/* ** a_pickups.cpp ** Inventory base class implementation ** **--------------------------------------------------------------------------- ** Copyright 2005-2016 Randy Heit ** Copyright 2005-2016 Cheistoph Oelckers ** 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. **--------------------------------------------------------------------------- ** */ #include #include "info.h" #include "p_local.h" #include "p_lnspec.h" #include "sbar.h" #include "statnums.h" #include "c_dispatch.h" #include "gstrings.h" #include "a_morph.h" #include "a_specialspot.h" #include "g_game.h" #include "doomstat.h" #include "d_player.h" #include "serializer.h" #include "vm.h" #include "c_functions.h" #include "g_levellocals.h" EXTERN_CVAR(Bool, sv_unlimited_pickup) IMPLEMENT_CLASS(AInventory, false, true) IMPLEMENT_POINTERS_START(AInventory) IMPLEMENT_POINTER(Owner) IMPLEMENT_POINTERS_END DEFINE_FIELD_BIT(AInventory, ItemFlags, bPickupGood, IF_PICKUPGOOD) DEFINE_FIELD_BIT(AInventory, ItemFlags, bCreateCopyMoved, IF_CREATECOPYMOVED) DEFINE_FIELD_BIT(AInventory, ItemFlags, bInitEffectFailed, IF_INITEFFECTFAILED) DEFINE_FIELD(AInventory, Owner) DEFINE_FIELD(AInventory, Amount) DEFINE_FIELD(AInventory, MaxAmount) DEFINE_FIELD(AInventory, InterHubAmount) DEFINE_FIELD(AInventory, RespawnTics) DEFINE_FIELD(AInventory, Icon) DEFINE_FIELD(AInventory, AltHUDIcon) DEFINE_FIELD(AInventory, DropTime) DEFINE_FIELD(AInventory, SpawnPointClass) DEFINE_FIELD(AInventory, PickupFlash) DEFINE_FIELD(AInventory, PickupSound) //=========================================================================== // // 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(FSerializer &arc) { Super::Serialize (arc); auto def = (AInventory*)GetDefault(); arc("owner", Owner) ("amount", Amount, def->Amount) ("maxamount", MaxAmount, def->MaxAmount) ("interhubamount", InterHubAmount, def->InterHubAmount) ("respawntics", RespawnTics, def->RespawnTics) ("itemflags", ItemFlags, def->ItemFlags) ("icon", Icon, def->Icon) ("althudicon", AltHUDIcon, def->AltHUDIcon) ("pickupsound", PickupSound, def->PickupSound) ("spawnpointclass", SpawnPointClass, def->SpawnPointClass) ("droptime", DropTime, def->DropTime); } //=========================================================================== // // //=========================================================================== static int StaticLastMessageTic; static FString StaticLastMessage; DEFINE_ACTION_FUNCTION(AInventory, PrintPickupMessage) { PARAM_PROLOGUE; PARAM_BOOL(localview); PARAM_STRING(str); if (str.IsNotEmpty() && localview && (StaticLastMessageTic != gametic || StaticLastMessage.Compare(str))) { StaticLastMessageTic = gametic; StaticLastMessage = str; const char *pstr = str.GetChars(); if (pstr[0] == '$') pstr = GStrings(pstr + 1); if (pstr[0] != 0) Printf(PRINT_LOW, "%s\n", pstr); StatusBar->FlashCrosshair(); } return 0; } //=========================================================================== // // AInventory :: DepleteOrDestroy // // If the item is depleted, just change its amount to 0, otherwise it's destroyed. // //=========================================================================== void AInventory::DepleteOrDestroy () { IFVIRTUAL(AInventory, DepleteOrDestroy) { VMValue params[1] = { (DObject*)this }; VMCall(func, params, 1, nullptr, 0); } } //=========================================================================== // // 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 :: CallTryPickup // //=========================================================================== bool CallTryPickup(AInventory *item, AActor *toucher, AActor **toucher_return) { static VMFunction *func = nullptr; if (func == nullptr) PClass::FindFunction(&func, NAME_Inventory, NAME_CallTryPickup); VMValue params[2] = { (DObject*)item, toucher }; VMReturn ret[2]; int res; AActor *tret; ret[0].IntAt(&res); ret[1].PointerAt((void**)&tret); VMCall(func, params, 2, ret, 2); if (toucher_return) *toucher_return = tret; return !!res; } //=========================================================================== // // CCMD printinv // // Prints the console player's current inventory. // //=========================================================================== CCMD (printinv) { 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 C_PrintInv(players[pnum].mo); } CCMD (targetinv) { FTranslatedLineTarget t; if (CheckCheatmode () || players[consoleplayer].mo == NULL) return; C_AimLine(&t, true); if (t.linetarget) { C_PrintInv(t.linetarget); } else Printf("No target found. Targetinv cannot find actors that have " "the NOBLOCKMAP flag or have height/radius of 0.\n"); }