gzdoom-gles/src/g_inventory/a_pickups.cpp

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/*
** a_pickups.cpp
** Inventory base class implementation
**
**---------------------------------------------------------------------------
** Copyright 2005-2016 Randy Heit
** Copyright 2005-2016 Cheistoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
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#include <assert.h>
#include "info.h"
#include "p_local.h"
#include "p_lnspec.h"
#include "sbar.h"
#include "statnums.h"
#include "c_dispatch.h"
#include "gstrings.h"
#include "a_morph.h"
#include "a_specialspot.h"
#include "g_game.h"
#include "doomstat.h"
#include "d_player.h"
#include "serializer.h"
#include "vm.h"
#include "c_functions.h"
#include "g_levellocals.h"
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EXTERN_CVAR(Bool, sv_unlimited_pickup)
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void AInventory::Finalize(FStateDefinitions &statedef)
{
Super::Finalize(statedef);
flags |= MF_SPECIAL;
}
IMPLEMENT_CLASS(AInventory, false, true)
IMPLEMENT_POINTERS_START(AInventory)
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IMPLEMENT_POINTER(Owner)
IMPLEMENT_POINTERS_END
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DEFINE_FIELD_BIT(AInventory, ItemFlags, bPickupGood, IF_PICKUPGOOD)
DEFINE_FIELD_BIT(AInventory, ItemFlags, bCreateCopyMoved, IF_CREATECOPYMOVED)
DEFINE_FIELD_BIT(AInventory, ItemFlags, bInitEffectFailed, IF_INITEFFECTFAILED)
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DEFINE_FIELD(AInventory, Owner)
DEFINE_FIELD(AInventory, Amount)
DEFINE_FIELD(AInventory, MaxAmount)
DEFINE_FIELD(AInventory, InterHubAmount)
DEFINE_FIELD(AInventory, RespawnTics)
DEFINE_FIELD(AInventory, Icon)
DEFINE_FIELD(AInventory, AltHUDIcon)
DEFINE_FIELD(AInventory, DropTime)
DEFINE_FIELD(AInventory, SpawnPointClass)
DEFINE_FIELD(AInventory, PickupFlash)
DEFINE_FIELD(AInventory, PickupSound)
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//===========================================================================
//
// AInventory :: Tick
//
//===========================================================================
void AInventory::Tick ()
{
if (Owner == NULL)
{
// AActor::Tick is only handling interaction with the world
// and we don't want that for owned inventory items.
Super::Tick ();
}
else if (tics != -1) // ... but at least we have to advance the states
{
tics--;
// you can cycle through multiple states in a tic
// [RH] Use <= 0 instead of == 0 so that spawnstates
// of 0 tics work as expected.
if (tics <= 0)
{
assert (state != NULL);
if (state == NULL)
{
Destroy();
return;
}
if (!SetState (state->GetNextState()))
return; // freed itself
}
}
if (DropTime)
{
if (--DropTime == 0)
{
flags |= GetDefault()->flags & (MF_SPECIAL|MF_SOLID);
}
}
}
//===========================================================================
//
// AInventory :: Serialize
//
//===========================================================================
void AInventory::Serialize(FSerializer &arc)
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{
Super::Serialize (arc);
auto def = (AInventory*)GetDefault();
arc("owner", Owner)
("amount", Amount, def->Amount)
("maxamount", MaxAmount, def->MaxAmount)
("interhubamount", InterHubAmount, def->InterHubAmount)
("respawntics", RespawnTics, def->RespawnTics)
("itemflags", ItemFlags, def->ItemFlags)
("icon", Icon, def->Icon)
("althudicon", AltHUDIcon, def->AltHUDIcon)
("pickupsound", PickupSound, def->PickupSound)
("spawnpointclass", SpawnPointClass, def->SpawnPointClass)
("droptime", DropTime, def->DropTime);
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}
//===========================================================================
//
// AInventory :: Massacre
//
// This is a countermeasure for Dehacked modifications mainly.
//
//===========================================================================
bool AInventory::Massacre()
{
if (Owner == nullptr) return Super::Massacre();
return false;
}
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//===========================================================================
//
// AInventory :: MarkPrecacheSounds
//
//===========================================================================
void AInventory::MarkPrecacheSounds() const
{
Super::MarkPrecacheSounds();
PickupSound.MarkUsed();
}
//===========================================================================
//
// AInventory :: Grind
//
//===========================================================================
bool AInventory::Grind(bool items)
{
// Does this grind request even care about items?
if (!items)
{
return false;
}
// Dropped items are normally destroyed by crushers. Set the DONTGIB flag,
// and they'll act like corpses with it set and be immune to crushers.
if (flags & MF_DROPPED)
{
if (!(flags3 & MF3_DONTGIB))
{
Destroy();
}
return false;
}
// Non-dropped items call the super method for compatibility.
return Super::Grind(items);
}
//===========================================================================
//
//
//===========================================================================
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static int StaticLastMessageTic;
static FString StaticLastMessage;
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DEFINE_ACTION_FUNCTION(AInventory, PrintPickupMessage)
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{
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PARAM_PROLOGUE;
PARAM_BOOL(localview);
PARAM_STRING(str);
if (str.IsNotEmpty() && localview && (StaticLastMessageTic != gametic || StaticLastMessage.Compare(str)))
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{
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StaticLastMessageTic = gametic;
StaticLastMessage = str;
const char *pstr = str.GetChars();
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if (pstr[0] == '$') pstr = GStrings(pstr + 1);
if (pstr[0] != 0) Printf(PRINT_LOW, "%s\n", pstr);
StatusBar->FlashCrosshair();
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}
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return 0;
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}
//===========================================================================
//
// AInventory :: Destroy
//
//===========================================================================
void AInventory::OnDestroy ()
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{
if (Owner != NULL)
{
Owner->RemoveInventory (this);
}
Inventory = NULL;
Super::OnDestroy();
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// Although contrived it can theoretically happen that these variables still got a pointer to this item
if (SendItemUse == this) SendItemUse = NULL;
if (SendItemDrop == this) SendItemDrop = NULL;
}
//===========================================================================
//
// AInventory :: DepleteOrDestroy
//
// If the item is depleted, just change its amount to 0, otherwise it's destroyed.
//
//===========================================================================
void AInventory::DepleteOrDestroy ()
{
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IFVIRTUAL(AInventory, DepleteOrDestroy)
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{
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VMValue params[1] = { (DObject*)this };
VMCall(func, params, 1, nullptr, 0);
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}
}
//===========================================================================
//
// AInventory :: GetBlend
//
// Returns a color to blend to the player's view as long as they possess this
// item.
//
//===========================================================================
PalEntry AInventory::CallGetBlend()
{
IFVIRTUAL(AInventory, GetBlend)
{
VMValue params[1] = { (DObject*)this };
int retval;
VMReturn ret(&retval);
VMCall(func, params, 1, &ret, 1);
return retval;
}
else return 0;
}
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//===========================================================================
//
// AInventory :: PrevInv
//
// Returns the previous item with IF_INVBAR set.
//
//===========================================================================
AInventory *AInventory::PrevInv ()
{
AInventory *lastgood = NULL;
AInventory *item = Owner->Inventory;
while (item != NULL && item != this)
{
if (item->ItemFlags & IF_INVBAR)
{
lastgood = item;
}
item = item->Inventory;
}
return lastgood;
}
//===========================================================================
//
// AInventory :: NextInv
//
// Returns the next item with IF_INVBAR set.
//
//===========================================================================
AInventory *AInventory::NextInv ()
{
AInventory *item = Inventory;
while (item != NULL && !(item->ItemFlags & IF_INVBAR))
{
item = item->Inventory;
}
return item;
}
//===========================================================================
//
// AInventory :: DoRespawn
//
//===========================================================================
bool AInventory::DoRespawn ()
{
if (SpawnPointClass != NULL)
{
AActor *spot = NULL;
DSpotState *state = DSpotState::GetSpotState();
if (state != NULL) spot = state->GetRandomSpot(SpawnPointClass);
if (spot != NULL)
{
SetOrigin (spot->Pos(), false);
SetZ(floorz);
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}
}
return true;
}
DEFINE_ACTION_FUNCTION(AInventory, DoRespawn)
{
PARAM_SELF_PROLOGUE(AInventory);
ACTION_RETURN_BOOL(self->DoRespawn());
}
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//===========================================================================
//
// AInventory :: CallTryPickup
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//
//===========================================================================
bool AInventory::CallTryPickup(AActor *toucher, AActor **toucher_return)
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{
static VMFunction *func = nullptr;
if (func == nullptr) PClass::FindFunction(&func, NAME_Inventory, NAME_CallTryPickup);
VMValue params[2] = { (DObject*)this, toucher };
VMReturn ret[2];
int res;
AActor *tret;
ret[0].IntAt(&res);
ret[1].PointerAt((void**)&tret);
VMCall(func, params, 2, ret, 2);
if (toucher_return) *toucher_return = tret;
return !!res;
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}
//===========================================================================
//
// CCMD printinv
//
// Prints the console player's current inventory.
//
//===========================================================================
CCMD (printinv)
{
int pnum = consoleplayer;
#ifdef _DEBUG
// Only allow peeking on other players' inventory in debug builds.
if (argv.argc() > 1)
{
pnum = atoi (argv[1]);
if (pnum < 0 || pnum >= MAXPLAYERS)
{
return;
}
}
#endif
C_PrintInv(players[pnum].mo);
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}
CCMD (targetinv)
{
FTranslatedLineTarget t;
if (CheckCheatmode () || players[consoleplayer].mo == NULL)
return;
C_AimLine(&t, true);
if (t.linetarget)
{
C_PrintInv(t.linetarget);
}
else Printf("No target found. Targetinv cannot find actors that have "
"the NOBLOCKMAP flag or have height/radius of 0.\n");
}
//===========================================================================
//===========================================================================
IMPLEMENT_CLASS(AStateProvider, false, false)
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