mirror of
https://github.com/ZDoom/gzdoom.git
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1126 lines
29 KiB
Text
1126 lines
29 KiB
Text
class Weapon : StateProvider
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{
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enum EFireMode
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{
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PrimaryFire,
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AltFire,
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EitherFire
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};
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const ZOOM_INSTANT = 1;
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const ZOOM_NOSCALETURNING = 2;
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deprecated("3.7") uint WeaponFlags; // not to be used directly.
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class<Ammo> AmmoType1, AmmoType2; // Types of ammo used by self weapon
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int AmmoGive1, AmmoGive2; // Amount of each ammo to get when picking up weapon
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deprecated("3.7") int MinAmmo1, MinAmmo2; // not used anywhere and thus deprecated.
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int AmmoUse1, AmmoUse2; // How much ammo to use with each shot
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int Kickback;
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double YAdjust; // For viewing the weapon fullscreen
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sound UpSound, ReadySound; // Sounds when coming up and idle
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class<Weapon> SisterWeaponType; // Another weapon to pick up with self one
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int SelectionOrder; // Lower-numbered weapons get picked first
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int MinSelAmmo1, MinSelAmmo2; // Ignore in BestWeapon() if inadequate ammo
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int ReloadCounter; // For A_CheckForReload
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int BobStyle; // [XA] Bobbing style. Defines type of bobbing (e.g. Normal, Alpha) (visual only so no need to be a double)
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float BobSpeed; // [XA] Bobbing speed. Defines how quickly a weapon bobs.
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float BobRangeX, BobRangeY; // [XA] Bobbing range. Defines how far a weapon bobs in either direction.
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Ammo Ammo1, Ammo2; // In-inventory instance variables
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Weapon SisterWeapon;
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double FOVScale;
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int Crosshair; // 0 to use player's crosshair
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bool GivenAsMorphWeapon;
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bool bAltFire; // Set when this weapon's alternate fire is used.
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readonly bool bDehAmmo; // Uses Doom's original amount of ammo for the respective attack functions so that old DEHACKED patches work as intended.
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// AmmoUse1 will be set to the first attack's ammo use so that checking for empty weapons still works
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meta int SlotNumber;
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meta double SlotPriority;
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property AmmoGive: AmmoGive1;
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property AmmoGive1: AmmoGive1;
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property AmmoGive2: AmmoGive2;
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property AmmoUse: AmmoUse1;
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property AmmoUse1: AmmoUse1;
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property AmmoUse2: AmmoUse2;
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property AmmoType: AmmoType1;
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property AmmoType1: AmmoType1;
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property AmmoType2: AmmoType2;
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property Kickback: Kickback;
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property ReadySound: ReadySound;
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property SelectionOrder: SelectionOrder;
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property MinSelectionAmmo1: MinSelAmmo1;
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property MinSelectionAmmo2: MinSelAmmo2;
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property SisterWeapon: SisterWeaponType;
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property UpSound: UpSound;
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property YAdjust: YAdjust;
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property BobSpeed: BobSpeed;
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property BobRangeX: BobRangeX;
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property BobRangeY: BobRangeY;
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property SlotNumber: SlotNumber;
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property SlotPriority: SlotPriority;
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flagdef NoAutoFire: WeaponFlags, 0; // weapon does not autofire
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flagdef ReadySndHalf: WeaponFlags, 1; // ready sound is played ~1/2 the time
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flagdef DontBob: WeaponFlags, 2; // don't bob the weapon
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flagdef AxeBlood: WeaponFlags, 3; // weapon makes axe blood on impact
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flagdef NoAlert: WeaponFlags, 4; // weapon does not alert monsters
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flagdef Ammo_Optional: WeaponFlags, 5; // weapon can use ammo but does not require it
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flagdef Alt_Ammo_Optional: WeaponFlags, 6; // alternate fire can use ammo but does not require it
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flagdef Primary_Uses_Both: WeaponFlags, 7; // primary fire uses both ammo
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flagdef Alt_Uses_Both: WeaponFlags, 8; // alternate fire uses both ammo
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flagdef Wimpy_Weapon:WeaponFlags, 9; // change away when ammo for another weapon is replenished
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flagdef Powered_Up: WeaponFlags, 10; // this is a tome-of-power'ed version of its sister
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flagdef Ammo_CheckBoth: WeaponFlags, 11; // check for both primary and secondary fire before switching it off
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flagdef No_Auto_Switch: WeaponFlags, 12; // never switch to this weapon when it's picked up
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flagdef Staff2_Kickback: WeaponFlags, 13; // the powered-up Heretic staff has special kickback
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flagdef NoAutoaim: WeaponFlags, 14; // this weapon never uses autoaim (useful for ballistic projectiles)
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flagdef MeleeWeapon: WeaponFlags, 15; // melee weapon. Used by monster AI with AVOIDMELEE.
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flagdef NoDeathDeselect: WeaponFlags, 16; // Don't jump to the Deselect state when the player dies
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flagdef NoDeathInput: WeaponFlags, 17; // The weapon cannot be fired/reloaded/whatever when the player is dead
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flagdef CheatNotWeapon: WeaponFlags, 18; // Give cheat considers this not a weapon (used by Sigil)
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// no-op flags
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flagdef NoLMS: none, 0;
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flagdef Allow_With_Respawn_Invul: none, 0;
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flagdef BFG: none, 0;
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flagdef Explosive: none, 0;
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Default
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{
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Inventory.PickupSound "misc/w_pkup";
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Weapon.DefaultKickback;
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Weapon.BobSpeed 1.0;
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Weapon.BobRangeX 1.0;
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Weapon.BobRangeY 1.0;
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Weapon.SlotNumber -1;
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Weapon.SlotPriority 32767;
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+WEAPONSPAWN
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DefaultStateUsage SUF_ACTOR|SUF_OVERLAY|SUF_WEAPON;
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}
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States
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{
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LightDone:
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SHTG E 0 A_Light0;
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Stop;
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}
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//===========================================================================
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//
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// Weapon :: MarkPrecacheSounds
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//
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//===========================================================================
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override void MarkPrecacheSounds()
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{
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Super.MarkPrecacheSounds();
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MarkSound(UpSound);
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MarkSound(ReadySound);
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}
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virtual int, int CheckAddToSlots()
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{
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if (GetReplacement(GetClass()) == GetClass() && !bPowered_Up)
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{
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return SlotNumber, int(SlotPriority*65536);
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}
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return -1, 0;
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}
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virtual State GetReadyState ()
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{
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return FindState('Ready');
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}
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virtual State GetUpState ()
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{
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return FindState('Select');
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}
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virtual State GetDownState ()
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{
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return FindState('Deselect');
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}
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virtual State GetAtkState (bool hold)
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{
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State s = null;
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if (hold) s = FindState('Hold');
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if (s == null) s = FindState('Fire');
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return s;
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}
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virtual State GetAltAtkState (bool hold)
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{
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State s = null;
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if (hold) s = FindState('AltHold');
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if (s == null) s = FindState('AltFire');
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return s;
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}
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virtual void PlayUpSound(Actor origin)
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{
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if (UpSound)
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{
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origin.A_PlaySound(UpSound, CHAN_WEAPON);
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}
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}
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override String GetObituary(Actor victim, Actor inflictor, Name mod, bool playerattack)
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{
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// Weapons may never return HitObituary by default. Override this if it is needed.
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return Obituary;
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}
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action void A_GunFlash(statelabel flashlabel = null, int flags = 0)
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{
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let player = player;
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if (null == player || player.ReadyWeapon == null)
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{
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return;
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}
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if (!(flags & GFF_NOEXTCHANGE))
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{
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player.mo.PlayAttacking2 ();
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}
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Weapon weapon = player.ReadyWeapon;
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state flashstate = null;
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if (flashlabel == null)
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{
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if (weapon.bAltFire)
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{
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flashstate = weapon.FindState('AltFlash');
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}
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if (flashstate == null)
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{
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flashstate = weapon.FindState('Flash');
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}
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}
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else
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{
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flashstate = weapon.FindState(flashlabel);
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}
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player.SetPsprite(PSP_FLASH, flashstate);
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_Lower
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//
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//---------------------------------------------------------------------------
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action void A_Lower(int lowerspeed = 6)
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{
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let player = player;
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if (null == player)
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{
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return;
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}
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if (null == player.ReadyWeapon)
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{
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player.mo.BringUpWeapon();
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return;
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}
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let psp = player.GetPSprite(PSP_WEAPON);
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if (player.morphTics || player.cheats & CF_INSTANTWEAPSWITCH)
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{
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psp.y = WEAPONBOTTOM;
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}
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else
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{
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psp.y += lowerspeed;
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}
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if (psp.y < WEAPONBOTTOM)
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{ // Not lowered all the way yet
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return;
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}
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if (player.playerstate == PST_DEAD)
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{ // Player is dead, so don't bring up a pending weapon
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// Player is dead, so keep the weapon off screen
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player.SetPsprite(PSP_FLASH, null);
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psp.SetState(player.ReadyWeapon.FindState('DeadLowered'));
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return;
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}
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// [RH] Clear the flash state. Only needed for Strife.
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player.SetPsprite(PSP_FLASH, null);
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player.mo.BringUpWeapon ();
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return;
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_Raise
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//
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//---------------------------------------------------------------------------
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action void A_Raise(int raisespeed = 6)
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{
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let player = player;
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if (null == player)
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{
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return;
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}
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if (player.PendingWeapon != WP_NOCHANGE)
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{
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player.mo.DropWeapon();
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return;
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}
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if (player.ReadyWeapon == null)
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{
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return;
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}
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let psp = player.GetPSprite(PSP_WEAPON);
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psp.y -= raisespeed;
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if (psp.y > WEAPONTOP)
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{ // Not raised all the way yet
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return;
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}
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psp.y = WEAPONTOP;
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psp.SetState(player.ReadyWeapon.GetReadyState());
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return;
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}
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//============================================================================
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//
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// PROC A_WeaponReady
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//
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// Readies a weapon for firing or bobbing with its three ancillary functions,
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// DoReadyWeaponToSwitch(), DoReadyWeaponToFire() and DoReadyWeaponToBob().
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// [XA] Added DoReadyWeaponToReload() and DoReadyWeaponToZoom()
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//
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//============================================================================
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static void DoReadyWeaponToSwitch (PlayerInfo player, bool switchable)
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{
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// Prepare for switching action.
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if (switchable)
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{
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player.WeaponState |= WF_WEAPONSWITCHOK | WF_REFIRESWITCHOK;
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}
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else
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{
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// WF_WEAPONSWITCHOK is automatically cleared every tic by P_SetPsprite().
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player.WeaponState &= ~WF_REFIRESWITCHOK;
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}
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}
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static void DoReadyWeaponDisableSwitch (PlayerInfo player, int disable)
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{
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// Discard all switch attempts?
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if (disable)
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{
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player.WeaponState |= WF_DISABLESWITCH;
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player.WeaponState &= ~WF_REFIRESWITCHOK;
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}
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else
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{
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player.WeaponState &= ~WF_DISABLESWITCH;
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}
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}
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static void DoReadyWeaponToFire (PlayerPawn pawn, bool prim, bool alt)
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{
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let player = pawn.player;
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let weapon = player.ReadyWeapon;
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if (!weapon)
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{
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return;
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}
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// Change player from attack state
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if (pawn.InStateSequence(pawn.curstate, pawn.MissileState) ||
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pawn.InStateSequence(pawn.curstate, pawn.MeleeState))
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{
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pawn.PlayIdle ();
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}
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// Play ready sound, if any.
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if (weapon.ReadySound && player.GetPSprite(PSP_WEAPON).curState == weapon.FindState('Ready'))
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{
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if (!weapon.bReadySndHalf || random[WpnReadySnd]() < 128)
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{
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pawn.A_PlaySound(weapon.ReadySound, CHAN_WEAPON);
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}
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}
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// Prepare for firing action.
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player.WeaponState |= ((prim ? WF_WEAPONREADY : 0) | (alt ? WF_WEAPONREADYALT : 0));
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return;
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}
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static void DoReadyWeaponToBob (PlayerInfo player)
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{
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if (player.ReadyWeapon)
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{
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// Prepare for bobbing action.
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player.WeaponState |= WF_WEAPONBOBBING;
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let pspr = player.GetPSprite(PSP_WEAPON);
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pspr.x = 0;
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pspr.y = WEAPONTOP;
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}
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}
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static int GetButtonStateFlags(int flags)
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{
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// Rewritten for efficiency and clarity
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int outflags = 0;
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if (flags & WRF_AllowZoom) outflags |= WF_WEAPONZOOMOK;
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if (flags & WRF_AllowReload) outflags |= WF_WEAPONRELOADOK;
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if (flags & WRF_AllowUser1) outflags |= WF_USER1OK;
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if (flags & WRF_AllowUser2) outflags |= WF_USER2OK;
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if (flags & WRF_AllowUser3) outflags |= WF_USER3OK;
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if (flags & WRF_AllowUser4) outflags |= WF_USER4OK;
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return outflags;
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}
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action void A_WeaponReady(int flags = 0)
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{
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if (!player) return;
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DoReadyWeaponToSwitch(player, !(flags & WRF_NoSwitch));
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if ((flags & WRF_NoFire) != WRF_NoFire) DoReadyWeaponToFire(player.mo, !(flags & WRF_NoPrimary), !(flags & WRF_NoSecondary));
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if (!(flags & WRF_NoBob)) DoReadyWeaponToBob(player);
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player.WeaponState |= GetButtonStateFlags(flags);
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DoReadyWeaponDisableSwitch(player, flags & WRF_DisableSwitch);
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_CheckReload
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//
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// Present in Doom, but unused. Also present in Strife, and actually used.
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//
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//---------------------------------------------------------------------------
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action void A_CheckReload()
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{
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let player = self.player;
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if (player != NULL)
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{
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player.ReadyWeapon.CheckAmmo (player.ReadyWeapon.bAltFire ? Weapon.AltFire : Weapon.PrimaryFire, true);
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}
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}
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//===========================================================================
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//
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// A_ZoomFactor
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//
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//===========================================================================
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action void A_ZoomFactor(double zoom = 1, int flags = 0)
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{
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let player = self.player;
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if (player != NULL && player.ReadyWeapon != NULL)
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{
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zoom = 1 / clamp(zoom, 0.1, 50.0);
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if (flags & 1)
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{ // Make the zoom instant.
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player.FOV = player.DesiredFOV * zoom;
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}
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if (flags & 2)
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{ // Disable pitch/yaw scaling.
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zoom = -zoom;
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}
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player.ReadyWeapon.FOVScale = zoom;
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}
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}
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//===========================================================================
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//
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// A_SetCrosshair
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//
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//===========================================================================
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action void A_SetCrosshair(int xhair)
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{
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let player = self.player;
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if (player != NULL && player.ReadyWeapon != NULL)
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{
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player.ReadyWeapon.Crosshair = xhair;
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}
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}
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//===========================================================================
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//
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// Weapon :: 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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override bool TryPickupRestricted (in out Actor toucher)
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{
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// Wrong class, but try to pick up for ammo
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if (ShouldStay())
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{ // Can't pick up weapons for other classes in coop netplay
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return false;
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}
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bool gaveSome = (NULL != AddAmmo (toucher, AmmoType1, AmmoGive1));
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gaveSome |= (NULL != AddAmmo (toucher, AmmoType2, AmmoGive2));
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if (gaveSome)
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{
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GoAwayAndDie ();
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}
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return gaveSome;
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}
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//===========================================================================
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//
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// Weapon :: TryPickup
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//
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//===========================================================================
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override bool TryPickup (in out Actor toucher)
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{
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State ReadyState = FindState('Ready');
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if (ReadyState != NULL && ReadyState.ValidateSpriteFrame())
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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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// Weapon :: Use
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//
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// Make the player switch to self weapon.
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//
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//===========================================================================
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override bool Use (bool pickup)
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{
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Weapon useweap = self;
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// Powered up weapons cannot be used directly.
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if (bPowered_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.bPowered_Up &&
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Owner.FindInventory ("PowerWeaponLevel2", true))
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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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//===========================================================================
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//
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// Weapon :: Destroy
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//
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//===========================================================================
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override void OnDestroy()
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{
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let sister = SisterWeapon;
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if (sister != NULL)
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{
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// avoid recursion
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sister.SisterWeapon = NULL;
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if (sister != self)
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{ // In case we are our own sister, don't crash.
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sister.Destroy();
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}
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}
|
|
Super.OnDestroy();
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// Weapon :: 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<maxamount do another pickup test of the weapon itself!
|
|
{
|
|
return Super.HandlePickup (item);
|
|
}
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Weapon :: PickupForAmmo
|
|
//
|
|
// The player already has self weapon, so try to pick it up for ammo.
|
|
//
|
|
//===========================================================================
|
|
|
|
protected bool PickupForAmmo (Weapon 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);
|
|
|
|
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;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Weapon :: 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;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Weapon :: 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 (int amt)
|
|
{
|
|
// 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 (amt);
|
|
}
|
|
let copy = Weapon(Super.CreateTossable (-1));
|
|
|
|
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;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Weapon :: 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
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Weapon :: AddAmmo
|
|
//
|
|
// Give some ammo to the owner, even if it's just 0.
|
|
//
|
|
//===========================================================================
|
|
|
|
protected Ammo AddAmmo (Actor other, Class<Ammo> 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 || sv_unlimited_pickup)
|
|
{
|
|
ammoitem.Amount += amount;
|
|
if (ammoitem.Amount > ammoitem.MaxAmount && !sv_unlimited_pickup)
|
|
{
|
|
ammoitem.Amount = ammoitem.MaxAmount;
|
|
}
|
|
}
|
|
return ammoitem;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Weapon :: 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;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Weapon :: AddWeapon
|
|
//
|
|
// Give the owner a weapon if they don't have it already.
|
|
//
|
|
//===========================================================================
|
|
|
|
protected Weapon AddWeapon (Class<Weapon> 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;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Weapon :: ShouldStay
|
|
//
|
|
//===========================================================================
|
|
|
|
override bool ShouldStay ()
|
|
{
|
|
if (((multiplayer &&
|
|
(!deathmatch && !alwaysapplydmflags)) || sv_weaponstay) &&
|
|
!bDropped)
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// Weapon :: EndPowerUp
|
|
//
|
|
// The Tome of Power just expired.
|
|
//
|
|
//===========================================================================
|
|
|
|
virtual void EndPowerup ()
|
|
{
|
|
let player = Owner.player;
|
|
if (SisterWeapon != NULL && bPowered_Up)
|
|
{
|
|
let ready = GetReadyState();
|
|
if (ready != SisterWeapon.GetReadyState())
|
|
{
|
|
if (player.PendingWeapon == NULL || player.PendingWeapon == WP_NOCHANGE)
|
|
{
|
|
player.PendingWeapon = SisterWeapon;
|
|
}
|
|
player.WeaponState |= WF_REFIRESWITCHOK;
|
|
}
|
|
else
|
|
{
|
|
let psp = player.FindPSprite(PSP_WEAPON);
|
|
if (psp != null && psp.Caller == player.ReadyWeapon && psp.CurState.InStateSequence(ready))
|
|
{
|
|
// 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
|
|
{
|
|
if (player.PendingWeapon == NULL || player.PendingWeapon == WP_NOCHANGE)
|
|
{
|
|
// Something went wrong. Initiate a regular weapon change.
|
|
player.PendingWeapon = SisterWeapon;
|
|
}
|
|
player.WeaponState |= WF_REFIRESWITCHOK;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// Weapon :: PostMorphWeapon
|
|
//
|
|
// Bring this weapon up after a player unmorphs.
|
|
//
|
|
//===========================================================================
|
|
|
|
void PostMorphWeapon ()
|
|
{
|
|
if (Owner == null)
|
|
{
|
|
return;
|
|
}
|
|
let p = owner.player;
|
|
p.PendingWeapon = WP_NOCHANGE;
|
|
p.ReadyWeapon = self;
|
|
p.refire = 0;
|
|
|
|
let pspr = p.GetPSprite(PSP_WEAPON);
|
|
pspr.y = WEAPONBOTTOM;
|
|
pspr.ResetInterpolation();
|
|
pspr.SetState(GetUpState());
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Weapon :: CheckAmmo
|
|
//
|
|
// Returns true if there is enough ammo to shoot. If not, selects the
|
|
// next weapon to use.
|
|
//
|
|
//===========================================================================
|
|
|
|
virtual bool CheckAmmo(int fireMode, bool autoSwitch, bool requireAmmo = false, int ammocount = -1)
|
|
{
|
|
int count1, count2;
|
|
int enough, enoughmask;
|
|
int lAmmoUse1;
|
|
|
|
if (sv_infiniteammo || (Owner.FindInventory ('PowerInfiniteAmmo', true) != null))
|
|
{
|
|
return true;
|
|
}
|
|
if (fireMode == EitherFire)
|
|
{
|
|
bool gotSome = CheckAmmo (PrimaryFire, false) || CheckAmmo (AltFire, false);
|
|
if (!gotSome && autoSwitch)
|
|
{
|
|
PlayerPawn(Owner).PickNewWeapon (null);
|
|
}
|
|
return gotSome;
|
|
}
|
|
let altFire = (fireMode == AltFire);
|
|
let optional = (altFire? bAlt_Ammo_Optional : bAmmo_Optional);
|
|
let useboth = (altFire? bPrimary_Uses_Both : bAlt_Uses_Both);
|
|
|
|
if (!requireAmmo && optional)
|
|
{
|
|
return true;
|
|
}
|
|
count1 = (Ammo1 != null) ? Ammo1.Amount : 0;
|
|
count2 = (Ammo2 != null) ? Ammo2.Amount : 0;
|
|
|
|
if (bDehAmmo && Ammo1 == null)
|
|
{
|
|
lAmmoUse1 = 0;
|
|
}
|
|
else if (ammocount >= 0 && bDehAmmo)
|
|
{
|
|
lAmmoUse1 = ammocount;
|
|
}
|
|
else
|
|
{
|
|
lAmmoUse1 = AmmoUse1;
|
|
}
|
|
|
|
enough = (count1 >= lAmmoUse1) | ((count2 >= AmmoUse2) << 1);
|
|
if (useboth)
|
|
{
|
|
enoughmask = 3;
|
|
}
|
|
else
|
|
{
|
|
enoughmask = 1 << altFire;
|
|
}
|
|
if (altFire && FindState('AltFire') == null)
|
|
{ // If this weapon has no alternate fire, then there is never enough ammo for it
|
|
enough &= 1;
|
|
}
|
|
if (((enough & enoughmask) == enoughmask) || (enough && bAmmo_CheckBoth))
|
|
{
|
|
return true;
|
|
}
|
|
// out of ammo, pick a weapon to change to
|
|
if (autoSwitch)
|
|
{
|
|
PlayerPawn(Owner).PickNewWeapon (null);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// Weapon :: 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.
|
|
//
|
|
//===========================================================================
|
|
|
|
virtual bool DepleteAmmo(bool altFire, bool checkEnough = true, int ammouse = -1)
|
|
{
|
|
if (!(sv_infiniteammo || (Owner.FindInventory ('PowerInfiniteAmmo', true) != null)))
|
|
{
|
|
if (checkEnough && !CheckAmmo (altFire ? AltFire : PrimaryFire, false, false, ammouse))
|
|
{
|
|
return false;
|
|
}
|
|
if (!altFire)
|
|
{
|
|
if (Ammo1 != null)
|
|
{
|
|
if (ammouse >= 0 && bDehAmmo)
|
|
{
|
|
Ammo1.Amount -= ammouse;
|
|
}
|
|
else
|
|
{
|
|
Ammo1.Amount -= AmmoUse1;
|
|
}
|
|
}
|
|
if (bPRIMARY_USES_BOTH && Ammo2 != null)
|
|
{
|
|
Ammo2.Amount -= AmmoUse2;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (Ammo2 != null)
|
|
{
|
|
Ammo2.Amount -= AmmoUse2;
|
|
}
|
|
if (bALT_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;
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// Modifies the drop amount of this item according to the current skill's
|
|
// settings (also called by ADehackedPickup::TryPickup)
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
override void ModifyDropAmount(int dropamount)
|
|
{
|
|
bool ignoreskill = true;
|
|
double dropammofactor = G_SkillPropertyFloat(SKILLP_DropAmmoFactor);
|
|
// Default drop amount is half of regular amount * regular ammo multiplication
|
|
if (dropammofactor == -1)
|
|
{
|
|
dropammofactor = 0.5;
|
|
ignoreskill = false;
|
|
}
|
|
|
|
if (dropamount > 0)
|
|
{
|
|
self.Amount = dropamount;
|
|
}
|
|
// Adjust the ammo given by this weapon
|
|
AmmoGive1 = int(AmmoGive1 * dropammofactor);
|
|
AmmoGive2 = int(AmmoGive2 * dropammofactor);
|
|
bIgnoreSkill = ignoreskill;
|
|
}
|
|
|
|
}
|
|
|
|
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<Weapon> 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;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// Modifies the drop amount of this item according to the current skill's
|
|
// settings (also called by ADehackedPickup::TryPickup)
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
override void ModifyDropAmount(int dropamount)
|
|
{
|
|
bool ignoreskill = true;
|
|
double dropammofactor = G_SkillPropertyFloat(SKILLP_DropAmmoFactor);
|
|
// Default drop amount is half of regular amount * regular ammo multiplication
|
|
if (dropammofactor == -1)
|
|
{
|
|
dropammofactor = 0.5;
|
|
ignoreskill = false;
|
|
}
|
|
|
|
AmmoFactor = dropammofactor;
|
|
bIgnoreSkill = ignoreskill;
|
|
}
|
|
|
|
|
|
}
|
|
|
|
struct WeaponSlots native
|
|
{
|
|
native bool, int, int LocateWeapon(class<Weapon> weap) const;
|
|
native static void SetupWeaponSlots(PlayerPawn pp);
|
|
native class<Weapon> GetWeapon(int slot, int index) const;
|
|
native int SlotSize(int slot) const;
|
|
}
|