#include #include "info.h" #include "m_random.h" #include "p_local.h" #include "s_sound.h" #include "gi.h" #include "p_lnspec.h" #include "sbar.h" #include "statnums.h" #include "c_dispatch.h" #include "gstrings.h" #include "templates.h" #include "a_strifeglobal.h" #include "a_morph.h" #include "a_specialspot.h" #include "thingdef/thingdef.h" #include "g_level.h" #include "g_game.h" #include "doomstat.h" #include "farchive.h" #include "d_player.h" #include "p_spec.h" static FRandom pr_restore ("RestorePos"); IMPLEMENT_CLASS(PClassInventory) PClassInventory::PClassInventory() { GiveQuest = 0; AltHUDIcon.SetNull(); } void PClassInventory::DeriveData(PClass *newclass) { assert(newclass->IsKindOf(RUNTIME_CLASS(PClassInventory))); Super::DeriveData(newclass); PClassInventory *newc = static_cast(newclass); newc->PickupMessage = PickupMessage; newc->GiveQuest = GiveQuest; newc->AltHUDIcon = AltHUDIcon; newc->ForbiddenToPlayerClass = ForbiddenToPlayerClass; newc->RestrictedToPlayerClass = RestrictedToPlayerClass; } void PClassInventory::ReplaceClassRef(PClass *oldclass, PClass *newclass) { Super::ReplaceClassRef(oldclass, newclass); AInventory *def = (AInventory*)Defaults; if (def != NULL) { if (def->PickupFlash == oldclass) def->PickupFlash = static_cast(newclass); for (unsigned i = 0; i < ForbiddenToPlayerClass.Size(); i++) { if (ForbiddenToPlayerClass[i] == oldclass) ForbiddenToPlayerClass[i] = static_cast(newclass); } for (unsigned i = 0; i < RestrictedToPlayerClass.Size(); i++) { if (RestrictedToPlayerClass[i] == oldclass) RestrictedToPlayerClass[i] = static_cast(newclass); } } } IMPLEMENT_CLASS(PClassAmmo) PClassAmmo::PClassAmmo() { DropAmount = 0; } void PClassAmmo::DeriveData(PClass *newclass) { assert(newclass->IsKindOf(RUNTIME_CLASS(PClassAmmo))); Super::DeriveData(newclass); PClassAmmo *newc = static_cast(newclass); newc->DropAmount = DropAmount; } IMPLEMENT_CLASS (AAmmo) //=========================================================================== // // AAmmo :: Serialize // //=========================================================================== void AAmmo::Serialize (FArchive &arc) { Super::Serialize (arc); arc << BackpackAmount << BackpackMaxAmount; } //=========================================================================== // // AAmmo :: GetParentAmmo // // Returns the least-derived ammo type that this ammo is a descendant of. // That is, if this ammo is an immediate subclass of Ammo, then this ammo's // type is returned. If this ammo's superclass is not Ammo, then this // function travels up the inheritance chain until it finds a type that is // an immediate subclass of Ammo and returns that. // // The intent of this is that all unique ammo types will be immediate // subclasses of Ammo. To make different pickups with different ammo amounts, // you subclass the type of ammo you want a different amount for and edit // that. // //=========================================================================== PClassActor *AAmmo::GetParentAmmo () const { PClass *type = GetClass(); while (type->ParentClass != RUNTIME_CLASS(AAmmo) && type->ParentClass != NULL) { type = type->ParentClass; } return static_cast(type); } //=========================================================================== // // AAmmo :: HandlePickup // //=========================================================================== EXTERN_CVAR(Bool, sv_unlimited_pickup) bool AAmmo::HandlePickup (AInventory *item) { if (GetClass() == item->GetClass() || (item->IsKindOf (RUNTIME_CLASS(AAmmo)) && static_cast(item)->GetParentAmmo() == GetClass())) { if (Amount < MaxAmount || sv_unlimited_pickup) { int receiving = item->Amount; if (!(item->ItemFlags & IF_IGNORESKILL)) { // extra ammo in baby mode and nightmare mode receiving = FixedMul(receiving, G_SkillProperty(SKILLP_AmmoFactor)); } int oldamount = Amount; if (Amount > 0 && Amount + receiving < 0) { Amount = 0x7fffffff; } else { Amount += receiving; } if (Amount > MaxAmount && !sv_unlimited_pickup) { Amount = MaxAmount; } item->ItemFlags |= IF_PICKUPGOOD; // If the player previously had this ammo but ran out, possibly switch // to a weapon that uses it, but only if the player doesn't already // have a weapon pending. assert (Owner != NULL); if (oldamount == 0 && Owner != NULL && Owner->player != NULL) { barrier_cast(Owner)->CheckWeaponSwitch(GetClass()); } } return true; } if (Inventory != NULL) { return Inventory->HandlePickup (item); } return false; } //=========================================================================== // // AAmmo :: CreateCopy // //=========================================================================== AInventory *AAmmo::CreateCopy (AActor *other) { AInventory *copy; int amount = Amount; // extra ammo in baby mode and nightmare mode if (!(ItemFlags&IF_IGNORESKILL)) { amount = FixedMul(amount, G_SkillProperty(SKILLP_AmmoFactor)); } if (GetClass()->ParentClass != RUNTIME_CLASS(AAmmo) && GetClass() != RUNTIME_CLASS(AAmmo)) { PClassActor *type = GetParentAmmo(); if (!GoAway ()) { Destroy (); } copy = static_cast(Spawn (type, 0, 0, 0, NO_REPLACE)); copy->Amount = amount; copy->BecomeItem (); } else { copy = Super::CreateCopy (other); copy->Amount = amount; } if (copy->Amount > copy->MaxAmount) { // Don't pick up more ammo than you're supposed to be able to carry. copy->Amount = copy->MaxAmount; } return copy; } //=========================================================================== // // AAmmo :: CreateTossable // //=========================================================================== AInventory *AAmmo::CreateTossable() { AInventory *copy = Super::CreateTossable(); if (copy != NULL) { // Do not increase ammo by dropping it and picking it back up at // certain skill levels. copy->ItemFlags |= IF_IGNORESKILL; } return copy; } //--------------------------------------------------------------------------- // // FUNC P_GiveBody // // Returns false if the body isn't needed at all. // //--------------------------------------------------------------------------- bool P_GiveBody (AActor *actor, int num, int max) { if (actor->health <= 0 || (actor->player != NULL && actor->player->playerstate == PST_DEAD)) { // Do not heal dead things. return false; } player_t *player = actor->player; num = clamp(num, -65536, 65536); // prevent overflows for bad values if (player != NULL) { // Max is 0 by default, preserving default behavior for P_GiveBody() // calls while supporting AHealth. if (max <= 0) { max = static_cast(actor)->GetMaxHealth() + player->mo->stamina; // [MH] First step in predictable generic morph effects if (player->morphTics) { if (player->MorphStyle & MORPH_FULLHEALTH) { if (!(player->MorphStyle & MORPH_ADDSTAMINA)) { max -= player->mo->stamina; } } else // old health behaviour { max = MAXMORPHHEALTH; if (player->MorphStyle & MORPH_ADDSTAMINA) { max += player->mo->stamina; } } } } // [RH] For Strife: A negative body sets you up with a percentage // of your full health. if (num < 0) { num = max * -num / 100; if (player->health < num) { player->health = num; actor->health = num; return true; } } else if (num > 0) { if (player->health < max) { num = FixedMul(num, G_SkillProperty(SKILLP_HealthFactor)); if (num < 1) num = 1; player->health += num; if (player->health > max) { player->health = max; } actor->health = player->health; return true; } } } else { // Parameter value for max is ignored on monsters, preserving original // behaviour on AHealth as well as on existing calls to P_GiveBody(). max = actor->SpawnHealth(); if (num < 0) { num = max * -num / 100; if (actor->health < num) { actor->health = num; return true; } } else if (actor->health < max) { actor->health += num; if (actor->health > max) { actor->health = max; } return true; } } return false; } //--------------------------------------------------------------------------- // // PROC A_RestoreSpecialThing1 // // Make a special thing visible again. // //--------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialThing1) { PARAM_ACTION_PROLOGUE; self->renderflags &= ~RF_INVISIBLE; if (static_cast(self)->DoRespawn ()) { S_Sound (self, CHAN_VOICE, "misc/spawn", 1, ATTN_IDLE); } return 0; } //--------------------------------------------------------------------------- // // PROC A_RestoreSpecialThing2 // //--------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialThing2) { PARAM_ACTION_PROLOGUE; self->flags |= MF_SPECIAL; if (!(self->GetDefault()->flags & MF_NOGRAVITY)) { self->flags &= ~MF_NOGRAVITY; } self->SetState (self->SpawnState); return 0; } //--------------------------------------------------------------------------- // // PROC A_RestoreSpecialDoomThing // //--------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialDoomThing) { PARAM_ACTION_PROLOGUE; self->renderflags &= ~RF_INVISIBLE; self->flags |= MF_SPECIAL; if (!(self->GetDefault()->flags & MF_NOGRAVITY)) { self->flags &= ~MF_NOGRAVITY; } if (static_cast(self)->DoRespawn ()) { self->SetState (self->SpawnState); S_Sound (self, CHAN_VOICE, "misc/spawn", 1, ATTN_IDLE); Spawn ("ItemFog", self->Pos(), ALLOW_REPLACE); } return 0; } //--------------------------------------------------------------------------- // // PROP A_RestoreSpecialPosition // //--------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialPosition) { PARAM_ACTION_PROLOGUE; // Move item back to its original location fixed_t _x, _y; sector_t *sec; _x = self->SpawnPoint[0]; _y = self->SpawnPoint[1]; self->UnlinkFromWorld(); self->SetXY(_x, _y); self->LinkToWorld(true); sec = self->Sector; self->dropoffz = self->floorz = sec->floorplane.ZatPoint(_x, _y); self->ceilingz = sec->ceilingplane.ZatPoint(_x, _y); self->SetZ(self->floorz); P_FindFloorCeiling(self, FFCF_ONLYSPAWNPOS | FFCF_NOPORTALS); // no pprtal checks here so that things get spawned in this sector. if (self->flags & MF_SPAWNCEILING) { self->SetZ(self->ceilingz - self->height - self->SpawnPoint[2]); } else if (self->flags2 & MF2_SPAWNFLOAT) { fixed_t space = self->ceilingz - self->height - self->floorz; if (space > 48*FRACUNIT) { space -= 40*FRACUNIT; self->SetZ(((space * pr_restore())>>8) + self->floorz + 40*FRACUNIT); } else { self->SetZ(self->floorz); } } else { self->SetZ(self->SpawnPoint[2] + self->floorz); } // Redo floor/ceiling check, in case of 3D floors // we need to get the actual floor and ceiling heights including portals here self->floorz = sec->LowestFloorAt(self, &self->floorsector); self->ceilingz = sec->HighestCeilingAt(self, &self->ceilingsector); P_FindFloorCeiling(self, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DRESTRICT); if (self->Z() < self->floorz) { // Do not reappear under the floor, even if that's where we were for the // initial spawn. self->SetZ(self->floorz); } if ((self->flags & MF_SOLID) && (self->Top() > self->ceilingz)) { // Do the same for the ceiling. self->SetZ(self->ceilingz - self->height); } // Do not interpolate from the position the actor was at when it was // picked up, in case that is different from where it is now. self->PrevX = self->X(); self->PrevY = self->Y(); self->PrevZ = self->Z(); return 0; } int AInventory::StaticLastMessageTic; const char *AInventory::StaticLastMessage; IMPLEMENT_POINTY_CLASS (AInventory) DECLARE_POINTER (Owner) END_POINTERS //=========================================================================== // // AInventory :: Tick // //=========================================================================== void AInventory::Tick () { if (Owner == NULL) { // AActor::Tick is only handling interaction with the world // and we don't want that for owned inventory items. Super::Tick (); } else if (tics != -1) // ... but at least we have to advance the states { tics--; // you can cycle through multiple states in a tic // [RH] Use <= 0 instead of == 0 so that spawnstates // of 0 tics work as expected. if (tics <= 0) { assert (state != NULL); if (state == NULL) { Destroy(); return; } if (!SetState (state->GetNextState())) return; // freed itself } } if (DropTime) { if (--DropTime == 0) { flags |= GetDefault()->flags & (MF_SPECIAL|MF_SOLID); } } } //=========================================================================== // // AInventory :: Serialize // //=========================================================================== void AInventory::Serialize (FArchive &arc) { Super::Serialize (arc); arc << Owner << Amount << MaxAmount << RespawnTics << ItemFlags << Icon << PickupSound << SpawnPointClass; } //=========================================================================== // // AInventory :: MarkPrecacheSounds // //=========================================================================== void AInventory::MarkPrecacheSounds() const { Super::MarkPrecacheSounds(); PickupSound.MarkUsed(); } //=========================================================================== // // AInventory :: SpecialDropAction // // Called by P_DropItem. Return true to prevent the standard drop tossing. // A few Strife items that are meant to trigger actions rather than be // picked up use this. Normal items shouldn't need it. // //=========================================================================== bool AInventory::SpecialDropAction (AActor *dropper) { return false; } //=========================================================================== // // AInventory :: ShouldRespawn // // Returns true if the item should hide itself and reappear later when picked // up. // //=========================================================================== bool AInventory::ShouldRespawn () { if ((ItemFlags & IF_BIGPOWERUP) && !(dmflags2 & DF2_RESPAWN_SUPER)) return false; if (ItemFlags & IF_NEVERRESPAWN) return false; return !!((dmflags & DF_ITEMS_RESPAWN) || (ItemFlags & IF_ALWAYSRESPAWN)); } //=========================================================================== // // AInventory :: BeginPlay // //=========================================================================== void AInventory::BeginPlay () { Super::BeginPlay (); ChangeStatNum (STAT_INVENTORY); flags |= MF_DROPPED; // [RH] Items are dropped by default } //=========================================================================== // // AInventory :: Grind // //=========================================================================== bool AInventory::Grind(bool items) { // Does this grind request even care about items? if (!items) { return false; } // Dropped items are normally destroyed by crushers. Set the DONTGIB flag, // and they'll act like corpses with it set and be immune to crushers. if (flags & MF_DROPPED) { if (!(flags3 & MF3_DONTGIB)) { Destroy(); } return false; } // Non-dropped items call the super method for compatibility. return Super::Grind(items); } //=========================================================================== // // AInventory :: DoEffect // // Handles any effect an item might apply to its owner // Normally only used by subclasses of APowerup // //=========================================================================== void AInventory::DoEffect () { } //=========================================================================== // // AInventory :: Travelled // // Called when an item in somebody's inventory is carried over to another // map, in case it needs to do special reinitialization. // //=========================================================================== void AInventory::Travelled () { } //=========================================================================== // // AInventory :: OwnerDied // // Items receive this message when their owners die. // //=========================================================================== void AInventory::OwnerDied () { } //=========================================================================== // // AInventory :: HandlePickup // // Returns true if the pickup was handled (or should not happen at all), // false if not. // //=========================================================================== bool AInventory::HandlePickup (AInventory *item) { if (item->GetClass() == GetClass()) { if (Amount < MaxAmount || (sv_unlimited_pickup && !item->ShouldStay())) { if (Amount > 0 && Amount + item->Amount < 0) { Amount = 0x7fffffff; } else { Amount += item->Amount; } if (Amount > MaxAmount && !sv_unlimited_pickup) { Amount = MaxAmount; } item->ItemFlags |= IF_PICKUPGOOD; } return true; } if (Inventory != NULL) { return Inventory->HandlePickup (item); } return false; } //=========================================================================== // // AInventory :: GoAway // // Returns true if you must create a copy of this item to give to the player // or false if you can use this one instead. // //=========================================================================== bool AInventory::GoAway () { // Dropped items never stick around if (flags & MF_DROPPED) { return false; } if (!ShouldStay ()) { Hide (); if (ShouldRespawn ()) { return true; } return false; } return true; } //=========================================================================== // // AInventory :: GoAwayAndDie // // Like GoAway but used by items that don't insert themselves into the // inventory. If they won't be respawning, then they can destroy themselves. // //=========================================================================== void AInventory::GoAwayAndDie () { if (!GoAway ()) { flags &= ~MF_SPECIAL; SetState (FindState("HoldAndDestroy")); } } //=========================================================================== // // AInventory :: CreateCopy // // Returns an actor suitable for placing in an inventory, either itself or // a copy based on whether it needs to respawn or not. Returning NULL // indicates the item should not be picked up. // //=========================================================================== AInventory *AInventory::CreateCopy (AActor *other) { AInventory *copy; Amount = MIN(Amount, MaxAmount); if (GoAway ()) { copy = static_cast(Spawn (GetClass(), 0, 0, 0, NO_REPLACE)); copy->Amount = Amount; copy->MaxAmount = MaxAmount; } else { copy = this; } return copy; } //=========================================================================== // // AInventory::CreateTossable // // Creates a copy of the item suitable for dropping. If this actor embodies // only one item, then it is tossed out itself. Otherwise, the count drops // by one and a new item with an amount of 1 is spawned. // //=========================================================================== AInventory *AInventory::CreateTossable () { AInventory *copy; // If this actor lacks a SpawnState, don't drop it. (e.g. A base weapon // like the fist can't be dropped because you'll never see it.) if (SpawnState == ::GetDefault()->SpawnState || SpawnState == NULL) { return NULL; } if ((ItemFlags & (IF_UNDROPPABLE|IF_UNTOSSABLE)) || Owner == NULL || Amount <= 0) { return NULL; } if (Amount == 1 && !(ItemFlags & IF_KEEPDEPLETED)) { BecomePickup (); DropTime = 30; flags &= ~(MF_SPECIAL|MF_SOLID); return this; } copy = static_cast(Spawn (GetClass(), Owner->Pos(), NO_REPLACE)); if (copy != NULL) { copy->MaxAmount = MaxAmount; copy->Amount = 1; copy->DropTime = 30; copy->flags &= ~(MF_SPECIAL|MF_SOLID); Amount--; } return copy; } //=========================================================================== // // AInventory :: BecomeItem // // Lets this actor know that it's about to be placed in an inventory. // //=========================================================================== void AInventory::BecomeItem () { if (!(flags & (MF_NOBLOCKMAP|MF_NOSECTOR))) { UnlinkFromWorld (); if (sector_list) { P_DelSeclist (sector_list); sector_list = NULL; } flags |= MF_NOBLOCKMAP|MF_NOSECTOR; LinkToWorld (); } RemoveFromHash (); flags &= ~MF_SPECIAL; SetState (FindState("Held")); } //=========================================================================== // // AInventory :: BecomePickup // // Lets this actor know it should wait to be picked up. // //=========================================================================== void AInventory::BecomePickup () { if (Owner != NULL) { Owner->RemoveInventory (this); } if (flags & (MF_NOBLOCKMAP|MF_NOSECTOR)) { UnlinkFromWorld (); flags &= ~(MF_NOBLOCKMAP|MF_NOSECTOR); LinkToWorld (); P_FindFloorCeiling (this); } flags = (GetDefault()->flags | MF_DROPPED) & ~MF_COUNTITEM; renderflags &= ~RF_INVISIBLE; SetState (SpawnState); } //=========================================================================== // // AInventory :: AbsorbDamage // // Allows inventory items (primarily armor) to reduce the amount of damage // taken. Damage is the amount of damage that would be done without armor, // and newdamage is the amount that should be done after the armor absorbs // it. // //=========================================================================== void AInventory::AbsorbDamage (int damage, FName damageType, int &newdamage) { if (Inventory != NULL) { Inventory->AbsorbDamage (damage, damageType, newdamage); } } //=========================================================================== // // AInventory :: ModifyDamage // // Allows inventory items to manipulate the amount of damage // inflicted. Damage is the amount of damage that would be done without manipulation, // and newdamage is the amount that should be done after the item has changed // it. // 'active' means it is called by the inflictor, 'passive' by the target. // It may seem that this is redundant and AbsorbDamage is the same. However, // AbsorbDamage is called only for players and also depends on other settings // which are undesirable for a protection artifact. // //=========================================================================== void AInventory::ModifyDamage (int damage, FName damageType, int &newdamage, bool passive) { if (Inventory != NULL) { Inventory->ModifyDamage (damage, damageType, newdamage, passive); } } //=========================================================================== // // AInventory :: GetSpeedFactor // //=========================================================================== fixed_t AInventory::GetSpeedFactor () { if (Inventory != NULL) { return Inventory->GetSpeedFactor(); } else { return FRACUNIT; } } //=========================================================================== // // AInventory :: GetNoTeleportFreeze // //=========================================================================== bool AInventory::GetNoTeleportFreeze () { // do not check the flag here because it's only active when used on PowerUps, not on PowerupGivers. if (Inventory != NULL) { return Inventory->GetNoTeleportFreeze(); } else { return false; } } //=========================================================================== // // AInventory :: AlterWeaponSprite // // Allows inventory items to alter a player's weapon sprite just before it // is drawn. // //=========================================================================== int AInventory::AlterWeaponSprite (visstyle_t *vis) { if (Inventory != NULL) { return Inventory->AlterWeaponSprite (vis); } return 0; } //=========================================================================== // // AInventory :: Use // //=========================================================================== bool AInventory::Use (bool pickup) { return false; } //=========================================================================== // // AInventory :: Hide // // Hides this actor until it's time to respawn again. // //=========================================================================== void AInventory::Hide () { FState *HideSpecialState = NULL, *HideDoomishState = NULL; flags = (flags & ~MF_SPECIAL) | MF_NOGRAVITY; renderflags |= RF_INVISIBLE; if (gameinfo.gametype & GAME_Raven) { HideSpecialState = FindState("HideSpecial"); if (HideSpecialState == NULL) { HideDoomishState = FindState("HideDoomish"); } } else { HideDoomishState = FindState("HideDoomish"); if (HideDoomishState == NULL) { HideSpecialState = FindState("HideSpecial"); } } assert(HideDoomishState != NULL || HideSpecialState != NULL); if (HideSpecialState != NULL) { SetState (HideSpecialState); tics = 1400; if (PickupFlash != NULL) tics += 30; } else if (HideDoomishState != NULL) { SetState (HideDoomishState); tics = 1050; } if (RespawnTics != 0) { tics = RespawnTics; } } //=========================================================================== // // //=========================================================================== static void PrintPickupMessage (const char *str) { if (str != NULL) { if (str[0]=='$') { str=GStrings(str+1); } if (str[0] != 0) Printf (PRINT_LOW, "%s\n", str); } } //=========================================================================== // // AInventory :: Touch // // Handles collisions from another actor, possible adding itself to the // collider's inventory. // //=========================================================================== void AInventory::Touch (AActor *toucher) { player_t *player = toucher->player; // If a voodoo doll touches something, pretend the real player touched it instead. if (player != NULL) { toucher = player->mo; } bool localview = toucher->CheckLocalView(consoleplayer); if (!CallTryPickup (toucher, &toucher)) return; // This is the only situation when a pickup flash should ever play. if (PickupFlash != NULL && !ShouldStay()) { Spawn(PickupFlash, Pos(), ALLOW_REPLACE); } if (!(ItemFlags & IF_QUIET)) { const char * message = PickupMessage (); if (message != NULL && *message != 0 && localview && (StaticLastMessageTic != gametic || StaticLastMessage != message)) { StaticLastMessageTic = gametic; StaticLastMessage = message; PrintPickupMessage (message); StatusBar->FlashCrosshair (); } // Special check so voodoo dolls picking up items cause the // real player to make noise. if (player != NULL) { PlayPickupSound (player->mo); if (!(ItemFlags & IF_NOSCREENFLASH)) { player->bonuscount = BONUSADD; } } else { PlayPickupSound (toucher); } } // [RH] Execute an attached special (if any) DoPickupSpecial (toucher); if (flags & MF_COUNTITEM) { if (player != NULL) { player->itemcount++; } level.found_items++; } if (flags5 & MF5_COUNTSECRET) { P_GiveSecret(player != NULL? (AActor*)player->mo : toucher, true, true, -1); } //Added by MC: Check if item taken was the roam destination of any bot for (int i = 0; i < MAXPLAYERS; i++) { if (players[i].Bot != NULL && this == players[i].Bot->dest) players[i].Bot->dest = NULL; } } //=========================================================================== // // AInventory :: DoPickupSpecial // // Executes this actor's special when it is picked up. // //=========================================================================== void AInventory::DoPickupSpecial (AActor *toucher) { if (special) { P_ExecuteSpecial(special, NULL, toucher, false, args[0], args[1], args[2], args[3], args[4]); special = 0; } } //=========================================================================== // // AInventory :: PickupMessage // // Returns the message to print when this actor is picked up. // //=========================================================================== const char *AInventory::PickupMessage () { return GetClass()->PickupMessage; } //=========================================================================== // // AInventory :: PlayPickupSound // //=========================================================================== void AInventory::PlayPickupSound (AActor *toucher) { float atten; int chan; if (ItemFlags & IF_NOATTENPICKUPSOUND) { atten = ATTN_NONE; } #if 0 else if ((ItemFlags & IF_FANCYPICKUPSOUND) && (toucher == NULL || toucher->CheckLocalView(consoeplayer))) { atten = ATTN_NONE; } #endif else { atten = ATTN_NORM; } if (toucher != NULL && toucher->CheckLocalView(consoleplayer)) { chan = CHAN_PICKUP|CHAN_NOPAUSE; } else { chan = CHAN_PICKUP; } S_Sound (toucher, chan, PickupSound, 1, atten); } //=========================================================================== // // AInventory :: ShouldStay // // Returns true if the item should not disappear, even temporarily. // //=========================================================================== bool AInventory::ShouldStay () { return false; } //=========================================================================== // // AInventory :: Destroy // //=========================================================================== void AInventory::Destroy () { if (Owner != NULL) { Owner->RemoveInventory (this); } Inventory = NULL; Super::Destroy (); // Although contrived it can theoretically happen that these variables still got a pointer to this item if (SendItemUse == this) SendItemUse = NULL; if (SendItemDrop == this) SendItemDrop = NULL; } //=========================================================================== // // AInventory :: DepleteOrDestroy // // If the item is depleted, just change its amount to 0, otherwise it's destroyed. // //=========================================================================== void AInventory::DepleteOrDestroy () { // If it's not ammo or an internal armor, destroy it. // Ammo needs to stick around, even when it's zero for the benefit // of the weapons that use it and to maintain the maximum ammo // amounts a backpack might have given. // Armor shouldn't be removed because they only work properly when // they are the last items in the inventory. if (ItemFlags & IF_KEEPDEPLETED) { Amount = 0; } else { Destroy(); } } //=========================================================================== // // AInventory :: GetBlend // // Returns a color to blend to the player's view as long as they possess this // item. // //=========================================================================== PalEntry AInventory::GetBlend () { return 0; } //=========================================================================== // // AInventory :: PrevItem // // Returns the previous item. // //=========================================================================== AInventory *AInventory::PrevItem () { AInventory *item = Owner->Inventory; while (item != NULL && item->Inventory != this) { item = item->Inventory; } return item; } //=========================================================================== // // AInventory :: PrevInv // // Returns the previous item with IF_INVBAR set. // //=========================================================================== AInventory *AInventory::PrevInv () { AInventory *lastgood = NULL; AInventory *item = Owner->Inventory; while (item != NULL && item != this) { if (item->ItemFlags & IF_INVBAR) { lastgood = item; } item = item->Inventory; } return lastgood; } //=========================================================================== // // AInventory :: NextInv // // Returns the next item with IF_INVBAR set. // //=========================================================================== AInventory *AInventory::NextInv () { AInventory *item = Inventory; while (item != NULL && !(item->ItemFlags & IF_INVBAR)) { item = item->Inventory; } return item; } //=========================================================================== // // AInventory :: DrawPowerup // // Gives this item a chance to draw a special status indicator on the screen. // Returns false if it didn't draw anything. // //=========================================================================== bool AInventory::DrawPowerup (int x, int y) { return false; } /***************************************************************************/ /* AArtifact implementation */ /***************************************************************************/ IMPLEMENT_CLASS (APowerupGiver) //=========================================================================== // // AInventory :: DoRespawn // //=========================================================================== bool AInventory::DoRespawn () { if (SpawnPointClass != NULL) { AActor *spot = NULL; DSpotState *state = DSpotState::GetSpotState(); if (state != NULL) spot = state->GetRandomSpot(SpawnPointClass); if (spot != NULL) { SetOrigin (spot->Pos(), false); SetZ(floorz); } } return true; } //=========================================================================== // // AInventory :: GiveQuest // //=========================================================================== void AInventory::GiveQuest (AActor *toucher) { int quest = GetClass()->GiveQuest; if (quest > 0 && quest <= (int)countof(QuestItemClasses)) { toucher->GiveInventoryType (QuestItemClasses[quest-1]); } } //=========================================================================== // // AInventory :: TryPickup // //=========================================================================== bool AInventory::TryPickup (AActor *&toucher) { AActor *newtoucher = toucher; // in case changed by the powerup // If HandlePickup() returns true, it will set the IF_PICKUPGOOD flag // to indicate that this item has been picked up. If the item cannot be // picked up, then it leaves the flag cleared. ItemFlags &= ~IF_PICKUPGOOD; if (toucher->Inventory != NULL && toucher->Inventory->HandlePickup (this)) { // Let something else the player is holding intercept the pickup. if (!(ItemFlags & IF_PICKUPGOOD)) { return false; } ItemFlags &= ~IF_PICKUPGOOD; GoAwayAndDie (); } else if (MaxAmount == 0 && !IsKindOf(RUNTIME_CLASS(AAmmo))) { // Special case: If an item's MaxAmount is 0, you can still pick it // up if it is autoactivate-able. if (!(ItemFlags & IF_AUTOACTIVATE)) { return false; } // The item is placed in the inventory just long enough to be used. toucher->AddInventory (this); bool usegood = Use (true); toucher->RemoveInventory (this); if (usegood) { GoAwayAndDie (); } else { return false; } } else { // Add the item to the inventory. It is not already there, or HandlePickup // would have already taken care of it. AInventory *copy = CreateCopy (toucher); if (copy == NULL) { return false; } // Some powerups cannot activate absolutely, for // example, PowerMorph; fail the pickup if so. if (copy->ItemFlags & IF_INITEFFECTFAILED) { if (copy != this) copy->Destroy(); else ItemFlags &= ~IF_INITEFFECTFAILED; return false; } // Handle owner-changing powerups if (copy->ItemFlags & IF_CREATECOPYMOVED) { newtoucher = copy->Owner; copy->Owner = NULL; copy->ItemFlags &= ~IF_CREATECOPYMOVED; } // Continue onwards with the rest copy->AttachToOwner (newtoucher); if (ItemFlags & IF_AUTOACTIVATE) { if (copy->Use (true)) { if (--copy->Amount <= 0) { copy->flags &= ~MF_SPECIAL; copy->SetState (copy->FindState("HoldAndDestroy")); } } } } return true; } //=========================================================================== // // AInventory :: TryPickupRestricted // //=========================================================================== bool AInventory::TryPickupRestricted (AActor *&toucher) { return false; } //=========================================================================== // // AInventory :: CallTryPickup // //=========================================================================== bool AInventory::CallTryPickup (AActor *toucher, AActor **toucher_return) { TObjPtr Invstack = Inventory; // A pointer of the inventories item stack. // unmorphed versions of a currently morphed actor cannot pick up anything. if (toucher->flags & MF_UNMORPHED) return false; bool res; if (CanPickup(toucher)) res = TryPickup(toucher); else if (!(ItemFlags & IF_RESTRICTABSOLUTELY)) res = TryPickupRestricted(toucher); // let an item decide for itself how it will handle this else return false; // Morph items can change the toucher so we need an option to return this info. if (toucher_return != NULL) *toucher_return = toucher; if (!res && (ItemFlags & IF_ALWAYSPICKUP) && !ShouldStay()) { res = true; GoAwayAndDie(); } if (res) { GiveQuest(toucher); // Transfer all inventory accross that the old object had, if requested. if ((ItemFlags & IF_TRANSFER)) { while (Invstack) { AInventory* titem = Invstack; Invstack = titem->Inventory; if (titem->Owner == this) { if (!titem->CallTryPickup(toucher)) // The object no longer can exist { titem->Destroy(); } } } } } return res; } //=========================================================================== // // AInventory :: CanPickup // //=========================================================================== bool AInventory::CanPickup (AActor *toucher) { if (!toucher) return false; PClassInventory *ai = GetClass(); // Is the item restricted to certain player classes? if (ai->RestrictedToPlayerClass.Size() != 0) { for (unsigned i = 0; i < ai->RestrictedToPlayerClass.Size(); ++i) { if (toucher->IsKindOf(ai->RestrictedToPlayerClass[i])) return true; } return false; } // Or is it forbidden to certain other classes? else { for (unsigned i = 0; i < ai->ForbiddenToPlayerClass.Size(); ++i) { if (toucher->IsKindOf(ai->ForbiddenToPlayerClass[i])) return false; } } return true; } //=========================================================================== // // CCMD printinv // // Prints the console player's current inventory. // //=========================================================================== CCMD (printinv) { AInventory *item; int pnum = consoleplayer; #ifdef _DEBUG // Only allow peeking on other players' inventory in debug builds. if (argv.argc() > 1) { pnum = atoi (argv[1]); if (pnum < 0 || pnum >= MAXPLAYERS) { return; } } #endif if (players[pnum].mo == NULL) { return; } for (item = players[pnum].mo->Inventory; item != NULL; item = item->Inventory) { Printf ("%s #%u (%d/%d)\n", item->GetClass()->TypeName.GetChars(), item->InventoryID, item->Amount, item->MaxAmount); } } //=========================================================================== // // AInventory :: AttachToOwner // //=========================================================================== void AInventory::AttachToOwner (AActor *other) { BecomeItem (); other->AddInventory (this); } //=========================================================================== // // AInventory :: DetachFromOwner // // Performs any special work needed when the item leaves an inventory, // either through destruction or becoming a pickup. // //=========================================================================== void AInventory::DetachFromOwner () { } IMPLEMENT_CLASS (ACustomInventory) //=========================================================================== // // ACustomInventory :: SpecialDropAction // //=========================================================================== bool ACustomInventory::SpecialDropAction (AActor *dropper) { return CallStateChain (dropper, FindState(NAME_Drop)); } //=========================================================================== // // ACustomInventory :: Use // //=========================================================================== bool ACustomInventory::Use (bool pickup) { return CallStateChain (Owner, FindState(NAME_Use)); } //=========================================================================== // // ACustomInventory :: TryPickup // //=========================================================================== bool ACustomInventory::TryPickup (AActor *&toucher) { FState *pickupstate = FindState(NAME_Pickup); bool useok = CallStateChain (toucher, pickupstate); if ((useok || pickupstate == NULL) && FindState(NAME_Use) != NULL) { useok = Super::TryPickup (toucher); } else if (useok) { GoAwayAndDie(); } return useok; } IMPLEMENT_CLASS(PClassHealth) //=========================================================================== // // PClassHealth Constructor // //=========================================================================== PClassHealth::PClassHealth() { LowHealth = 0; } //=========================================================================== // // PClassHealth :: Derive // //=========================================================================== void PClassHealth::DeriveData(PClass *newclass) { assert(newclass->IsKindOf(RUNTIME_CLASS(PClassHealth))); Super::DeriveData(newclass); PClassHealth *newc = static_cast(newclass); newc->LowHealth = LowHealth; newc->LowHealthMessage = LowHealthMessage; } IMPLEMENT_CLASS (AHealth) //=========================================================================== // // AHealth :: PickupMessage // //=========================================================================== const char *AHealth::PickupMessage () { int threshold = GetClass()->LowHealth; if (PrevHealth < threshold) { FString message = GetClass()->LowHealthMessage; if (message.IsNotEmpty()) { return message; } } return Super::PickupMessage(); } //=========================================================================== // // AHealth :: TryPickup // //=========================================================================== bool AHealth::TryPickup (AActor *&other) { PrevHealth = other->player != NULL ? other->player->health : other->health; // P_GiveBody adds one new feature, applied only if it is possible to pick up negative health: // Negative values are treated as positive percentages, ie Amount -100 means 100% health, ignoring max amount. if (P_GiveBody(other, Amount, MaxAmount)) { GoAwayAndDie(); return true; } return false; } IMPLEMENT_CLASS (AHealthPickup) //=========================================================================== // // AHealthPickup :: CreateCopy // //=========================================================================== AInventory *AHealthPickup::CreateCopy (AActor *other) { AInventory *copy = Super::CreateCopy (other); copy->health = health; return copy; } //=========================================================================== // // AHealthPickup :: CreateTossable // //=========================================================================== AInventory *AHealthPickup::CreateTossable () { AInventory *copy = Super::CreateTossable (); if (copy != NULL) { copy->health = health; } return copy; } //=========================================================================== // // AHealthPickup :: HandlePickup // //=========================================================================== bool AHealthPickup::HandlePickup (AInventory *item) { // HealthPickups that are the same type but have different health amounts // do not count as the same item. if (item->health == health) { return Super::HandlePickup (item); } if (Inventory != NULL) { return Inventory->HandlePickup (item); } return false; } //=========================================================================== // // AHealthPickup :: Use // //=========================================================================== bool AHealthPickup::Use (bool pickup) { return P_GiveBody (Owner, health); } //=========================================================================== // // AHealthPickup :: Serialize // //=========================================================================== void AHealthPickup::Serialize (FArchive &arc) { Super::Serialize(arc); arc << autousemode; } // Backpack ----------------------------------------------------------------- //=========================================================================== // // ABackpackItem :: Serialize // //=========================================================================== void ABackpackItem::Serialize (FArchive &arc) { Super::Serialize (arc); arc << bDepleted; } //=========================================================================== // // ABackpackItem :: CreateCopy // // A backpack is being added to a player who doesn't yet have one. Give them // every kind of ammo, and increase their max amounts. // //=========================================================================== AInventory *ABackpackItem::CreateCopy (AActor *other) { // Find every unique type of ammo. Give it to the player if // he doesn't have it already, and double its maximum capacity. for (unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); ++i) { PClass *type = PClassActor::AllActorClasses[i]; if (type->ParentClass == RUNTIME_CLASS(AAmmo)) { PClassActor *atype = static_cast(type); AAmmo *ammo = static_cast(other->FindInventory(atype)); int amount = static_cast(GetDefaultByType(type))->BackpackAmount; // extra ammo in baby mode and nightmare mode if (!(ItemFlags&IF_IGNORESKILL)) { amount = FixedMul(amount, G_SkillProperty(SKILLP_AmmoFactor)); } if (amount < 0) amount = 0; if (ammo == NULL) { // The player did not have the ammo. Add it. ammo = static_cast(Spawn(atype, 0, 0, 0, NO_REPLACE)); ammo->Amount = bDepleted ? 0 : amount; if (ammo->BackpackMaxAmount > ammo->MaxAmount) { ammo->MaxAmount = ammo->BackpackMaxAmount; } if (ammo->Amount > ammo->MaxAmount) { ammo->Amount = ammo->MaxAmount; } ammo->AttachToOwner (other); } else { // The player had the ammo. Give some more. if (ammo->MaxAmount < ammo->BackpackMaxAmount) { ammo->MaxAmount = ammo->BackpackMaxAmount; } if (!bDepleted && ammo->Amount < ammo->MaxAmount) { ammo->Amount += amount; if (ammo->Amount > ammo->MaxAmount) { ammo->Amount = ammo->MaxAmount; } } } } } return Super::CreateCopy (other); } //=========================================================================== // // ABackpackItem :: HandlePickup // // When the player picks up another backpack, just give them more ammo. // //=========================================================================== bool ABackpackItem::HandlePickup (AInventory *item) { // Since you already have a backpack, that means you already have every // kind of ammo in your inventory, so we don't need to look at the // entire PClass list to discover what kinds of ammo exist, and we don't // have to alter the MaxAmount either. if (item->IsKindOf (RUNTIME_CLASS(ABackpackItem))) { for (AInventory *probe = Owner->Inventory; probe != NULL; probe = probe->Inventory) { if (probe->GetClass()->ParentClass == RUNTIME_CLASS(AAmmo)) { if (probe->Amount < probe->MaxAmount || sv_unlimited_pickup) { int amount = static_cast(probe->GetDefault())->BackpackAmount; // extra ammo in baby mode and nightmare mode if (!(item->ItemFlags&IF_IGNORESKILL)) { amount = FixedMul(amount, G_SkillProperty(SKILLP_AmmoFactor)); } probe->Amount += amount; if (probe->Amount > probe->MaxAmount && !sv_unlimited_pickup) { probe->Amount = probe->MaxAmount; } } } } // The pickup always succeeds, even if you didn't get anything item->ItemFlags |= IF_PICKUPGOOD; return true; } else if (Inventory != NULL) { return Inventory->HandlePickup (item); } else { return false; } } //=========================================================================== // // ABackpackItem :: CreateTossable // // The tossed backpack must not give out any more ammo, otherwise a player // could cheat by dropping their backpack and picking it up for more ammo. // //=========================================================================== AInventory *ABackpackItem::CreateTossable () { ABackpackItem *pack = static_cast(Super::CreateTossable()); if (pack != NULL) { pack->bDepleted = true; } return pack; } //=========================================================================== // // ABackpackItem :: DetachFromOwner // //=========================================================================== void ABackpackItem::DetachFromOwner () { // When removing a backpack, drop the player's ammo maximums to normal AInventory *item; for (item = Owner->Inventory; item != NULL; item = item->Inventory) { if (item->GetClass()->ParentClass == RUNTIME_CLASS(AAmmo) && item->MaxAmount == static_cast(item)->BackpackMaxAmount) { item->MaxAmount = static_cast(item->GetDefault())->MaxAmount; if (item->Amount > item->MaxAmount) { item->Amount = item->MaxAmount; } } } } //=========================================================================== // // ABackpack // //=========================================================================== IMPLEMENT_CLASS(ABackpackItem) IMPLEMENT_CLASS (AMapRevealer) //=========================================================================== // // AMapRevealer :: TryPickup // // The MapRevealer doesn't actually go in your inventory. Instead, it sets // a flag on the level. // //=========================================================================== bool AMapRevealer::TryPickup (AActor *&toucher) { level.flags2 |= LEVEL2_ALLMAP; GoAwayAndDie (); return true; } //=========================================================================== // // AScoreItem // //=========================================================================== IMPLEMENT_CLASS(AScoreItem) //=========================================================================== // // AScoreItem :: TryPickup // // Adds the value (Amount) of the item to the toucher's Score property. // //=========================================================================== bool AScoreItem::TryPickup (AActor *&toucher) { toucher->Score += Amount; GoAwayAndDie(); return true; }