class Weapon : StateProvider native { enum EFireMode { PrimaryFire, AltFire, EitherFire }; const ZOOM_INSTANT = 1; const ZOOM_NOSCALETURNING = 2; native uint WeaponFlags; native class AmmoType1, AmmoType2; // Types of ammo used by self weapon native int AmmoGive1, AmmoGive2; // Amount of each ammo to get when picking up weapon native int MinAmmo1, MinAmmo2; // Minimum ammo needed to switch to self weapon native int AmmoUse1, AmmoUse2; // How much ammo to use with each shot native int Kickback; native float YAdjust; // For viewing the weapon fullscreen (visual only so no need to be a double) native sound UpSound, ReadySound; // Sounds when coming up and idle native class SisterWeaponType; // Another weapon to pick up with self one native class ProjectileType; // Projectile used by primary attack native class AltProjectileType; // Projectile used by alternate attack native int SelectionOrder; // Lower-numbered weapons get picked first native int MinSelAmmo1, MinSelAmmo2; // Ignore in BestWeapon() if inadequate ammo native double MoveCombatDist; // Used by bots, but do they *really* need it? native int ReloadCounter; // For A_CheckForReload native int BobStyle; // [XA] Bobbing style. Defines type of bobbing (e.g. Normal, Alpha) (visual only so no need to be a double) native float BobSpeed; // [XA] Bobbing speed. Defines how quickly a weapon bobs. native float BobRangeX, BobRangeY; // [XA] Bobbing range. Defines how far a weapon bobs in either direction. native Ammo Ammo1, Ammo2; // In-inventory instance variables native Weapon SisterWeapon; native float FOVScale; native int Crosshair; // 0 to use player's crosshair native bool GivenAsMorphWeapon; native bool bAltFire; // Set when self weapon's alternate fire is used. native readonly bool bDehAmmo; Default { Inventory.PickupSound "misc/w_pkup"; Weapon.DefaultKickback; Weapon.BobSpeed 1.0; Weapon.BobRangeX 1.0; Weapon.BobRangeY 1.0; +WEAPONSPAWN DefaultStateUsage SUF_ACTOR|SUF_OVERLAY|SUF_WEAPON; } States { LightDone: SHTG E 0 A_Light0; Stop; } native bool CheckAmmo(int fireMode, bool autoSwitch, bool requireAmmo = false, int ammocount = -1); native bool DepleteAmmo(bool altFire, bool checkEnough = true, int ammouse = -1); virtual State GetReadyState () { return FindState('Ready'); } virtual State GetUpState () { return FindState('Select'); } virtual State GetDownState () { return FindState('Deselect'); } virtual State GetAtkState (bool hold) { State s = null; if (hold) s = FindState('Hold'); if (s == null) s = FindState('Fire'); return s; } virtual State GetAltAtkState (bool hold) { State s = null; if (hold) s = FindState('AltHold'); if (s == null) s = FindState('AltFire'); return s; } action void A_GunFlash(statelabel flashlabel = null, int flags = 0) { let player = player; if (null == player || player.ReadyWeapon == null) { return; } if (!(flags & GFF_NOEXTCHANGE)) { player.mo.PlayAttacking2 (); } if (flashlabel == null) { if (player.ReadyWeapon.bAltFire) { flashlabel = 'AltFlash'; } if (flashlabel == null) { flashlabel = 'Flash'; } } player.SetPsprite(PSP_FLASH, player.ReadyWeapon.FindState(flashlabel)); } //--------------------------------------------------------------------------- // // PROC A_Lower // //--------------------------------------------------------------------------- action void A_Lower(int lowerspeed = 6) { let player = player; if (null == player) { return; } if (null == player.ReadyWeapon) { player.BringUpWeapon(); return; } let psp = player.GetPSprite(PSP_WEAPON); if (player.morphTics || player.cheats & CF_INSTANTWEAPSWITCH) { psp.y = WEAPONBOTTOM; } else { psp.y += lowerspeed; } if (psp.y < WEAPONBOTTOM) { // Not lowered all the way yet return; } if (player.playerstate == PST_DEAD) { // Player is dead, so don't bring up a pending weapon // Player is dead, so keep the weapon off screen player.SetPsprite(PSP_FLASH, null); psp.SetState(player.ReadyWeapon.FindState('DeadLowered')); return; } // [RH] Clear the flash state. Only needed for Strife. player.SetPsprite(PSP_FLASH, null); player.BringUpWeapon (); return; } //--------------------------------------------------------------------------- // // PROC A_Raise // //--------------------------------------------------------------------------- action void A_Raise(int raisespeed = 6) { let player = player; if (null == player) { return; } if (player.PendingWeapon != WP_NOCHANGE) { player.DropWeapon(); return; } if (player.ReadyWeapon == null) { return; } let psp = player.GetPSprite(PSP_WEAPON); psp.y -= raisespeed; if (psp.y > WEAPONTOP) { // Not raised all the way yet return; } psp.y = WEAPONTOP; psp.SetState(player.ReadyWeapon.GetReadyState()); return; } //--------------------------------------------------------------------------- // // PROC A_CheckReload // // Present in Doom, but unused. Also present in Strife, and actually used. // //--------------------------------------------------------------------------- action void A_CheckReload() { let player = self.player; if (player != NULL) { player.ReadyWeapon.CheckAmmo (player.ReadyWeapon.bAltFire ? Weapon.AltFire : Weapon.PrimaryFire, true); } } //=========================================================================== // // A_ZoomFactor // //=========================================================================== action void A_ZoomFactor(double zoom = 1, int flags = 0) { let player = self.player; if (player != NULL && player.ReadyWeapon != NULL) { zoom = 1 / clamp(zoom, 0.1, 50.0); if (flags & 1) { // Make the zoom instant. self.player.FOV = self.player.DesiredFOV * zoom; } if (flags & 2) { // Disable pitch/yaw scaling. zoom = -zoom; } self.player.ReadyWeapon.FOVScale = zoom; } } //=========================================================================== // // A_SetCrosshair // //=========================================================================== action void A_SetCrosshair(int xhair) { let player = self.player; if (player != NULL && player.ReadyWeapon != NULL) { player.ReadyWeapon.Crosshair = xhair; } } //=========================================================================== // // AWeapon :: TryPickup // // If you can't see the weapon when it's active, then you can't pick it up. // //=========================================================================== override bool TryPickupRestricted (in out Actor 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 // //=========================================================================== override bool TryPickup (in out Actor toucher) { State ReadyState = FindState('Ready'); if (ReadyState != NULL && ReadyState.ValidateSpriteFrame()) { return Super.TryPickup (toucher); } return false; } //=========================================================================== // // AWeapon :: Use // // Make the player switch to self weapon. // //=========================================================================== override bool Use (bool pickup) { Weapon useweap = self; // Powered up weapons cannot be used directly. if (bPowered_Up) return false; // If the player is powered-up, use the alternate version of the // weapon, if one exists. if (SisterWeapon != NULL && SisterWeapon.bPowered_Up && Owner.FindInventory ("PowerWeaponLevel2", 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 // //=========================================================================== override void OnDestroy() { let sister = SisterWeapon; if (sister != NULL) { // avoid recursion sister.SisterWeapon = NULL; if (sister != self) { // In case we are our own sister, don't crash. sister.Destroy(); } } Super.OnDestroy(); } //=========================================================================== // // AWeapon :: HandlePickup // // Try to leach ammo from the weapon if you have it already. // //=========================================================================== override bool HandlePickup (Inventory item) { if (item.GetClass() == GetClass()) { if (Weapon(item).PickupForAmmo (self)) { item.bPickupGood = true; } if (MaxAmount > 1) //[SP] If amount 0) gotstuff = AddExistingAmmo (ownedWeapon.Ammo1, AmmoGive1); if (AmmoGive2 > 0) gotstuff |= AddExistingAmmo (ownedWeapon.Ammo2, AmmoGive2); let Owner = ownedWeapon.Owner; if (gotstuff && Owner != NULL && Owner.player != NULL) { if (ownedWeapon.Ammo1 != NULL && oldamount1 == 0) { PlayerPawn(Owner).CheckWeaponSwitch(ownedWeapon.Ammo1.GetClass()); } else if (ownedWeapon.Ammo2 != NULL && oldamount2 == 0) { PlayerPawn(Owner).CheckWeaponSwitch(ownedWeapon.Ammo2.GetClass()); } } } return gotstuff; } //=========================================================================== // // AWeapon :: CreateCopy // //=========================================================================== override Inventory CreateCopy (Actor other) { let copy = Weapon(Super.CreateCopy (other)); if (copy != self && copy != null) { 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. // //=========================================================================== override Inventory 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 && Default.AmmoGive1 == 0 && Default.AmmoGive2 == 0 && (SisterWeapon.Default.AmmoGive1 > 0 || SisterWeapon.Default.AmmoGive2 > 0)) { return SisterWeapon.CreateTossable (); } let copy = Weapon(Super.CreateTossable ()); if (copy != NULL) { // If self 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 // //=========================================================================== override void AttachToOwner (Actor other) { Super.AttachToOwner (other); Ammo1 = AddAmmo (Owner, AmmoType1, AmmoGive1); Ammo2 = AddAmmo (Owner, AmmoType2, AmmoGive2); SisterWeapon = AddWeapon (SisterWeaponType); if (Owner.player != NULL) { if (!Owner.player.GetNeverSwitch() && !bNo_Auto_Switch) { Owner.player.PendingWeapon = self; } if (Owner.player.mo == players[consoleplayer].camera) { StatusBar.ReceivedWeapon (self); } } GivenAsMorphWeapon = false; // will be set explicitly by morphing code } //=========================================================================== // // AWeapon :: AddAmmo // // Give some ammo to the owner, even if it's just 0. // //=========================================================================== protected Ammo AddAmmo (Actor other, Class ammotype, int amount) { Ammo ammoitem; if (ammotype == NULL) { return NULL; } // [BC] This behavior is from the original Doom. Give 5/2 times as much ammoitem when // we pick up a weapon in deathmatch. if (( deathmatch ) && ( gameinfo.gametype & GAME_DoomChex )) amount = amount * 5 / 2; // extra ammoitem in baby mode and nightmare mode if (!bIgnoreSkill) { amount = int(amount * G_SkillPropertyFloat(SKILLP_AmmoFactor)); } ammoitem = Ammo(other.FindInventory (ammotype)); if (ammoitem == NULL) { ammoitem = Ammo(Spawn (ammotype)); ammoitem.Amount = MIN (amount, ammoitem.MaxAmount); ammoitem.AttachToOwner (other); } else if (ammoitem.Amount < ammoitem.MaxAmount) { ammoitem.Amount += amount; if (ammoitem.Amount > ammoitem.MaxAmount) { ammoitem.Amount = ammoitem.MaxAmount; } } return ammoitem; } //=========================================================================== // // AWeapon :: AddExistingAmmo // // Give the owner some more ammo he already has. // //=========================================================================== protected bool AddExistingAmmo (Inventory ammo, int amount) { if (ammo != NULL && (ammo.Amount < ammo.MaxAmount || sv_unlimited_pickup)) { // extra ammo in baby mode and nightmare mode if (!bIgnoreSkill) { amount = int(amount * G_SkillPropertyFloat(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. // //=========================================================================== protected Weapon AddWeapon (Class weapontype) { Weapon weap; if (weapontype == NULL) { return NULL; } weap = Weapon(Owner.FindInventory (weapontype)); if (weap == NULL) { weap = Weapon(Spawn (weapontype)); weap.AttachToOwner (Owner); } return weap; } //=========================================================================== // // AWeapon :: ShouldStay // //=========================================================================== override bool ShouldStay () { if (((multiplayer && (!deathmatch && !alwaysapplydmflags)) || sv_weaponstay) && !bDropped) { return true; } return false; } //=========================================================================== // // AWeapon :: EndPowerUp // // The Tome of Power just expired. // //=========================================================================== virtual void EndPowerup () { let player = Owner.player; if (SisterWeapon != NULL && bPowered_Up) { if (GetReadyState() != SisterWeapon.GetReadyState()) { if (player.PendingWeapon == NULL || player.PendingWeapon == WP_NOCHANGE) player.PendingWeapon = SisterWeapon; } else { let psp = player.FindPSprite(PSP_WEAPON); if (psp != null && psp.Caller == player.ReadyWeapon) { // If the weapon changes but the state does not, we have to manually change the PSprite's caller here. psp.Caller = SisterWeapon; player.ReadyWeapon = SisterWeapon; } else { // Something went wrong. Initiate a regular weapon change. player.PendingWeapon = SisterWeapon; } } } } } class WeaponGiver : Weapon { double AmmoFactor; Default { Weapon.AmmoGive1 -1; Weapon.AmmoGive2 -1; } override bool TryPickup(in out Actor toucher) { DropItem di = GetDropItems(); Weapon weap; if (di != NULL) { Class ti = di.Name; if (ti != NULL) { if (master == NULL) { // save the spawned weapon in 'master' to avoid constant respawning if it cannot be picked up. master = weap = Weapon(Spawn(di.Name)); if (weap != NULL) { weap.bAlwaysPickup = false; // use the flag of self item only. weap.bDropped = bDropped; // 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 AmmoFactor is non-negative, modify the given ammo amounts. if (AmmoFactor > 0) { weap.AmmoGive1 = int(weap.AmmoGive1 * AmmoFactor); weap.AmmoGive2 = int(weap.AmmoGive2 * AmmoFactor); } weap.BecomeItem(); } else return false; } weap = Weapon(master); bool res = false; if (weap != null) { res = weap.CallTryPickup(toucher); if (res) { GoAwayAndDie(); master = NULL; } } return res; } } return false; } } struct WeaponSlots native { native bool, int, int LocateWeapon(class weap); }