- scriptified the AutoUseHealth feature.

This again is a piece of code that reads and even writes to inventory items' properties, so better have it on the script side.
This commit is contained in:
Christoph Oelckers 2018-12-02 19:45:45 +01:00 committed by drfrag
parent 80e3ce735b
commit bdd6d31a63
2 changed files with 150 additions and 115 deletions

View file

@ -762,89 +762,14 @@ void AActor::CallDie(AActor *source, AActor *inflictor, int dmgflags, FName Mean
// PROC P_AutoUseHealth
//
//---------------------------------------------------------------------------
static int CountHealth(TArray<AInventory *> &Items)
{
int counted = 0;
for(unsigned i = 0; i < Items.Size(); i++)
{
counted += Items[i]->Amount * Items[i]->health;
}
return counted;
}
static int UseHealthItems(TArray<AInventory *> &Items, int &saveHealth)
{
int saved = 0;
while (Items.Size() > 0 && saveHealth > 0)
{
int maxhealth = 0;
int index = -1;
// Find the largest item in the list
for(unsigned i = 0; i < Items.Size(); i++)
{
if (Items[i]->health > maxhealth)
{
index = i;
maxhealth = Items[i]->health;
}
}
// Now apply the health items, using the same logic as Heretic and Hexen.
int count = (saveHealth + maxhealth-1) / maxhealth;
for(int i = 0; i < count; i++)
{
saved += maxhealth;
saveHealth -= maxhealth;
if (--Items[index]->Amount == 0)
{
DepleteOrDestroy (Items[index]);
Items.Delete(index);
break;
}
}
}
return saved;
}
void P_AutoUseHealth(player_t *player, int saveHealth)
{
TArray<AInventory *> NormalHealthItems;
TArray<AInventory *> LargeHealthItems;
auto hptype = PClass::FindActor(NAME_HealthPickup);
for(AInventory *inv = player->mo->Inventory; inv != NULL; inv = inv->Inventory)
IFVM(PlayerPawn, AutoUseHealth)
{
if (inv->Amount > 0 && inv->IsKindOf(hptype))
{
int mode = inv->IntVar(NAME_autousemode);
if (mode == 1) NormalHealthItems.Push(inv);
else if (mode == 2) LargeHealthItems.Push(inv);
}
VMValue params[] = { player->mo, saveHealth };
VMCall(func, params, 2, nullptr, 0);
}
int normalhealth = CountHealth(NormalHealthItems);
int largehealth = CountHealth(LargeHealthItems);
bool skilluse = !!G_SkillProperty(SKILLP_AutoUseHealth);
if (skilluse && normalhealth >= saveHealth)
{ // Use quartz flasks
player->health += UseHealthItems(NormalHealthItems, saveHealth);
}
else if (largehealth >= saveHealth)
{
// Use mystic urns
player->health += UseHealthItems(LargeHealthItems, saveHealth);
}
else if (skilluse && normalhealth + largehealth >= saveHealth)
{ // Use mystic urns and quartz flasks
player->health += UseHealthItems(NormalHealthItems, saveHealth);
if (saveHealth > 0) player->health += UseHealthItems(LargeHealthItems, saveHealth);
}
player->mo->health = player->health;
}
//============================================================================
@ -856,44 +781,10 @@ CVAR(Bool, sv_disableautohealth, false, CVAR_ARCHIVE|CVAR_SERVERINFO)
void P_AutoUseStrifeHealth (player_t *player)
{
TArray<AInventory *> Items;
auto hptype = PClass::FindActor(NAME_HealthPickup);
for(AInventory *inv = player->mo->Inventory; inv != NULL; inv = inv->Inventory)
IFVM(PlayerPawn, AutoUseStrifeHealth)
{
if (inv->Amount > 0 && inv->IsKindOf(hptype))
{
int mode = inv->IntVar(NAME_autousemode);
if (mode == 3) Items.Push(inv);
}
}
if (!sv_disableautohealth)
{
while (Items.Size() > 0)
{
int maxhealth = 0;
int index = -1;
// Find the largest item in the list
for(unsigned i = 0; i < Items.Size(); i++)
{
if (Items[i]->health > maxhealth)
{
index = i;
maxhealth = Items[i]->Amount;
}
}
while (player->health < 50)
{
if (!player->mo->UseInventory (Items[index]))
break;
}
if (player->health >= 50) return;
// Using all of this item was not enough so delete it and restart with the next best one
Items.Delete(index);
}
VMValue params[] = { player->mo };
VMCall(func, params, 1, nullptr, 0);
}
}

View file

@ -1,3 +1,56 @@
struct AutoUseHealthInfo play
{
Array<Inventory> collectedItems[2];
int collectedHealth[2];
void AddItemToList(Inventory item, int list)
{
collectedItems[list].Push(item);
collectedHealth[list] += Item.Amount * Item.health;
}
int UseHealthItems(int list, in out int saveHealth)
{
int saved = 0;
while (collectedItems[list].Size() > 0 && saveHealth > 0)
{
int maxhealth = 0;
int index = -1;
// Find the largest item in the list
for(int i = 0; i < collectedItems[list].Size(); i++)
{
// Workaround for a deficiency in the expression resolver.
let item = list == 0? collectedItems[0][i] : collectedItems[1][i];
if (Item.health > maxhealth)
{
index = i;
maxhealth = Item.health;
}
}
// Now apply the health items, using the same logic as Heretic and Hexen.
int count = (saveHealth + maxhealth-1) / maxhealth;
for(int i = 0; i < count; i++)
{
saved += maxhealth;
saveHealth -= maxhealth;
let item = list == 0? collectedItems[0][index] : collectedItems[1][index];
if (--item.Amount == 0)
{
item.DepleteOrDestroy ();
collectedItems[list].Delete(index);
break;
}
}
}
return saved;
}
}
extend class PlayerPawn
{
@ -176,4 +229,95 @@ extend class PlayerPawn
}
return true;
}
//---------------------------------------------------------------------------
//
// PROC P_AutoUseHealth
//
//---------------------------------------------------------------------------
void AutoUseHealth(int saveHealth)
{
AutoUseHealthInfo collector;
for(Inventory inv = self.Inv; inv != NULL; inv = inv.Inv)
{
let hp = HealthPickup(inv);
if (hp && hp.Amount > 0)
{
int mode = hp.autousemode;
if (mode == 1 || mode == 2) collector.AddItemToList(inv, mode-1);
}
}
bool skilluse = !!G_SkillPropertyInt(SKILLP_AutoUseHealth);
if (skilluse && collector.collectedHealth[0] >= saveHealth)
{
// Use quartz flasks
player.health += collector.UseHealthItems(0, saveHealth);
}
else if (collector.collectedHealth[1] >= saveHealth)
{
// Use mystic urns
player.health += collector.UseHealthItems(1, saveHealth);
}
else if (skilluse && collector.collectedHealth[0] + collector.collectedHealth[1] >= saveHealth)
{
// Use mystic urns and quartz flasks
player.health += collector.UseHealthItems(0, saveHealth);
if (saveHealth > 0) player.health += collector.UseHealthItems(1, saveHealth);
}
health = player.health;
}
//============================================================================
//
// P_AutoUseStrifeHealth
//
//============================================================================
void AutoUseStrifeHealth ()
{
Array<Inventory> Items;
for(Inventory inv = self.Inv; inv != NULL; inv = inv.Inv)
{
let hp = HealthPickup(inv);
if (hp && hp.Amount > 0)
{
if (hp.autousemode == 3) Items.Push(inv);
}
}
if (!sv_disableautohealth)
{
while (Items.Size() > 0)
{
int maxhealth = 0;
int index = -1;
// Find the largest item in the list
for(int i = 0; i < Items.Size(); i++)
{
if (Items[i].health > maxhealth)
{
index = i;
maxhealth = Items[i].Amount;
}
}
while (player.health < 50)
{
if (!UseInventory (Items[index]))
break;
}
if (player.health >= 50) return;
// Using all of this item was not enough so delete it and restart with the next best one
Items.Delete(index);
}
}
}
}