gzdoom-gles/src/g_inventory/a_pickups.cpp

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#include <assert.h>
#include "info.h"
#include "m_random.h"
#include "p_local.h"
#include "s_sound.h"
#include "gi.h"
#include "p_lnspec.h"
#include "sbar.h"
#include "statnums.h"
#include "c_dispatch.h"
#include "gstrings.h"
#include "templates.h"
#include "a_morph.h"
#include "a_specialspot.h"
#include "g_level.h"
#include "g_game.h"
#include "doomstat.h"
#include "d_player.h"
#include "p_spec.h"
#include "serializer.h"
#include "virtual.h"
#include "a_ammo.h"
#include "c_functions.h"
#include "g_levellocals.h"
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EXTERN_CVAR(Bool, sv_unlimited_pickup)
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IMPLEMENT_CLASS(PClassInventory, false, false)
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PClassInventory::PClassInventory()
{
GiveQuest = 0;
AltHUDIcon.SetNull();
}
void PClassInventory::DeriveData(PClass *newclass)
{
assert(newclass->IsKindOf(RUNTIME_CLASS(PClassInventory)));
Super::DeriveData(newclass);
PClassInventory *newc = static_cast<PClassInventory *>(newclass);
newc->PickupMessage = PickupMessage;
newc->GiveQuest = GiveQuest;
newc->AltHUDIcon = AltHUDIcon;
newc->ForbiddenToPlayerClass = ForbiddenToPlayerClass;
newc->RestrictedToPlayerClass = RestrictedToPlayerClass;
}
size_t PClassInventory::PointerSubstitution(DObject *oldclass, DObject *newclass)
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{
size_t changed = Super::PointerSubstitution(oldclass, newclass);
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AInventory *def = (AInventory*)Defaults;
if (def != NULL)
{
if (def->PickupFlash == oldclass) def->PickupFlash = static_cast<PClassActor *>(newclass);
for (unsigned i = 0; i < ForbiddenToPlayerClass.Size(); i++)
{
if (ForbiddenToPlayerClass[i] == oldclass)
{
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ForbiddenToPlayerClass[i] = static_cast<PClassPlayerPawn*>(newclass);
changed++;
}
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}
for (unsigned i = 0; i < RestrictedToPlayerClass.Size(); i++)
{
if (RestrictedToPlayerClass[i] == oldclass)
{
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RestrictedToPlayerClass[i] = static_cast<PClassPlayerPawn*>(newclass);
changed++;
}
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}
}
return changed;
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}
void PClassInventory::Finalize(FStateDefinitions &statedef)
{
Super::Finalize(statedef);
((AActor*)Defaults)->flags |= MF_SPECIAL;
}
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//---------------------------------------------------------------------------
//
// PROC A_RestoreSpecialThing1
//
// Make a special thing visible again.
//
//---------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AInventory, A_RestoreSpecialThing1)
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{
PARAM_SELF_PROLOGUE(AInventory);
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self->renderflags &= ~RF_INVISIBLE;
if (self->DoRespawn ())
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{
S_Sound (self, CHAN_VOICE, "misc/spawn", 1, ATTN_IDLE);
}
return 0;
}
//---------------------------------------------------------------------------
//
// PROC A_RestoreSpecialThing2
//
//---------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AInventory, A_RestoreSpecialThing2)
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{
PARAM_SELF_PROLOGUE(AInventory);
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self->flags |= MF_SPECIAL;
if (!(self->GetDefault()->flags & MF_NOGRAVITY))
{
self->flags &= ~MF_NOGRAVITY;
}
self->SetState (self->SpawnState);
return 0;
}
//---------------------------------------------------------------------------
//
// PROC A_RestoreSpecialDoomThing
//
//---------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AInventory, A_RestoreSpecialDoomThing)
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{
PARAM_SELF_PROLOGUE(AInventory);
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self->renderflags &= ~RF_INVISIBLE;
self->flags |= MF_SPECIAL;
if (!(self->GetDefault()->flags & MF_NOGRAVITY))
{
self->flags &= ~MF_NOGRAVITY;
}
if (self->DoRespawn ())
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{
self->SetState (self->SpawnState);
S_Sound (self, CHAN_VOICE, "misc/spawn", 1, ATTN_IDLE);
Spawn ("ItemFog", self->Pos(), ALLOW_REPLACE);
}
return 0;
}
int AInventory::StaticLastMessageTic;
FString AInventory::StaticLastMessage;
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IMPLEMENT_CLASS(AInventory, false, true)
IMPLEMENT_POINTERS_START(AInventory)
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)
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, 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)
("pickupsound", PickupSound, def->PickupSound)
("spawnpointclass", SpawnPointClass, def->SpawnPointClass)
("droptime", DropTime, def->DropTime);
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}
//===========================================================================
//
// AInventory :: MarkPrecacheSounds
//
//===========================================================================
void AInventory::MarkPrecacheSounds() const
{
Super::MarkPrecacheSounds();
PickupSound.MarkUsed();
}
//===========================================================================
//
// AInventory :: SpecialDropAction
//
// Called by P_DropItem. Return true to prevent the standard drop tossing.
// A few Strife items that are meant to trigger actions rather than be
// picked up use this. Normal items shouldn't need it.
//
//===========================================================================
bool AInventory::SpecialDropAction (AActor *dropper)
{
return false;
}
DEFINE_ACTION_FUNCTION(AInventory, SpecialDropAction)
{
PARAM_SELF_PROLOGUE(AInventory);
PARAM_OBJECT_NOT_NULL(dropper, AActor);
ACTION_RETURN_BOOL(self->SpecialDropAction(dropper));
}
bool AInventory::CallSpecialDropAction(AActor *dropper)
{
IFVIRTUAL(AInventory, SpecialDropAction)
{
VMValue params[2] = { (DObject*)this, (DObject*)dropper };
VMReturn ret;
int retval;
ret.IntAt(&retval);
GlobalVMStack.Call(func, params, 2, &ret, 1, nullptr);
return !!retval;
}
return SpecialDropAction(dropper);
}
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//===========================================================================
//
// AInventory :: ShouldRespawn
//
// Returns true if the item should hide itself and reappear later when picked
// up.
//
//===========================================================================
bool AInventory::ShouldRespawn ()
{
if ((ItemFlags & IF_BIGPOWERUP) && !(dmflags2 & DF2_RESPAWN_SUPER)) return false;
if (ItemFlags & IF_NEVERRESPAWN) return false;
return !!((dmflags & DF_ITEMS_RESPAWN) || (ItemFlags & IF_ALWAYSRESPAWN));
}
//===========================================================================
//
// AInventory :: BeginPlay
//
//===========================================================================
void AInventory::BeginPlay ()
{
Super::BeginPlay ();
flags |= MF_DROPPED; // [RH] Items are dropped by default
}
//===========================================================================
//
// 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);
}
//===========================================================================
//
// AInventory :: DoEffect
//
// Handles any effect an item might apply to its owner
// Normally only used by subclasses of APowerup
//
//===========================================================================
void AInventory::DoEffect ()
{
}
DEFINE_ACTION_FUNCTION(AInventory, DoEffect)
{
PARAM_SELF_PROLOGUE(AInventory);
self->DoEffect();
return 0;
}
void AInventory::CallDoEffect()
{
IFVIRTUAL(AInventory, DoEffect)
{
VMValue params[1] = { (DObject*)this };
VMFrameStack stack;
GlobalVMStack.Call(func, params, 1, nullptr, 0, nullptr);
}
else DoEffect();
}
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//===========================================================================
//
// AInventory :: Travelled
//
// Called when an item in somebody's inventory is carried over to another
// map, in case it needs to do special reinitialization.
//
//===========================================================================
void AInventory::Travelled ()
{
}
//===========================================================================
//
// AInventory :: OwnerDied
//
// Items receive this message when their owners die.
//
//===========================================================================
void AInventory::OwnerDied ()
{
}
//===========================================================================
//
// AInventory :: HandlePickup
//
// Returns true if the pickup was handled (or should not happen at all),
// false if not.
//
//===========================================================================
bool AInventory::HandlePickup (AInventory *item)
{
if (item->GetClass() == GetClass())
{
if (Amount < MaxAmount || (sv_unlimited_pickup && !item->CallShouldStay()))
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{
if (Amount > 0 && Amount + item->Amount < 0)
{
Amount = 0x7fffffff;
}
else
{
Amount += item->Amount;
}
if (Amount > MaxAmount && !sv_unlimited_pickup)
{
Amount = MaxAmount;
}
item->ItemFlags |= IF_PICKUPGOOD;
}
return true;
}
return false;
}
DEFINE_ACTION_FUNCTION(AInventory, HandlePickup)
{
PARAM_SELF_PROLOGUE(AInventory);
PARAM_OBJECT_NOT_NULL(item, AInventory);
ACTION_RETURN_BOOL(self->HandlePickup(item));
}
bool AInventory::CallHandlePickup(AInventory *item)
{
auto self = this;
while (self != nullptr)
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{
IFVIRTUALPTR(self, AInventory, HandlePickup)
{
// Without the type cast this picks the 'void *' assignment...
VMValue params[2] = { (DObject*)self, (DObject*)item };
VMReturn ret;
int retval;
ret.IntAt(&retval);
GlobalVMStack.Call(func, params, 2, &ret, 1, nullptr);
if (retval) return true;
}
else if (self->HandlePickup(item)) return true;
self = self->Inventory;
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}
return false;
}
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//===========================================================================
//
// AInventory :: GoAway
//
// Returns true if you must create a copy of this item to give to the player
// or false if you can use this one instead.
//
//===========================================================================
bool AInventory::GoAway ()
{
// Dropped items never stick around
if (flags & MF_DROPPED)
{
return false;
}
if (!CallShouldStay ())
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{
Hide ();
if (ShouldRespawn ())
{
return true;
}
return false;
}
return true;
}
//===========================================================================
//
// AInventory :: GoAwayAndDie
//
// Like GoAway but used by items that don't insert themselves into the
// inventory. If they won't be respawning, then they can destroy themselves.
//
//===========================================================================
void AInventory::GoAwayAndDie ()
{
if (!GoAway ())
{
flags &= ~MF_SPECIAL;
SetState (FindState("HoldAndDestroy"));
}
}
DEFINE_ACTION_FUNCTION(AInventory, GoAwayAndDie)
{
PARAM_SELF_PROLOGUE(AInventory);
self->GoAwayAndDie();
return 0;
}
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//===========================================================================
//
// AInventory :: CreateCopy
//
// Returns an actor suitable for placing in an inventory, either itself or
// a copy based on whether it needs to respawn or not. Returning NULL
// indicates the item should not be picked up.
//
//===========================================================================
AInventory *AInventory::CreateCopy (AActor *other)
{
AInventory *copy;
Amount = MIN(Amount, MaxAmount);
if (GoAway ())
{
copy = static_cast<AInventory *>(Spawn (GetClass()));
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copy->Amount = Amount;
copy->MaxAmount = MaxAmount;
}
else
{
copy = this;
}
return copy;
}
DEFINE_ACTION_FUNCTION(AInventory, CreateCopy)
{
PARAM_SELF_PROLOGUE(AInventory);
PARAM_OBJECT(other, AActor);
ACTION_RETURN_OBJECT(self->CreateCopy(other));
}
AInventory *AInventory::CallCreateCopy(AActor *other)
{
IFVIRTUAL(AInventory, CreateCopy)
{
VMValue params[2] = { (DObject*)this, (DObject*)other };
VMReturn ret;
AInventory *retval;
ret.PointerAt((void**)&retval);
GlobalVMStack.Call(func, params, 2, &ret, 1, nullptr);
return retval;
}
else return CreateCopy(other);
}
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//===========================================================================
//
// AInventory::CreateTossable
//
// Creates a copy of the item suitable for dropping. If this actor embodies
// only one item, then it is tossed out itself. Otherwise, the count drops
// by one and a new item with an amount of 1 is spawned.
//
//===========================================================================
AInventory *AInventory::CreateTossable ()
{
AInventory *copy;
// If this actor lacks a SpawnState, don't drop it. (e.g. A base weapon
// like the fist can't be dropped because you'll never see it.)
if (SpawnState == ::GetDefault<AActor>()->SpawnState ||
SpawnState == NULL)
{
return NULL;
}
if ((ItemFlags & (IF_UNDROPPABLE|IF_UNTOSSABLE)) || Owner == NULL || Amount <= 0)
{
return NULL;
}
if (Amount == 1 && !(ItemFlags & IF_KEEPDEPLETED))
{
BecomePickup ();
DropTime = 30;
flags &= ~(MF_SPECIAL|MF_SOLID);
return this;
}
copy = static_cast<AInventory *>(Spawn (GetClass(), Owner->Pos(), NO_REPLACE));
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if (copy != NULL)
{
copy->MaxAmount = MaxAmount;
copy->Amount = 1;
copy->DropTime = 30;
copy->flags &= ~(MF_SPECIAL|MF_SOLID);
Amount--;
}
return copy;
}
DEFINE_ACTION_FUNCTION(AInventory, CreateTossable)
{
PARAM_SELF_PROLOGUE(AInventory);
ACTION_RETURN_OBJECT(self->CreateTossable());
}
AInventory *AInventory::CallCreateTossable()
{
IFVIRTUAL(AInventory, CreateTossable)
{
VMValue params[1] = { (DObject*)this };
VMReturn ret;
AInventory *retval;
ret.PointerAt((void**)&retval);
GlobalVMStack.Call(func, params, 1, &ret, 1, nullptr);
return retval;
}
else return CreateTossable();
}
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//===========================================================================
//
// AInventory :: BecomeItem
//
// Lets this actor know that it's about to be placed in an inventory.
//
//===========================================================================
void AInventory::BecomeItem ()
{
if (!(flags & (MF_NOBLOCKMAP|MF_NOSECTOR)))
{
UnlinkFromWorld (nullptr);
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flags |= MF_NOBLOCKMAP|MF_NOSECTOR;
LinkToWorld (nullptr);
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}
RemoveFromHash ();
flags &= ~MF_SPECIAL;
ChangeStatNum(STAT_INVENTORY);
// stop all sounds this item is playing.
for(int i = 1;i<=7;i++) S_StopSound(this, i);
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SetState (FindState("Held"));
}
DEFINE_ACTION_FUNCTION(AInventory, BecomeItem)
{
PARAM_SELF_PROLOGUE(AInventory);
self->BecomeItem();
return 0;
}
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//===========================================================================
//
// AInventory :: BecomePickup
//
// Lets this actor know it should wait to be picked up.
//
//===========================================================================
void AInventory::BecomePickup ()
{
if (Owner != NULL)
{
Owner->RemoveInventory (this);
}
if (flags & (MF_NOBLOCKMAP|MF_NOSECTOR))
{
UnlinkFromWorld (nullptr);
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flags &= ~(MF_NOBLOCKMAP|MF_NOSECTOR);
LinkToWorld (nullptr);
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P_FindFloorCeiling (this);
}
flags = (GetDefault()->flags | MF_DROPPED) & ~MF_COUNTITEM;
renderflags &= ~RF_INVISIBLE;
ChangeStatNum(STAT_DEFAULT);
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SetState (SpawnState);
}
DEFINE_ACTION_FUNCTION(AInventory, BecomePickup)
{
PARAM_SELF_PROLOGUE(AInventory);
self->BecomePickup();
return 0;
}
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//===========================================================================
//
// AInventory :: AbsorbDamage
//
// Allows inventory items (primarily armor) to reduce the amount of damage
// taken. Damage is the amount of damage that would be done without armor,
// and newdamage is the amount that should be done after the armor absorbs
// it.
//
//===========================================================================
void AInventory::AbsorbDamage (int damage, FName damageType, int &newdamage)
{
if (Inventory != NULL)
{
Inventory->AbsorbDamage (damage, damageType, newdamage);
}
}
//===========================================================================
//
// AInventory :: ModifyDamage
//
// Allows inventory items to manipulate the amount of damage
// inflicted. Damage is the amount of damage that would be done without manipulation,
// and newdamage is the amount that should be done after the item has changed
// it.
// 'active' means it is called by the inflictor, 'passive' by the target.
// It may seem that this is redundant and AbsorbDamage is the same. However,
// AbsorbDamage is called only for players and also depends on other settings
// which are undesirable for a protection artifact.
//
//===========================================================================
void AInventory::ModifyDamage (int damage, FName damageType, int &newdamage, bool passive)
{
IFVIRTUAL(AInventory, ModifyDamage)
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{
VMValue params[5] = { (DObject*)this, damage, int(damageType), &newdamage, passive };
GlobalVMStack.Call(func, params, 5, nullptr, 0, nullptr);
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}
}
//===========================================================================
//
// AInventory :: GetSpeedFactor
//
//===========================================================================
double AInventory::GetSpeedFactor()
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{
double factor = 1.;
auto self = this;
while (self != nullptr)
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{
IFVIRTUALPTR(self, AInventory, GetSpeedFactor)
{
VMValue params[2] = { (DObject*)self };
VMReturn ret;
double retval;
ret.FloatAt(&retval);
GlobalVMStack.Call(func, params, 1, &ret, 1, nullptr);
factor *= retval;
}
self = self->Inventory;
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}
return factor;
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}
//===========================================================================
//
// AInventory :: GetNoTeleportFreeze
//
//===========================================================================
bool AInventory::GetNoTeleportFreeze ()
{
auto self = this;
while (self != nullptr)
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{
IFVIRTUALPTR(self, AInventory, GetNoTeleportFreeze)
{
VMValue params[2] = { (DObject*)self };
VMReturn ret;
int retval;
ret.IntAt(&retval);
GlobalVMStack.Call(func, params, 1, &ret, 1, nullptr);
if (retval) return true;
}
self = self->Inventory;
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}
return false;
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}
//===========================================================================
//
// AInventory :: AlterWeaponSprite
//
// Allows inventory items to alter a player's weapon sprite just before it
// is drawn.
//
//===========================================================================
int AInventory::AlterWeaponSprite (visstyle_t *vis)
{
if (Inventory != NULL)
{
return Inventory->AlterWeaponSprite (vis);
}
return 0;
}
//===========================================================================
//
// AInventory :: Use
//
//===========================================================================
bool AInventory::Use (bool pickup)
{
return false;
}
DEFINE_ACTION_FUNCTION(AInventory, Use)
{
PARAM_SELF_PROLOGUE(AInventory);
PARAM_BOOL(pickup);
ACTION_RETURN_BOOL(self->Use(pickup));
}
bool AInventory::CallUse(bool pickup)
{
IFVIRTUAL(AInventory, Use)
{
VMValue params[2] = { (DObject*)this, pickup };
VMReturn ret;
int retval;
ret.IntAt(&retval);
GlobalVMStack.Call(func, params, 2, &ret, 1, nullptr);
return !!retval;
}
else return Use(pickup);
}
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//===========================================================================
//
// AInventory :: Hide
//
// Hides this actor until it's time to respawn again.
//
//===========================================================================
void AInventory::Hide ()
{
FState *HideSpecialState = NULL, *HideDoomishState = NULL;
flags = (flags & ~MF_SPECIAL) | MF_NOGRAVITY;
renderflags |= RF_INVISIBLE;
if (gameinfo.gametype & GAME_Raven)
{
HideSpecialState = FindState("HideSpecial");
if (HideSpecialState == NULL)
{
HideDoomishState = FindState("HideDoomish");
}
}
else
{
HideDoomishState = FindState("HideDoomish");
if (HideDoomishState == NULL)
{
HideSpecialState = FindState("HideSpecial");
}
}
assert(HideDoomishState != NULL || HideSpecialState != NULL);
if (HideSpecialState != NULL)
{
SetState (HideSpecialState);
tics = 1400;
if (PickupFlash != NULL) tics += 30;
}
else if (HideDoomishState != NULL)
{
SetState (HideDoomishState);
tics = 1050;
}
if (RespawnTics != 0)
{
tics = RespawnTics;
}
}
//===========================================================================
//
//
//===========================================================================
static void PrintPickupMessage (const char *str)
{
if (str != NULL)
{
if (str[0]=='$')
{
str=GStrings(str+1);
}
if (str[0] != 0) Printf (PRINT_LOW, "%s\n", str);
}
}
//===========================================================================
//
// AInventory :: Touch
//
// Handles collisions from another actor, possible adding itself to the
// collider's inventory.
//
//===========================================================================
void AInventory::Touch (AActor *toucher)
{
player_t *player = toucher->player;
// If a voodoo doll touches something, pretend the real player touched it instead.
if (player != NULL)
{
toucher = player->mo;
}
bool localview = toucher->CheckLocalView(consoleplayer);
if (!CallTryPickup (toucher, &toucher)) return;
// This is the only situation when a pickup flash should ever play.
if (PickupFlash != NULL && !CallShouldStay())
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{
Spawn(PickupFlash, Pos(), ALLOW_REPLACE);
}
if (!(ItemFlags & IF_QUIET))
{
FString message = GetPickupMessage ();
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if (message.IsNotEmpty() && localview
&& (StaticLastMessageTic != gametic || StaticLastMessage.Compare(message)))
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{
StaticLastMessageTic = gametic;
StaticLastMessage = message;
PrintPickupMessage (message);
StatusBar->FlashCrosshair ();
}
// Special check so voodoo dolls picking up items cause the
// real player to make noise.
if (player != NULL)
{
PlayPickupSound (player->mo);
if (!(ItemFlags & IF_NOSCREENFLASH))
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{
player->bonuscount = BONUSADD;
}
}
else
{
PlayPickupSound (toucher);
}
}
// [RH] Execute an attached special (if any)
DoPickupSpecial (toucher);
if (flags & MF_COUNTITEM)
{
if (player != NULL)
{
player->itemcount++;
}
level.found_items++;
}
if (flags5 & MF5_COUNTSECRET)
{
P_GiveSecret(player != NULL? (AActor*)player->mo : toucher, true, true, -1);
}
//Added by MC: Check if item taken was the roam destination of any bot
for (int i = 0; i < MAXPLAYERS; i++)
{
if (players[i].Bot != NULL && this == players[i].Bot->dest)
players[i].Bot->dest = NULL;
}
}
//===========================================================================
//
// AInventory :: DoPickupSpecial
//
// Executes this actor's special when it is picked up.
//
//===========================================================================
void AInventory::DoPickupSpecial (AActor *toucher)
{
if (special)
{
P_ExecuteSpecial(special, NULL, toucher, false,
args[0], args[1], args[2], args[3], args[4]);
special = 0;
}
}
//===========================================================================
//
// AInventory :: PickupMessage
//
// Returns the message to print when this actor is picked up.
//
//===========================================================================
FString AInventory::PickupMessage ()
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{
return GetClass()->PickupMessage;
}
DEFINE_ACTION_FUNCTION(AInventory, PickupMessage)
{
PARAM_SELF_PROLOGUE(AInventory);
ACTION_RETURN_STRING(self->PickupMessage());
}
FString AInventory::GetPickupMessage()
{
IFVIRTUAL(AInventory, PickupMessage)
{
VMValue params[1] = { (DObject*)this };
VMReturn ret;
FString retval;
ret.StringAt(&retval);
GlobalVMStack.Call(func, params, 1, &ret, 1, nullptr);
return retval;
}
else return PickupMessage();
}
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//===========================================================================
//
// AInventory :: PlayPickupSound
//
//===========================================================================
void AInventory::PlayPickupSound (AActor *toucher)
{
float atten;
int chan;
if (ItemFlags & IF_NOATTENPICKUPSOUND)
{
atten = ATTN_NONE;
}
#if 0
else if ((ItemFlags & IF_FANCYPICKUPSOUND) &&
(toucher == NULL || toucher->CheckLocalView(consoeplayer)))
{
atten = ATTN_NONE;
}
#endif
else
{
atten = ATTN_NORM;
}
if (toucher != NULL && toucher->CheckLocalView(consoleplayer))
{
chan = CHAN_PICKUP|CHAN_NOPAUSE;
}
else
{
chan = CHAN_PICKUP;
}
S_Sound (toucher, chan, PickupSound, 1, atten);
}
DEFINE_ACTION_FUNCTION(AInventory, PlayPickupSound)
{
PARAM_SELF_PROLOGUE(AInventory);
PARAM_OBJECT(other, AActor);
self->PlayPickupSound(other);
return 0;
}
void AInventory::CallPlayPickupSound(AActor *other)
{
IFVIRTUAL(AInventory, PlayPickupSound)
{
VMValue params[2] = { (DObject*)this, (DObject*)other };
GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
}
else PlayPickupSound(other);
}
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//===========================================================================
//
// AInventory :: ShouldStay
//
// Returns true if the item should not disappear, even temporarily.
//
//===========================================================================
bool AInventory::ShouldStay ()
{
return false;
}
DEFINE_ACTION_FUNCTION(AInventory, ShouldStay)
{
PARAM_SELF_PROLOGUE(AInventory);
ACTION_RETURN_BOOL(self->ShouldStay());
}
bool AInventory::CallShouldStay()
{
IFVIRTUAL(AInventory, ShouldStay)
{
VMValue params[1] = { (DObject*)this };
VMReturn ret;
int retval;
ret.IntAt(&retval);
GlobalVMStack.Call(func, params, 1, &ret, 1, nullptr);
return !!retval;
}
else return ShouldStay();
}
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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 ()
{
// If it's not ammo or an internal armor, destroy it.
// Ammo needs to stick around, even when it's zero for the benefit
// of the weapons that use it and to maintain the maximum ammo
// amounts a backpack might have given.
// Armor shouldn't be removed because they only work properly when
// they are the last items in the inventory.
if (ItemFlags & IF_KEEPDEPLETED)
{
Amount = 0;
}
else
{
Destroy();
}
}
//===========================================================================
//
// AInventory :: GetBlend
//
// Returns a color to blend to the player's view as long as they possess this
// item.
//
//===========================================================================
PalEntry AInventory::GetBlend ()
{
return 0;
}
DEFINE_ACTION_FUNCTION(AInventory, GetBlend)
{
PARAM_SELF_PROLOGUE(AInventory);
ACTION_RETURN_INT(self->GetBlend());
}
PalEntry AInventory::CallGetBlend()
{
IFVIRTUAL(AInventory, GetBlend)
{
VMValue params[1] = { (DObject*)this };
VMReturn ret;
int retval;
ret.IntAt(&retval);
GlobalVMStack.Call(func, params, 1, &ret, 1, nullptr);
return retval;
}
else return GetBlend();
}
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//===========================================================================
//
// AInventory :: PrevItem
//
// Returns the previous item.
//
//===========================================================================
AInventory *AInventory::PrevItem ()
{
AInventory *item = Owner->Inventory;
while (item != NULL && item->Inventory != this)
{
item = item->Inventory;
}
return item;
}
//===========================================================================
//
// 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 :: DrawPowerup
//
// Gives this item a chance to draw a special status indicator on the screen.
// Returns false if it didn't draw anything.
//
//===========================================================================
bool AInventory::DrawPowerup (int x, int y)
{
return false;
}
//===========================================================================
//
// 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;
}
//===========================================================================
//
// AInventory :: GiveQuest
//
//===========================================================================
void AInventory::GiveQuest (AActor *toucher)
{
int quest = GetClass()->GiveQuest;
if (quest > 0 && quest <= (int)countof(QuestItemClasses))
{
toucher->GiveInventoryType (QuestItemClasses[quest-1]);
}
}
//===========================================================================
//
// AInventory :: TryPickup
//
//===========================================================================
bool AInventory::TryPickup (AActor *&toucher)
{
AActor *newtoucher = toucher; // in case changed by the powerup
// If HandlePickup() returns true, it will set the IF_PICKUPGOOD flag
// to indicate that this item has been picked up. If the item cannot be
// picked up, then it leaves the flag cleared.
ItemFlags &= ~IF_PICKUPGOOD;
if (toucher->Inventory != NULL && toucher->Inventory->CallHandlePickup (this))
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{
// Let something else the player is holding intercept the pickup.
if (!(ItemFlags & IF_PICKUPGOOD))
{
return false;
}
ItemFlags &= ~IF_PICKUPGOOD;
GoAwayAndDie ();
}
else if (MaxAmount == 0 && !IsKindOf(RUNTIME_CLASS(AAmmo)))
{
// Special case: If an item's MaxAmount is 0, you can still pick it
// up if it is autoactivate-able.
if (!(ItemFlags & IF_AUTOACTIVATE))
{
return false;
}
// The item is placed in the inventory just long enough to be used.
toucher->AddInventory (this);
bool usegood = Use (true);
toucher->RemoveInventory (this);
if (usegood)
{
GoAwayAndDie ();
}
else
{
return false;
}
}
else
{
// Add the item to the inventory. It is not already there, or HandlePickup
// would have already taken care of it.
AInventory *copy = CallCreateCopy (toucher);
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if (copy == NULL)
{
return false;
}
// Some powerups cannot activate absolutely, for
// example, PowerMorph; fail the pickup if so.
if (copy->ItemFlags & IF_INITEFFECTFAILED)
{
if (copy != this) copy->Destroy();
else ItemFlags &= ~IF_INITEFFECTFAILED;
return false;
}
// Handle owner-changing powerups
if (copy->ItemFlags & IF_CREATECOPYMOVED)
{
newtoucher = copy->Owner;
copy->Owner = NULL;
copy->ItemFlags &= ~IF_CREATECOPYMOVED;
}
// Continue onwards with the rest
copy->AttachToOwner (newtoucher);
if (ItemFlags & IF_AUTOACTIVATE)
{
if (copy->CallUse (true))
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{
if (--copy->Amount <= 0)
{
copy->flags &= ~MF_SPECIAL;
copy->SetState (copy->FindState("HoldAndDestroy"));
}
}
}
}
return true;
}
DEFINE_ACTION_FUNCTION(AInventory, TryPickup)
{
PARAM_SELF_PROLOGUE(AInventory);
PARAM_POINTER_NOT_NULL(toucher, AActor*);
ACTION_RETURN_BOOL(self->TryPickup(*toucher));
}
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//===========================================================================
//
// AInventory :: TryPickupRestricted
//
//===========================================================================
bool AInventory::TryPickupRestricted (AActor *&toucher)
{
return false;
}
DEFINE_ACTION_FUNCTION(AInventory, TryPickupRestricted)
{
PARAM_SELF_PROLOGUE(AInventory);
PARAM_POINTER_NOT_NULL(toucher, AActor*);
ACTION_RETURN_BOOL(self->TryPickupRestricted(*toucher));
}
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//===========================================================================
//
// AInventory :: CallTryPickup
//
//===========================================================================
bool AInventory::CallTryPickup (AActor *toucher, AActor **toucher_return)
{
TObjPtr<AInventory> Invstack = Inventory; // A pointer of the inventories item stack.
// unmorphed versions of a currently morphed actor cannot pick up anything.
if (toucher->flags & MF_UNMORPHED) return false;
bool res;
if (CanPickup(toucher))
{
IFVIRTUAL(AInventory, TryPickup)
{
VMValue params[2] = { (DObject*)this, (void*)&toucher };
VMReturn ret;
int retval;
ret.IntAt(&retval);
GlobalVMStack.Call(func, params, 2, &ret, 1, nullptr);
res = !!retval;
}
else res = TryPickup(toucher);
}
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else if (!(ItemFlags & IF_RESTRICTABSOLUTELY))
{
// let an item decide for itself how it will handle this
IFVIRTUAL(AInventory, TryPickupRestricted)
{
VMValue params[2] = { (DObject*)this, (void*)&toucher };
VMReturn ret;
int retval;
ret.IntAt(&retval);
GlobalVMStack.Call(func, params, 2, &ret, 1, nullptr);
res = !!retval;
}
else res = TryPickupRestricted(toucher);
}
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else
return false;
// Morph items can change the toucher so we need an option to return this info.
if (toucher_return != NULL) *toucher_return = toucher;
if (!res && (ItemFlags & IF_ALWAYSPICKUP) && !CallShouldStay())
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{
res = true;
GoAwayAndDie();
}
if (res)
{
GiveQuest(toucher);
// Transfer all inventory accross that the old object had, if requested.
if ((ItemFlags & IF_TRANSFER))
{
while (Invstack)
{
AInventory* titem = Invstack;
Invstack = titem->Inventory;
if (titem->Owner == this)
{
if (!titem->CallTryPickup(toucher)) // The object no longer can exist
{
titem->Destroy();
}
}
}
}
}
return res;
}
DEFINE_ACTION_FUNCTION(AInventory, CallTryPickup)
{
PARAM_SELF_PROLOGUE(AInventory);
PARAM_OBJECT(toucher, AActor);
AActor *t_ret;
bool res = self->CallTryPickup(toucher, &t_ret);
if (numret > 0) ret[0].SetInt(res);
if (numret > 1) ret[1].SetPointer(t_ret, ATAG_OBJECT), numret = 2;
return numret;
}
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//===========================================================================
//
// AInventory :: CanPickup
//
//===========================================================================
bool AInventory::CanPickup (AActor *toucher)
{
if (!toucher)
return false;
PClassInventory *ai = GetClass();
// Is the item restricted to certain player classes?
if (ai->RestrictedToPlayerClass.Size() != 0)
{
for (unsigned i = 0; i < ai->RestrictedToPlayerClass.Size(); ++i)
{
if (toucher->IsKindOf(ai->RestrictedToPlayerClass[i]))
return true;
}
return false;
}
// Or is it forbidden to certain other classes?
else
{
for (unsigned i = 0; i < ai->ForbiddenToPlayerClass.Size(); ++i)
{
if (toucher->IsKindOf(ai->ForbiddenToPlayerClass[i]))
return false;
}
}
return true;
}
//===========================================================================
//
// 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");
}
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//===========================================================================
//
// AInventory :: AttachToOwner
//
//===========================================================================
void AInventory::AttachToOwner (AActor *other)
{
BecomeItem ();
other->AddInventory (this);
}
DEFINE_ACTION_FUNCTION(AInventory, AttachToOwner)
{
PARAM_SELF_PROLOGUE(AInventory);
PARAM_OBJECT_NOT_NULL(other, AActor);
self->AttachToOwner(other);
return 0;
}
void AInventory::CallAttachToOwner(AActor *other)
{
IFVIRTUAL(AInventory, AttachToOwner)
{
VMValue params[2] = { (DObject*)this, (DObject*)other };
GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
}
else AttachToOwner(other);
}
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//===========================================================================
//
// AInventory :: DetachFromOwner
//
// Performs any special work needed when the item leaves an inventory,
// either through destruction or becoming a pickup.
//
//===========================================================================
void AInventory::DetachFromOwner ()
{
}
DEFINE_ACTION_FUNCTION(AInventory, DetachFromOwner)
{
PARAM_SELF_PROLOGUE(AInventory);
self->DetachFromOwner();
return 0;
}
void AInventory::CallDetachFromOwner()
{
IFVIRTUAL(AInventory, DetachFromOwner)
{
VMValue params[1] = { (DObject*)this };
GlobalVMStack.Call(func, params, 1, nullptr, 0, nullptr);
}
else DetachFromOwner();
}
//===========================================================================
//===========================================================================
IMPLEMENT_CLASS(AStateProvider, false, false)
IMPLEMENT_CLASS(ACustomInventory, false, false)
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//===========================================================================
//
// ACustomInventory :: SpecialDropAction
//
//===========================================================================
bool ACustomInventory::SpecialDropAction (AActor *dropper)
{
return CallStateChain (dropper, FindState(NAME_Drop));
}
//===========================================================================
//
// ACustomInventory :: Use
//
//===========================================================================
bool ACustomInventory::Use (bool pickup)
{
return CallStateChain (Owner, FindState(NAME_Use));
}
//===========================================================================
//
// ACustomInventory :: TryPickup
//
//===========================================================================
bool ACustomInventory::TryPickup (AActor *&toucher)
{
FState *pickupstate = FindState(NAME_Pickup);
bool useok = CallStateChain (toucher, pickupstate);
if ((useok || pickupstate == NULL) && FindState(NAME_Use) != NULL)
{
useok = Super::TryPickup (toucher);
}
else if (useok)
{
GoAwayAndDie();
}
return useok;
}