mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-15 15:01:42 +00:00
87484950cf
- fixed: When replacing a tentative class, the pointers in the morph objects were not replaced. Instead of adding more ReplaceClassRef methods I chose to integrate this part into the PointerSubstitution mechanism and delete ReplaceClassRef entirely. The code had some oversights anyway that would have caused problems, now that non-actors can be created.
232 lines
7.7 KiB
C++
232 lines
7.7 KiB
C++
#pragma once
|
|
|
|
#include "a_ammo.h"
|
|
|
|
class PClassWeapon;
|
|
class AWeapon;
|
|
|
|
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 (PClassWeapon *type);
|
|
void AddWeaponList (const char *list, bool clear);
|
|
AWeapon *PickWeapon (player_t *player, bool checkammo = false);
|
|
int Size () const { return (int)Weapons.Size(); }
|
|
int LocateWeapon (PClassWeapon *type);
|
|
|
|
inline PClassWeapon *GetWeapon (int index) const
|
|
{
|
|
if ((unsigned)index < Weapons.Size())
|
|
{
|
|
return Weapons[index].Type;
|
|
}
|
|
else
|
|
{
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
friend struct FWeaponSlots;
|
|
|
|
private:
|
|
struct WeaponInfo
|
|
{
|
|
PClassWeapon *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);
|
|
|
|
FWeaponSlot Slots[NUM_WEAPON_SLOTS];
|
|
|
|
AWeapon *PickNextWeapon (player_t *player);
|
|
AWeapon *PickPrevWeapon (player_t *player);
|
|
|
|
void Clear ();
|
|
bool LocateWeapon (PClassWeapon *type, int *const slot, int *const index);
|
|
ESlotDef AddDefaultWeapon (int slot, PClassWeapon *type);
|
|
void AddExtraWeapons();
|
|
void SetFromGameInfo();
|
|
void SetFromPlayer(PClassPlayerPawn *type);
|
|
void StandardSetup(PClassPlayerPawn *type);
|
|
void LocalSetup(PClassActor *type);
|
|
void SendDifferences(int playernum, const FWeaponSlots &other);
|
|
int RestoreSlots (FConfigFile *config, const char *section);
|
|
void PrintSettings();
|
|
|
|
void AddSlot(int slot, PClassWeapon *type, bool feedback);
|
|
void AddSlotDefault(int slot, PClassWeapon *type, bool feedback);
|
|
|
|
};
|
|
|
|
void P_PlaybackKeyConfWeapons(FWeaponSlots *slots);
|
|
void Net_WriteWeapon(PClassWeapon *type);
|
|
PClassWeapon *Net_ReadWeapon(BYTE **stream);
|
|
|
|
void P_SetupWeapons_ntohton();
|
|
void P_WriteDemoWeaponsChunk(BYTE **demo);
|
|
void P_ReadDemoWeaponsChunk(BYTE **demo);
|
|
|
|
|
|
// A weapon is just that.
|
|
class PClassWeapon : public PClassInventory
|
|
{
|
|
DECLARE_CLASS(PClassWeapon, PClassInventory);
|
|
protected:
|
|
virtual void DeriveData(PClass *newclass);
|
|
public:
|
|
PClassWeapon();
|
|
void Finalize(FStateDefinitions &statedef);
|
|
|
|
int SlotNumber;
|
|
int SlotPriority;
|
|
};
|
|
|
|
class AWeapon : public AStateProvider
|
|
{
|
|
DECLARE_CLASS_WITH_META(AWeapon, AStateProvider, PClassWeapon)
|
|
HAS_OBJECT_POINTERS
|
|
public:
|
|
DWORD WeaponFlags;
|
|
PClassAmmo *AmmoType1, *AmmoType2; // Types of ammo used by this weapon
|
|
int AmmoGive1, AmmoGive2; // Amount of each ammo to get when picking up weapon
|
|
int MinAmmo1, MinAmmo2; // Minimum ammo needed to switch to this weapon
|
|
int AmmoUse1, AmmoUse2; // How much ammo to use with each shot
|
|
int Kickback;
|
|
float YAdjust; // For viewing the weapon fullscreen (visual only so no need to be a double)
|
|
FSoundIDNoInit UpSound, ReadySound; // Sounds when coming up and idle
|
|
PClassWeapon *SisterWeaponType; // Another weapon to pick up with this one
|
|
PClassActor *ProjectileType; // Projectile used by primary attack
|
|
PClassActor *AltProjectileType; // Projectile used by alternate attack
|
|
int SelectionOrder; // Lower-numbered weapons get picked first
|
|
int MinSelAmmo1, MinSelAmmo2; // Ignore in BestWeapon() if inadequate ammo
|
|
double MoveCombatDist; // Used by bots, but do they *really* need it?
|
|
int ReloadCounter; // For A_CheckForReload
|
|
int BobStyle; // [XA] Bobbing style. Defines type of bobbing (e.g. Normal, Alpha) (visual only so no need to be a double)
|
|
float BobSpeed; // [XA] Bobbing speed. Defines how quickly a weapon bobs.
|
|
float BobRangeX, BobRangeY; // [XA] Bobbing range. Defines how far a weapon bobs in either direction.
|
|
|
|
// In-inventory instance variables
|
|
TObjPtr<AAmmo> Ammo1, Ammo2;
|
|
TObjPtr<AWeapon> SisterWeapon;
|
|
float FOVScale;
|
|
int Crosshair; // 0 to use player's crosshair
|
|
bool GivenAsMorphWeapon;
|
|
|
|
bool bAltFire; // Set when this weapon's alternate fire is used.
|
|
|
|
virtual void MarkPrecacheSounds() const;
|
|
|
|
virtual void Serialize(FSerializer &arc) override;
|
|
virtual bool ShouldStay () override;
|
|
virtual void AttachToOwner (AActor *other) override;
|
|
virtual bool HandlePickup (AInventory *item) override;
|
|
virtual AInventory *CreateCopy (AActor *other) override;
|
|
virtual AInventory *CreateTossable () override;
|
|
virtual bool TryPickup (AActor *&toucher) override;
|
|
virtual bool TryPickupRestricted (AActor *&toucher) override;
|
|
virtual bool Use (bool pickup) override;
|
|
virtual void Destroy() override;
|
|
|
|
bool PickupForAmmo(AWeapon *ownedWeapon);
|
|
void PostMorphWeapon();
|
|
|
|
// scripted virtuals.
|
|
FState *GetUpState ();
|
|
FState *GetDownState ();
|
|
FState *GetReadyState ();
|
|
FState *GetAtkState (bool hold);
|
|
FState *GetAltAtkState (bool hold);
|
|
|
|
FState *GetStateForButtonName (FName button);
|
|
|
|
|
|
virtual void EndPowerup ();
|
|
void CallEndPowerup();
|
|
|
|
enum
|
|
{
|
|
PrimaryFire,
|
|
AltFire,
|
|
EitherFire
|
|
};
|
|
bool CheckAmmo (int fireMode, bool autoSwitch, bool requireAmmo=false, int ammocount = -1);
|
|
bool DepleteAmmo (bool altFire, bool checkEnough=true, int ammouse = -1);
|
|
|
|
enum
|
|
{
|
|
BobNormal,
|
|
BobInverse,
|
|
BobAlpha,
|
|
BobInverseAlpha,
|
|
BobSmooth,
|
|
BobInverseSmooth
|
|
};
|
|
|
|
protected:
|
|
AAmmo *AddAmmo (AActor *other, PClassActor *ammotype, int amount);
|
|
bool AddExistingAmmo (AAmmo *ammo, int amount);
|
|
AWeapon *AddWeapon (PClassWeapon *weapon);
|
|
};
|
|
|
|
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, // Uses Doom's original amount of ammo for the respective attack functions so that old DEHACKED patches work as intended.
|
|
// AmmoUse1 will be set to the first attack's ammo use so that checking for empty weapons still works
|
|
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)
|
|
|
|
// Flags used only by bot AI:
|
|
|
|
WIF_BOT_REACTION_SKILL_THING = 1<<31, // I don't understand this
|
|
WIF_BOT_EXPLOSIVE = 1<<30, // weapon fires an explosive
|
|
WIF_BOT_BFG = 1<<28, // this is a BFG
|
|
};
|
|
|
|
class AWeaponGiver : public AWeapon
|
|
{
|
|
DECLARE_CLASS(AWeaponGiver, AWeapon)
|
|
|
|
public:
|
|
virtual bool TryPickup(AActor *&toucher) override;
|
|
virtual void Serialize(FSerializer &arc) override;
|
|
|
|
double DropAmmoFactor;
|
|
};
|
|
|