- scriptified ModifyDropAmount as a virtual function hierarchy for Inventory and children.

This commit is contained in:
Christoph Oelckers 2018-11-24 19:59:24 +01:00
parent 652606f70b
commit cf9cd58310
4 changed files with 119 additions and 57 deletions

View File

@ -3210,64 +3210,11 @@ DEFINE_ACTION_FUNCTION(AActor, A_ActiveSound)
//---------------------------------------------------------------------------
void ModifyDropAmount(AInventory *inv, int dropamount)
{
auto flagmask = IF_IGNORESKILL;
double dropammofactor = G_SkillProperty(SKILLP_DropAmmoFactor);
// Default drop amount is half of regular amount * regular ammo multiplication
if (dropammofactor == -1)
IFVIRTUALPTR(inv, AInventory, ModifyDropAmount)
{
dropammofactor = 0.5;
flagmask = ItemFlag(0);
VMValue params[] = { inv, dropamount };
VMCall(func, params, 2, nullptr, 0);
}
if (dropamount > 0)
{
if (flagmask != 0 && inv->IsKindOf(NAME_Ammo))
{
inv->Amount = int(dropamount * dropammofactor);
inv->ItemFlags |= IF_IGNORESKILL;
}
else
{
inv->Amount = dropamount;
}
}
else if (inv->IsKindOf (PClass::FindActor(NAME_Ammo)))
{
// Half ammo when dropped by bad guys.
int amount = inv->IntVar("DropAmount");
if (amount <= 0)
{
amount = MAX(1, int(inv->Amount * dropammofactor));
}
inv->Amount = amount;
inv->ItemFlags |= flagmask;
}
else if (inv->IsKindOf (PClass::FindActor(NAME_WeaponGiver)))
{
inv->FloatVar("AmmoFactor") = dropammofactor;
inv->ItemFlags |= flagmask;
}
else if (inv->IsKindOf(NAME_Weapon))
{
// The same goes for ammo from a weapon.
static_cast<AWeapon *>(inv)->AmmoGive1 = int(static_cast<AWeapon *>(inv)->AmmoGive1 * dropammofactor);
static_cast<AWeapon *>(inv)->AmmoGive2 = int(static_cast<AWeapon *>(inv)->AmmoGive2 * dropammofactor);
inv->ItemFlags |= flagmask;
}
else if (inv->IsKindOf (PClass::FindClass(NAME_DehackedPickup)))
{
// For weapons and ammo modified by Dehacked we need to flag the item.
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;
}
//---------------------------------------------------------------------------

View File

@ -184,6 +184,48 @@ class Ammo : Inventory
return copy;
}
//---------------------------------------------------------------------------
//
// Modifies the drop amount of this item according to the current skill's
// settings (also called by ADehackedPickup::TryPickup)
//
//---------------------------------------------------------------------------
override void ModifyDropAmount(int dropamount)
{
bool ignoreskill = true;
double dropammofactor = G_SkillPropertyFloat(SKILLP_DropAmmoFactor);
// Default drop amount is half of regular amount * regular ammo multiplication
if (dropammofactor == -1)
{
dropammofactor = 0.5;
ignoreskill = false;
}
if (dropamount > 0)
{
if (ignoreskill)
{
self.Amount = int(dropamount * dropammofactor);
bIgnoreSkill = true;
}
else
{
self.Amount = dropamount;
}
}
else
{
// Half ammo when dropped by bad guys.
int amount = self.DropAmount;
if (amount <= 0)
{
amount = MAX(1, int(self.Amount * dropammofactor));
}
self.Amount = amount;
bIgnoreSkill = ignoreskill;
}
}
}

View File

@ -52,7 +52,6 @@ class Inventory : Actor native
native bool DoRespawn();
native void BecomeItem();
native void BecomePickup();
native void ModifyDropAmount(int dropamount);
native static void PrintPickupMessage (bool localview, String str);
States(Actor)
@ -917,6 +916,22 @@ class Inventory : Actor native
//===========================================================================
virtual void OnDrop (Actor dropper) {}
//---------------------------------------------------------------------------
//
// Modifies the drop amount of this item according to the current skill's
// settings (also called by ADehackedPickup::TryPickup)
//
//---------------------------------------------------------------------------
virtual void ModifyDropAmount(int dropamount)
{
if (dropamount > 0)
{
Amount = dropamount;
}
}
}
//===========================================================================
@ -1014,6 +1029,14 @@ class DehackedPickup : Inventory
}
Super.OnDestroy();
}
override void ModifyDropAmount(int dropamount)
{
// Must forward the adjustment to the real item.
// dropamount is not relevant here because Dehacked cannot change it.
droppedbymonster = true;
}
}
//===========================================================================

View File

@ -842,6 +842,33 @@ class Weapon : StateProvider native
}
//---------------------------------------------------------------------------
//
// Modifies the drop amount of this item according to the current skill's
// settings (also called by ADehackedPickup::TryPickup)
//
//---------------------------------------------------------------------------
override void ModifyDropAmount(int dropamount)
{
bool ignoreskill = true;
double dropammofactor = G_SkillPropertyFloat(SKILLP_DropAmmoFactor);
// Default drop amount is half of regular amount * regular ammo multiplication
if (dropammofactor == -1)
{
dropammofactor = 0.5;
ignoreskill = false;
}
if (dropamount > 0)
{
self.Amount = dropamount;
}
// Adjust the ammo given by this weapon
AmmoGive1 = int(AmmoGive1 * dropammofactor);
AmmoGive2 = int(AmmoGive2 * dropammofactor);
bIgnoreSkill = ignoreskill;
}
}
class WeaponGiver : Weapon
@ -905,6 +932,29 @@ class WeaponGiver : Weapon
return false;
}
//---------------------------------------------------------------------------
//
// Modifies the drop amount of this item according to the current skill's
// settings (also called by ADehackedPickup::TryPickup)
//
//---------------------------------------------------------------------------
override void ModifyDropAmount(int dropamount)
{
bool ignoreskill = true;
double dropammofactor = G_SkillPropertyFloat(SKILLP_DropAmmoFactor);
// Default drop amount is half of regular amount * regular ammo multiplication
if (dropammofactor == -1)
{
dropammofactor = 0.5;
ignoreskill = false;
}
AmmoFactor = dropammofactor;
bIgnoreSkill = ignoreskill;
}
}
struct WeaponSlots native