouch state was far to easy to achieve.
- Made all the basic texture classes local to their implementation.
They are not needed anywhere else.
- Changed the HackHack hack for corrupt 256 pixel high textures that
FMultiPatchTexture only calls a virtual function instead of doing any
type checks of the patch itself.
- Cleaned up the constant definitions in doomdata.h.
- Moved the TEXTUREx structures from doomdata.h to multipatchtexture.cpp
because they are used only in this one file.
- Removed some more typedefs from r_defs.h and doomdata.h
- Moved local polyobject data definitions from p_local.h to po_man.cpp.
- Renamed player_s to player_t globally to get rid of the duplicate names
for this class.
- Added coordinate range checking to DCanvas::ParseDrawTextureTags() to avoid
potential crashes in the situation that con_scaletext is 2 and somebody
uses a hud message as if a hud size was specified, but forgot to actually
set the hud size.
- Consolidated the mug shot code shared by DSBarInfo and DDoomStatusBar
into a single place.
- Fixed: Setting an invalid mug shot state crashed the game.
- Fixed my attempts to be clever with strings yesterday.
- If an actor's current target temporarily goes unshootable, its threshold
is now reset to 0, so it will more readily switch back to it.
- Fixed: Deactivating the game no longer allows reverb effects to continue
playing while the sound is paused.
- Fixed: S_StartNamedSound() looked for SECF_SILENT in MoreFlags instead of
Flags.
- Fixed: DSBarInfo::updateState() and DDoomStatusBar::UpdateState() sprung
leaks and didn't allocate enough space for the fullStateName string.
- Disabled DUMB's mono destination mixers. It's not like I'm ever going to
target an original SoundBlaster, so they're a waste of space to have around.
This trims resample.obj down to ~60k now.
- Fixed: PrtScn/SysRq key did not work on Linux.
- Added an alternate module replay engine that uses foo_dumb's replayer, a
heavily customized version of DUMB (Dynamic Universal Music Bibliotheque).
It has been slightly modified by me:
* Added support for Ogg Vorbis-compressed samples in XM files ala FMOD.
* Removed excessive mallocs from the replay core.
* Rerolled the loops in resample.c. Unrolling them made the object file
~250k large while providing little benefit. Even at ~100k, I think it's
still larger than it ought to be, but I'll live with it for now.
Other than that, it's essentially the same thing you'd hear in foobar2000,
minus some subsong detection features. Release builds of the library look
like they might even be slightly faster than FMOD, which is a plus.
- Fixed: Timidity::font_add() did not release the file reader it created.
- Fixed: The SF2 loader did not free the sample headers in its destructor.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@113 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-03 21:48:49 +00:00
|
|
|
AWeapon *PickPrevWeapon (player_t *player)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
int startslot, startindex;
|
|
|
|
|
2008-06-28 13:29:59 +00:00
|
|
|
if (player->mo == NULL)
|
|
|
|
{
|
|
|
|
return NULL;
|
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
if (player->ReadyWeapon == NULL || FindMostRecentWeapon (player, &startslot, &startindex))
|
|
|
|
{
|
|
|
|
int start;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
if (player->ReadyWeapon == NULL)
|
|
|
|
{
|
|
|
|
startslot = 0;
|
|
|
|
startindex = 0;
|
|
|
|
}
|
|
|
|
start = startslot * MAX_WEAPONS_PER_SLOT + startindex;
|
|
|
|
|
|
|
|
for (i = 1; i < NUM_WEAPON_SLOTS * MAX_WEAPONS_PER_SLOT + 1; i++)
|
|
|
|
{
|
|
|
|
int slot = start - i;
|
|
|
|
if (slot < 0)
|
|
|
|
slot += NUM_WEAPON_SLOTS * MAX_WEAPONS_PER_SLOT;
|
|
|
|
int index = slot % MAX_WEAPONS_PER_SLOT;
|
|
|
|
slot /= MAX_WEAPONS_PER_SLOT;
|
|
|
|
const PClass *type = LocalWeapons.Slots[slot].Weapons[index];
|
|
|
|
AWeapon *weap = static_cast<AWeapon *> (player->mo->FindInventory (type));
|
|
|
|
|
|
|
|
if (weap != NULL && weap->CheckAmmo (AWeapon::EitherFire, false))
|
|
|
|
{
|
|
|
|
return weap;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return player->ReadyWeapon;
|
|
|
|
}
|
|
|
|
|
|
|
|
CCMD (setslot)
|
|
|
|
{
|
|
|
|
int slot, i;
|
|
|
|
|
|
|
|
if (ParsingKeyConf && WeaponSection.IsEmpty())
|
|
|
|
{
|
|
|
|
Printf ("You need to use weaponsection before using setslot\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (argv.argc() < 2 || (slot = atoi (argv[1])) >= NUM_WEAPON_SLOTS)
|
|
|
|
{
|
|
|
|
Printf ("Usage: setslot [slot] [weapons]\nCurrent slot assignments:\n");
|
|
|
|
for (slot = 0; slot < NUM_WEAPON_SLOTS; ++slot)
|
|
|
|
{
|
|
|
|
Printf (" Slot %d:", slot);
|
|
|
|
for (i = 0;
|
|
|
|
i < MAX_WEAPONS_PER_SLOT && LocalWeapons.Slots[slot].GetWeapon(i) != NULL;
|
|
|
|
++i)
|
|
|
|
{
|
|
|
|
Printf (" %s", LocalWeapons.Slots[slot].GetWeapon(i)->TypeName.GetChars());
|
|
|
|
}
|
|
|
|
Printf ("\n");
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
LocalWeapons.Slots[slot].Clear();
|
|
|
|
if (argv.argc() == 2)
|
|
|
|
{
|
|
|
|
Printf ("Slot %d cleared\n", slot);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
for (i = 2; i < argv.argc(); ++i)
|
|
|
|
{
|
|
|
|
if (!LocalWeapons.Slots[slot].AddWeapon (argv[i]))
|
|
|
|
{
|
|
|
|
Printf ("Could not add %s to slot %d\n", argv[i], slot);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
CCMD (addslot)
|
|
|
|
{
|
|
|
|
size_t slot;
|
|
|
|
|
|
|
|
if (argv.argc() != 3 || (slot = atoi (argv[1])) >= NUM_WEAPON_SLOTS)
|
|
|
|
{
|
|
|
|
Printf ("Usage: addslot <slot> <weapon>\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!LocalWeapons.Slots[slot].AddWeapon (argv[2]))
|
|
|
|
{
|
2008-05-14 17:49:11 +00:00
|
|
|
Printf ("Could not add %s to slot %zu\n", argv[2], slot);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
CCMD (weaponsection)
|
|
|
|
{
|
|
|
|
if (argv.argc() != 2)
|
|
|
|
{
|
|
|
|
Printf ("Usage: weaponsection <ini name>\n");
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Limit the section name to 32 chars
|
|
|
|
if (strlen(argv[1]) > 32)
|
|
|
|
{
|
|
|
|
argv[1][32] = 0;
|
|
|
|
}
|
|
|
|
WeaponSection = argv[1];
|
|
|
|
|
|
|
|
// If the ini already has definitions for this section, load them
|
|
|
|
char fullSection[32*3];
|
|
|
|
char *tackOn;
|
|
|
|
|
|
|
|
if (gameinfo.gametype == GAME_Hexen)
|
|
|
|
{
|
|
|
|
strcpy (fullSection, "Hexen");
|
|
|
|
tackOn = fullSection + 5;
|
|
|
|
}
|
|
|
|
else if (gameinfo.gametype == GAME_Heretic)
|
|
|
|
{
|
|
|
|
strcpy (fullSection, "Heretic");
|
|
|
|
tackOn = fullSection + 7;
|
|
|
|
}
|
|
|
|
else if (gameinfo.gametype == GAME_Strife)
|
|
|
|
{
|
|
|
|
strcpy (fullSection, "Strife");
|
|
|
|
tackOn = fullSection + 6;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
strcpy (fullSection, "Doom");
|
|
|
|
tackOn = fullSection + 4;
|
|
|
|
}
|
|
|
|
|
Update to ZDoom r1083. Not fully tested yet!
- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
This is so that I can use a series of mysnprintf() calls and advance the
pointer for each one. Once the pointer goes beyond the end of the buffer,
the count will go negative, but since it's an unsigned type it will be
seen as excessively huge instead. This should not be a problem, as there's
no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
name when given a Hexen map number. This was fine with the old scanner
code, but only a happy coincidence prevents it from crashing with the new
code.
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
is probably broken until I get around to booting into Linux again. Niceties
provided over the existing Makefiles they're replacing:
* All command-line builds can use the same build system, rather than having
a separate one for MinGW and another for Linux.
* Microsoft's NMake tool is supported as a target.
* Progress meters.
* Parallel makes work from a fresh checkout without needing to be primed
first with a single-threaded make.
* Porting to other architectures should be simplified, whenever that day
comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
itself instead of generating an external makefile to do it, since I couldn't
figure out how to generate a makefile with an external tool and include it
with a CMake-generated makefile. Where makewad used a master list of files
to generate the package file, zipdir just zips the entire contents of one or
more directories.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@138 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-23 18:35:55 +00:00
|
|
|
mysnprintf (tackOn, countof(fullSection) - (tackOn - fullSection),
|
|
|
|
".%s.WeaponSlots", WeaponSection.GetChars());
|
2008-01-27 11:25:03 +00:00
|
|
|
if (GameConfig->SetSection (fullSection))
|
|
|
|
{
|
|
|
|
LocalWeapons.RestoreSlots (*GameConfig);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
CCMD (addslotdefault)
|
|
|
|
{
|
|
|
|
const PClass *type;
|
|
|
|
unsigned int slot;
|
|
|
|
|
|
|
|
if (argv.argc() != 3 || (slot = atoi (argv[1])) >= NUM_WEAPON_SLOTS)
|
|
|
|
{
|
|
|
|
Printf ("Usage: addslotdefault <slot> <weapon>\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ParsingKeyConf && WeaponSection.IsEmpty())
|
|
|
|
{
|
|
|
|
Printf ("You need to use weaponsection before using addslotdefault\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
type = PClass::FindClass (argv[2]);
|
|
|
|
if (type == NULL || !type->IsDescendantOf (RUNTIME_CLASS(AWeapon)))
|
|
|
|
{
|
|
|
|
Printf ("%s is not a weapon\n", argv[2]);
|
|
|
|
}
|
|
|
|
|
|
|
|
switch (LocalWeapons.AddDefaultWeapon (slot, type))
|
|
|
|
{
|
|
|
|
case SLOTDEF_Full:
|
|
|
|
Printf ("Could not add %s to slot %d\n", argv[2], slot);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case SLOTDEF_Added:
|
|
|
|
break;
|
|
|
|
|
|
|
|
case SLOTDEF_Exists:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
int FWeaponSlots::RestoreSlots (FConfigFile &config)
|
|
|
|
{
|
|
|
|
char buff[MAX_WEAPONS_PER_SLOT*64];
|
|
|
|
const char *key, *value;
|
|
|
|
int slot;
|
|
|
|
int slotsread = 0;
|
|
|
|
|
|
|
|
buff[sizeof(buff)-1] = 0;
|
|
|
|
|
|
|
|
for (slot = 0; slot < NUM_WEAPON_SLOTS; ++slot)
|
|
|
|
{
|
|
|
|
Slots[slot].Clear ();
|
|
|
|
}
|
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
slot = key[5] - '0';
|
|
|
|
strncpy (buff, value, sizeof(buff)-1);
|
|
|
|
char *tok;
|
|
|
|
|
|
|
|
Slots[slot].Clear ();
|
|
|
|
tok = strtok (buff, " ");
|
|
|
|
while (tok != NULL)
|
|
|
|
{
|
|
|
|
Slots[slot].AddWeapon (tok);
|
|
|
|
tok = strtok (NULL, " ");
|
|
|
|
}
|
|
|
|
slotsread++;
|
|
|
|
}
|
|
|
|
return slotsread;
|
|
|
|
}
|
|
|
|
|
|
|
|
void FWeaponSlots::SaveSlots (FConfigFile &config)
|
|
|
|
{
|
|
|
|
char buff[MAX_WEAPONS_PER_SLOT*64];
|
|
|
|
char keyname[16];
|
|
|
|
|
|
|
|
for (int i = 0; i < NUM_WEAPON_SLOTS; ++i)
|
|
|
|
{
|
|
|
|
int index = 0;
|
|
|
|
|
|
|
|
for (int j = 0; j < MAX_WEAPONS_PER_SLOT; ++j)
|
|
|
|
{
|
|
|
|
if (Slots[i].Weapons[j] == NULL)
|
|
|
|
{
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
if (index > 0)
|
|
|
|
{
|
|
|
|
buff[index++] = ' ';
|
|
|
|
}
|
|
|
|
const char *name = Slots[i].Weapons[j]->TypeName.GetChars();
|
|
|
|
strcpy (buff+index, name);
|
|
|
|
index += (int)strlen (name);
|
|
|
|
}
|
|
|
|
if (index > 0)
|
|
|
|
{
|
Update to ZDoom r1083. Not fully tested yet!
- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
This is so that I can use a series of mysnprintf() calls and advance the
pointer for each one. Once the pointer goes beyond the end of the buffer,
the count will go negative, but since it's an unsigned type it will be
seen as excessively huge instead. This should not be a problem, as there's
no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
name when given a Hexen map number. This was fine with the old scanner
code, but only a happy coincidence prevents it from crashing with the new
code.
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
is probably broken until I get around to booting into Linux again. Niceties
provided over the existing Makefiles they're replacing:
* All command-line builds can use the same build system, rather than having
a separate one for MinGW and another for Linux.
* Microsoft's NMake tool is supported as a target.
* Progress meters.
* Parallel makes work from a fresh checkout without needing to be primed
first with a single-threaded make.
* Porting to other architectures should be simplified, whenever that day
comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
itself instead of generating an external makefile to do it, since I couldn't
figure out how to generate a makefile with an external tool and include it
with a CMake-generated makefile. Where makewad used a master list of files
to generate the package file, zipdir just zips the entire contents of one or
more directories.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@138 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-23 18:35:55 +00:00
|
|
|
mysnprintf (keyname, countof(keyname), "Slot[%d]", i);
|
2008-01-27 11:25:03 +00:00
|
|
|
config.SetValueForKey (keyname, buff);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
int FWeaponSlot::CountWeapons ()
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
for (i = 0; i < MAX_WEAPONS_PER_SLOT; ++i)
|
|
|
|
{
|
|
|
|
if (Weapons[i] == NULL)
|
|
|
|
{
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return i;
|
|
|
|
}
|