mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-27 14:12:28 +00:00
319 lines
No EOL
7.8 KiB
Text
319 lines
No EOL
7.8 KiB
Text
class Weapon : StateProvider native
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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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native uint WeaponFlags;
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native class<Ammo> AmmoType1, AmmoType2; // Types of ammo used by this weapon
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native int AmmoGive1, AmmoGive2; // Amount of each ammo to get when picking up weapon
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native int MinAmmo1, MinAmmo2; // Minimum ammo needed to switch to this weapon
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native int AmmoUse1, AmmoUse2; // How much ammo to use with each shot
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native int Kickback;
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native float YAdjust; // For viewing the weapon fullscreen (visual only so no need to be a double)
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native sound UpSound, ReadySound; // Sounds when coming up and idle
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native class<Weapon> SisterWeaponType; // Another weapon to pick up with this one
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native class<Actor> ProjectileType; // Projectile used by primary attack
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native class<Actor> AltProjectileType; // Projectile used by alternate attack
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native int SelectionOrder; // Lower-numbered weapons get picked first
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native int MinSelAmmo1, MinSelAmmo2; // Ignore in BestWeapon() if inadequate ammo
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native double MoveCombatDist; // Used by bots, but do they *really* need it?
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native int ReloadCounter; // For A_CheckForReload
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native 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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native float BobSpeed; // [XA] Bobbing speed. Defines how quickly a weapon bobs.
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native float BobRangeX, BobRangeY; // [XA] Bobbing range. Defines how far a weapon bobs in either direction.
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native Ammo Ammo1, Ammo2; // In-inventory instance variables
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native Weapon SisterWeapon;
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native float FOVScale;
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native int Crosshair; // 0 to use player's crosshair
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native bool GivenAsMorphWeapon;
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native bool bAltFire; // Set when this weapon's alternate fire is used.
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native readonly bool bDehAmmo;
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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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+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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native bool CheckAmmo(int fireMode, bool autoSwitch, bool requireAmmo = false, int ammocount = -1);
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native bool DepleteAmmo(bool altFire, bool checkEnough = true, int ammouse = -1);
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native virtual void EndPowerup();
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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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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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if (flashlabel == null)
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{
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if (player.ReadyWeapon.bAltFire)
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{
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flashlabel = 'AltFlash';
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}
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if (flashlabel == null)
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{
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flashlabel = 'Flash';
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}
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}
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player.SetPsprite(PSP_FLASH, player.ReadyWeapon.FindState(flashlabel));
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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.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.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.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_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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self.player.FOV = self.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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self.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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class WeaponGiver : Weapon
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{
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double AmmoFactor;
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Default
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{
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Weapon.AmmoGive1 -1;
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Weapon.AmmoGive2 -1;
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}
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override bool TryPickup(in out Actor toucher)
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{
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DropItem di = GetDropItems();
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Weapon weap;
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if (di != NULL)
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{
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Class<Weapon> ti = di.Name;
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if (ti != NULL)
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{
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if (master == NULL)
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{
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// save the spawned weapon in 'master' to avoid constant respawning if it cannot be picked up.
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master = weap = Weapon(Spawn(di.Name));
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if (weap != NULL)
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{
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weap.bAlwaysPickup = false; // use the flag of this item only.
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weap.bDropped = bDropped;
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// If our ammo gives are non-negative, transfer them to the real weapon.
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if (AmmoGive1 >= 0) weap.AmmoGive1 = AmmoGive1;
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if (AmmoGive2 >= 0) weap.AmmoGive2 = AmmoGive2;
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// If AmmoFactor is non-negative, modify the given ammo amounts.
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if (AmmoFactor > 0)
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{
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weap.AmmoGive1 = int(weap.AmmoGive1 * AmmoFactor);
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weap.AmmoGive2 = int(weap.AmmoGive2 * AmmoFactor);
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}
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weap.BecomeItem();
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}
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else return false;
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}
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weap = Weapon(master);
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bool res = false;
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if (weap != null)
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{
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res = weap.CallTryPickup(toucher);
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if (res)
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{
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GoAwayAndDie();
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master = NULL;
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}
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}
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return res;
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}
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}
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return false;
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}
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}
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struct WeaponSlots native
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{
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native bool, int, int LocateWeapon(class<Weapon> weap);
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} |