- Added the 'GiveInventory' method to the actor.

This will help cleaning up the item giving code. Returns a bool, in case the pickup failure might turn to be interesting in the future.
This commit is contained in:
Edoardo Prezioso 2016-04-21 15:28:51 +02:00
parent ed070cfe06
commit 7b35f32f3d
2 changed files with 60 additions and 0 deletions

View file

@ -661,6 +661,10 @@ public:
// Adds the item to this actor's inventory and sets its Owner.
virtual void AddInventory (AInventory *item);
// Give an item to the actor and pick it up.
// Returns true if the item pickup succeeded.
virtual bool GiveInventory (PClassInventory *type, int amount, bool givecheat = false);
// Removes the item from the inventory list.
virtual void RemoveInventory (AInventory *item);

View file

@ -612,6 +612,62 @@ void AActor::AddInventory (AInventory *item)
Inventory->InventoryID = InventoryID++;
}
//============================================================================
//
// AActor :: GiveInventory
//
//============================================================================
bool AActor::GiveInventory(PClassInventory *type, int amount, bool givecheat)
{
bool result = true;
AWeapon *savedPendingWeap = player != NULL ? player->PendingWeapon : NULL;
bool hadweap = player != NULL ? player->ReadyWeapon != NULL : true;
AInventory *item;
if (!givecheat)
{
item = static_cast<AInventory *>(Spawn (type));
}
else
{
item = static_cast<AInventory *>(Spawn (type, Pos(), NO_REPLACE));
if (item == NULL) return false;
}
// This shouldn't count for the item statistics!
item->ClearCounters();
if (type->IsDescendantOf (RUNTIME_CLASS(ABasicArmorPickup)))
{
static_cast<ABasicArmorPickup*>(item)->SaveAmount *= amount;
}
else if (type->IsDescendantOf (RUNTIME_CLASS(ABasicArmorBonus)))
{
static_cast<ABasicArmorBonus*>(item)->SaveAmount *= amount;
}
else
{
if (!givecheat)
item->Amount = amount;
else
item->Amount = MIN (amount, item->MaxAmount);
}
if (!item->CallTryPickup (this))
{
item->Destroy ();
result = false;
}
// If the item was a weapon, don't bring it up automatically
// unless the player was not already using a weapon.
// Don't bring it up automatically if this is called by the give cheat.
if (!givecheat && player != NULL && savedPendingWeap != NULL && hadweap)
{
player->PendingWeapon = savedPendingWeap;
}
return result;
}
//============================================================================
//
// AActor :: RemoveInventory