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https://github.com/ZDoom/gzdoom-gles.git
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- Finally implemented code to keep some or all of your inventory intact when
respawning in coop. Now the new inventory code should finally be complete. :-) - Fixed: PROP_Inventory_PickupMessage was improperly defined for non-VC++ compilation. SVN r197 (trunk)
This commit is contained in:
parent
1bd6ac028b
commit
c87e2252ed
16 changed files with 231 additions and 77 deletions
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@ -1,3 +1,9 @@
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June 17, 2006
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- Finally implemented code to keep some or all of your inventory intact when
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respawning in coop. Now the new inventory code should finally be complete. :-)
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- Fixed: PROP_Inventory_PickupMessage was improperly defined for non-VC++
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compilation.
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June 17, 2006 (Changes by Graf Zahl)
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- Converted a_doomhealth.cpp to DECORATE.
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- Added a PickupMessage property to the internal actor parser, replaced
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@ -545,6 +545,9 @@ public:
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// Tries to give the actor some ammo.
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bool GiveAmmo (const PClass *type, int amount);
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// Destroys all the inventory the actor is holding.
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void DestroyAllInventory ();
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// Set the alphacolor field properly
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void SetShade (DWORD rgb);
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void SetShade (int r, int g, int b);
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@ -72,6 +72,8 @@ public:
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virtual void ActivateMorphWeapon ();
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virtual AWeapon *PickNewWeapon (const PClass *ammotype);
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virtual AWeapon *BestWeapon (const PClass *ammotype);
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virtual void GiveDeathmatchInventory ();
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virtual void FilterCoopRespawnInventory (APlayerPawn *oldplayer);
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enum EInvulState
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{
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@ -221,6 +221,13 @@ enum
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DF_NO_FOV = 1 << 19, // Only let the arbitrator set FOV (for all players)
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DF_NO_COOP_WEAPON_SPAWN = 1 << 20, // Don't spawn multiplayer weapons in coop games
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DF_NO_CROUCH = 1 << 21, // Don't allow crouching
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DF_COOP_LOSE_INVENTORY = 1 << 22, // Lose all your old inventory when respawning in coop
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DF_COOP_LOSE_KEYS = 1 << 23, // Lose keys when respawning in coop
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DF_COOP_LOSE_WEAPONS = 1 << 24, // Lose weapons when respawning in coop
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DF_COOP_LOSE_ARMOR = 1 << 25, // Lose armor when respawning in coop
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DF_COOP_LOSE_POWERUPS = 1 << 26, // Lose powerups when respawning in coop
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DF_COOP_LOSE_AMMO = 1 << 27, // Lose ammo when respawning in coop
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DF_COOP_HALVE_AMMO = 1 << 28, // Lose half your ammo when respawning in coop (but not less than the normal starting amount)
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};
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// [BC] More dmflags. w00p!
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@ -1374,27 +1374,18 @@ void G_DoReborn (int playernum, bool freshbot)
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{
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// respawn at the start
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int i;
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AInventory *oldInv;
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// first disassociate the corpse
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if (players[playernum].mo)
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{
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oldInv = players[playernum].mo->Inventory;
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players[playernum].mo->Inventory = NULL;
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G_QueueBody (players[playernum].mo);
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players[playernum].mo->player = NULL;
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}
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else
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{
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oldInv = NULL;
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}
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// spawn at random spot if in death match
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if (deathmatch)
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{
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G_DeathMatchSpawnPlayer (playernum);
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if (players[playernum].mo == NULL)
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i = 1;
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return;
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}
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@ -1434,40 +1425,6 @@ void G_DoReborn (int playernum, bool freshbot)
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}
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P_SpawnPlayer (&playerstarts[playernum]);
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}
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// Cooperative net-play, retain keys, weapons, and some ammo,
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// but throw the other inventory items away.
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if (!freshbot)
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{
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AInventory *probe = oldInv;
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while (probe != NULL)
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{
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AInventory *next = probe->Inventory;
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if (probe->IsKindOf (RUNTIME_CLASS(AWeapon)))
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{
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// Keep weapons
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}
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else if (probe->IsKindOf (RUNTIME_CLASS(AKey)))
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{
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// Keep keys
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}
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else if (probe->IsKindOf (RUNTIME_CLASS(AAmmo)))
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{
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// Take away some ammo
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if (probe->Amount > 0)
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{
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probe->Amount = MAX(1, probe->Amount / 2);
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}
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}
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else
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{
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// Eliminate it
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probe->Destroy ();
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}
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probe = next;
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}
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}
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}
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}
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@ -273,6 +273,19 @@ AInventory *APowerup::CreateTossable ()
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return NULL;
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}
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//===========================================================================
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//
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// APowerup :: OwnerDied
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//
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// Powerups don't last beyond death.
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//
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//===========================================================================
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void APowerup::OwnerDied ()
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{
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Destroy ();
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}
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// Invulnerability Powerup ---------------------------------------------------
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IMPLEMENT_STATELESS_ACTOR (APowerInvulnerable, Any, -1, 0)
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@ -30,6 +30,7 @@ public:
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virtual AInventory *CreateCopy (AActor *other);
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virtual AInventory *CreateTossable ();
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virtual void Serialize (FArchive &arc);
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virtual void OwnerDied ();
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virtual PalEntry GetBlend ();
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virtual bool DrawPowerup (int x, int y);
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@ -529,6 +529,18 @@ void AInventory::Travelled ()
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{
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}
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//===========================================================================
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//
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// AInventory :: OwnerDied
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//
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// Items receive this message when their owners die.
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//
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//===========================================================================
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void AInventory::OwnerDied ()
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{
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}
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//===========================================================================
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//
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// AInventory :: HandlePickup
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virtual bool HandlePickup (AInventory *item);
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virtual bool Use (bool pickup);
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virtual void Travelled ();
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virtual void OwnerDied ();
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virtual void AbsorbDamage (int damage, int damageType, int &newdamage);
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virtual void AlterWeaponSprite (vissprite_t *vis);
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@ -209,7 +209,7 @@ public:
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#define PROP_Inventory_Icon(x) ADD_STRING_PROP(ADEF_Inventory_Icon,"\20",x)
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#define PROP_Obituary(x) ADD_STRING_PROP(ADEF_Obituary,"\21",x)
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#define PROP_HitObituary(x) ADD_STRING_PROP(ADEF_HitObituary,"\22",x)
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#define PROP_Inventory_PickupMessage(x) ADD_STRING_PROP(ADEF_Obituary,"\23",x)
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#define PROP_Inventory_PickupMessage(x) ADD_STRING_PROP(ADEF_Inventory_PickupMsg,"\23",x)
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#define PROP_XScale(x) ADD_BYTE_PROP(ADEF_XScale,x)
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#define PROP_YScale(x) ADD_BYTE_PROP(ADEF_YScale,x)
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@ -294,7 +294,7 @@ void cht_DoCheat (player_t *player, int cheat)
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player->mo->height = player->mo->GetDefault()->height;
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player->mo->SetState (player->mo->SpawnState);
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player->mo->Translation = TRANSLATION(TRANSLATION_Players, BYTE(player-players));
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player->mo->GiveDefaultInventory();
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// player->mo->GiveDefaultInventory();
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P_SetPsprite(player, ps_weapon, player->ReadyWeapon->UpState);
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}
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}
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@ -931,7 +931,7 @@ static menuitem_t DMFlagsItems[] = {
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{ bitflag, "Allow exit (DM)", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_EXIT} },
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{ bitflag, "Barrels respawn (DM)", {&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_BARRELS_RESPAWN} },
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{ bitflag, "Respawn protection (DM)",{&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_YES_INVUL} },
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{ bitflag, "Drop weapons", {&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_YES_WEAPONDROP} },
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{ bitflag, "Drop weapon", {&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_YES_WEAPONDROP} },
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{ bitflag, "Infinite ammo", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_INFINITE_AMMO} },
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{ bitflag, "No monsters", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_NO_MONSTERS} },
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{ bitflag, "Monsters respawn", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_MONSTERS_RESPAWN} },
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{ bitflag, "Allow freelook", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_FREELOOK} },
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{ bitflag, "Allow FOV", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_FOV} },
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{ bitflag, "Allow BFG aiming", {&dmflags2}, {1}, {0}, {0}, {(value_t *)DF2_NO_FREEAIMBFG} },
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{ bitflag, "Multi. weapons in coop", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_COOP_WEAPON_SPAWN} },
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{ redtext, " ", {NULL}, {0}, {0}, {0}, {NULL} },
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{ whitetext,"Cooperative Settings", {NULL}, {0}, {0}, {0}, {NULL} },
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{ bitflag, "Spawn multi. weapons", {&dmflags},{1}, {0}, {0}, {(value_t *)DF_NO_COOP_WEAPON_SPAWN} },
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{ bitflag, "Lose entire inventory",{&dmflags}, {0}, {0}, {0}, {(value_t *)DF_COOP_LOSE_INVENTORY} },
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{ bitflag, "Keep keys", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_COOP_LOSE_KEYS} },
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{ bitflag, "Keep weapons", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_COOP_LOSE_WEAPONS} },
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{ bitflag, "Keep armor", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_COOP_LOSE_ARMOR} },
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{ bitflag, "Keep powerups", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_COOP_LOSE_POWERUPS} },
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{ bitflag, "Keep ammo", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_COOP_LOSE_AMMO} },
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{ bitflag, "Lose half ammo", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_COOP_HALVE_AMMO} },
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};
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static menu_t DMFlagsMenu =
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this->player->cheats&CF_PREDICTING?"predicting":"real");
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}
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// [RH] Notify this actor's items.
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for (AInventory *item = Inventory; item != NULL; )
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{
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AInventory *next = item->Inventory;
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item->OwnerDied();
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item = next;
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}
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if (flags & MF_MISSILE)
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{ // [RH] When missiles die, they just explode
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P_ExplodeMissile (this, NULL);
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@ -677,6 +677,20 @@ void AActor::RemoveInventory (AInventory *item)
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}
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}
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//============================================================================
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//
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// AActor :: DestroyAllInventory
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//
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//============================================================================
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void AActor::DestroyAllInventory ()
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{
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while (Inventory != NULL)
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{
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Inventory->Destroy ();
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}
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}
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//============================================================================
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//
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// AActor :: FirstInv
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void AActor::Destroy ()
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{
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// [RH] Destroy any inventory this actor is carrying
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while (Inventory != NULL)
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{
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AInventory *item = Inventory;
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Inventory = item->Inventory;
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item->Destroy ();
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}
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DestroyAllInventory ();
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// [RH] Unlink from tid chain
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RemoveFromHash ();
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// Delete all nodes on the current sector_list phares 3/16/98
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P_DelSector_List();
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// stop any playing sound
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// Transform any playing sound into positioned, non-actor sounds.
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S_RelinkSound (this, NULL);
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Super::Destroy ();
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P_SetupPsprites (p);
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}
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// give all cards in death match mode
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if (deathmatch)
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{
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for (unsigned int i = 0; i < PClass::m_Types.Size(); ++i)
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{
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if (PClass::m_Types[i]->IsDescendantOf (RUNTIME_CLASS(AKey)))
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{
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AKey *key = (AKey *)GetDefaultByType (PClass::m_Types[i]);
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if (key->KeyNumber != 0)
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{
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key = static_cast<AKey *>(Spawn (PClass::m_Types[i], 0,0,0));
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if (!key->TryPickup (p->mo))
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{
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key->Destroy ();
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}
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}
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}
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}
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{ // Give all cards in death match mode.
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p->mo->GiveDeathmatchInventory ();
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}
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else if (multiplayer && state == PST_REBORN && oldactor != NULL)
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{ // Special inventory handling for respawning in coop
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p->mo->FilterCoopRespawnInventory (oldactor);
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}
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if (oldactor != NULL)
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{ // Remove any inventory left from the old actor. Coop handles
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// it above, but the other modes don't.
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oldactor->DestroyAllInventory();
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}
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if (StatusBar != NULL && (playernum == consoleplayer || StatusBar->GetPlayer() == playernum))
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142
src/p_user.cpp
142
src/p_user.cpp
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#include "p_effect.h"
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#include "s_sound.h"
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#include "a_sharedglobal.h"
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#include "a_keys.h"
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#include "statnums.h"
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#include "v_palette.h"
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#include "v_video.h"
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#include "sbar.h"
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#include "f_finale.h"
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#include "c_console.h"
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#include "doomdef.h"
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static FRandom pr_healradius ("HealRadius");
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return best;
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}
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//===========================================================================
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//
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// APlayerPawn :: GiveDeathmatchInventory
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//
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// Gives players items they should have in addition to their default
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// inventory when playing deathmatch. (i.e. all keys)
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//
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//===========================================================================
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void APlayerPawn::GiveDeathmatchInventory()
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{
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for (unsigned int i = 0; i < PClass::m_Types.Size(); ++i)
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{
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if (PClass::m_Types[i]->IsDescendantOf (RUNTIME_CLASS(AKey)))
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{
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AKey *key = (AKey *)GetDefaultByType (PClass::m_Types[i]);
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if (key->KeyNumber != 0)
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{
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key = static_cast<AKey *>(Spawn (PClass::m_Types[i], 0,0,0));
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if (!key->TryPickup (this))
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{
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key->Destroy ();
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}
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}
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}
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}
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}
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//===========================================================================
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//
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// APlayerPawn :: FilterCoopRespawnInventory
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//
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// When respawning in coop, this function is called to walk through the dead
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// player's inventory and modify it according to the current game flags so
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// that it can be transferred to the new live player. This player currently
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// has the default inventory, and the oldplayer has the inventory at the time
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// of death.
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//
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//===========================================================================
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void APlayerPawn::FilterCoopRespawnInventory (APlayerPawn *oldplayer)
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{
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AInventory *item, *next, *defitem;
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// If we're losing everything, this is really simple.
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if (dmflags & DF_COOP_LOSE_INVENTORY)
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{
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oldplayer->DestroyAllInventory();
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return;
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}
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// If we don't want to lose anything, then we don't need to bother checking
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// the old inventory.
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if (dmflags & (DF_COOP_LOSE_KEYS |
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DF_COOP_LOSE_WEAPONS |
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DF_COOP_LOSE_AMMO |
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DF_COOP_HALVE_AMMO |
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DF_COOP_LOSE_ARMOR |
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DF_COOP_LOSE_POWERUPS))
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{
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// Walk through the old player's inventory and destroy or modify
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// according to dmflags.
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for (item = oldplayer->Inventory; item != NULL; item = next)
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{
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next = item->Inventory;
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// If this item is part of the default inventory, we never want
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// to destroy it, although we might want to copy the default
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// inventory amount.
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defitem = FindInventory (item->GetClass());
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if ((dmflags & DF_COOP_LOSE_KEYS) &&
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defitem == NULL &&
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item->IsKindOf(RUNTIME_CLASS(AKey)))
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{
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item->Destroy();
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}
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else if ((dmflags & DF_COOP_LOSE_WEAPONS) &&
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defitem == NULL &&
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item->IsKindOf(RUNTIME_CLASS(AWeapon)))
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{
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item->Destroy();
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}
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else if ((dmflags & DF_COOP_LOSE_ARMOR) &&
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defitem == NULL &&
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item->IsKindOf(RUNTIME_CLASS(AArmor)))
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{
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item->Destroy();
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}
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else if ((dmflags & DF_COOP_LOSE_POWERUPS) &&
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defitem == NULL &&
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item->IsKindOf(RUNTIME_CLASS(APowerupGiver)))
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{
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item->Destroy();
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}
|
||||
else if ((dmflags & (DF_COOP_LOSE_AMMO | DF_COOP_HALVE_AMMO)) &&
|
||||
item->IsKindOf(RUNTIME_CLASS(AAmmo)))
|
||||
{
|
||||
if (defitem == NULL)
|
||||
{
|
||||
if (dmflags & DF_COOP_LOSE_AMMO)
|
||||
{
|
||||
// Do NOT destroy the ammo, because a weapon might reference it.
|
||||
item->Amount = 0;
|
||||
}
|
||||
else if (item->Amount > 1)
|
||||
{
|
||||
item->Amount /= 2;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// When set to lose ammo, you get to keep all your starting ammo.
|
||||
// When set to halve ammo, you won't be left with less than your starting amount.
|
||||
if (dmflags & DF_COOP_LOSE_AMMO)
|
||||
{
|
||||
item->Amount = defitem->Amount;
|
||||
}
|
||||
else if (item->Amount > 1)
|
||||
{
|
||||
item->Amount = MAX(item->Amount / 2, defitem->Amount);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Now destroy the default inventory this player is holding and move
|
||||
// over the old player's remaining inventory.
|
||||
DestroyAllInventory();
|
||||
ObtainInventory (oldplayer);
|
||||
|
||||
player->ReadyWeapon = NULL;
|
||||
PickNewWeapon (NULL);
|
||||
}
|
||||
|
||||
const char *APlayerPawn::GetSoundClass ()
|
||||
{
|
||||
|
@ -559,11 +696,6 @@ void APlayerPawn::Die (AActor *source, AActor *inflictor)
|
|||
}
|
||||
}
|
||||
}
|
||||
// Kill the player's inventory
|
||||
while (Inventory != NULL)
|
||||
{
|
||||
Inventory->Destroy ();
|
||||
}
|
||||
if (!multiplayer && (level.flags & LEVEL_DEATHSLIDESHOW))
|
||||
{
|
||||
F_StartSlideshow ();
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/* Generated by re2c 0.10.3 on Sat May 27 10:44:26 2006 */
|
||||
/* Generated by re2c 0.10.3 on Wed Jun 14 22:02:31 2006 */
|
||||
#line 1 "scanner.re"
|
||||
#include <string.h>
|
||||
#include <malloc.h>
|
||||
|
|
Loading…
Reference in a new issue