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- scriptified AddInventory.
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parent
d812b94d57
commit
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8 changed files with 64 additions and 68 deletions
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@ -746,9 +746,6 @@ public:
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// APlayerPawn for some specific handling for players. None of this
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// should ever be overridden by custom classes.
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// Adds the item to this actor's inventory and sets its Owner.
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virtual void AddInventory (AInventory *item);
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// Give an item to the actor and pick it up.
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// Returns true if the item pickup succeeded.
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bool GiveInventory (PClassActor *type, int amount, bool givecheat = false);
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@ -89,7 +89,6 @@ public:
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virtual void PostBeginPlay() override;
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virtual void Tick() override;
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virtual void AddInventory (AInventory *item) override;
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virtual void RemoveInventory (AInventory *item) override;
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virtual bool UseInventory (AInventory *item) override;
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virtual void BeginPlay () override;
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@ -350,6 +350,7 @@ DEFINE_FIELD(AActor, RenderHidden)
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DEFINE_FIELD(AActor, RenderRequired)
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DEFINE_FIELD(AActor, friendlyseeblocks)
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DEFINE_FIELD(AActor, SpawnTime)
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DEFINE_FIELD(AActor, InventoryID)
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//==========================================================================
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//
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@ -752,46 +753,6 @@ DEFINE_ACTION_FUNCTION(AActor, SetState)
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ACTION_RETURN_BOOL(self->SetState(state, nofunction));
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};
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//============================================================================
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//
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// AActor :: AddInventory
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//
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//============================================================================
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void AActor::AddInventory (AInventory *item)
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{
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// Check if it's already attached to an actor
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if (item->Owner != NULL)
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{
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// Is it attached to us?
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if (item->Owner == this)
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return;
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// No, then remove it from the other actor first
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item->Owner->RemoveInventory (item);
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}
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item->Owner = this;
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item->Inventory = Inventory;
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Inventory = item;
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// Each item receives an unique ID when added to an actor's inventory.
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// This is used by the DEM_INVUSE command to identify the item. Simply
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// using the item's position in the list won't work, because ticcmds get
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// run sometime in the future, so by the time it runs, the inventory
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// might not be in the same state as it was when DEM_INVUSE was sent.
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Inventory->InventoryID = InventoryID++;
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}
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DEFINE_ACTION_FUNCTION(AActor, AddInventory)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_OBJECT_NOT_NULL(item, AInventory);
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self->AddInventory(item);
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return 0;
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}
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//============================================================================
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//
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// AActor :: GiveInventory
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@ -938,29 +938,6 @@ void APlayerPawn::PostBeginPlay()
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}
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}
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//===========================================================================
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//
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// APlayerPawn :: AddInventory
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//
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//===========================================================================
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void APlayerPawn::AddInventory (AInventory *item)
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{
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// Adding inventory to a voodoo doll should add it to the real player instead.
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if (player != NULL && player->mo != this && player->mo != NULL)
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{
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player->mo->AddInventory (item);
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return;
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}
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Super::AddInventory (item);
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// If nothing is selected, select this item.
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if (InvSel == NULL && (item->ItemFlags & IF_INVBAR))
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{
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InvSel = item;
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}
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}
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//===========================================================================
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//
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// APlayerPawn :: RemoveInventory
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@ -8,6 +8,7 @@ version "3.7"
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#include "zscript/actor_attacks.txt"
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#include "zscript/actor_checks.txt"
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#include "zscript/actor_interaction.txt"
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#include "zscript/actor_inventory.txt"
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#include "zscript/events.txt"
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#include "zscript/destructible.txt"
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#include "zscript/level_compatibility.txt"
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@ -56,6 +57,7 @@ version "3.7"
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#include "zscript/shared/player.txt"
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#include "zscript/shared/player_cheat.txt"
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#include "zscript/shared/player_inventory.txt"
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#include "zscript/shared/morph.txt"
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#include "zscript/shared/botstuff.txt"
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#include "zscript/shared/sharedmisc.txt"
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@ -241,6 +241,7 @@ class Actor : Thinker native
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native int RenderRequired;
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native readonly int FriendlySeeBlocks;
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native readonly int SpawnTime;
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private native int InventoryID; // internal counter.
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meta String Obituary; // Player was killed by this actor
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meta String HitObituary; // Player was killed by this actor in melee
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@ -740,7 +741,6 @@ class Actor : Thinker native
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native clearscope int GetAge() const;
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native bool CheckClass(class<Actor> checkclass, int ptr_select = AAPTR_DEFAULT, bool match_superclass = false);
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native void AddInventory(Inventory inv);
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native void RemoveInventory(Inventory inv);
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native void ClearInventory();
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protected native void DestroyAllInventory(); // This is not supposed to be called by user code!
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34
wadsrc/static/zscript/actor_inventory.txt
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34
wadsrc/static/zscript/actor_inventory.txt
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@ -0,0 +1,34 @@
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extend class Actor
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{
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//============================================================================
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//
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// AActor :: AddInventory
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//
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//============================================================================
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virtual void AddInventory (Inventory item)
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{
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// Check if it's already attached to an actor
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if (item.Owner != NULL)
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{
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// Is it attached to us?
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if (item.Owner == self)
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return;
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// No, then remove it from the other actor first
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item.Owner.RemoveInventory (item);
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}
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item.Owner = self;
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item.Inv = Inv;
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Inv = item;
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// Each item receives an unique ID when added to an actor's inventory.
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// This is used by the DEM_INVUSE command to identify the item. Simply
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// using the item's position in the list won't work, because ticcmds get
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// run sometime in the future, so by the time it runs, the inventory
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// might not be in the same state as it was when DEM_INVUSE was sent.
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Inv.InventoryID = InventoryID++;
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}
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}
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26
wadsrc/static/zscript/shared/player_inventory.txt
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26
wadsrc/static/zscript/shared/player_inventory.txt
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@ -0,0 +1,26 @@
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extend class PlayerPawn
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{
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//===========================================================================
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//
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// APlayerPawn :: AddInventory
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//
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//===========================================================================
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override void AddInventory (Inventory item)
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{
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// Adding inventory to a voodoo doll should add it to the real player instead.
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if (player != NULL && player.mo != self && player.mo != NULL)
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{
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player.mo.AddInventory (item);
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return;
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}
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Super.AddInventory (item);
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// If nothing is selected, select this item.
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if (InvSel == NULL && item.bInvBar)
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{
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InvSel = item;
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}
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}
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}
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