mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-12-03 09:22:31 +00:00
3f90764faa
a_pickups only contains a few native remains of the inventory code and the other two only the static data maintenance for their items.
162 lines
4.5 KiB
C++
162 lines
4.5 KiB
C++
#pragma once
|
|
|
|
#include "a_pickups.h"
|
|
class PClassActor;
|
|
|
|
class FWeaponSlot
|
|
{
|
|
public:
|
|
FWeaponSlot() { Clear(); }
|
|
FWeaponSlot(const FWeaponSlot &other) { Weapons = other.Weapons; }
|
|
FWeaponSlot &operator= (const FWeaponSlot &other) { Weapons = other.Weapons; return *this; }
|
|
void Clear() { Weapons.Clear(); }
|
|
bool AddWeapon (const char *type);
|
|
bool AddWeapon (PClassActor *type);
|
|
void AddWeaponList (const char *list, bool clear);
|
|
int Size () const { return (int)Weapons.Size(); }
|
|
int LocateWeapon (PClassActor *type);
|
|
|
|
inline PClassActor *GetWeapon (int index) const
|
|
{
|
|
if ((unsigned)index < Weapons.Size())
|
|
{
|
|
return Weapons[index].Type;
|
|
}
|
|
else
|
|
{
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
friend struct FWeaponSlots;
|
|
|
|
private:
|
|
struct WeaponInfo
|
|
{
|
|
PClassActor *Type;
|
|
int Position;
|
|
};
|
|
void SetInitialPositions();
|
|
void Sort();
|
|
TArray<WeaponInfo> Weapons;
|
|
};
|
|
// FWeaponSlots::AddDefaultWeapon return codes
|
|
enum ESlotDef
|
|
{
|
|
SLOTDEF_Exists, // Weapon was already assigned a slot
|
|
SLOTDEF_Added, // Weapon was successfully added
|
|
SLOTDEF_Full // The specifed slot was full
|
|
};
|
|
|
|
struct FWeaponSlots
|
|
{
|
|
FWeaponSlots() { Clear(); }
|
|
FWeaponSlots(const FWeaponSlots &other);
|
|
|
|
private:
|
|
FWeaponSlot Slots[NUM_WEAPON_SLOTS];
|
|
public:
|
|
|
|
void Clear ();
|
|
bool LocateWeapon (PClassActor *type, int *const slot, int *const index);
|
|
ESlotDef AddDefaultWeapon (int slot, PClassActor *type);
|
|
void AddExtraWeapons();
|
|
void SetFromGameInfo();
|
|
void SetFromPlayer(PClassActor *type);
|
|
void StandardSetup(PClassActor *type);
|
|
void LocalSetup(PClassActor *type);
|
|
void SendDifferences(int playernum, const FWeaponSlots &other);
|
|
int RestoreSlots (FConfigFile *config, const char *section);
|
|
void PrintSettings();
|
|
static void SetupWeaponSlots(AActor *pp);
|
|
|
|
void AddSlot(int slot, PClassActor *type, bool feedback);
|
|
void AddSlotDefault(int slot, PClassActor *type, bool feedback);
|
|
// Abstract access interface to the slots
|
|
|
|
void AddWeapon(int slot, PClassActor *type)
|
|
{
|
|
if (slot >= 0 && slot < NUM_WEAPON_SLOTS)
|
|
{
|
|
Slots[slot].AddWeapon(type);
|
|
}
|
|
}
|
|
|
|
void AddWeapon(int slot, const char *type)
|
|
{
|
|
if (slot >= 0 && slot < NUM_WEAPON_SLOTS)
|
|
{
|
|
Slots[slot].AddWeapon(type);
|
|
}
|
|
}
|
|
|
|
void ClearSlot(int slot)
|
|
{
|
|
if (slot >= 0 && slot < NUM_WEAPON_SLOTS)
|
|
{
|
|
Slots[slot].Weapons.Clear();
|
|
}
|
|
}
|
|
|
|
int SlotSize(int slot) const
|
|
{
|
|
if (slot >= 0 && slot < NUM_WEAPON_SLOTS)
|
|
{
|
|
return Slots[slot].Weapons.Size();
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
PClassActor *GetWeapon(int slot, int index) const
|
|
{
|
|
if (slot >= 0 && slot < NUM_WEAPON_SLOTS && (unsigned)index < Slots[slot].Weapons.Size())
|
|
{
|
|
return Slots[slot].GetWeapon(index);
|
|
}
|
|
return nullptr;
|
|
}
|
|
};
|
|
|
|
void P_PlaybackKeyConfWeapons(FWeaponSlots *slots);
|
|
void Net_WriteWeapon(PClassActor *type);
|
|
PClassActor *Net_ReadWeapon(uint8_t **stream);
|
|
|
|
void P_SetupWeapons_ntohton();
|
|
void P_WriteDemoWeaponsChunk(uint8_t **demo);
|
|
void P_ReadDemoWeaponsChunk(uint8_t **demo);
|
|
|
|
|
|
enum class EBobStyle
|
|
{
|
|
BobNormal,
|
|
BobInverse,
|
|
BobAlpha,
|
|
BobInverseAlpha,
|
|
BobSmooth,
|
|
BobInverseSmooth
|
|
};
|
|
|
|
enum
|
|
{
|
|
WIF_NOAUTOFIRE = 0x00000001, // weapon does not autofire
|
|
WIF_READYSNDHALF = 0x00000002, // ready sound is played ~1/2 the time
|
|
WIF_DONTBOB = 0x00000004, // don't bob the weapon
|
|
WIF_AXEBLOOD = 0x00000008, // weapon makes axe blood on impact (Hexen only)
|
|
WIF_NOALERT = 0x00000010, // weapon does not alert monsters
|
|
WIF_AMMO_OPTIONAL = 0x00000020, // weapon can use ammo but does not require it
|
|
WIF_ALT_AMMO_OPTIONAL = 0x00000040, // alternate fire can use ammo but does not require it
|
|
WIF_PRIMARY_USES_BOTH = 0x00000080, // primary fire uses both ammo
|
|
WIF_ALT_USES_BOTH = 0x00000100, // alternate fire uses both ammo
|
|
WIF_WIMPY_WEAPON = 0x00000200, // change away when ammo for another weapon is replenished
|
|
WIF_POWERED_UP = 0x00000400, // this is a tome-of-power'ed version of its sister
|
|
WIF_AMMO_CHECKBOTH = 0x00000800, // check for both primary and secondary fire before switching it off
|
|
WIF_NO_AUTO_SWITCH = 0x00001000, // never switch to this weapon when it's picked up
|
|
WIF_STAFF2_KICKBACK = 0x00002000, // the powered-up Heretic staff has special kickback
|
|
WIF_NOAUTOAIM = 0x00004000, // this weapon never uses autoaim (useful for ballistic projectiles)
|
|
WIF_MELEEWEAPON = 0x00008000, // melee weapon. Used by bots and monster AI.
|
|
//WIF_DEHAMMO = 0x00010000,
|
|
WIF_NODEATHDESELECT = 0x00020000, // Don't jump to the Deselect state when the player dies
|
|
WIF_NODEATHINPUT = 0x00040000, // The weapon cannot be fired/reloaded/whatever when the player is dead
|
|
WIF_CHEATNOTWEAPON = 0x08000000, // Give cheat considers this not a weapon (used by Sigil)
|
|
};
|
|
|