qzdoom-gpl/src/g_shared/a_weapons.cpp

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#include <string.h>
#include "a_pickups.h"
#include "gi.h"
#include "d_player.h"
#include "s_sound.h"
#include "i_system.h"
#include "r_state.h"
#include "p_pspr.h"
#include "c_dispatch.h"
#include "m_misc.h"
#include "gameconfigfile.h"
#include "cmdlib.h"
#include "templates.h"
#include "sbar.h"
#include "thingdef/thingdef.h"
#include "doomstat.h"
#include "g_level.h"
#include "d_net.h"
#include "farchive.h"
#define BONUSADD 6
IMPLEMENT_POINTY_CLASS (AWeapon)
DECLARE_POINTER (Ammo1)
DECLARE_POINTER (Ammo2)
DECLARE_POINTER (SisterWeapon)
END_POINTERS
FString WeaponSection;
TArray<FString> KeyConfWeapons;
FWeaponSlots *PlayingKeyConf;
TArray<const PClass *> Weapons_ntoh;
TMap<const PClass *, int> Weapons_hton;
static int STACK_ARGS ntoh_cmp(const void *a, const void *b);
//===========================================================================
//
// AWeapon :: Serialize
//
//===========================================================================
void AWeapon::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << WeaponFlags
<< AmmoType1 << AmmoType2
<< AmmoGive1 << AmmoGive2
<< MinAmmo1 << MinAmmo2
<< AmmoUse1 << AmmoUse2
<< Kickback
<< YAdjust
<< UpSound << ReadySound
<< SisterWeaponType
<< ProjectileType << AltProjectileType
<< SelectionOrder
<< MoveCombatDist
<< Ammo1 << Ammo2 << SisterWeapon << GivenAsMorphWeapon
<< bAltFire
<< ReloadCounter
<< FOVScale
<< Crosshair;
}
//===========================================================================
//
// AWeapon :: TryPickup
//
// If you can't see the weapon when it's active, then you can't pick it up.
//
//===========================================================================
bool AWeapon::TryPickupRestricted (AActor *&toucher)
{
// Wrong class, but try to pick up for ammo
if (ShouldStay())
{ // Can't pick up weapons for other classes in coop netplay
return false;
}
bool gaveSome = (NULL != AddAmmo (toucher, AmmoType1, AmmoGive1));
gaveSome |= (NULL != AddAmmo (toucher, AmmoType2, AmmoGive2));
if (gaveSome)
{
GoAwayAndDie ();
}
return gaveSome;
}
//===========================================================================
//
// AWeapon :: TryPickup
//
//===========================================================================
bool AWeapon::TryPickup (AActor *&toucher)
{
FState * ReadyState = FindState(NAME_Ready);
if (ReadyState != NULL &&
ReadyState->GetFrame() < sprites[ReadyState->sprite].numframes)
{
return Super::TryPickup (toucher);
}
return false;
}
//===========================================================================
//
// AWeapon :: Use
//
// Make the player switch to this weapon.
//
//===========================================================================
bool AWeapon::Use (bool pickup)
{
AWeapon *useweap = this;
2006-04-16 13:29:50 +00:00
// Powered up weapons cannot be used directly.
if (WeaponFlags & WIF_POWERED_UP) return false;
// If the player is powered-up, use the alternate version of the
// weapon, if one exists.
if (SisterWeapon != NULL &&
SisterWeapon->WeaponFlags & WIF_POWERED_UP &&
Owner->FindInventory (RUNTIME_CLASS(APowerWeaponLevel2), true))
{
useweap = SisterWeapon;
}
if (Owner->player != NULL && Owner->player->ReadyWeapon != useweap)
{
Owner->player->PendingWeapon = useweap;
}
// Return false so that the weapon is not removed from the inventory.
return false;
}
//===========================================================================
//
// AWeapon :: Destroy
//
//===========================================================================
void AWeapon::Destroy()
{
if (SisterWeapon != NULL)
{
// avoid recursion
SisterWeapon->SisterWeapon = NULL;
SisterWeapon->Destroy();
}
Super::Destroy();
}
//===========================================================================
//
// AWeapon :: HandlePickup
//
// Try to leach ammo from the weapon if you have it already.
//
//===========================================================================
bool AWeapon::HandlePickup (AInventory *item)
{
if (item->GetClass() == GetClass())
{
if (static_cast<AWeapon *>(item)->PickupForAmmo (this))
{
item->ItemFlags |= IF_PICKUPGOOD;
}
return true;
}
if (Inventory != NULL)
{
return Inventory->HandlePickup (item);
}
return false;
}
//===========================================================================
//
// AWeapon :: PickupForAmmo
//
// The player already has this weapon, so try to pick it up for ammo.
//
//===========================================================================
bool AWeapon::PickupForAmmo (AWeapon *ownedWeapon)
{
bool gotstuff = false;
// Don't take ammo if the weapon sticks around.
if (!ShouldStay ())
{
int oldamount1 = 0;
int oldamount2 = 0;
if (ownedWeapon->Ammo1 != NULL) oldamount1 = ownedWeapon->Ammo1->Amount;
if (ownedWeapon->Ammo2 != NULL) oldamount2 = ownedWeapon->Ammo2->Amount;
if (AmmoGive1 > 0) gotstuff = AddExistingAmmo (ownedWeapon->Ammo1, AmmoGive1);
if (AmmoGive2 > 0) gotstuff |= AddExistingAmmo (ownedWeapon->Ammo2, AmmoGive2);
AActor *Owner = ownedWeapon->Owner;
if (gotstuff && Owner != NULL && Owner->player != NULL)
{
if (ownedWeapon->Ammo1 != NULL && oldamount1 == 0)
{
static_cast<APlayerPawn *>(Owner)->CheckWeaponSwitch(ownedWeapon->Ammo1->GetClass());
}
else if (ownedWeapon->Ammo2 != NULL && oldamount2 == 0)
{
static_cast<APlayerPawn *>(Owner)->CheckWeaponSwitch(ownedWeapon->Ammo2->GetClass());
}
}
}
return gotstuff;
}
//===========================================================================
//
// AWeapon :: CreateCopy
//
//===========================================================================
AInventory *AWeapon::CreateCopy (AActor *other)
{
AWeapon *copy = static_cast<AWeapon*>(Super::CreateCopy (other));
if (copy != this)
{
copy->AmmoGive1 = AmmoGive1;
copy->AmmoGive2 = AmmoGive2;
}
return copy;
}
//===========================================================================
//
// AWeapon :: CreateTossable
//
// A weapon that's tossed out should contain no ammo, so you can't cheat
// by dropping it and then picking it back up.
//
//===========================================================================
AInventory *AWeapon::CreateTossable ()
{
// Only drop the weapon that is meant to be placed in a level. That is,
// only drop the weapon that normally gives you ammo.
if (SisterWeapon != NULL &&
((AWeapon*)GetDefault())->AmmoGive1 == 0 &&
((AWeapon*)GetDefault())->AmmoGive2 == 0 &&
(((AWeapon*)SisterWeapon->GetDefault())->AmmoGive1 > 0 ||
((AWeapon*)SisterWeapon->GetDefault())->AmmoGive2 > 0))
{
return SisterWeapon->CreateTossable ();
}
AWeapon *copy = static_cast<AWeapon *> (Super::CreateTossable ());
if (copy != NULL)
{
// If this weapon has a sister, remove it from the inventory too.
if (SisterWeapon != NULL)
{
SisterWeapon->SisterWeapon = NULL;
SisterWeapon->Destroy ();
}
// To avoid exploits, the tossed weapon must not have any ammo.
copy->AmmoGive1 = 0;
copy->AmmoGive2 = 0;
}
return copy;
}
//===========================================================================
//
// AWeapon :: AttachToOwner
//
//===========================================================================
void AWeapon::AttachToOwner (AActor *other)
{
Super::AttachToOwner (other);
Ammo1 = AddAmmo (Owner, AmmoType1, AmmoGive1);
Ammo2 = AddAmmo (Owner, AmmoType2, AmmoGive2);
SisterWeapon = AddWeapon (SisterWeaponType);
if (Owner->player != NULL)
{
if (!Owner->player->userinfo.neverswitch && !(WeaponFlags & WIF_NO_AUTO_SWITCH))
{
Owner->player->PendingWeapon = this;
}
if (Owner->player->mo == players[consoleplayer].camera)
{
StatusBar->ReceivedWeapon (this);
}
}
GivenAsMorphWeapon = false; // will be set explicitly by morphing code
}
//===========================================================================
//
// AWeapon :: AddAmmo
//
// Give some ammo to the owner, even if it's just 0.
//
//===========================================================================
AAmmo *AWeapon::AddAmmo (AActor *other, const PClass *ammotype, int amount)
{
AAmmo *ammo;
if (ammotype == NULL)
{
return NULL;
}
// [BC] This behavior is from the original Doom. Give 5/2 times as much ammo when
// we pick up a weapon in deathmatch.
if (( deathmatch ) && ( gameinfo.gametype & GAME_DoomChex ))
amount = amount * 5 / 2;
// extra ammo in baby mode and nightmare mode
if (!(this->ItemFlags&IF_IGNORESKILL))
{
amount = FixedMul(amount, G_SkillProperty(SKILLP_AmmoFactor));
}
ammo = static_cast<AAmmo *>(other->FindInventory (ammotype));
if (ammo == NULL)
{
2006-07-16 09:10:45 +00:00
ammo = static_cast<AAmmo *>(Spawn (ammotype, 0, 0, 0, NO_REPLACE));
ammo->Amount = MIN (amount, ammo->MaxAmount);
ammo->AttachToOwner (other);
}
else if (ammo->Amount < ammo->MaxAmount)
{
ammo->Amount += amount;
if (ammo->Amount > ammo->MaxAmount)
{
ammo->Amount = ammo->MaxAmount;
}
}
return ammo;
}
//===========================================================================
//
// AWeapon :: AddExistingAmmo
//
// Give the owner some more ammo he already has.
//
//===========================================================================
EXTERN_CVAR(Bool, sv_unlimited_pickup)
bool AWeapon::AddExistingAmmo (AAmmo *ammo, int amount)
{
if (ammo != NULL && (ammo->Amount < ammo->MaxAmount || sv_unlimited_pickup))
{
// extra ammo in baby mode and nightmare mode
if (!(ItemFlags&IF_IGNORESKILL))
{
amount = FixedMul(amount, G_SkillProperty(SKILLP_AmmoFactor));
}
ammo->Amount += amount;
if (ammo->Amount > ammo->MaxAmount && !sv_unlimited_pickup)
{
ammo->Amount = ammo->MaxAmount;
}
return true;
}
return false;
}
//===========================================================================
//
// AWeapon :: AddWeapon
//
// Give the owner a weapon if they don't have it already.
//
//===========================================================================
AWeapon *AWeapon::AddWeapon (const PClass *weapontype)
{
AWeapon *weap;
if (weapontype == NULL || !weapontype->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
{
return NULL;
}
weap = static_cast<AWeapon *>(Owner->FindInventory (weapontype));
if (weap == NULL)
{
2006-07-16 09:10:45 +00:00
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) || (Owner->player->cheats & CF_INFINITEAMMO))
{
return true;
}
if (fireMode == EitherFire)
{
bool gotSome = CheckAmmo (PrimaryFire, false) || CheckAmmo (AltFire, false);
if (!gotSome && autoSwitch)
{
barrier_cast<APlayerPawn *>(Owner)->PickNewWeapon (NULL);
}
return gotSome;
}
altFire = (fireMode == AltFire);
if (!requireAmmo && (WeaponFlags & (WIF_AMMO_OPTIONAL << altFire)))
{
return true;
}
count1 = (Ammo1 != NULL) ? Ammo1->Amount : 0;
count2 = (Ammo2 != NULL) ? Ammo2->Amount : 0;
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) || (enough && (WeaponFlags & WIF_AMMO_CHECKBOTH)))
{
return true;
}
// out of ammo, pick a weapon to change to
if (autoSwitch)
{
barrier_cast<APlayerPawn *>(Owner)->PickNewWeapon (NULL);
}
return false;
}
//===========================================================================
//
// AWeapon :: DepleteAmmo
//
// Use up some of the weapon's ammo. Returns true if the ammo was successfully
// depleted. If checkEnough is false, then the ammo will always be depleted,
// even if it drops below zero.
//
//===========================================================================
bool AWeapon::DepleteAmmo (bool altFire, bool checkEnough)
{
if (!((dmflags & DF_INFINITE_AMMO) || (Owner->player->cheats & CF_INFINITEAMMO)))
{
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;
Owner->player->refire = 0;
P_SetPsprite (Owner->player, ps_weapon, GetUpState());
}
//===========================================================================
//
// AWeapon :: EndPowerUp
//
// The Tome of Power just expired.
//
//===========================================================================
void AWeapon::EndPowerup ()
{
if (SisterWeapon != NULL && WeaponFlags&WIF_POWERED_UP)
{
if (GetReadyState() != SisterWeapon->GetReadyState())
{
if (Owner->player->PendingWeapon == NULL ||
Owner->player->PendingWeapon == WP_NOCHANGE)
Owner->player->PendingWeapon = SisterWeapon;
}
else
{
Owner->player->ReadyWeapon = SisterWeapon;
}
}
}
//===========================================================================
//
// AWeapon :: GetUpState
//
//===========================================================================
FState *AWeapon::GetUpState ()
{
return FindState(NAME_Select);
}
//===========================================================================
//
// AWeapon :: GetDownState
//
//===========================================================================
FState *AWeapon::GetDownState ()
{
return FindState(NAME_Deselect);
}
//===========================================================================
//
// AWeapon :: GetReadyState
//
//===========================================================================
FState *AWeapon::GetReadyState ()
{
return FindState(NAME_Ready);
}
//===========================================================================
//
// AWeapon :: GetAtkState
//
//===========================================================================
FState *AWeapon::GetAtkState (bool hold)
{
FState * state=NULL;
if (hold) state = FindState(NAME_Hold);
if (state == NULL) state = FindState(NAME_Fire);
return state;
}
//===========================================================================
//
// AWeapon :: GetAtkState
//
//===========================================================================
FState *AWeapon::GetAltAtkState (bool hold)
{
FState * state=NULL;
if (hold) state = FindState(NAME_AltHold);
if (state == NULL) state = FindState(NAME_AltFire);
return state;
}
/* Weapon giver ***********************************************************/
class AWeaponGiver : public AWeapon
{
DECLARE_CLASS(AWeaponGiver, AWeapon)
public:
bool TryPickup(AActor *&toucher);
};
IMPLEMENT_CLASS(AWeaponGiver)
bool AWeaponGiver::TryPickup(AActor *&toucher)
{
FDropItem *di = GetDropItems();
AWeapon *weap;
if (di != NULL)
{
const PClass *ti = PClass::FindClass(di->Name);
if (ti->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
{
if (master == NULL)
{
master = weap = static_cast<AWeapon*>(Spawn(di->Name, 0, 0, 0, NO_REPLACE));
if (weap != NULL)
{
weap->ItemFlags &= ~IF_ALWAYSPICKUP; // use the flag of this item only.
if (AmmoGive1 >= 0) weap->AmmoGive1 = AmmoGive1;
if (AmmoGive2 >= 0) weap->AmmoGive2 = AmmoGive2;
weap->BecomeItem();
}
else return false;
}
weap = barrier_cast<AWeapon*>(master);
bool res = weap->CallTryPickup(toucher);
if (res) GoAwayAndDie();
return res;
}
}
return false;
}
/* Weapon slots ***********************************************************/
//===========================================================================
//
// FWeaponSlot :: AddWeapon
//
// Adds a weapon to the end of the slot if it isn't already in it.
//
//===========================================================================
bool FWeaponSlot::AddWeapon(const char *type)
{
return AddWeapon (PClass::FindClass (type));
}
bool FWeaponSlot::AddWeapon(const PClass *type)
{
unsigned int i;
if (type == NULL)
{
return false;
}
if (!type->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
{
Printf("Can't add non-weapon %s to weapon slots\n", type->TypeName.GetChars());
return false;
}
for (i = 0; i < Weapons.Size(); i++)
{
if (Weapons[i].Type == type)
return true; // Already present
}
WeaponInfo info = { type, -1 };
Weapons.Push(info);
return true;
}
//===========================================================================
//
// FWeaponSlot :: AddWeaponList
//
// Appends all the weapons from the space-delimited list to this slot.
// Set clear to true to remove any weapons already in this slot first.
//
//===========================================================================
void FWeaponSlot :: AddWeaponList(const char *list, bool clear)
{
FString copy(list);
char *buff = copy.LockBuffer();
char *tok;
if (clear)
{
Clear();
}
tok = strtok(buff, " ");
while (tok != NULL)
{
AddWeapon(tok);
tok = strtok(NULL, " ");
}
}
//===========================================================================
//
// FWeaponSlot :: LocateWeapon
//
// Returns the index for the specified weapon in this slot, or -1 if it isn't
// in this slot.
//
//===========================================================================
int FWeaponSlot::LocateWeapon(const PClass *type)
{
unsigned int i;
for (i = 0; i < Weapons.Size(); ++i)
{
if (Weapons[i].Type == type)
{
return (int)i;
}
}
return -1;
}
//===========================================================================
//
// FWeaponSlot :: PickWeapon
//
// Picks a weapon from this slot. If no weapon is selected in this slot,
// or the first weapon in this slot is selected, returns the last weapon.
// Otherwise, returns the previous weapon in this slot. This means
// precedence is given to the last weapon in the slot, which by convention
// is probably the strongest. Does not return weapons you have no ammo
// for or which you do not possess.
//
//===========================================================================
AWeapon *FWeaponSlot::PickWeapon(player_t *player, bool checkammo)
{
int i, j;
if (player->mo == NULL)
{
return NULL;
}
// Does this slot even have any weapons?
if (Weapons.Size() == 0)
{
return player->ReadyWeapon;
}
if (player->ReadyWeapon != NULL)
{
for (i = 0; (unsigned)i < Weapons.Size(); i++)
{
if (Weapons[i].Type == player->ReadyWeapon->GetClass() ||
(player->ReadyWeapon->WeaponFlags & WIF_POWERED_UP &&
player->ReadyWeapon->SisterWeapon != NULL &&
player->ReadyWeapon->SisterWeapon->GetClass() == Weapons[i].Type))
{
for (j = (i == 0 ? Weapons.Size() - 1 : i - 1);
j != i;
j = (j == 0 ? Weapons.Size() - 1 : j - 1))
{
AWeapon *weap = static_cast<AWeapon *> (player->mo->FindInventory(Weapons[j].Type));
if (weap != NULL && weap->IsKindOf(RUNTIME_CLASS(AWeapon)))
{
if (!checkammo || weap->CheckAmmo(AWeapon::EitherFire, false))
{
return weap;
}
}
}
}
}
}
for (i = Weapons.Size() - 1; i >= 0; i--)
{
AWeapon *weap = static_cast<AWeapon *> (player->mo->FindInventory(Weapons[i].Type));
if (weap != NULL && weap->IsKindOf(RUNTIME_CLASS(AWeapon)))
{
if (!checkammo || weap->CheckAmmo(AWeapon::EitherFire, false))
{
return weap;
}
}
}
return player->ReadyWeapon;
}
//===========================================================================
//
// FWeaponSlot :: SetInitialPositions
//
// Fills in the position field for every weapon currently in the slot based
// on its position in the slot. These are not scaled to [0,1] so that extra
// weapons can use those values to go to the start or end of the slot.
//
//===========================================================================
void FWeaponSlot::SetInitialPositions()
{
unsigned int size = Weapons.Size(), i;
if (size == 1)
{
Weapons[0].Position = 0x8000;
}
else
{
for (i = 0; i < size; ++i)
{
Weapons[i].Position = i * 0xFF00 / (size - 1) + 0x80;
}
}
}
//===========================================================================
//
// FWeaponSlot :: Sort
//
// Rearranges the weapons by their position field.
//
//===========================================================================
void FWeaponSlot::Sort()
{
// This does not use qsort(), because the sort should be stable, and
// there is no guarantee that qsort() is stable. This insertion sort
// should be fine.
int i, j;
for (i = 1; i < (int)Weapons.Size(); ++i)
{
fixed_t pos = Weapons[i].Position;
const PClass *type = Weapons[i].Type;
for (j = i - 1; j >= 0 && Weapons[j].Position > pos; --j)
{
Weapons[j + 1] = Weapons[j];
}
Weapons[j + 1].Type = type;
Weapons[j + 1].Position = pos;
}
}
//===========================================================================
//
// FWeaponSlots - Copy Constructor
//
//===========================================================================
FWeaponSlots::FWeaponSlots(const FWeaponSlots &other)
{
for (int i = 0; i < NUM_WEAPON_SLOTS; ++i)
{
Slots[i] = other.Slots[i];
}
}
//===========================================================================
//
// FWeaponSlots :: Clear
//
// Removes all weapons from every slot.
//
//===========================================================================
void FWeaponSlots::Clear()
{
for (int i = 0; i < NUM_WEAPON_SLOTS; ++i)
{
Slots[i].Clear();
}
}
//===========================================================================
//
// FWeaponSlots :: AddDefaultWeapon
//
// If the weapon already exists in a slot, don't add it. If it doesn't,
// then add it to the specified slot.
//
//===========================================================================
ESlotDef FWeaponSlots::AddDefaultWeapon (int slot, 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;
}
//===========================================================================
//
// FWeaponSlots :: LocateWeapon
//
// Returns true if the weapon is in a slot, false otherwise. If the weapon
// is found, it can also optionally return the slot and index for it.
//
//===========================================================================
bool FWeaponSlots::LocateWeapon (const PClass *type, int *const slot, int *const index)
{
int i, j;
for (i = 0; i < NUM_WEAPON_SLOTS; i++)
{
j = Slots[i].LocateWeapon(type);
if (j >= 0)
{
if (slot != NULL) *slot = i;
if (index != NULL) *index = j;
return true;
}
}
return false;
}
//===========================================================================
//
// FindMostRecentWeapon
//
// Locates the slot and index for the most recently selected weapon. If the
// player is in the process of switching to a new weapon, that is the most
// recently selected weapon. Otherwise, the current weapon is the most recent
// weapon.
//
//===========================================================================
static bool FindMostRecentWeapon(player_t *player, int *slot, int *index)
{
if (player->PendingWeapon != WP_NOCHANGE)
{
return player->weapons.LocateWeapon(player->PendingWeapon->GetClass(), slot, index);
}
else if (player->ReadyWeapon != NULL)
{
AWeapon *weap = player->ReadyWeapon;
if (!player->weapons.LocateWeapon(weap->GetClass(), slot, index))
{
// If the current weapon wasn't found and is powered up,
// look for its non-powered up version.
if (weap->WeaponFlags & WIF_POWERED_UP && weap->SisterWeaponType != NULL)
{
return player->weapons.LocateWeapon(weap->SisterWeaponType, slot, index);
}
return false;
}
return true;
}
else
{
return false;
}
}
//===========================================================================
//
// FWeaponSlots :: PickNextWeapon
//
// Returns the "next" weapon for this player. If the current weapon is not
// in a slot, then it just returns that weapon, since there's nothing to
// consider it relative to.
//
//===========================================================================
AWeapon *FWeaponSlots::PickNextWeapon(player_t *player)
{
int startslot, startindex;
int slotschecked = 0;
if (player->mo == NULL)
{
return NULL;
}
if (player->ReadyWeapon == NULL || FindMostRecentWeapon(player, &startslot, &startindex))
{
int slot;
int index;
if (player->ReadyWeapon == NULL)
{
startslot = NUM_WEAPON_SLOTS - 1;
startindex = Slots[startslot].Size() - 1;
}
slot = startslot;
index = startindex;
do
{
if (++index >= Slots[slot].Size())
{
index = 0;
slotschecked++;
if (++slot >= NUM_WEAPON_SLOTS)
{
slot = 0;
}
}
const PClass *type = Slots[slot].GetWeapon(index);
AWeapon *weap = static_cast<AWeapon *>(player->mo->FindInventory(type));
if (weap != NULL && weap->CheckAmmo(AWeapon::EitherFire, false))
{
return weap;
}
}
while ((slot != startslot || index != startindex) && slotschecked < NUM_WEAPON_SLOTS);
}
return player->ReadyWeapon;
}
//===========================================================================
//
// FWeaponSlots :: PickPrevWeapon
//
// Returns the "previous" weapon for this player. If the current weapon is
// not in a slot, then it just returns that weapon, since there's nothing to
// consider it relative to.
//
//===========================================================================
AWeapon *FWeaponSlots::PickPrevWeapon (player_t *player)
{
int startslot, startindex;
int slotschecked = 0;
if (player->mo == NULL)
{
return NULL;
}
if (player->ReadyWeapon == NULL || FindMostRecentWeapon (player, &startslot, &startindex))
{
int slot;
int index;
if (player->ReadyWeapon == NULL)
{
startslot = 0;
startindex = 0;
}
slot = startslot;
index = startindex;
do
{
if (--index < 0)
{
slotschecked++;
if (--slot < 0)
{
slot = NUM_WEAPON_SLOTS - 1;
}
index = Slots[slot].Size() - 1;
}
const PClass *type = Slots[slot].GetWeapon(index);
AWeapon *weap = static_cast<AWeapon *>(player->mo->FindInventory(type));
if (weap != NULL && weap->CheckAmmo(AWeapon::EitherFire, false))
{
return weap;
}
}
while ((slot != startslot || index != startindex) && slotschecked < NUM_WEAPON_SLOTS);
}
return player->ReadyWeapon;
}
//===========================================================================
//
// FWeaponSlots :: AddExtraWeapons
//
// For every weapon class for the current game, add it to its desired slot
// and position within the slot. Does not first clear the slots.
//
//===========================================================================
void FWeaponSlots::AddExtraWeapons()
{
unsigned int i;
// Set fractional positions for current weapons.
for (i = 0; i < NUM_WEAPON_SLOTS; ++i)
{
Slots[i].SetInitialPositions();
}
// Append extra weapons to the slots.
for (unsigned int i = 0; i < PClass::m_Types.Size(); ++i)
{
PClass *cls = PClass::m_Types[i];
if (cls->ActorInfo != NULL &&
(cls->ActorInfo->GameFilter == GAME_Any || (cls->ActorInfo->GameFilter & gameinfo.gametype)) &&
cls->ActorInfo->Replacement == NULL && // Replaced weapons don't get slotted.
cls->IsDescendantOf(RUNTIME_CLASS(AWeapon)) &&
!LocateWeapon(cls, NULL, NULL) // Don't duplicate it if it's already present.
)
{
int slot = cls->Meta.GetMetaInt(AWMETA_SlotNumber, -1);
if ((unsigned)slot < NUM_WEAPON_SLOTS)
{
fixed_t position = cls->Meta.GetMetaFixed(AWMETA_SlotPriority, INT_MAX);
FWeaponSlot::WeaponInfo info = { cls, position };
Slots[slot].Weapons.Push(info);
}
}
}
// Now resort every slot to put the new weapons in their proper places.
for (i = 0; i < NUM_WEAPON_SLOTS; ++i)
{
Slots[i].Sort();
}
}
//===========================================================================
//
// FWeaponSlots :: SetFromGameInfo
//
// If neither the player class nor any defined weapon contain a
// slot assignment, use the game's defaults
//
//===========================================================================
void FWeaponSlots::SetFromGameInfo()
{
unsigned int i;
// Only if all slots are empty
for (i = 0; i < NUM_WEAPON_SLOTS; ++i)
{
if (Slots[i].Size() > 0) return;
}
// Append extra weapons to the slots.
for (i = 0; i < NUM_WEAPON_SLOTS; ++i)
{
for (unsigned j = 0; j < gameinfo.DefaultWeaponSlots[i].Size(); i++)
{
const PClass *cls = PClass::FindClass(gameinfo.DefaultWeaponSlots[i][j]);
if (cls == NULL)
{
Printf("Unknown weapon class '%s' found in default weapon slot assignments\n",
gameinfo.DefaultWeaponSlots[i][j].GetChars());
}
else
{
Slots[i].AddWeapon(cls);
}
}
}
}
//===========================================================================
//
// FWeaponSlots :: StandardSetup
//
// Setup weapons in this order:
// 1. Use slots from player class.
// 2. Add extra weapons that specify their own slots.
// 3. If all slots are empty, use the settings from the gameinfo (compatibility fallback)
//
//===========================================================================
void FWeaponSlots::StandardSetup(const PClass *type)
{
SetFromPlayer(type);
AddExtraWeapons();
SetFromGameInfo();
}
//===========================================================================
//
// FWeaponSlots :: LocalSetup
//
// Setup weapons in this order:
// 1. Run KEYCONF weapon commands, affecting slots accordingly.
// 2. Read config slots, overriding current slots. If WeaponSection is set,
// then [<WeaponSection>.<PlayerClass>.Weapons] is tried, followed by
// [<WeaponSection>.Weapons] if that did not exist. If WeaponSection is
// empty, then the slots are read from [<PlayerClass>.Weapons].
//
//===========================================================================
void FWeaponSlots::LocalSetup(const PClass *type)
{
P_PlaybackKeyConfWeapons(this);
if (WeaponSection.IsNotEmpty())
{
FString sectionclass(WeaponSection);
sectionclass << '.' << type->TypeName.GetChars();
if (RestoreSlots(GameConfig, sectionclass) == 0)
{
RestoreSlots(GameConfig, WeaponSection);
}
}
else
{
RestoreSlots(GameConfig, type->TypeName.GetChars());
}
}
//===========================================================================
//
// FWeaponSlots :: SendDifferences
//
// Sends the weapon slots from this instance that differ from other's.
//
//===========================================================================
void FWeaponSlots::SendDifferences(const FWeaponSlots &other)
{
int i, j;
for (i = 0; i < NUM_WEAPON_SLOTS; ++i)
{
if (other.Slots[i].Size() == Slots[i].Size())
{
for (j = (int)Slots[i].Size(); j-- > 0; )
{
if (other.Slots[i].GetWeapon(j) != Slots[i].GetWeapon(j))
{
break;
}
}
if (j < 0)
{ // The two slots are the same.
continue;
}
}
// The slots differ. Send mine.
Net_WriteByte(DEM_SETSLOT);
Net_WriteByte(i);
Net_WriteByte(Slots[i].Size());
for (j = 0; j < Slots[i].Size(); ++j)
{
Net_WriteWeapon(Slots[i].GetWeapon(j));
}
}
}
//===========================================================================
//
// FWeaponSlots :: SetFromPlayer
//
// Sets all weapon slots according to the player class.
//
//===========================================================================
void FWeaponSlots::SetFromPlayer(const PClass *type)
{
Clear();
for (int i = 0; i < NUM_WEAPON_SLOTS; ++i)
{
const char *str = type->Meta.GetMetaString(APMETA_Slot0 + i);
if (str != NULL)
{
Slots[i].AddWeaponList(str, false);
}
}
}
//===========================================================================
//
// FWeaponSlots :: RestoreSlots
//
// Reads slots from a config section. Any slots in the section override
// existing slot settings, while slots not present in the config are
// unaffected. Returns the number of slots read.
//
//===========================================================================
int FWeaponSlots::RestoreSlots(FConfigFile *config, const char *section)
{
FString section_name(section);
const char *key, *value;
int slotsread = 0;
section_name += ".Weapons";
if (!config->SetSection(section_name))
{
return 0;
}
while (config->NextInSection (key, value))
{
if (strnicmp (key, "Slot[", 5) != 0 ||
key[5] < '0' ||
key[5] > '0'+NUM_WEAPON_SLOTS ||
key[6] != ']' ||
key[7] != 0)
{
continue;
}
Slots[key[5] - '0'].AddWeaponList(value, true);
slotsread++;
}
return slotsread;
}
//===========================================================================
//
// CCMD setslot
//
//===========================================================================
void FWeaponSlots::PrintSettings()
{
for (int i = 1; i <= NUM_WEAPON_SLOTS; ++i)
{
int slot = i % NUM_WEAPON_SLOTS;
if (Slots[slot].Size() > 0)
{
Printf("Slot[%d]=", slot);
for (int j = 0; j < Slots[slot].Size(); ++j)
{
Printf("%s ", Slots[slot].GetWeapon(j)->TypeName.GetChars());
}
Printf("\n");
}
}
}
CCMD (setslot)
{
int slot;
if (argv.argc() < 2 || (slot = atoi (argv[1])) >= NUM_WEAPON_SLOTS)
{
Printf("Usage: setslot [slot] [weapons]\nCurrent slot assignments:\n");
if (players[consoleplayer].mo != NULL)
{
FString config(GameConfig->GetConfigPath(false));
Printf(TEXTCOLOR_BLUE "Add the following to " TEXTCOLOR_ORANGE "%s" TEXTCOLOR_BLUE
" to retain these bindings:\n" TEXTCOLOR_NORMAL "[", config.GetChars());
if (WeaponSection.IsNotEmpty())
{
Printf("%s.", WeaponSection.GetChars());
}
Printf("%s.Weapons]\n", players[consoleplayer].mo->GetClass()->TypeName.GetChars());
}
players[consoleplayer].weapons.PrintSettings();
return;
}
if (ParsingKeyConf)
{
KeyConfWeapons.Push(argv.args());
}
else if (PlayingKeyConf != NULL)
{
PlayingKeyConf->Slots[slot].Clear();
for (int i = 2; i < argv.argc(); ++i)
{
PlayingKeyConf->Slots[slot].AddWeapon(argv[i]);
}
}
else
{
if (argv.argc() == 2)
{
Printf ("Slot %d cleared\n", slot);
}
Net_WriteByte(DEM_SETSLOT);
Net_WriteByte(slot);
Net_WriteByte(argv.argc()-2);
for (int i = 2; i < argv.argc(); i++)
{
Net_WriteWeapon(PClass::FindClass(argv[i]));
}
}
}
//===========================================================================
//
// CCMD addslot
//
//===========================================================================
void FWeaponSlots::AddSlot(int slot, const PClass *type, bool feedback)
{
if (type != NULL && !Slots[slot].AddWeapon(type) && feedback)
{
Printf ("Could not add %s to slot %d\n", type->TypeName.GetChars(), slot);
}
}
CCMD (addslot)
{
unsigned int slot;
if (argv.argc() != 3 || (slot = atoi (argv[1])) >= NUM_WEAPON_SLOTS)
{
Printf ("Usage: addslot <slot> <weapon>\n");
return;
}
if (ParsingKeyConf)
{
KeyConfWeapons.Push(argv.args());
}
else if (PlayingKeyConf != NULL)
{
PlayingKeyConf->AddSlot(int(slot), PClass::FindClass(argv[2]), false);
}
else
{
Net_WriteByte(DEM_ADDSLOT);
Net_WriteByte(slot);
Net_WriteWeapon(PClass::FindClass(argv[2]));
}
}
//===========================================================================
//
// CCMD weaponsection
//
//===========================================================================
CCMD (weaponsection)
{
if (argv.argc() > 1)
{
WeaponSection = argv[1];
}
}
//===========================================================================
//
// CCMD addslotdefault
//
//===========================================================================
void FWeaponSlots::AddSlotDefault(int slot, const PClass *type, bool feedback)
{
if (type != NULL && type->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
{
switch (AddDefaultWeapon(slot, type))
{
case SLOTDEF_Full:
if (feedback)
{
Printf ("Could not add %s to slot %d\n", type->TypeName.GetChars(), slot);
}
break;
default:
case SLOTDEF_Added:
break;
case SLOTDEF_Exists:
break;
}
}
}
CCMD (addslotdefault)
{
const PClass *type;
unsigned int slot;
if (argv.argc() != 3 || (slot = atoi (argv[1])) >= NUM_WEAPON_SLOTS)
{
Printf ("Usage: addslotdefault <slot> <weapon>\n");
return;
}
type = PClass::FindClass (argv[2]);
if (type == NULL || !type->IsDescendantOf (RUNTIME_CLASS(AWeapon)))
{
Printf ("%s is not a weapon\n", argv[2]);
return;
}
if (ParsingKeyConf)
{
KeyConfWeapons.Push(argv.args());
}
else if (PlayingKeyConf != NULL)
{
PlayingKeyConf->AddSlotDefault(int(slot), PClass::FindClass(argv[2]), false);
}
else
{
Net_WriteByte(DEM_ADDSLOTDEFAULT);
Net_WriteByte(slot);
Net_WriteWeapon(PClass::FindClass(argv[2]));
}
}
//===========================================================================
//
// P_PlaybackKeyConfWeapons
//
// Executes the weapon-related commands from a KEYCONF lump.
//
//===========================================================================
void P_PlaybackKeyConfWeapons(FWeaponSlots *slots)
{
PlayingKeyConf = slots;
for (unsigned int i = 0; i < KeyConfWeapons.Size(); ++i)
{
FString cmd(KeyConfWeapons[i]);
AddCommandString(cmd.LockBuffer());
}
PlayingKeyConf = NULL;
}
//===========================================================================
//
// P_SetupWeapons_ntohton
//
// Initializes the ntoh and hton maps for weapon types. To populate the ntoh
// array, weapons are sorted first by game, then lexicographically. Weapons
// from the current game are sorted first, followed by weapons for all other
// games, and within each block, they are sorted by name.
//
//===========================================================================
void P_SetupWeapons_ntohton()
{
unsigned int i;
const PClass *cls;
Weapons_ntoh.Clear();
Weapons_hton.Clear();
cls = NULL;
Weapons_ntoh.Push(cls); // Index 0 is always NULL.
for (i = 0; i < PClass::m_Types.Size(); ++i)
{
PClass *cls = PClass::m_Types[i];
if (cls->ActorInfo != NULL && cls->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
{
Weapons_ntoh.Push(cls);
}
}
qsort(&Weapons_ntoh[1], Weapons_ntoh.Size() - 1, sizeof(Weapons_ntoh[0]), ntoh_cmp);
for (i = 0; i < Weapons_ntoh.Size(); ++i)
{
Weapons_hton[Weapons_ntoh[i]] = i;
}
}
//===========================================================================
//
// ntoh_cmp
//
// Sorting comparison function used by P_SetupWeapons_ntohton().
//
// Weapons that filter for the current game appear first, weapons that filter
// for any game appear second, and weapons that filter for some other game
// appear last. The idea here is to try to keep all the weapons that are
// most likely to be used at the start of the list so that they only need
// one byte to transmit across the network.
//
//===========================================================================
static int STACK_ARGS ntoh_cmp(const void *a, const void *b)
{
const PClass *c1 = *(const PClass **)a;
const PClass *c2 = *(const PClass **)b;
int g1 = c1->ActorInfo->GameFilter == GAME_Any ? 1 : (c1->ActorInfo->GameFilter & gameinfo.gametype) ? 0 : 2;
int g2 = c2->ActorInfo->GameFilter == GAME_Any ? 1 : (c2->ActorInfo->GameFilter & gameinfo.gametype) ? 0 : 2;
if (g1 != g2)
{
return g1 - g2;
}
return stricmp(c1->TypeName.GetChars(), c2->TypeName.GetChars());
}
//===========================================================================
//
// P_WriteDemoWeaponsChunk
//
// Store the list of weapons so that adding new ones does not automatically
// break demos.
//
//===========================================================================
void P_WriteDemoWeaponsChunk(BYTE **demo)
{
WriteWord(Weapons_ntoh.Size(), demo);
for (unsigned int i = 1; i < Weapons_ntoh.Size(); ++i)
{
WriteString(Weapons_ntoh[i]->TypeName.GetChars(), demo);
}
}
//===========================================================================
//
// P_ReadDemoWeaponsChunk
//
// Restore the list of weapons that was current at the time the demo was
// recorded.
//
//===========================================================================
void P_ReadDemoWeaponsChunk(BYTE **demo)
{
int count, i;
const PClass *type;
const char *s;
count = ReadWord(demo);
Weapons_ntoh.Resize(count);
Weapons_hton.Clear(count);
Weapons_ntoh[0] = type = NULL;
Weapons_hton[type] = 0;
for (i = 1; i < count; ++i)
{
s = ReadStringConst(demo);
type = PClass::FindClass(s);
// If a demo was recorded with a weapon that is no longer present,
// should we report it?
Weapons_ntoh[i] = type;
if (type != NULL)
{
Weapons_hton[type] = i;
}
}
}
//===========================================================================
//
// Net_WriteWeapon
//
//===========================================================================
void Net_WriteWeapon(const PClass *type)
{
int index, *index_p;
index_p = Weapons_hton.CheckKey(type);
if (index_p == NULL)
{
index = 0;
}
else
{
index = *index_p;
}
// 32767 weapons better be enough for anybody.
assert(index >= 0 && index <= 32767);
if (index < 128)
{
Net_WriteByte(index);
}
else
{
Net_WriteByte(0x80 | index);
Net_WriteByte(index >> 7);
}
}
//===========================================================================
//
// Net_ReadWeapon
//
//===========================================================================
const PClass *Net_ReadWeapon(BYTE **stream)
{
int index;
index = ReadByte(stream);
if (index & 0x80)
{
index = (index & 0x7F) | (ReadByte(stream) << 7);
}
if ((unsigned)index >= Weapons_ntoh.Size())
{
return NULL;
}
return Weapons_ntoh[index];
}
//===========================================================================
//
// A_ZoomFactor
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AWeapon, A_ZoomFactor)
{
ACTION_PARAM_START(2);
ACTION_PARAM_FLOAT(zoom, 0);
ACTION_PARAM_INT(flags, 1);
if (self->player != NULL && self->player->ReadyWeapon != NULL)
{
zoom = 1 / clamp(zoom, 0.1f, 50.f);
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
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AWeapon, A_SetCrosshair)
{
ACTION_PARAM_START(1);
ACTION_PARAM_INT(xhair, 0);
if (self->player != NULL && self->player->ReadyWeapon != NULL)
{
self->player->ReadyWeapon->Crosshair = xhair;
}
}