mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2025-01-18 14:41:40 +00:00
Merge remote-tracking branch 'gzdoom/master' into qzdoom
This commit is contained in:
commit
545ae678e8
27 changed files with 773 additions and 1008 deletions
|
@ -26,6 +26,8 @@ IMPLEMENT_POINTERS_START(DBot)
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IMPLEMENT_POINTER(last_mate)
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IMPLEMENT_POINTERS_END
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DEFINE_FIELD(DBot, dest)
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||||
DBot::DBot ()
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: DThinker(STAT_BOT)
|
||||
{
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||||
|
|
|
@ -222,23 +222,17 @@ DEFINE_FIELD_X(DehInfo, DehInfo, BlueAC)
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|||
// Doom identified pickup items by their sprites. ZDoom prefers to use their
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// class type to identify them instead. To support the traditional Doom
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// behavior, for every thing touched by dehacked that has the MF_PICKUP flag,
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// a new subclass of ADehackedPickup will be created with properties copied
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// a new subclass of DehackedPickup will be created with properties copied
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// from the original actor's defaults. The original actor is then changed to
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// spawn the new class.
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IMPLEMENT_CLASS(ADehackedPickup, false, true)
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IMPLEMENT_POINTERS_START(ADehackedPickup)
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IMPLEMENT_POINTER(RealPickup)
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IMPLEMENT_POINTERS_END
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TArray<PClassActor *> TouchedActors;
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char *UnchangedSpriteNames;
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int NumUnchangedSprites;
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bool changedStates;
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||||
// Sprite<->Class map for ADehackedPickup::DetermineType
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// Sprite<->Class map for DehackedPickup::DetermineType
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static struct DehSpriteMap
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{
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char Sprite[5];
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|
@ -3009,12 +3003,12 @@ void FinishDehPatch ()
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// Create a new class that will serve as the actual pickup
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char typeNameBuilder[32];
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//
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auto dehtype = PClass::FindActor(NAME_DehackedPickup);
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do
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{
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// Retry until we find a free name. This is unlikely to happen but not impossible.
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mysnprintf(typeNameBuilder, countof(typeNameBuilder), "DehackedPickup%d", nameindex++);
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subclass = static_cast<PClassActor *>(RUNTIME_CLASS(ADehackedPickup)->
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CreateDerivedClass(typeNameBuilder, sizeof(ADehackedPickup)));
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subclass = static_cast<PClassActor *>(dehtype->CreateDerivedClass(typeNameBuilder, dehtype->Size));
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}
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while (subclass == nullptr);
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|
@ -3120,93 +3114,10 @@ void FinishDehPatch ()
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WeaponNames.ShrinkToFit();
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}
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void ModifyDropAmount(AInventory *inv, int dropamount);
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bool ADehackedPickup::TryPickup (AActor *&toucher)
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DEFINE_ACTION_FUNCTION(ADehackedPickup, DetermineType)
|
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{
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PClassActor *type = DetermineType ();
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||||
if (type == NULL)
|
||||
{
|
||||
return false;
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}
|
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RealPickup = static_cast<AInventory *>(Spawn (type, Pos(), NO_REPLACE));
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if (RealPickup != NULL)
|
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{
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// The internally spawned item should never count towards statistics.
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RealPickup->ClearCounters();
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if (!(flags & MF_DROPPED))
|
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{
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RealPickup->flags &= ~MF_DROPPED;
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}
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// If this item has been dropped by a monster the
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// amount of ammo this gives must be adjusted.
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if (droppedbymonster)
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{
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ModifyDropAmount(RealPickup, 0);
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}
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if (!RealPickup->CallTryPickup (toucher))
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{
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RealPickup->Destroy ();
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RealPickup = NULL;
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return false;
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}
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GoAwayAndDie ();
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return true;
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}
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return false;
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}
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PARAM_SELF_PROLOGUE(AInventory);
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|
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FString ADehackedPickup::PickupMessage ()
|
||||
{
|
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if (RealPickup != nullptr)
|
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return RealPickup->PickupMessage ();
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||||
else return "";
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||||
}
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|
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bool ADehackedPickup::ShouldStay ()
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||||
{
|
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if (RealPickup != nullptr)
|
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return RealPickup->CallShouldStay ();
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else return true;
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||||
}
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||||
|
||||
bool ADehackedPickup::ShouldRespawn ()
|
||||
{
|
||||
if (RealPickup != nullptr)
|
||||
return RealPickup->ShouldRespawn ();
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||||
else return false;
|
||||
}
|
||||
|
||||
void ADehackedPickup::PlayPickupSound (AActor *toucher)
|
||||
{
|
||||
if (RealPickup != nullptr)
|
||||
RealPickup->CallPlayPickupSound (toucher);
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||||
}
|
||||
|
||||
void ADehackedPickup::DoPickupSpecial (AActor *toucher)
|
||||
{
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Super::DoPickupSpecial (toucher);
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// If the real pickup hasn't joined the toucher's inventory, make sure it
|
||||
// doesn't stick around.
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||||
if (RealPickup != nullptr && RealPickup->Owner != toucher)
|
||||
{
|
||||
RealPickup->Destroy ();
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||||
}
|
||||
RealPickup = nullptr;
|
||||
}
|
||||
|
||||
void ADehackedPickup::OnDestroy ()
|
||||
{
|
||||
if (RealPickup != nullptr)
|
||||
{
|
||||
RealPickup->Destroy ();
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||||
RealPickup = nullptr;
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||||
}
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||||
Super::OnDestroy();
|
||||
}
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||||
|
||||
PClassActor *ADehackedPickup::DetermineType ()
|
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{
|
||||
// Look at the actor's current sprite to determine what kind of
|
||||
// item to pretend to me.
|
||||
int min = 0;
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||||
|
@ -3215,10 +3126,10 @@ PClassActor *ADehackedPickup::DetermineType ()
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|||
while (min <= max)
|
||||
{
|
||||
int mid = (min + max) / 2;
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||||
int lex = memcmp (DehSpriteMappings[mid].Sprite, sprites[sprite].name, 4);
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int lex = memcmp (DehSpriteMappings[mid].Sprite, sprites[self->sprite].name, 4);
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||||
if (lex == 0)
|
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{
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return PClass::FindActor(DehSpriteMappings[mid].ClassName);
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ACTION_RETURN_OBJECT(PClass::FindActor(DehSpriteMappings[mid].ClassName));
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}
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||||
else if (lex < 0)
|
||||
{
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|
@ -3229,11 +3140,6 @@ PClassActor *ADehackedPickup::DetermineType ()
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|||
max = mid - 1;
|
||||
}
|
||||
}
|
||||
return NULL;
|
||||
ACTION_RETURN_OBJECT(nullptr);
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||||
}
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||||
|
||||
void ADehackedPickup::Serialize(FSerializer &arc)
|
||||
{
|
||||
Super::Serialize(arc);
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arc("droppedbymonster", droppedbymonster);
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||||
}
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||||
|
|
|
@ -34,29 +34,6 @@
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|||
#ifndef __D_DEHACK_H__
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#define __D_DEHACK_H__
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||||
|
||||
#include "a_pickups.h"
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|
||||
class ADehackedPickup : public AInventory
|
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{
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DECLARE_CLASS (ADehackedPickup, AInventory)
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HAS_OBJECT_POINTERS
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public:
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void OnDestroy() override;
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FString PickupMessage ();
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bool ShouldRespawn ();
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bool ShouldStay ();
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bool TryPickup (AActor *&toucher);
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void PlayPickupSound (AActor *toucher);
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void DoPickupSpecial (AActor *toucher);
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|
||||
void Serialize(FSerializer &arc);
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||||
private:
|
||||
PClassActor *DetermineType ();
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AInventory *RealPickup;
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||||
public:
|
||||
bool droppedbymonster;
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||||
};
|
||||
|
||||
int D_LoadDehLumps();
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||||
bool D_LoadDehLump(int lumpnum);
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bool D_LoadDehFile(const char *filename);
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|
|
|
@ -478,6 +478,7 @@ public:
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|||
void Destroy();
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||||
// Add other types as needed.
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||||
bool &BoolVar(FName field);
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||||
int &IntVar(FName field);
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||||
PalEntry &ColorVar(FName field);
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||||
FName &NameVar(FName field);
|
||||
|
|
|
@ -1073,6 +1073,11 @@ enum ETypeVal : BYTE
|
|||
VAL_Class,
|
||||
};
|
||||
|
||||
inline bool &DObject::BoolVar(FName field)
|
||||
{
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||||
return *(bool*)ScriptVar(field, TypeBool);
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}
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||||
inline int &DObject::IntVar(FName field)
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{
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return *(int*)ScriptVar(field, TypeSInt32);
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|
|
|
@ -39,7 +39,7 @@ void PClassInventory::DeriveData(PClass *newclass)
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Super::DeriveData(newclass);
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PClassInventory *newc = static_cast<PClassInventory *>(newclass);
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||||
newc->PickupMessage = PickupMessage;
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newc->PickupMsg = PickupMsg;
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newc->GiveQuest = GiveQuest;
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newc->AltHUDIcon = AltHUDIcon;
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newc->ForbiddenToPlayerClass = ForbiddenToPlayerClass;
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|
@ -79,19 +79,16 @@ void PClassInventory::Finalize(FStateDefinitions &statedef)
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((AActor*)Defaults)->flags |= MF_SPECIAL;
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}
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||||
int AInventory::StaticLastMessageTic;
|
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FString AInventory::StaticLastMessage;
|
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|
||||
IMPLEMENT_CLASS(AInventory, false, true)
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|
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IMPLEMENT_POINTERS_START(AInventory)
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IMPLEMENT_POINTER(Owner)
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IMPLEMENT_POINTER(Owner)
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IMPLEMENT_POINTERS_END
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DEFINE_FIELD_BIT(AInventory, ItemFlags, bPickupGood, IF_PICKUPGOOD)
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DEFINE_FIELD_BIT(AInventory, ItemFlags, bCreateCopyMoved, IF_CREATECOPYMOVED)
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DEFINE_FIELD_BIT(AInventory, ItemFlags, bInitEffectFailed, IF_INITEFFECTFAILED)
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DEFINE_FIELD(AInventory, Owner)
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DEFINE_FIELD(AInventory, Owner)
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DEFINE_FIELD(AInventory, Amount)
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DEFINE_FIELD(AInventory, MaxAmount)
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DEFINE_FIELD(AInventory, InterHubAmount)
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|
@ -101,6 +98,8 @@ DEFINE_FIELD(AInventory, DropTime)
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DEFINE_FIELD(AInventory, SpawnPointClass)
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DEFINE_FIELD(AInventory, PickupFlash)
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DEFINE_FIELD(AInventory, PickupSound)
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DEFINE_FIELD(PClassInventory, PickupMsg)
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DEFINE_FIELD(PClassInventory, GiveQuest)
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|
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//===========================================================================
|
||||
//
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||||
|
@ -179,70 +178,6 @@ void AInventory::MarkPrecacheSounds() const
|
|||
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);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// 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
|
||||
|
@ -270,189 +205,6 @@ bool AInventory::Grind(bool items)
|
|||
return Super::Grind(items);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// AInventory :: DoEffect
|
||||
//
|
||||
// Handles any effect an item might apply to its owner
|
||||
// Normally only used by subclasses of Powerup
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void AInventory::DoEffect()
|
||||
{
|
||||
IFVIRTUAL(AInventory, DoEffect)
|
||||
{
|
||||
VMValue params[1] = { (DObject*)this };
|
||||
VMFrameStack stack;
|
||||
GlobalVMStack.Call(func, params, 1, nullptr, 0, nullptr);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// 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()))
|
||||
{
|
||||
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));
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// 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 ())
|
||||
{
|
||||
Hide ();
|
||||
if (ShouldRespawn ())
|
||||
{
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AInventory, GoAway)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(AInventory);
|
||||
ACTION_RETURN_BOOL(self->GoAway());
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// 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;
|
||||
}
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// 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()));
|
||||
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::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()
|
||||
{
|
||||
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();
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// AInventory :: BecomeItem
|
||||
|
@ -518,30 +270,6 @@ DEFINE_ACTION_FUNCTION(AInventory, BecomePickup)
|
|||
return 0;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// 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)
|
||||
{
|
||||
VMValue params[5] = { (DObject*)this, damage, int(damageType), &newdamage, passive };
|
||||
GlobalVMStack.Call(func, params, 5, nullptr, 0, nullptr);
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// AInventory :: GetSpeedFactor
|
||||
|
@ -556,10 +284,9 @@ double AInventory::GetSpeedFactor()
|
|||
{
|
||||
IFVIRTUALPTR(self, AInventory, GetSpeedFactor)
|
||||
{
|
||||
VMValue params[2] = { (DObject*)self };
|
||||
VMReturn ret;
|
||||
VMValue params[1] = { (DObject*)self };
|
||||
double retval;
|
||||
ret.FloatAt(&retval);
|
||||
VMReturn ret(&retval);
|
||||
GlobalVMStack.Call(func, params, 1, &ret, 1, nullptr);
|
||||
factor *= retval;
|
||||
}
|
||||
|
@ -581,10 +308,9 @@ bool AInventory::GetNoTeleportFreeze ()
|
|||
{
|
||||
IFVIRTUALPTR(self, AInventory, GetNoTeleportFreeze)
|
||||
{
|
||||
VMValue params[2] = { (DObject*)self };
|
||||
VMReturn ret;
|
||||
VMValue params[1] = { (DObject*)self };
|
||||
int retval;
|
||||
ret.IntAt(&retval);
|
||||
VMReturn ret(&retval);
|
||||
GlobalVMStack.Call(func, params, 1, &ret, 1, nullptr);
|
||||
if (retval) return true;
|
||||
}
|
||||
|
@ -604,308 +330,39 @@ bool AInventory::CallUse(bool pickup)
|
|||
IFVIRTUAL(AInventory, Use)
|
||||
{
|
||||
VMValue params[2] = { (DObject*)this, pickup };
|
||||
VMReturn ret;
|
||||
int retval;
|
||||
ret.IntAt(&retval);
|
||||
VMReturn ret(&retval);
|
||||
GlobalVMStack.Call(func, params, 2, &ret, 1, nullptr);
|
||||
return !!retval;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// 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())
|
||||
{
|
||||
Spawn(PickupFlash, Pos(), ALLOW_REPLACE);
|
||||
}
|
||||
|
||||
if (!(ItemFlags & IF_QUIET))
|
||||
{
|
||||
FString message = GetPickupMessage ();
|
||||
|
||||
if (message.IsNotEmpty() && localview
|
||||
&& (StaticLastMessageTic != gametic || StaticLastMessage.Compare(message)))
|
||||
{
|
||||
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)
|
||||
{
|
||||
CallPlayPickupSound (player->mo);
|
||||
if (!(ItemFlags & IF_NOSCREENFLASH))
|
||||
{
|
||||
player->bonuscount = BONUSADD;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
CallPlayPickupSound (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 ()
|
||||
{
|
||||
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();
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// 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);
|
||||
}
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// 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()
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
static int StaticLastMessageTic;
|
||||
static FString StaticLastMessage;
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AInventory, PrintPickupMessage)
|
||||
{
|
||||
IFVIRTUAL(AInventory, ShouldStay)
|
||||
PARAM_PROLOGUE;
|
||||
PARAM_BOOL(localview);
|
||||
PARAM_STRING(str);
|
||||
if (str.IsNotEmpty() && localview && (StaticLastMessageTic != gametic || StaticLastMessage.Compare(str)))
|
||||
{
|
||||
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();
|
||||
}
|
||||
StaticLastMessageTic = gametic;
|
||||
StaticLastMessage = str;
|
||||
const char *pstr = str.GetChars();
|
||||
|
||||
if (pstr[0] == '$') pstr = GStrings(pstr + 1);
|
||||
if (pstr[0] != 0) Printf(PRINT_LOW, "%s\n", pstr);
|
||||
StatusBar->FlashCrosshair();
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
|
@ -953,29 +410,17 @@ void AInventory::DepleteOrDestroy ()
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
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);
|
||||
VMReturn ret(&retval);
|
||||
GlobalVMStack.Call(func, params, 1, &ret, 1, nullptr);
|
||||
return retval;
|
||||
}
|
||||
else return GetBlend();
|
||||
else return 0;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
|
@ -1068,129 +513,51 @@ DEFINE_ACTION_FUNCTION(AInventory, DoRespawn)
|
|||
ACTION_RETURN_BOOL(self->DoRespawn());
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// AInventory :: GiveQuest
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void AInventory::GiveQuest (AActor *toucher)
|
||||
{
|
||||
int quest = GetClass()->GiveQuest;
|
||||
if (quest > 0 && quest <= (int)countof(QuestItemClasses))
|
||||
{
|
||||
toucher->GiveInventoryType (QuestItemClasses[quest-1]);
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// AInventory :: CallTryPickup
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
bool AInventory::CallTryPickup (AActor *toucher, AActor **toucher_return)
|
||||
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 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
|
||||
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())
|
||||
{
|
||||
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;
|
||||
static VMFunction *func = nullptr;
|
||||
if (func == nullptr) func = PClass::FindFunction(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);
|
||||
GlobalVMStack.Call(func, params, 2, ret, 2);
|
||||
if (toucher_return) *toucher_return = tret;
|
||||
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;
|
||||
}
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// AInventory :: CanPickup
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
bool AInventory::CanPickup (AActor *toucher)
|
||||
DEFINE_ACTION_FUNCTION(AInventory, CanPickup)
|
||||
{
|
||||
if (!toucher)
|
||||
return false;
|
||||
PARAM_SELF_PROLOGUE(AInventory);
|
||||
PARAM_OBJECT(toucher, AActor);
|
||||
|
||||
PClassInventory *ai = GetClass();
|
||||
if (!toucher)
|
||||
ACTION_RETURN_BOOL(false);
|
||||
|
||||
PClassInventory *ai = self->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;
|
||||
ACTION_RETURN_BOOL(true);
|
||||
}
|
||||
return false;
|
||||
ACTION_RETURN_BOOL(false);
|
||||
}
|
||||
// Or is it forbidden to certain other classes?
|
||||
else
|
||||
|
@ -1198,10 +565,10 @@ bool AInventory::CanPickup (AActor *toucher)
|
|||
for (unsigned i = 0; i < ai->ForbiddenToPlayerClass.Size(); ++i)
|
||||
{
|
||||
if (toucher->IsKindOf(ai->ForbiddenToPlayerClass[i]))
|
||||
return false;
|
||||
ACTION_RETURN_BOOL(false);
|
||||
}
|
||||
}
|
||||
return true;
|
||||
ACTION_RETURN_BOOL(true);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
|
@ -1247,22 +614,6 @@ CCMD (targetinv)
|
|||
"the NOBLOCKMAP flag or have height/radius of 0.\n");
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// AInventory :: AttachToOwner
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void AInventory::CallAttachToOwner(AActor *other)
|
||||
{
|
||||
IFVIRTUAL(AInventory, AttachToOwner)
|
||||
{
|
||||
VMValue params[2] = { (DObject*)this, (DObject*)other };
|
||||
GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//===========================================================================
|
||||
|
||||
|
|
|
@ -59,7 +59,7 @@ public:
|
|||
virtual size_t PointerSubstitution(DObject *oldclass, DObject *newclass);
|
||||
void Finalize(FStateDefinitions &statedef);
|
||||
|
||||
FString PickupMessage;
|
||||
FString PickupMsg;
|
||||
int GiveQuest; // Optionally give one of the quest items.
|
||||
FTextureID AltHUDIcon;
|
||||
TArray<PClassPlayerPawn *> RestrictedToPlayerClass;
|
||||
|
@ -72,72 +72,29 @@ class AInventory : public AActor
|
|||
HAS_OBJECT_POINTERS
|
||||
public:
|
||||
|
||||
virtual void Touch (AActor *toucher) override;
|
||||
virtual void Serialize(FSerializer &arc) override;
|
||||
virtual void MarkPrecacheSounds() const override;
|
||||
virtual void BeginPlay () override;
|
||||
virtual void OnDestroy() override;
|
||||
virtual void Tick() override;
|
||||
virtual bool Grind(bool items) override;
|
||||
|
||||
// virtual methods that only get overridden by special internal classes, like DehackedPickup.
|
||||
// There is no need to expose these to scripts.
|
||||
void DepleteOrDestroy ();
|
||||
virtual bool ShouldRespawn ();
|
||||
virtual void DoPickupSpecial (AActor *toucher);
|
||||
bool CallTryPickup(AActor *toucher, AActor **toucher_return = NULL); // Wrapper for script function.
|
||||
|
||||
// methods that can be overridden by scripts, plus their callers.
|
||||
virtual bool SpecialDropAction (AActor *dropper);
|
||||
bool CallSpecialDropAction(AActor *dropper);
|
||||
void DepleteOrDestroy (); // virtual on the script side.
|
||||
bool CallUse(bool pickup); // virtual on the script side.
|
||||
PalEntry CallGetBlend(); // virtual on the script side.
|
||||
double GetSpeedFactor(); // virtual on the script side.
|
||||
bool GetNoTeleportFreeze(); // virtual on the script side.
|
||||
|
||||
bool CallTryPickup(AActor *toucher, AActor **toucher_return = NULL); // This wraps both virtual methods plus a few more checks.
|
||||
|
||||
virtual AInventory *CreateCopy(AActor *other);
|
||||
|
||||
AInventory *CreateTossable();
|
||||
|
||||
virtual FString PickupMessage();
|
||||
FString GetPickupMessage();
|
||||
|
||||
virtual bool HandlePickup(AInventory *item);
|
||||
|
||||
bool CallUse(bool pickup);
|
||||
|
||||
virtual PalEntry GetBlend();
|
||||
PalEntry CallGetBlend();
|
||||
|
||||
virtual bool ShouldStay();
|
||||
bool CallShouldStay();
|
||||
|
||||
void DoEffect();
|
||||
|
||||
virtual void PlayPickupSound(AActor *toucher);
|
||||
void CallPlayPickupSound(AActor *toucher);
|
||||
|
||||
void CallAttachToOwner(AActor *other);
|
||||
|
||||
// still need to be done.
|
||||
void ModifyDamage(int damage, FName damageType, int &newdamage, bool passive);
|
||||
|
||||
// virtual on the script side only.
|
||||
double GetSpeedFactor();
|
||||
bool GetNoTeleportFreeze();
|
||||
|
||||
|
||||
bool GoAway();
|
||||
void GoAwayAndDie();
|
||||
|
||||
void Hide();
|
||||
void BecomeItem ();
|
||||
void BecomePickup ();
|
||||
|
||||
bool DoRespawn();
|
||||
|
||||
AInventory *PrevItem(); // Returns the item preceding this one in the list.
|
||||
AInventory *PrevInv(); // Returns the previous item with IF_INVBAR set.
|
||||
AInventory *NextInv(); // Returns the next item with IF_INVBAR set.
|
||||
|
||||
bool CallStateChain(AActor *actor, FState *state);
|
||||
|
||||
TObjPtr<AActor> Owner; // Who owns this item? NULL if it's still a pickup.
|
||||
int Amount; // Amount of item this instance has
|
||||
int MaxAmount; // Max amount of item this instance can have
|
||||
|
@ -151,23 +108,13 @@ public:
|
|||
PClassActor *PickupFlash; // actor to spawn as pickup flash
|
||||
|
||||
FSoundIDNoInit PickupSound;
|
||||
|
||||
|
||||
protected:
|
||||
bool CanPickup(AActor * toucher);
|
||||
void GiveQuest(AActor * toucher);
|
||||
|
||||
private:
|
||||
static int StaticLastMessageTic;
|
||||
static FString StaticLastMessage;
|
||||
};
|
||||
|
||||
class AStateProvider : public AInventory
|
||||
{
|
||||
DECLARE_CLASS (AStateProvider, AInventory)
|
||||
public:
|
||||
bool CallStateChain(AActor *actor, FState *state);
|
||||
};
|
||||
|
||||
extern PClassActor *QuestItemClasses[31];
|
||||
|
||||
|
||||
#endif //__A_PICKUPS_H__
|
||||
|
|
|
@ -56,8 +56,6 @@
|
|||
#include "virtual.h"
|
||||
|
||||
|
||||
#define BONUSADD 6
|
||||
|
||||
extern FFlagDef WeaponFlagDefs[];
|
||||
|
||||
IMPLEMENT_CLASS(AWeapon, false, true)
|
||||
|
|
|
@ -1097,8 +1097,8 @@ void G_WorldDone (void)
|
|||
// Strife needs a special case here to choose between good and sad ending. Bad is handled elsewhere.
|
||||
if (endsequence == NAME_Inter_Strife)
|
||||
{
|
||||
if (players[0].mo->FindInventory (QuestItemClasses[24]) ||
|
||||
players[0].mo->FindInventory (QuestItemClasses[27]))
|
||||
if (players[0].mo->FindInventory (NAME_QuestItem25) ||
|
||||
players[0].mo->FindInventory (NAME_QuestItem28))
|
||||
{
|
||||
endsequence = NAME_Inter_Strife_Good;
|
||||
}
|
||||
|
|
|
@ -77,7 +77,7 @@ void gl_ParseVavoomSkybox();
|
|||
inline PClassActor * GetRealType(PClassActor * ti)
|
||||
{
|
||||
PClassActor *rep = ti->GetReplacement(false);
|
||||
if (rep != ti && rep != NULL && rep->IsDescendantOf(RUNTIME_CLASS(ADehackedPickup)))
|
||||
if (rep != ti && rep != NULL && rep->IsDescendantOf(PClass::FindActor(NAME_DehackedPickup)))
|
||||
{
|
||||
return rep;
|
||||
}
|
||||
|
|
|
@ -771,7 +771,7 @@ void FGLRenderer::SetFixedColormap (player_t *player)
|
|||
auto litetype = PClass::FindActor(NAME_PowerLightAmp);
|
||||
for(AInventory * in = cplayer->mo->Inventory; in; in = in->Inventory)
|
||||
{
|
||||
PalEntry color = in->GetBlend ();
|
||||
PalEntry color = in->CallGetBlend ();
|
||||
|
||||
// Need special handling for light amplifiers
|
||||
if (in->IsKindOf(torchtype))
|
||||
|
|
|
@ -186,6 +186,7 @@ xx(HealthPickup)
|
|||
xx(autousemode)
|
||||
xx(Ammo)
|
||||
xx(WeaponGiver)
|
||||
xx(DehackedPickup)
|
||||
xx(PowerTargeter)
|
||||
xx(PowerInvulnerable)
|
||||
xx(PowerStrength)
|
||||
|
@ -197,6 +198,11 @@ xx(PowerFlight)
|
|||
xx(PowerSpeed)
|
||||
xx(PowerTorch)
|
||||
xx(CustomInventory)
|
||||
xx(Inventory)
|
||||
xx(CallTryPickup)
|
||||
xx(QuestItem25)
|
||||
xx(QuestItem28)
|
||||
xx(QuestItem29)
|
||||
|
||||
xx(AcolyteBlue)
|
||||
xx(SpectralLightningV1)
|
||||
|
|
|
@ -108,7 +108,7 @@ static FRandom pr_bfgselfdamage("BFGSelfDamage");
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
bool AInventory::CallStateChain (AActor *actor, FState *state)
|
||||
bool AStateProvider::CallStateChain (AActor *actor, FState *state)
|
||||
{
|
||||
INTBOOL result = false;
|
||||
int counter = 0;
|
||||
|
@ -223,9 +223,9 @@ bool AInventory::CallStateChain (AActor *actor, FState *state)
|
|||
return !!result;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AInventory, CallStateChain)
|
||||
DEFINE_ACTION_FUNCTION(ACustomInventory, CallStateChain)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(AInventory);
|
||||
PARAM_SELF_PROLOGUE(AStateProvider);
|
||||
PARAM_OBJECT(affectee, AActor);
|
||||
PARAM_STATE(state);
|
||||
ACTION_RETURN_BOOL(self->CallStateChain(affectee, state));
|
||||
|
|
|
@ -52,6 +52,7 @@
|
|||
#include "p_checkposition.h"
|
||||
#include "math/cmath.h"
|
||||
#include "g_levellocals.h"
|
||||
#include "virtual.h"
|
||||
|
||||
#include "gi.h"
|
||||
|
||||
|
@ -3260,13 +3261,22 @@ void ModifyDropAmount(AInventory *inv, int dropamount)
|
|||
static_cast<AWeapon *>(inv)->AmmoGive2 = int(static_cast<AWeapon *>(inv)->AmmoGive2 * dropammofactor);
|
||||
inv->ItemFlags |= flagmask;
|
||||
}
|
||||
else if (inv->IsKindOf (RUNTIME_CLASS(ADehackedPickup)))
|
||||
else if (inv->IsKindOf (PClass::FindClass(NAME_DehackedPickup)))
|
||||
{
|
||||
// For weapons and ammo modified by Dehacked we need to flag the item.
|
||||
static_cast<ADehackedPickup *>(inv)->droppedbymonster = true;
|
||||
inv->BoolVar("droppedbymonster") = true;
|
||||
}
|
||||
}
|
||||
|
||||
// todo: make this a scripted virtual function so it can better deal with some of the classes involved.
|
||||
DEFINE_ACTION_FUNCTION(AInventory, ModifyDropAmount)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(AInventory);
|
||||
PARAM_INT(dropamount);
|
||||
ModifyDropAmount(self, dropamount);
|
||||
return 0;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// PROC P_DropItem
|
||||
|
@ -3312,11 +3322,19 @@ AInventory *P_DropItem (AActor *source, PClassActor *type, int dropamount, int c
|
|||
AInventory *inv = static_cast<AInventory *>(mo);
|
||||
ModifyDropAmount(inv, dropamount);
|
||||
inv->ItemFlags |= IF_TOSSED;
|
||||
if (inv->CallSpecialDropAction (source))
|
||||
|
||||
IFVIRTUALPTR(inv, AInventory, SpecialDropAction)
|
||||
{
|
||||
// The special action indicates that the item should not spawn
|
||||
inv->Destroy();
|
||||
return NULL;
|
||||
VMValue params[2] = { inv, source };
|
||||
int retval;
|
||||
VMReturn ret(&retval);
|
||||
GlobalVMStack.Call(func, params, 2, &ret, 1, nullptr);
|
||||
if (retval)
|
||||
{
|
||||
// The special action indicates that the item should not spawn
|
||||
inv->Destroy();
|
||||
return NULL;
|
||||
}
|
||||
}
|
||||
return inv;
|
||||
}
|
||||
|
|
|
@ -3230,7 +3230,7 @@ FUNC(LS_GlassBreak)
|
|||
}
|
||||
if (it != NULL)
|
||||
{
|
||||
it->GiveInventoryType (QuestItemClasses[28]);
|
||||
it->GiveInventoryType (PClass::FindActor("QuestItem29"));
|
||||
it->GiveInventoryType (PClass::FindActor("UpgradeAccuracy"));
|
||||
it->GiveInventoryType (PClass::FindActor("UpgradeStamina"));
|
||||
}
|
||||
|
|
|
@ -48,8 +48,6 @@ struct FLinePortal;
|
|||
|
||||
#define STEEPSLOPE (46342/65536.) // [RH] Minimum floorplane.c value for walking
|
||||
|
||||
#define BONUSADD 6
|
||||
|
||||
// Inspired by Maes
|
||||
extern int bmapnegx;
|
||||
extern int bmapnegy;
|
||||
|
|
|
@ -1038,12 +1038,14 @@ DEFINE_ACTION_FUNCTION(AActor, UseInventory)
|
|||
|
||||
AInventory *AActor::DropInventory (AInventory *item)
|
||||
{
|
||||
AInventory *drop = item->CreateTossable ();
|
||||
|
||||
if (drop == NULL)
|
||||
AInventory *drop = nullptr;
|
||||
IFVIRTUALPTR(item, AInventory, CreateTossable)
|
||||
{
|
||||
return NULL;
|
||||
VMValue params[1] = { (DObject*)this };
|
||||
VMReturn ret((void**)&drop);
|
||||
GlobalVMStack.Call(func, params, 1, &ret, 1, nullptr);
|
||||
}
|
||||
if (drop == nullptr) return NULL;
|
||||
drop->SetOrigin(PosPlusZ(10.), false);
|
||||
drop->Angles.Yaw = Angles.Yaw;
|
||||
drop->VelFromAngle(5.);
|
||||
|
@ -3945,7 +3947,11 @@ void AActor::Tick ()
|
|||
// by the order in the inventory, not the order in the thinker table
|
||||
while (item != NULL && item->Owner == this)
|
||||
{
|
||||
item->DoEffect();
|
||||
IFVIRTUALPTR(item, AInventory, DoEffect)
|
||||
{
|
||||
VMValue params[1] = { item };
|
||||
GlobalVMStack.Call(func, params, 1, nullptr, 0, nullptr);
|
||||
}
|
||||
item = item->Inventory;
|
||||
}
|
||||
|
||||
|
@ -7592,10 +7598,13 @@ int AActor::GetModifiedDamage(FName damagetype, int damage, bool passive)
|
|||
auto inv = Inventory;
|
||||
while (inv != nullptr)
|
||||
{
|
||||
inv->ModifyDamage(damage, damagetype, damage, passive);
|
||||
IFVIRTUALPTR(inv, AInventory, ModifyDamage)
|
||||
{
|
||||
VMValue params[5] = { (DObject*)inv, damage, int(damagetype), &damage, passive };
|
||||
GlobalVMStack.Call(func, params, 5, nullptr, 0, nullptr);
|
||||
}
|
||||
inv = inv->Inventory;
|
||||
}
|
||||
|
||||
return damage;
|
||||
}
|
||||
|
||||
|
|
|
@ -420,6 +420,10 @@ PPrototype *FxExpression::ReturnProto()
|
|||
static int EncodeRegType(ExpEmit reg)
|
||||
{
|
||||
int regtype = reg.RegType;
|
||||
if (reg.Fixed && reg.Target)
|
||||
{
|
||||
regtype |= REGT_ADDROF;
|
||||
}
|
||||
if (reg.Konst)
|
||||
{
|
||||
regtype |= REGT_KONST;
|
||||
|
@ -10008,10 +10012,9 @@ FxExpression *FxReturnStatement::Resolve(FCompileContext &ctx)
|
|||
{
|
||||
for (unsigned i = 0; i < Args.Size(); i++)
|
||||
{
|
||||
auto &Value = Args[0];
|
||||
Value = new FxTypeCast(Value, ctx.ReturnProto->ReturnTypes[i], false, false);
|
||||
Value = Value->Resolve(ctx);
|
||||
if (Value == nullptr) fail = true;
|
||||
Args[i] = new FxTypeCast(Args[i], ctx.ReturnProto->ReturnTypes[i], false, false);
|
||||
Args[i] = Args[i]->Resolve(ctx);
|
||||
if (Args[i] == nullptr) fail = true;
|
||||
}
|
||||
if (fail)
|
||||
{
|
||||
|
|
|
@ -65,40 +65,6 @@ struct FExtraInfo
|
|||
double DeathHeight, BurnHeight;
|
||||
};
|
||||
|
||||
class AFakeInventory : public AInventory
|
||||
{
|
||||
DECLARE_CLASS (AFakeInventory, AInventory);
|
||||
public:
|
||||
bool Respawnable;
|
||||
|
||||
bool ShouldRespawn ()
|
||||
{
|
||||
return Respawnable && Super::ShouldRespawn();
|
||||
}
|
||||
|
||||
bool TryPickup (AActor *&toucher)
|
||||
{
|
||||
INTBOOL success = P_ExecuteSpecial(special, NULL, toucher, false,
|
||||
args[0], args[1], args[2], args[3], args[4]);
|
||||
|
||||
if (success)
|
||||
{
|
||||
GoAwayAndDie ();
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void DoPickupSpecial (AActor *toucher)
|
||||
{
|
||||
// The special was already executed by TryPickup, so do nothing here
|
||||
}
|
||||
};
|
||||
|
||||
IMPLEMENT_CLASS(AFakeInventory, false, false)
|
||||
|
||||
DEFINE_FIELD(AFakeInventory, Respawnable)
|
||||
|
||||
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
|
||||
|
||||
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
|
||||
|
@ -125,16 +91,6 @@ static const char *RenderStyles[] =
|
|||
|
||||
// CODE --------------------------------------------------------------------
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY(respawns, 0, FakeInventory)
|
||||
{
|
||||
defaults->Respawnable = true;
|
||||
}
|
||||
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// ParseOldDecoration
|
||||
|
@ -154,7 +110,7 @@ void ParseOldDecoration(FScanner &sc, EDefinitionType def)
|
|||
PClassActor *parent;
|
||||
FName typeName;
|
||||
|
||||
parent = (def == DEF_Pickup) ? RUNTIME_CLASS(AFakeInventory) : RUNTIME_CLASS(AActor);
|
||||
parent = (def == DEF_Pickup) ? PClass::FindActor("FakeInventory") : RUNTIME_CLASS(AActor);
|
||||
|
||||
sc.MustGetString();
|
||||
typeName = FName(sc.String);
|
||||
|
@ -360,7 +316,7 @@ void ParseOldDecoration(FScanner &sc, EDefinitionType def)
|
|||
static void ParseInsideDecoration (Baggage &bag, AActor *defaults,
|
||||
FExtraInfo &extra, EDefinitionType def, FScanner &sc, TArray<FState> &StateArray, TArray<FScriptPosition> &SourceLines)
|
||||
{
|
||||
AFakeInventory *const inv = static_cast<AFakeInventory *>(defaults);
|
||||
AInventory *const inv = static_cast<AInventory *>(defaults);
|
||||
char sprite[5] = "TNT1";
|
||||
|
||||
sc.MustGetString ();
|
||||
|
@ -584,11 +540,11 @@ static void ParseInsideDecoration (Baggage &bag, AActor *defaults,
|
|||
else if (def == DEF_Pickup && sc.Compare ("PickupMessage"))
|
||||
{
|
||||
sc.MustGetString ();
|
||||
static_cast<PClassInventory *>(bag.Info)->PickupMessage = sc.String;
|
||||
static_cast<PClassInventory *>(bag.Info)->PickupMsg = sc.String;
|
||||
}
|
||||
else if (def == DEF_Pickup && sc.Compare ("Respawns"))
|
||||
{
|
||||
inv->Respawnable = true;
|
||||
inv->BoolVar("Respawnable") = true;
|
||||
}
|
||||
else if (def == DEF_BreakableDecoration && sc.Compare ("SolidOnDeath"))
|
||||
{
|
||||
|
|
|
@ -842,7 +842,12 @@ static void DispatchScriptProperty(FScanner &sc, PProperty *prop, AActor *defaul
|
|||
addr = ((char*)defaults) + f->Offset;
|
||||
}
|
||||
|
||||
if (f->Type->IsKindOf(RUNTIME_CLASS(PInt)))
|
||||
if (f->Type == TypeBool)
|
||||
{
|
||||
bool val = sc.CheckNumber() ? !!sc.Number : true;
|
||||
static_cast<PBool*>(f->Type)->SetValue(addr, !!val);
|
||||
}
|
||||
else if (f->Type->IsKindOf(RUNTIME_CLASS(PInt)))
|
||||
{
|
||||
sc.MustGetNumber();
|
||||
static_cast<PInt*>(f->Type)->SetValue(addr, sc.Number);
|
||||
|
|
|
@ -69,8 +69,6 @@
|
|||
void InitThingdef();
|
||||
|
||||
// STATIC FUNCTION PROTOTYPES --------------------------------------------
|
||||
PClassActor *QuestItemClasses[31];
|
||||
|
||||
|
||||
static TMap<FState *, FScriptPosition> StateSourceLines;
|
||||
static FScriptPosition unknownstatesource("unknown file", 0);
|
||||
|
@ -448,12 +446,5 @@ void LoadActors()
|
|||
|
||||
// Now we may call the scripted OnDestroy method.
|
||||
PClass::bVMOperational = true;
|
||||
// Since these are defined in DECORATE now the table has to be initialized here.
|
||||
for (int i = 0; i < 31; i++)
|
||||
{
|
||||
char fmt[20];
|
||||
mysnprintf(fmt, countof(fmt), "QuestItem%d", i + 1);
|
||||
QuestItemClasses[i] = PClass::FindActor(fmt);
|
||||
}
|
||||
StateSourceLines.Clear();
|
||||
}
|
||||
|
|
|
@ -1802,7 +1802,7 @@ DEFINE_CLASS_PROPERTY(pickupmessage, T, Inventory)
|
|||
{
|
||||
PROP_STRING_PARM(str, 0);
|
||||
assert(info->IsKindOf(RUNTIME_CLASS(PClassInventory)));
|
||||
static_cast<PClassInventory *>(info)->PickupMessage = str;
|
||||
static_cast<PClassInventory *>(info)->PickupMsg = str;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
|
|
@ -1926,6 +1926,7 @@ void ZCCCompiler::DispatchProperty(FPropertyInfo *prop, ZCC_PropertyStmt *proper
|
|||
|
||||
void ZCCCompiler::DispatchScriptProperty(PProperty *prop, ZCC_PropertyStmt *property, AActor *defaults, Baggage &bag)
|
||||
{
|
||||
ZCC_ExprConstant one;
|
||||
unsigned parmcount = 1;
|
||||
ZCC_TreeNode *x = property->Values;
|
||||
while (x->SiblingNext != property->Values)
|
||||
|
@ -1933,7 +1934,16 @@ void ZCCCompiler::DispatchScriptProperty(PProperty *prop, ZCC_PropertyStmt *prop
|
|||
x = x->SiblingNext;
|
||||
parmcount++;
|
||||
}
|
||||
if (parmcount != prop->Variables.Size())
|
||||
if (parmcount == 0 && prop->Variables.Size() == 1 && prop->Variables[0]->Type == TypeBool)
|
||||
{
|
||||
// allow boolean properties to have the parameter omitted
|
||||
one.Operation = PEX_ConstValue;
|
||||
one.NodeType = AST_ExprConstant;
|
||||
one.Type = TypeBool;
|
||||
one.IntVal = 1;
|
||||
property->Values = &one;
|
||||
}
|
||||
else if (parmcount != prop->Variables.Size())
|
||||
{
|
||||
Error(x, "Argument count mismatch: Got %u, expected %u", parmcount, prop->Variables.Size());
|
||||
return;
|
||||
|
@ -1954,6 +1964,10 @@ void ZCCCompiler::DispatchScriptProperty(PProperty *prop, ZCC_PropertyStmt *prop
|
|||
addr = ((char*)defaults) + f->Offset;
|
||||
}
|
||||
|
||||
if (f->Type == TypeBool)
|
||||
{
|
||||
static_cast<PBool*>(f->Type)->SetValue(addr, !!GetInt(exp));
|
||||
}
|
||||
if (f->Type->IsKindOf(RUNTIME_CLASS(PInt)))
|
||||
{
|
||||
static_cast<PInt*>(f->Type)->SetValue(addr, GetInt(exp));
|
||||
|
|
|
@ -411,7 +411,9 @@ enum ESoundFlags
|
|||
CHAN_LISTENERZ = 8,
|
||||
CHAN_MAYBE_LOCAL = 16,
|
||||
CHAN_UI = 32,
|
||||
CHAN_NOPAUSE = 64
|
||||
CHAN_NOPAUSE = 64,
|
||||
CHAN_PICKUP = (CHAN_ITEM|CHAN_MAYBE_LOCAL)
|
||||
|
||||
};
|
||||
|
||||
// sound attenuation values
|
||||
|
|
|
@ -8,6 +8,7 @@ struct VisStyle
|
|||
class Inventory : Actor native
|
||||
{
|
||||
const BLINKTHRESHOLD = (4*32);
|
||||
const BONUSADD = 6;
|
||||
|
||||
native Actor Owner; // Who owns self item? NULL if it's still a pickup.
|
||||
native int Amount; // Amount of item self instance has
|
||||
|
@ -22,6 +23,8 @@ class Inventory : Actor native
|
|||
native bool bPickupGood;
|
||||
native bool bCreateCopyMoved;
|
||||
native bool bInitEffectFailed;
|
||||
native meta String PickupMsg;
|
||||
native meta int GiveQuest;
|
||||
|
||||
Default
|
||||
{
|
||||
|
@ -33,24 +36,12 @@ class Inventory : Actor native
|
|||
Inventory.PickupMessage "$TXT_DEFAULTPICKUPMSG";
|
||||
}
|
||||
|
||||
virtual native color GetBlend ();
|
||||
virtual native bool HandlePickup(Inventory item);
|
||||
virtual native Inventory CreateCopy(Actor other);
|
||||
virtual native bool SpecialDropAction (Actor dropper);
|
||||
virtual native String PickupMessage();
|
||||
virtual native bool ShouldStay();
|
||||
virtual native void PlayPickupSound(Actor user);
|
||||
|
||||
native bool CanPickup(Actor toucher);
|
||||
native bool DoRespawn();
|
||||
native bool GoAway();
|
||||
native void GoAwayAndDie();
|
||||
native void BecomeItem();
|
||||
native void BecomePickup();
|
||||
|
||||
// In this case the caller function is more than a simple wrapper around the virtual method and
|
||||
// is what must be actually called to pick up an item.
|
||||
native bool, Actor CallTryPickup(Actor toucher);
|
||||
native bool CallStateChain (Actor actor, State state);
|
||||
native void ModifyDropAmount(int dropamount);
|
||||
native static void PrintPickupMessage (bool localview, String str);
|
||||
|
||||
States(Actor, Overlay, Weapon, Item)
|
||||
{
|
||||
|
@ -74,8 +65,18 @@ class Inventory : Actor native
|
|||
Stop;
|
||||
}
|
||||
|
||||
// These are regular functions for the item itself.
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// AInventory :: BeginPlay
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
override void BeginPlay ()
|
||||
{
|
||||
Super.BeginPlay ();
|
||||
bDropped = true; // [RH] Items are dropped by default
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// PROC A_RestoreSpecialThing1
|
||||
|
@ -132,6 +133,69 @@ class Inventory : Actor native
|
|||
}
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// 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.
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
virtual Inventory CreateCopy (Actor other)
|
||||
{
|
||||
Inventory copy;
|
||||
|
||||
Amount = MIN(Amount, MaxAmount);
|
||||
if (GoAway ())
|
||||
{
|
||||
copy = Inventory(Spawn (GetClass()));
|
||||
copy.Amount = Amount;
|
||||
copy.MaxAmount = MaxAmount;
|
||||
}
|
||||
else
|
||||
{
|
||||
copy = self;
|
||||
}
|
||||
return copy;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// AInventory :: HandlePickup
|
||||
//
|
||||
// Returns true if the pickup was handled (or should not happen at all),
|
||||
// false if not.
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
virtual bool HandlePickup (Inventory item)
|
||||
{
|
||||
if (item.GetClass() == GetClass())
|
||||
{
|
||||
if (Amount < MaxAmount || (sv_unlimited_pickup && !item.ShouldStay()))
|
||||
{
|
||||
if (Amount > 0 && Amount + item.Amount < 0)
|
||||
{
|
||||
Amount = 0x7fffffff;
|
||||
}
|
||||
else
|
||||
{
|
||||
Amount += item.Amount;
|
||||
}
|
||||
|
||||
if (Amount > MaxAmount && !sv_unlimited_pickup)
|
||||
{
|
||||
Amount = MaxAmount;
|
||||
}
|
||||
item.bPickupGood = true;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// AInventory :: CallHandlePickup
|
||||
|
@ -236,6 +300,99 @@ class Inventory : Actor native
|
|||
return true;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// AInventory :: GiveQuest
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void GiveQuestItem (Actor toucher)
|
||||
{
|
||||
if (GiveQuest > 0)
|
||||
{
|
||||
String qname = "QuestItem" .. GiveQuest;
|
||||
class<Inventory> type = qname;
|
||||
if (type != null)
|
||||
{
|
||||
toucher.GiveInventoryType (type);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// AInventory :: CallTryPickup
|
||||
//
|
||||
// In this case the caller function is more than a simple wrapper around the virtual method and
|
||||
// is what must be actually called to pick up an item.
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
bool, Actor CallTryPickup(Actor toucher)
|
||||
{
|
||||
let saved_toucher = toucher;
|
||||
let Invstack = Inv; // A pointer of the inventories item stack.
|
||||
|
||||
// unmorphed versions of a currently morphed actor cannot pick up anything.
|
||||
if (bUnmorphed) return false, null;
|
||||
|
||||
bool res;
|
||||
if (CanPickup(toucher))
|
||||
{
|
||||
res = TryPickup(toucher);
|
||||
}
|
||||
else if (!bRestrictAbsolutely)
|
||||
{
|
||||
// let an item decide for itself how it will handle this
|
||||
res = TryPickupRestricted(toucher);
|
||||
}
|
||||
else
|
||||
return false, null;
|
||||
|
||||
|
||||
if (!res && (bAlwaysPickup) && !ShouldStay())
|
||||
{
|
||||
res = true;
|
||||
GoAwayAndDie();
|
||||
}
|
||||
|
||||
if (res)
|
||||
{
|
||||
GiveQuestItem(toucher);
|
||||
|
||||
// Transfer all inventory across that the old object had, if requested.
|
||||
if (bTransfer)
|
||||
{
|
||||
while (Invstack)
|
||||
{
|
||||
let titem = Invstack;
|
||||
Invstack = titem.Inv;
|
||||
if (titem.Owner == self)
|
||||
{
|
||||
if (!titem.CallTryPickup(toucher)) // The object no longer can exist
|
||||
{
|
||||
titem.Destroy();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return res, toucher;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// AInventory :: ShouldStay
|
||||
//
|
||||
// Returns true if the item should not disappear, even temporarily.
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
virtual bool ShouldStay ()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// AInventory :: TryPickupRestricted
|
||||
|
@ -313,6 +470,97 @@ class Inventory : Actor native
|
|||
return copy;
|
||||
}
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// AInventory :: PickupMessage
|
||||
//
|
||||
// Returns the message to print when this actor is picked up.
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
virtual String PickupMessage ()
|
||||
{
|
||||
return PickupMsg;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// AInventory :: Touch
|
||||
//
|
||||
// Handles collisions from another actor, possible adding itself to the
|
||||
// collider's inventory.
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
override void Touch (Actor toucher)
|
||||
{
|
||||
let 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);
|
||||
|
||||
bool res;
|
||||
[res, toucher] = CallTryPickup(toucher);
|
||||
if (!res) return;
|
||||
|
||||
// This is the only situation when a pickup flash should ever play.
|
||||
if (PickupFlash != NULL && !ShouldStay())
|
||||
{
|
||||
Spawn(PickupFlash, Pos, ALLOW_REPLACE);
|
||||
}
|
||||
|
||||
if (!bQuiet)
|
||||
{
|
||||
PrintPickupMessage(localview, PickupMessage ());
|
||||
|
||||
// Special check so voodoo dolls picking up items cause the
|
||||
// real player to make noise.
|
||||
if (player != NULL)
|
||||
{
|
||||
PlayPickupSound (player.mo);
|
||||
if (!bNoScreenFlash)
|
||||
{
|
||||
player.bonuscount = BONUSADD;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
PlayPickupSound (toucher);
|
||||
}
|
||||
}
|
||||
|
||||
// [RH] Execute an attached special (if any)
|
||||
DoPickupSpecial (toucher);
|
||||
|
||||
if (bCountItem)
|
||||
{
|
||||
if (player != NULL)
|
||||
{
|
||||
player.itemcount++;
|
||||
}
|
||||
level.found_items++;
|
||||
}
|
||||
|
||||
if (bCountSecret)
|
||||
{
|
||||
Actor ac = player != NULL? Actor(player.mo) : toucher;
|
||||
ac.GiveSecret(true, true);
|
||||
}
|
||||
|
||||
//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 && self == players[i].Bot.dest)
|
||||
players[i].Bot.dest = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// AInventory :: DepleteOrDestroy
|
||||
|
@ -361,13 +609,199 @@ class Inventory : Actor native
|
|||
|
||||
virtual void DoEffect() {}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// AInventory :: Hide
|
||||
//
|
||||
// Hides this actor until it's time to respawn again.
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
virtual void Hide ()
|
||||
{
|
||||
State HideSpecialState = NULL, HideDoomishState = NULL;
|
||||
|
||||
bSpecial = false;
|
||||
bNoGravity = true;
|
||||
bInvisible = true;
|
||||
|
||||
if (gameinfo.gametype & GAME_Raven)
|
||||
{
|
||||
HideSpecialState = FindState("HideSpecial");
|
||||
if (HideSpecialState == NULL)
|
||||
{
|
||||
HideDoomishState = FindState("HideDoomish");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
HideDoomishState = FindState("HideDoomish");
|
||||
if (HideDoomishState == NULL)
|
||||
{
|
||||
HideSpecialState = FindState("HideSpecial");
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// AInventory :: ShouldRespawn
|
||||
//
|
||||
// Returns true if the item should hide itself and reappear later when picked
|
||||
// up.
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
virtual bool ShouldRespawn ()
|
||||
{
|
||||
if (bBigPowerup && !sv_respawnsuper) return false;
|
||||
if (bNeverRespawn) return false;
|
||||
return sv_itemrespawn || bAlwaysRespawn;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// 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.
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
protected bool GoAway ()
|
||||
{
|
||||
// Dropped items never stick around
|
||||
if (bDropped)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!ShouldStay ())
|
||||
{
|
||||
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.
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
protected void GoAwayAndDie ()
|
||||
{
|
||||
if (!GoAway ())
|
||||
{
|
||||
bSpecial = false;
|
||||
SetStateLabel("HoldAndDestroy");
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// 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.
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
virtual void ModifyDamage(int damage, Name damageType, out int newdamage, bool passive) {}
|
||||
|
||||
|
||||
virtual bool Use (bool pickup) { return false; }
|
||||
virtual double GetSpeedFactor() { return 1; }
|
||||
virtual bool GetNoTeleportFreeze() { return false; }
|
||||
virtual void ModifyDamage(int damage, Name damageType, out int newdamage, bool passive) {}
|
||||
virtual void AlterWeaponSprite(VisStyle vis, in out int changed) {}
|
||||
virtual void OwnerDied() {}
|
||||
virtual Color GetBlend () { return 0; }
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// AInventory :: DoPickupSpecial
|
||||
//
|
||||
// Executes this actor's special when it is picked up.
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
virtual void DoPickupSpecial (Actor toucher)
|
||||
{
|
||||
if (special)
|
||||
{
|
||||
toucher.A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4]);
|
||||
special = 0;
|
||||
}
|
||||
}
|
||||
//===========================================================================
|
||||
//
|
||||
// AInventory :: PlayPickupSound
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
virtual void PlayPickupSound (Actor toucher)
|
||||
{
|
||||
double atten;
|
||||
int chan;
|
||||
|
||||
if (bNoAttenPickupSound)
|
||||
{
|
||||
atten = ATTN_NONE;
|
||||
}
|
||||
/*
|
||||
else if ((ItemFlags & IF_FANCYPICKUPSOUND) &&
|
||||
(toucher == NULL || toucher->CheckLocalView(consoeplayer)))
|
||||
{
|
||||
atten = ATTN_NONE;
|
||||
}
|
||||
*/
|
||||
else
|
||||
{
|
||||
atten = ATTN_NORM;
|
||||
}
|
||||
|
||||
if (toucher != NULL && toucher.CheckLocalView(consoleplayer))
|
||||
{
|
||||
chan = CHAN_PICKUP|CHAN_NOPAUSE;
|
||||
}
|
||||
else
|
||||
{
|
||||
chan = CHAN_PICKUP;
|
||||
}
|
||||
toucher.A_PlaySound(PickupSound, chan, 1, false, atten);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
|
@ -393,13 +827,153 @@ class Inventory : Actor native
|
|||
|
||||
virtual void AbsorbDamage (int damage, Name damageType, out int newdamage) {}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// 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.
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
virtual bool SpecialDropAction (Actor dropper)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
class DehackedPickup : Inventory native
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
class DehackedPickup : Inventory
|
||||
{
|
||||
Inventory RealPickup;
|
||||
bool droppedbymonster;
|
||||
|
||||
private native class<Inventory> DetermineType();
|
||||
|
||||
override bool TryPickup (in out Actor toucher)
|
||||
{
|
||||
let type = DetermineType ();
|
||||
if (type == NULL)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
RealPickup = Inventory(Spawn (type, Pos, NO_REPLACE));
|
||||
if (RealPickup != NULL)
|
||||
{
|
||||
// The internally spawned item should never count towards statistics.
|
||||
RealPickup.ClearCounters();
|
||||
if (!bDropped)
|
||||
{
|
||||
RealPickup.bDropped = false;
|
||||
}
|
||||
// If this item has been dropped by a monster the
|
||||
// amount of ammo this gives must be adjusted.
|
||||
if (droppedbymonster)
|
||||
{
|
||||
RealPickup.ModifyDropAmount(0);
|
||||
}
|
||||
if (!RealPickup.CallTryPickup (toucher))
|
||||
{
|
||||
RealPickup.Destroy ();
|
||||
RealPickup = NULL;
|
||||
return false;
|
||||
}
|
||||
GoAwayAndDie ();
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
override String PickupMessage ()
|
||||
{
|
||||
if (RealPickup != null)
|
||||
return RealPickup.PickupMessage ();
|
||||
else return "";
|
||||
}
|
||||
|
||||
override bool ShouldStay ()
|
||||
{
|
||||
if (RealPickup != null)
|
||||
return RealPickup.ShouldStay ();
|
||||
else return true;
|
||||
}
|
||||
|
||||
override bool ShouldRespawn ()
|
||||
{
|
||||
if (RealPickup != null)
|
||||
return RealPickup.ShouldRespawn ();
|
||||
else return false;
|
||||
}
|
||||
|
||||
override void PlayPickupSound (Actor toucher)
|
||||
{
|
||||
if (RealPickup != null)
|
||||
RealPickup.PlayPickupSound (toucher);
|
||||
}
|
||||
|
||||
override void DoPickupSpecial (Actor toucher)
|
||||
{
|
||||
Super.DoPickupSpecial (toucher);
|
||||
// If the real pickup hasn't joined the toucher's inventory, make sure it
|
||||
// doesn't stick around.
|
||||
if (RealPickup != null && RealPickup.Owner != toucher)
|
||||
{
|
||||
RealPickup.Destroy ();
|
||||
}
|
||||
RealPickup = null;
|
||||
}
|
||||
|
||||
override void OnDestroy ()
|
||||
{
|
||||
if (RealPickup != null)
|
||||
{
|
||||
RealPickup.Destroy ();
|
||||
RealPickup = null;
|
||||
}
|
||||
Super.OnDestroy();
|
||||
}
|
||||
}
|
||||
|
||||
class FakeInventory : Inventory native
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
class FakeInventory : Inventory
|
||||
{
|
||||
native bool Respawnable;
|
||||
bool Respawnable;
|
||||
|
||||
property respawns: Respawnable;
|
||||
|
||||
override bool ShouldRespawn ()
|
||||
{
|
||||
return Respawnable && Super.ShouldRespawn();
|
||||
}
|
||||
|
||||
override bool TryPickup (in out Actor toucher)
|
||||
{
|
||||
let success = toucher.A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4]);
|
||||
|
||||
if (success)
|
||||
{
|
||||
GoAwayAndDie ();
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
override void DoPickupSpecial (Actor toucher)
|
||||
{
|
||||
// The special was already executed by TryPickup, so do nothing here
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -13,7 +13,7 @@ class StateProvider : Inventory native
|
|||
action native void A_ResetReloadCounter();
|
||||
}
|
||||
|
||||
class CustomInventory : StateProvider native
|
||||
class CustomInventory : StateProvider
|
||||
{
|
||||
Default
|
||||
{
|
||||
|
@ -36,7 +36,8 @@ class CustomInventory : StateProvider native
|
|||
deprecated action void A_Lower() {}
|
||||
deprecated action void A_Raise() {}
|
||||
deprecated action void A_CheckReload() {}
|
||||
|
||||
native bool CallStateChain (Actor actor, State state);
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// ACustomInventory :: SpecialDropAction
|
||||
|
|
|
@ -24,6 +24,7 @@ class CajunTrace : Actor
|
|||
}
|
||||
}
|
||||
|
||||
struct Bot native
|
||||
class Bot native
|
||||
{
|
||||
native Actor dest;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue