- Converted the Communicator to DECORATE.

- Renamed the new armor properties to use the same names as Skulltag to avoid
  confusion. They still don't need a separate base class as in Skulltag though.
- Added Skulltag-type armor bonus that increases the max amount that can be given
  by other armor items.
- Separated all armor related code from a_pickups.cpp into a_armor.cpp.



SVN r427 (trunk)
This commit is contained in:
Christoph Oelckers 2006-12-25 13:43:11 +00:00
parent c89dd1de57
commit 3eeef7af77
15 changed files with 1193 additions and 1179 deletions

View file

@ -1,3 +1,11 @@
December 25, 2006 (Changes by Graf Zahl)
- Converted the Communicator to DECORATE.
- Renamed the new armor properties to use the same names as Skulltag to avoid
confusion. They still don't need a separate base class as in Skulltag though.
- Added Skulltag-type armor bonus that increases the max amount that can be given
by other armor items.
- Separated all armor related code from a_pickups.cpp into a_armor.cpp.
December 24, 2006 (Changes by Graf Zahl)
- Replaced several calls to S_GetSoundPlayingInfo with S_IsActorPlayingSomething
because S_GetSoundPlayingInfo cannot properly resolve player and random sounds.

View file

@ -550,6 +550,7 @@ public:
// Finds the first item of a particular type.
AInventory *FindInventory (const PClass *type) const;
AInventory *FindInventory (FName type) const;
template<class T> T *FindInventory () const
{
return static_cast<T *> (FindInventory (RUNTIME_CLASS(T)));

View file

@ -417,9 +417,8 @@ CCMD (useflechette)
for (j = 0; j < 3; ++j)
{
const PClass *type = PClass::FindClass (bagnames[(i+j)%3]);
AInventory *item;
if (type != NULL && (item = who->FindInventory (type)))
if (item = who->FindInventory (bagnames[(i+j)%3]))
{
SendItemUse = item;
break;

486
src/g_shared/a_armor.cpp Normal file
View file

@ -0,0 +1,486 @@
#include <assert.h>
#include "info.h"
#include "gi.h"
#include "r_data.h"
#include "a_pickups.h"
#include "templates.h"
IMPLEMENT_STATELESS_ACTOR (AArmor, Any, -1, 0)
PROP_Inventory_PickupSound ("misc/armor_pkup")
END_DEFAULTS
IMPLEMENT_STATELESS_ACTOR (ABasicArmor, Any, -1, 0)
END_DEFAULTS
IMPLEMENT_STATELESS_ACTOR (ABasicArmorPickup, Any, -1, 0)
PROP_Inventory_MaxAmount (0)
PROP_Inventory_FlagsSet (IF_AUTOACTIVATE)
END_DEFAULTS
IMPLEMENT_STATELESS_ACTOR (ABasicArmorBonus, Any, -1, 0)
PROP_Inventory_MaxAmount (0)
PROP_Inventory_FlagsSet (IF_AUTOACTIVATE|IF_ALWAYSPICKUP)
PROP_BasicArmorBonus_SavePercent (FRACUNIT/3)
END_DEFAULTS
IMPLEMENT_STATELESS_ACTOR (AHexenArmor, Any, -1, 0)
PROP_Inventory_FlagsSet (IF_UNDROPPABLE)
END_DEFAULTS
//===========================================================================
//
// ABasicArmor :: Serialize
//
//===========================================================================
void ABasicArmor::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << SavePercent << BonusCount;
}
//===========================================================================
//
// ABasicArmor :: Tick
//
// If BasicArmor is given to the player by means other than a
// BasicArmorPickup, then it may not have an icon set. Fix that here.
//
//===========================================================================
void ABasicArmor::Tick ()
{
Super::Tick ();
if (Icon == 0)
{
switch (gameinfo.gametype)
{
case GAME_Doom:
Icon = TexMan.CheckForTexture (SavePercent == FRACUNIT/3 ? "ARM1A0" : "ARM2A0", FTexture::TEX_Any);
break;
case GAME_Heretic:
Icon = TexMan.CheckForTexture (SavePercent == FRACUNIT/2 ? "SHLDA0" : "SHD2A0", FTexture::TEX_Any);
break;
case GAME_Strife:
Icon = TexMan.CheckForTexture (SavePercent == FRACUNIT/3 ? "I_ARM2" : "I_ARM1", FTexture::TEX_Any);
break;
default:
break;
}
}
}
//===========================================================================
//
// ABasicArmor :: CreateCopy
//
//===========================================================================
AInventory *ABasicArmor::CreateCopy (AActor *other)
{
// BasicArmor that is in use is stored in the inventory as BasicArmor.
// BasicArmor that is in reserve is not.
ABasicArmor *copy = Spawn<ABasicArmor> (0, 0, 0, NO_REPLACE);
copy->SavePercent = SavePercent != 0 ? SavePercent : FRACUNIT/3;
copy->Amount = Amount;
copy->MaxAmount = MaxAmount;
copy->Icon = Icon;
copy->BonusCount = BonusCount;
GoAwayAndDie ();
return copy;
}
//===========================================================================
//
// ABasicArmor :: HandlePickup
//
//===========================================================================
bool ABasicArmor::HandlePickup (AInventory *item)
{
if (item->GetClass() == RUNTIME_CLASS(ABasicArmor))
{
// You shouldn't be picking up BasicArmor anyway.
return true;
}
if (Inventory != NULL)
{
return Inventory->HandlePickup (item);
}
return false;
}
//===========================================================================
//
// ABasicArmor :: AbsorbDamage
//
//===========================================================================
void ABasicArmor::AbsorbDamage (int damage, FName damageType, int &newdamage)
{
if (damageType != NAME_Water)
{
int saved = FixedMul (damage, SavePercent);
if (Amount < saved)
{
saved = Amount;
}
newdamage -= saved;
Amount -= saved;
if (Amount == 0)
{
// The armor has become useless
SavePercent = 0;
// Now see if the player has some more armor in their inventory
// and use it if so. As in Strife, the best armor is used up first.
ABasicArmorPickup *best = NULL;
AInventory *probe = Owner->Inventory;
while (probe != NULL)
{
if (probe->IsKindOf (RUNTIME_CLASS(ABasicArmorPickup)))
{
ABasicArmorPickup *inInv = static_cast<ABasicArmorPickup*>(probe);
if (best == NULL || best->SavePercent < inInv->SavePercent)
{
best = inInv;
}
}
probe = probe->Inventory;
}
if (best != NULL)
{
Owner->UseInventory (best);
}
}
}
if (Inventory != NULL)
{
Inventory->AbsorbDamage (damage, damageType, newdamage);
}
}
//===========================================================================
//
// ABasicArmorPickup :: Serialize
//
//===========================================================================
void ABasicArmorPickup::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << SavePercent << SaveAmount;
arc << DropTime;
}
//===========================================================================
//
// ABasicArmorPickup :: CreateCopy
//
//===========================================================================
AInventory *ABasicArmorPickup::CreateCopy (AActor *other)
{
ABasicArmorPickup *copy = static_cast<ABasicArmorPickup *> (Super::CreateCopy (other));
copy->SavePercent = SavePercent;
copy->SaveAmount = SaveAmount;
return copy;
}
//===========================================================================
//
// ABasicArmorPickup :: Use
//
// Either gives you new armor or replaces the armor you already have (if
// the SaveAmount is greater than the amount of armor you own). When the
// item is auto-activated, it will only be activated if its max amount is 0
// or if you have no armor active already.
//
//===========================================================================
bool ABasicArmorPickup::Use (bool pickup)
{
ABasicArmor *armor = Owner->FindInventory<ABasicArmor> ();
if (armor == NULL)
{
armor = Spawn<ABasicArmor> (0,0,0, NO_REPLACE);
armor->BecomeItem ();
Owner->AddInventory (armor);
}
else
{
// If you already have more armor than this item gives you, you can't
// use it.
if (armor->Amount >= SaveAmount + armor->BonusCount)
{
return false;
}
// Don't use it if you're picking it up and already have some.
if (pickup && armor->Amount > 0 && MaxAmount > 0)
{
return false;
}
}
armor->SavePercent = SavePercent;
armor->Amount = SaveAmount + armor->BonusCount;
armor->MaxAmount = SaveAmount;
armor->Icon = Icon;
return true;
}
//===========================================================================
//
// ABasicArmorBonus :: Serialize
//
//===========================================================================
void ABasicArmorBonus::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << SavePercent << SaveAmount << MaxSaveAmount << BonusCount << BonusMax;
}
//===========================================================================
//
// ABasicArmorBonus :: CreateCopy
//
//===========================================================================
AInventory *ABasicArmorBonus::CreateCopy (AActor *other)
{
ABasicArmorBonus *copy = static_cast<ABasicArmorBonus *> (Super::CreateCopy (other));
copy->SavePercent = SavePercent;
copy->SaveAmount = SaveAmount;
copy->MaxSaveAmount = MaxSaveAmount;
copy->BonusCount = BonusCount;
copy->BonusMax = BonusMax;
return copy;
}
//===========================================================================
//
// ABasicArmorBonus :: Use
//
// Tries to add to the amount of BasicArmor a player has.
//
//===========================================================================
bool ABasicArmorBonus::Use (bool pickup)
{
ABasicArmor *armor = Owner->FindInventory<ABasicArmor> ();
bool result = false;
if (armor == NULL)
{
armor = Spawn<ABasicArmor> (0,0,0, NO_REPLACE);
armor->BecomeItem ();
armor->Amount = 0;
armor->MaxAmount = MaxSaveAmount;
Owner->AddInventory (armor);
}
if (BonusCount > 0 && armor->BonusCount < BonusMax)
{
armor->BonusCount = MIN (armor->BonusCount + BonusCount, BonusMax);
result = true;
}
int saveAmount = MIN (SaveAmount, MaxSaveAmount);
if (saveAmount <= 0)
{ // If it can't give you anything, it's as good as used.
return BonusCount > 0 ? result : true;
}
// If you already have more armor than this item can give you, you can't
// use it.
if (armor->Amount >= MaxSaveAmount + armor->BonusCount)
{
return result;
}
if (armor->Amount <= 0)
{ // Should never be less than 0, but might as well check anyway
armor->Amount = 0;
armor->Icon = Icon;
armor->SavePercent = SavePercent;
}
armor->Amount = MIN(armor->Amount + saveAmount, MaxSaveAmount + armor->BonusCount);
armor->MaxAmount = MAX (armor->MaxAmount, MaxSaveAmount);
return true;
}
//===========================================================================
//
// AHexenArmor :: Serialize
//
//===========================================================================
void AHexenArmor::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << Slots[0] << Slots[1] << Slots[2] << Slots[3]
<< Slots[4]
<< SlotsIncrement[0] << SlotsIncrement[1] << SlotsIncrement[2]
<< SlotsIncrement[3];
}
//===========================================================================
//
// AHexenArmor :: CreateCopy
//
//===========================================================================
AInventory *AHexenArmor::CreateCopy (AActor *other)
{
// Like BasicArmor, HexenArmor is used in the inventory but not the map.
// health is the slot this armor occupies.
// Amount is the quantity to give (0 = normal max).
AHexenArmor *copy = Spawn<AHexenArmor> (0, 0, 0, NO_REPLACE);
copy->AddArmorToSlot (other, health, Amount);
GoAwayAndDie ();
return copy;
}
//===========================================================================
//
// AHexenArmor :: CreateTossable
//
// Since this isn't really a single item, you can't drop it. Ever.
//
//===========================================================================
AInventory *AHexenArmor::CreateTossable ()
{
return NULL;
}
//===========================================================================
//
// AHexenArmor :: HandlePickup
//
//===========================================================================
bool AHexenArmor::HandlePickup (AInventory *item)
{
if (item->IsKindOf (RUNTIME_CLASS(AHexenArmor)))
{
if (AddArmorToSlot (Owner, item->health, item->Amount))
{
item->ItemFlags |= IF_PICKUPGOOD;
}
return true;
}
else if (Inventory != NULL)
{
return Inventory->HandlePickup (item);
}
return false;
}
//===========================================================================
//
// AHexenArmor :: AddArmorToSlot
//
//===========================================================================
bool AHexenArmor::AddArmorToSlot (AActor *actor, int slot, int amount)
{
APlayerPawn *ppawn;
int hits;
if (actor->player != NULL)
{
ppawn = static_cast<APlayerPawn *>(actor);
}
else
{
ppawn = NULL;
}
if (slot < 0 || slot > 3)
{
return false;
}
if (amount <= 0)
{
hits = SlotsIncrement[slot];
if (Slots[slot] < hits)
{
Slots[slot] = hits;
return true;
}
}
else
{
hits = amount * 5 * FRACUNIT;
fixed_t total = Slots[0]+Slots[1]+Slots[2]+Slots[3]+Slots[4];
fixed_t max = SlotsIncrement[0]+SlotsIncrement[1]+SlotsIncrement[2]+SlotsIncrement[3]+Slots[4]+4*5*FRACUNIT;
if (total < max)
{
Slots[slot] += hits;
return true;
}
}
return false;
}
//===========================================================================
//
// AHexenArmor :: AbsorbDamage
//
//===========================================================================
void AHexenArmor::AbsorbDamage (int damage, FName damageType, int &newdamage)
{
if (damageType != NAME_Water)
{
fixed_t savedPercent = Slots[0] + Slots[1] + Slots[2] + Slots[3] + Slots[4];
if (savedPercent)
{ // armor absorbed some damage
if (savedPercent > 100*FRACUNIT)
{
savedPercent = 100*FRACUNIT;
}
for (int i = 0; i < 4; i++)
{
if (Slots[i])
{
// 300 damage always wipes out the armor unless some was added
// with the dragon skin bracers.
if (damage < 10000)
{
Slots[i] -= Scale (damage, SlotsIncrement[i], 300);
if (Slots[i] < 2*FRACUNIT)
{
Slots[i] = 0;
}
}
else
{
Slots[i] = 0;
}
}
}
int saved = Scale (damage, savedPercent, 100*FRACUNIT);
if (saved > savedPercent >> (FRACBITS-1))
{
saved = savedPercent >> (FRACBITS-1);
}
newdamage -= saved;
}
}
if (Inventory != NULL)
{
Inventory->AbsorbDamage (damage, damageType, newdamage);
}
}

View file

@ -165,8 +165,6 @@ AInventory *AAmmo::CreateCopy (AActor *other)
return copy;
}
/* Keys *******************************************************************/
//---------------------------------------------------------------------------
//
// FUNC P_GiveBody
@ -1270,472 +1268,6 @@ bool ACustomInventory::TryPickup (AActor *toucher)
return useok;
}
IMPLEMENT_STATELESS_ACTOR (AArmor, Any, -1, 0)
PROP_Inventory_PickupSound ("misc/armor_pkup")
END_DEFAULTS
IMPLEMENT_STATELESS_ACTOR (ABasicArmor, Any, -1, 0)
PROP_SpawnState (S_HELD)
END_DEFAULTS
IMPLEMENT_STATELESS_ACTOR (ABasicArmorPickup, Any, -1, 0)
PROP_Inventory_MaxAmount (0)
PROP_Inventory_FlagsSet (IF_AUTOACTIVATE)
END_DEFAULTS
IMPLEMENT_STATELESS_ACTOR (ABasicArmorBonus, Any, -1, 0)
PROP_Inventory_MaxAmount (0)
PROP_Inventory_FlagsSet (IF_AUTOACTIVATE|IF_ALWAYSPICKUP)
PROP_BasicArmorBonus_SavePercent (FRACUNIT/3)
END_DEFAULTS
IMPLEMENT_STATELESS_ACTOR (AHexenArmor, Any, -1, 0)
PROP_Inventory_FlagsSet (IF_UNDROPPABLE)
END_DEFAULTS
//===========================================================================
//
// ABasicArmorPickup :: Serialize
//
//===========================================================================
void ABasicArmorPickup::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << SavePercent << SaveAmount;
arc << DropTime;
}
//===========================================================================
//
// ABasicArmorPickup :: CreateCopy
//
//===========================================================================
AInventory *ABasicArmorPickup::CreateCopy (AActor *other)
{
ABasicArmorPickup *copy = static_cast<ABasicArmorPickup *> (Super::CreateCopy (other));
copy->SavePercent = SavePercent;
copy->SaveAmount = SaveAmount;
return copy;
}
//===========================================================================
//
// ABasicArmorPickup :: Use
//
// Either gives you new armor or replaces the armor you already have (if
// the SaveAmount is greater than the amount of armor you own). When the
// item is auto-activated, it will only be activated if its max amount is 0
// or if you have no armor active already.
//
//===========================================================================
bool ABasicArmorPickup::Use (bool pickup)
{
ABasicArmor *armor = Owner->FindInventory<ABasicArmor> ();
if (armor == NULL)
{
armor = Spawn<ABasicArmor> (0,0,0, NO_REPLACE);
armor->BecomeItem ();
armor->SavePercent = SavePercent;
armor->Amount = armor->MaxAmount = SaveAmount;
armor->Icon = Icon;
Owner->AddInventory (armor);
return true;
}
// If you already have more armor than this item gives you, you can't
// use it.
if (armor->Amount >= SaveAmount)
{
return false;
}
// Don't use it if you're picking it up and already have some.
if (pickup && armor->Amount > 0 && MaxAmount > 0)
{
return false;
}
armor->SavePercent = SavePercent;
armor->Amount = armor->MaxAmount = SaveAmount;
armor->Icon = Icon;
return true;
}
//===========================================================================
//
// ABasicArmorBonus :: Serialize
//
//===========================================================================
void ABasicArmorBonus::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << SavePercent << SaveAmount << MaxSaveAmount;
}
//===========================================================================
//
// ABasicArmorBonus :: CreateCopy
//
//===========================================================================
AInventory *ABasicArmorBonus::CreateCopy (AActor *other)
{
ABasicArmorBonus *copy = static_cast<ABasicArmorBonus *> (Super::CreateCopy (other));
copy->SavePercent = SavePercent;
copy->SaveAmount = SaveAmount;
copy->MaxSaveAmount = MaxSaveAmount;
return copy;
}
//===========================================================================
//
// ABasicArmorBonus :: Use
//
// Tries to add to the amount of BasicArmor a player has.
//
//===========================================================================
bool ABasicArmorBonus::Use (bool pickup)
{
ABasicArmor *armor = Owner->FindInventory<ABasicArmor> ();
int saveAmount = MIN (SaveAmount, MaxSaveAmount);
if (saveAmount <= 0)
{ // If it can't give you anything, it's as good as used.
return true;
}
if (armor == NULL)
{
armor = Spawn<ABasicArmor> (0,0,0, NO_REPLACE);
armor->BecomeItem ();
armor->SavePercent = SavePercent;
armor->Amount = saveAmount;
armor->MaxAmount = MaxSaveAmount;
armor->Icon = Icon;
Owner->AddInventory (armor);
return true;
}
// If you already have more armor than this item can give you, you can't
// use it.
if (armor->Amount >= MaxSaveAmount)
{
return false;
}
if (armor->Amount <= 0)
{ // Should never be less than 0, but might as well check anyway
armor->Amount = 0;
armor->Icon = Icon;
armor->SavePercent = SavePercent;
}
armor->Amount += saveAmount;
armor->MaxAmount = MAX (armor->MaxAmount, MaxSaveAmount);
return true;
}
//===========================================================================
//
// ABasicArmor :: Serialize
//
//===========================================================================
void ABasicArmor::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << SavePercent;
}
//===========================================================================
//
// ABasicArmor :: Tick
//
// If BasicArmor is given to the player by means other than a
// BasicArmorPickup, then it may not have an icon set. Fix that here.
//
//===========================================================================
void ABasicArmor::Tick ()
{
Super::Tick ();
if (Icon == 0)
{
switch (gameinfo.gametype)
{
case GAME_Doom:
Icon = TexMan.CheckForTexture (SavePercent == FRACUNIT/3 ? "ARM1A0" : "ARM2A0", FTexture::TEX_Any);
break;
case GAME_Heretic:
Icon = TexMan.CheckForTexture (SavePercent == FRACUNIT/2 ? "SHLDA0" : "SHD2A0", FTexture::TEX_Any);
break;
case GAME_Strife:
Icon = TexMan.CheckForTexture (SavePercent == FRACUNIT/3 ? "I_ARM2" : "I_ARM1", FTexture::TEX_Any);
break;
default:
break;
}
}
}
//===========================================================================
//
// ABasicArmor :: CreateCopy
//
//===========================================================================
AInventory *ABasicArmor::CreateCopy (AActor *other)
{
// BasicArmor that is in use is stored in the inventory as BasicArmor.
// BasicArmor that is in reserve is not.
ABasicArmor *copy = Spawn<ABasicArmor> (0, 0, 0, NO_REPLACE);
copy->SavePercent = SavePercent != 0 ? SavePercent : FRACUNIT/3;
copy->Amount = Amount;
copy->MaxAmount = MaxAmount;
copy->Icon = Icon;
GoAwayAndDie ();
return copy;
}
//===========================================================================
//
// ABasicArmor :: HandlePickup
//
//===========================================================================
bool ABasicArmor::HandlePickup (AInventory *item)
{
if (item->GetClass() == RUNTIME_CLASS(ABasicArmor))
{
// You shouldn't be picking up BasicArmor anyway.
return true;
}
if (Inventory != NULL)
{
return Inventory->HandlePickup (item);
}
return false;
}
//===========================================================================
//
// ABasicArmor :: AbsorbDamage
//
//===========================================================================
void ABasicArmor::AbsorbDamage (int damage, FName damageType, int &newdamage)
{
if (damageType != NAME_Water)
{
int saved = FixedMul (damage, SavePercent);
if (Amount < saved)
{
saved = Amount;
}
newdamage -= saved;
Amount -= saved;
if (Amount == 0)
{
// The armor has become useless
SavePercent = 0;
// Now see if the player has some more armor in their inventory
// and use it if so. As in Strife, the best armor is used up first.
ABasicArmorPickup *best = NULL;
AInventory *probe = Owner->Inventory;
while (probe != NULL)
{
if (probe->IsKindOf (RUNTIME_CLASS(ABasicArmorPickup)))
{
ABasicArmorPickup *inInv = static_cast<ABasicArmorPickup*>(probe);
if (best == NULL || best->SavePercent < inInv->SavePercent)
{
best = inInv;
}
}
probe = probe->Inventory;
}
if (best != NULL)
{
Owner->UseInventory (best);
}
}
}
if (Inventory != NULL)
{
Inventory->AbsorbDamage (damage, damageType, newdamage);
}
}
//===========================================================================
//
// AHexenArmor :: Serialize
//
//===========================================================================
void AHexenArmor::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << Slots[0] << Slots[1] << Slots[2] << Slots[3]
<< Slots[4]
<< SlotsIncrement[0] << SlotsIncrement[1] << SlotsIncrement[2]
<< SlotsIncrement[3];
}
//===========================================================================
//
// AHexenArmor :: CreateCopy
//
//===========================================================================
AInventory *AHexenArmor::CreateCopy (AActor *other)
{
// Like BasicArmor, HexenArmor is used in the inventory but not the map.
// health is the slot this armor occupies.
// Amount is the quantity to give (0 = normal max).
AHexenArmor *copy = Spawn<AHexenArmor> (0, 0, 0, NO_REPLACE);
copy->AddArmorToSlot (other, health, Amount);
GoAwayAndDie ();
return copy;
}
//===========================================================================
//
// AHexenArmor :: CreateTossable
//
// Since this isn't really a single item, you can't drop it. Ever.
//
//===========================================================================
AInventory *AHexenArmor::CreateTossable ()
{
return NULL;
}
//===========================================================================
//
// AHexenArmor :: HandlePickup
//
//===========================================================================
bool AHexenArmor::HandlePickup (AInventory *item)
{
if (item->IsKindOf (RUNTIME_CLASS(AHexenArmor)))
{
if (AddArmorToSlot (Owner, item->health, item->Amount))
{
item->ItemFlags |= IF_PICKUPGOOD;
}
return true;
}
else if (Inventory != NULL)
{
return Inventory->HandlePickup (item);
}
return false;
}
//===========================================================================
//
// AHexenArmor :: AddArmorToSlot
//
//===========================================================================
bool AHexenArmor::AddArmorToSlot (AActor *actor, int slot, int amount)
{
APlayerPawn *ppawn;
int hits;
if (actor->player != NULL)
{
ppawn = static_cast<APlayerPawn *>(actor);
}
else
{
ppawn = NULL;
}
if (slot < 0 || slot > 3)
{
return false;
}
if (amount <= 0)
{
hits = SlotsIncrement[slot];
if (Slots[slot] < hits)
{
Slots[slot] = hits;
return true;
}
}
else
{
hits = amount * 5 * FRACUNIT;
fixed_t total = Slots[0]+Slots[1]+Slots[2]+Slots[3]+Slots[4];
fixed_t max = SlotsIncrement[0]+SlotsIncrement[1]+SlotsIncrement[2]+SlotsIncrement[3]+Slots[4]+4*5*FRACUNIT;
if (total < max)
{
Slots[slot] += hits;
return true;
}
}
return false;
}
//===========================================================================
//
// AHexenArmor :: AbsorbDamage
//
//===========================================================================
void AHexenArmor::AbsorbDamage (int damage, FName damageType, int &newdamage)
{
if (damageType != NAME_Water)
{
fixed_t savedPercent = Slots[0] + Slots[1] + Slots[2] + Slots[3] + Slots[4];
if (savedPercent)
{ // armor absorbed some damage
if (savedPercent > 100*FRACUNIT)
{
savedPercent = 100*FRACUNIT;
}
for (int i = 0; i < 4; i++)
{
if (Slots[i])
{
// 300 damage always wipes out the armor unless some was added
// with the dragon skin bracers.
if (damage < 10000)
{
Slots[i] -= Scale (damage, SlotsIncrement[i], 300);
if (Slots[i] < 2*FRACUNIT)
{
Slots[i] = 0;
}
}
else
{
Slots[i] = 0;
}
}
}
int saved = Scale (damage, savedPercent, 100*FRACUNIT);
if (saved > savedPercent >> (FRACBITS-1))
{
saved = savedPercent >> (FRACBITS-1);
}
newdamage -= saved;
}
}
if (Inventory != NULL)
{
Inventory->AbsorbDamage (damage, damageType, newdamage);
}
}
IMPLEMENT_STATELESS_ACTOR (AHealth, Any, -1, 0)
PROP_Inventory_Amount (1)
PROP_Inventory_MaxAmount (0)
@ -2086,20 +1618,3 @@ bool AMapRevealer::TryPickup (AActor *toucher)
return true;
}
FState ACommunicator::States[] =
{
S_NORMAL (COMM, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ACommunicator, Strife, 206, 0)
PROP_Flags (MF_SPECIAL|MF_NOTDMATCH)
PROP_SpawnState (0)
PROP_StrifeType (176)
PROP_StrifeTeaserType (168)
PROP_StrifeTeaserType2 (172)
PROP_Inventory_Icon ("I_COMM")
PROP_Tag ("Communicator")
PROP_Inventory_PickupSound ("misc/p_pkup")
PROP_Inventory_PickupMessage("$TXT_COMMUNICATOR")
END_DEFAULTS

View file

@ -320,6 +320,7 @@ public:
virtual void AbsorbDamage (int damage, FName damageType, int &newdamage);
fixed_t SavePercent;
int BonusCount;
};
// BasicArmorPickup replaces the armor you have.
@ -347,6 +348,8 @@ public:
fixed_t SavePercent; // The default, for when you don't already have armor
int MaxSaveAmount;
int SaveAmount;
int BonusCount;
int BonusMax;
};
// Hexen armor consists of four separate armor types plus a conceptual armor
@ -404,11 +407,4 @@ public:
bool bDepleted;
};
// When the communicator is in a player's inventory, the
// SendToCommunicator special can work.
class ACommunicator : public AInventory
{
DECLARE_ACTOR (ACommunicator, AInventory)
};
#endif //__A_PICKUPS_H__

View file

@ -672,7 +672,7 @@ private:
DrINumber2 (i, left+268*xscale, top+76*yscale, 7*xscale, imgFONY0);
// Does the player have a communicator?
item = CPlayer->mo->FindInventory (RUNTIME_CLASS(ACommunicator));
item = CPlayer->mo->FindInventory (NAME_Communicator);
if (item != NULL)
{
screen->DrawTexture (TexMan(item->Icon),
@ -730,7 +730,7 @@ private:
};
for (i = 0; i < 6; ++i)
{
item = CPlayer->mo->FindInventory (PClass::FindClass (WeaponList[i].TypeName));
item = CPlayer->mo->FindInventory (WeaponList[i].TypeName);
if (item != NULL)
{

View file

@ -217,3 +217,4 @@ xx(MomZ)
xx(MapSpot)
xx(PatrolPoint)
xx(PatrolSpecial)
xx(Communicator)

View file

@ -2557,9 +2557,9 @@ FUNC(LS_SendToCommunicator)
if (arg1 && backSide)
return false;
if (it != NULL && it->player != NULL && it->FindInventory<ACommunicator>())
if (it != NULL && it->player != NULL && it->FindInventory(NAME_Communicator))
{
char name[32];
char name[32];
sprintf (name, "svox/voc%d", arg0);
if (!arg3)

View file

@ -795,6 +795,11 @@ AInventory *AActor::FindInventory (const PClass *type) const
return item;
}
AInventory *AActor::FindInventory (FName type) const
{
return FindInventory(PClass::FindClass(type));
}
//============================================================================
//
// AActor :: GiveInventoryType

View file

@ -2035,7 +2035,7 @@ void P_PlayerThink (player_t *player)
}
else if (cmd->ucmd.upmove > 0 && !(player->cheats & CF_PREDICTING))
{
AInventory *fly = player->mo->FindInventory (PClass::FindClass (NAME_ArtiFly));
AInventory *fly = player->mo->FindInventory (NAME_ArtiFly);
if (fly != NULL)
{
player->mo->UseInventory (fly);

View file

@ -3347,7 +3347,25 @@ static void AmmoDropAmount (AAmmo *defaults, Baggage &bag)
static void ArmorMaxSaveAmount (ABasicArmorBonus *defaults, Baggage &bag)
{
SC_MustGetNumber();
defaults->MaxSaveAmount=sc_Number;
defaults->MaxSaveAmount = sc_Number;
}
//==========================================================================
//
//==========================================================================
static void ArmorMaxBonus (ABasicArmorBonus *defaults, Baggage &bag)
{
SC_MustGetNumber();
defaults->BonusCount = sc_Number;
}
//==========================================================================
//
//==========================================================================
static void ArmorMaxBonusMax (ABasicArmorBonus *defaults, Baggage &bag)
{
SC_MustGetNumber();
defaults->BonusMax = sc_Number;
}
//==========================================================================
@ -4025,6 +4043,8 @@ static const ActorProps props[] =
{ "ammo.backpackmaxamount", (apf)AmmoBackpackMaxAmount, RUNTIME_CLASS(AAmmo) },
{ "ammo.dropamount", (apf)AmmoDropAmount, RUNTIME_CLASS(AAmmo) },
{ "args", ActorArgs, RUNTIME_CLASS(AActor) },
{ "armor.maxbonus", (apf)ArmorMaxBonus, RUNTIME_CLASS(ABasicArmorBonus) },
{ "armor.maxbonusmax", (apf)ArmorMaxBonusMax, RUNTIME_CLASS(ABasicArmorBonus) },
{ "armor.maxsaveamount", (apf)ArmorMaxSaveAmount, RUNTIME_CLASS(ABasicArmorBonus) },
{ "armor.saveamount", (apf)ArmorSaveAmount, RUNTIME_CLASS(AActor) },
{ "armor.savepercent", (apf)ArmorSavePercent, RUNTIME_CLASS(AActor) },

View file

@ -1260,23 +1260,19 @@ void DoTakeInventory(AActor * self, AActor * receiver)
ENamedName item =(ENamedName)StateParameters[index];
int amount=EvalExpressionI (StateParameters[index+1], self);
const PClass * mi=PClass::FindClass(item);
if (pStateCall != NULL) pStateCall->Result=false;
if (mi)
{
AInventory * inv = receiver->FindInventory(mi);
if (inv && !inv->IsKindOf(RUNTIME_CLASS(AHexenArmor)))
AInventory * inv = receiver->FindInventory(item);
if (inv && !inv->IsKindOf(RUNTIME_CLASS(AHexenArmor)))
{
if (inv->Amount > 0 && pStateCall != NULL) pStateCall->Result=true;
if (!amount || amount>=inv->Amount)
{
if (inv->Amount > 0 && pStateCall != NULL) pStateCall->Result=true;
if (!amount || amount>=inv->Amount)
{
if (inv->IsKindOf(RUNTIME_CLASS(AAmmo))) inv->Amount=0;
else inv->Destroy();
}
else inv->Amount-=amount;
if (inv->IsKindOf(RUNTIME_CLASS(AAmmo))) inv->Amount=0;
else inv->Destroy();
}
else inv->Amount-=amount;
}
}
@ -1579,8 +1575,7 @@ void A_SelectWeapon(AActor * actor)
int index=CheckIndex(1, NULL);
if (index<0 || actor->player == NULL) return;
const PClass * weapon= PClass::FindClass((ENamedName)StateParameters[index]);
AWeapon * weaponitem = static_cast<AWeapon*>(actor->FindInventory(weapon));
AWeapon * weaponitem = static_cast<AWeapon*>(actor->FindInventory((ENamedName)StateParameters[index]));
if (weaponitem != NULL && weaponitem->IsKindOf(RUNTIME_CLASS(AWeapon)))
{
@ -1802,14 +1797,11 @@ void A_DropInventory(AActor * self)
{
int index=CheckIndex(1, &CallingState);
if (index<0) return;
const PClass * ti = PClass::FindClass((ENamedName)StateParameters[index]);
if (ti)
AInventory * inv = self->FindInventory((ENamedName)StateParameters[index]);
if (inv)
{
AInventory * inv = self->FindInventory(ti);
if (inv)
{
self->DropInventory(inv);
}
self->DropInventory(inv);
}
}

View file

@ -352,3 +352,22 @@ ACTOR Targeter : PowerupGiver 207
}
}
// Communicator -----------------------------------------------------------------
ACTOR Communicator : Inventory 206
{
Game Strife
ConversationID 176, 168, 172
+NOTDMATCH
Tag "Communicator"
Inventory.Icon "I_COMM"
Inventory.PickupSound "misc/p_pkup"
Inventory.PickupMessage "$TXT_COMMUNICATOR"
States
{
Spawn:
COMM A -1
Stop
}
}

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