/* ** a_weaponpieces.cpp ** Implements generic weapon pieces ** **--------------------------------------------------------------------------- ** Copyright 2006-2016 Christoph Oelckers ** Copyright 2006-2016 Randy Heit ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ class WeaponHolder : Inventory { int PieceMask; Class PieceWeapon; Default { +NOBLOCKMAP +NOSECTOR +INVENTORY.UNDROPPABLE } } class WeaponPiece : Inventory { Default { +WEAPONSPAWN; } int PieceValue; Class WeaponClass; Weapon FullWeapon; property number: PieceValue; property weapon: WeaponClass; //========================================================================== // // TryPickupWeaponPiece // //========================================================================== override bool TryPickupRestricted (in out Actor toucher) { // Wrong class, but try to pick up for ammo if (ShouldStay()) { // Can't pick up weapons for other classes in coop netplay return false; } let Defaults = GetDefaultByType(WeaponClass); bool gaveSome = !!(toucher.GiveAmmo (Defaults.AmmoType1, Defaults.AmmoGive1) + toucher.GiveAmmo (Defaults.AmmoType2, Defaults.AmmoGive2)); if (gaveSome) { GoAwayAndDie (); } return gaveSome; } //========================================================================== // // TryPickupWeaponPiece // //========================================================================== override bool TryPickup (in out Actor toucher) { Inventory item; WeaponHolder hold = NULL; bool shouldStay = ShouldStay (); int gaveAmmo; let Defaults = GetDefaultByType(WeaponClass); FullWeapon = NULL; for(item=toucher.Inv; item; item=item.Inv) { hold = WeaponHolder(item); if (hold != null) { if (hold.PieceWeapon == WeaponClass) { break; } hold = NULL; } } if (!hold) { hold = WeaponHolder(Spawn("WeaponHolder")); hold.BecomeItem(); hold.AttachToOwner(toucher); hold.PieceMask = 0; hold.PieceWeapon = WeaponClass; } int pieceval = 1 << (PieceValue - 1); if (shouldStay) { // Cooperative net-game if (hold.PieceMask & pieceval) { // Already has the piece return false; } toucher.GiveAmmo (Defaults.AmmoType1, Defaults.AmmoGive1); toucher.GiveAmmo (Defaults.AmmoType2, Defaults.AmmoGive2); } else { // Deathmatch or singleplayer game gaveAmmo = toucher.GiveAmmo (Defaults.AmmoType1, Defaults.AmmoGive1) + toucher.GiveAmmo (Defaults.AmmoType2, Defaults.AmmoGive2); if (hold.PieceMask & pieceval) { // Already has the piece, check if mana needed if (!gaveAmmo) return false; GoAwayAndDie(); return true; } } hold.PieceMask |= pieceval; // Check if weapon assembled if (hold.PieceMask == (1 << Defaults.health) - 1) { if (!toucher.FindInventory (WeaponClass)) { FullWeapon= Weapon(Spawn(WeaponClass)); // The weapon itself should not give more ammo to the player. FullWeapon.AmmoGive1 = 0; FullWeapon.AmmoGive2 = 0; FullWeapon.AttachToOwner(toucher); FullWeapon.AmmoGive1 = Defaults.AmmoGive1; FullWeapon.AmmoGive2 = Defaults.AmmoGive2; } } GoAwayAndDie(); return true; } //=========================================================================== // // // //=========================================================================== override bool ShouldStay () { // We want a weapon piece to behave like a weapon, so follow the exact // same logic as weapons when deciding whether or not to stay. return (((multiplayer && (!deathmatch && !alwaysapplydmflags)) || sv_weaponstay) && !bDropped); } //=========================================================================== // // PickupMessage // // Returns the message to print when this actor is picked up. // //=========================================================================== override String PickupMessage () { if (FullWeapon) { return FullWeapon.PickupMessage(); } else { return Super.PickupMessage(); } } //=========================================================================== // // DoPlayPickupSound // // Plays a sound when this actor is picked up. // //=========================================================================== override void PlayPickupSound (Actor toucher) { if (FullWeapon) { FullWeapon.PlayPickupSound(toucher); } else { Super.PlayPickupSound(toucher); } } }