mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-14 14:21:17 +00:00
04ff4282ef
If the calling code wants to recycle this it will have to pass a container variable to AActor::UnlinkFromWorld and AActor::LinkToWorld. This was changed because keeping such data in a global variable is dangerous for a set of functions that can be called from a script. Note that the scripted versions do not yet support saving of the touching_sectorlist.
1730 lines
41 KiB
C++
1730 lines
41 KiB
C++
#include <assert.h>
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#include "info.h"
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#include "m_random.h"
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#include "p_local.h"
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#include "s_sound.h"
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#include "gi.h"
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#include "p_lnspec.h"
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#include "sbar.h"
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#include "statnums.h"
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#include "c_dispatch.h"
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#include "gstrings.h"
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#include "templates.h"
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#include "a_morph.h"
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#include "a_specialspot.h"
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#include "g_level.h"
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#include "g_game.h"
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#include "doomstat.h"
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#include "d_player.h"
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#include "p_spec.h"
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#include "serializer.h"
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#include "virtual.h"
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#include "a_ammo.h"
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EXTERN_CVAR(Bool, sv_unlimited_pickup)
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IMPLEMENT_CLASS(PClassInventory, false, false)
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PClassInventory::PClassInventory()
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{
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GiveQuest = 0;
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AltHUDIcon.SetNull();
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}
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void PClassInventory::DeriveData(PClass *newclass)
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{
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assert(newclass->IsKindOf(RUNTIME_CLASS(PClassInventory)));
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Super::DeriveData(newclass);
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PClassInventory *newc = static_cast<PClassInventory *>(newclass);
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newc->PickupMessage = PickupMessage;
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newc->GiveQuest = GiveQuest;
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newc->AltHUDIcon = AltHUDIcon;
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newc->ForbiddenToPlayerClass = ForbiddenToPlayerClass;
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newc->RestrictedToPlayerClass = RestrictedToPlayerClass;
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}
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size_t PClassInventory::PointerSubstitution(DObject *oldclass, DObject *newclass)
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{
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size_t changed = Super::PointerSubstitution(oldclass, newclass);
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AInventory *def = (AInventory*)Defaults;
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if (def != NULL)
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{
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if (def->PickupFlash == oldclass) def->PickupFlash = static_cast<PClassActor *>(newclass);
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for (unsigned i = 0; i < ForbiddenToPlayerClass.Size(); i++)
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{
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if (ForbiddenToPlayerClass[i] == oldclass)
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{
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ForbiddenToPlayerClass[i] = static_cast<PClassPlayerPawn*>(newclass);
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changed++;
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}
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}
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for (unsigned i = 0; i < RestrictedToPlayerClass.Size(); i++)
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{
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if (RestrictedToPlayerClass[i] == oldclass)
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{
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RestrictedToPlayerClass[i] = static_cast<PClassPlayerPawn*>(newclass);
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changed++;
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}
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}
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}
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return changed;
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}
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void PClassInventory::Finalize(FStateDefinitions &statedef)
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{
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Super::Finalize(statedef);
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((AActor*)Defaults)->flags |= MF_SPECIAL;
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_RestoreSpecialThing1
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//
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// Make a special thing visible again.
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//
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//---------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AInventory, A_RestoreSpecialThing1)
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{
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PARAM_SELF_PROLOGUE(AInventory);
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self->renderflags &= ~RF_INVISIBLE;
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if (self->DoRespawn ())
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{
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S_Sound (self, CHAN_VOICE, "misc/spawn", 1, ATTN_IDLE);
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}
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_RestoreSpecialThing2
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//
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//---------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AInventory, A_RestoreSpecialThing2)
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{
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PARAM_SELF_PROLOGUE(AInventory);
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self->flags |= MF_SPECIAL;
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if (!(self->GetDefault()->flags & MF_NOGRAVITY))
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{
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self->flags &= ~MF_NOGRAVITY;
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}
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self->SetState (self->SpawnState);
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_RestoreSpecialDoomThing
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//
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//---------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AInventory, A_RestoreSpecialDoomThing)
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{
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PARAM_SELF_PROLOGUE(AInventory);
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self->renderflags &= ~RF_INVISIBLE;
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self->flags |= MF_SPECIAL;
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if (!(self->GetDefault()->flags & MF_NOGRAVITY))
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{
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self->flags &= ~MF_NOGRAVITY;
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}
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if (self->DoRespawn ())
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{
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self->SetState (self->SpawnState);
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S_Sound (self, CHAN_VOICE, "misc/spawn", 1, ATTN_IDLE);
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Spawn ("ItemFog", self->Pos(), ALLOW_REPLACE);
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}
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return 0;
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}
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int AInventory::StaticLastMessageTic;
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FString AInventory::StaticLastMessage;
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IMPLEMENT_CLASS(AInventory, false, true)
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IMPLEMENT_POINTERS_START(AInventory)
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IMPLEMENT_POINTER(Owner)
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IMPLEMENT_POINTERS_END
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DEFINE_FIELD_BIT(AInventory, ItemFlags, bPickupGood, IF_PICKUPGOOD)
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DEFINE_FIELD_BIT(AInventory, ItemFlags, bCreateCopyMoved, IF_CREATECOPYMOVED)
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DEFINE_FIELD_BIT(AInventory, ItemFlags, bInitEffectFailed, IF_INITEFFECTFAILED)
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DEFINE_FIELD(AInventory, Owner)
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DEFINE_FIELD(AInventory, Amount)
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DEFINE_FIELD(AInventory, MaxAmount)
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DEFINE_FIELD(AInventory, InterHubAmount)
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DEFINE_FIELD(AInventory, RespawnTics)
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DEFINE_FIELD(AInventory, Icon)
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DEFINE_FIELD(AInventory, DropTime)
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DEFINE_FIELD(AInventory, SpawnPointClass)
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DEFINE_FIELD(AInventory, PickupFlash)
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DEFINE_FIELD(AInventory, PickupSound)
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//===========================================================================
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//
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// AInventory :: Tick
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//
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//===========================================================================
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void AInventory::Tick ()
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{
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if (Owner == NULL)
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{
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// AActor::Tick is only handling interaction with the world
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// and we don't want that for owned inventory items.
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Super::Tick ();
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}
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else if (tics != -1) // ... but at least we have to advance the states
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{
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tics--;
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// you can cycle through multiple states in a tic
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// [RH] Use <= 0 instead of == 0 so that spawnstates
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// of 0 tics work as expected.
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if (tics <= 0)
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{
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assert (state != NULL);
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if (state == NULL)
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{
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Destroy();
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return;
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}
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if (!SetState (state->GetNextState()))
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return; // freed itself
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}
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}
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if (DropTime)
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{
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if (--DropTime == 0)
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{
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flags |= GetDefault()->flags & (MF_SPECIAL|MF_SOLID);
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}
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}
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}
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//===========================================================================
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//
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// AInventory :: Serialize
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//
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//===========================================================================
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void AInventory::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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auto def = (AInventory*)GetDefault();
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arc("owner", Owner)
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("amount", Amount, def->Amount)
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("maxamount", MaxAmount, def->MaxAmount)
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("interhubamount", InterHubAmount, def->InterHubAmount)
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("respawntics", RespawnTics, def->RespawnTics)
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("itemflags", ItemFlags, def->ItemFlags)
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("icon", Icon, def->Icon)
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("pickupsound", PickupSound, def->PickupSound)
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("spawnpointclass", SpawnPointClass, def->SpawnPointClass)
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("droptime", DropTime, def->DropTime);
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}
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//===========================================================================
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//
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// AInventory :: MarkPrecacheSounds
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//
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//===========================================================================
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void AInventory::MarkPrecacheSounds() const
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{
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Super::MarkPrecacheSounds();
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PickupSound.MarkUsed();
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}
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//===========================================================================
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//
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// AInventory :: SpecialDropAction
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//
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// Called by P_DropItem. Return true to prevent the standard drop tossing.
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// A few Strife items that are meant to trigger actions rather than be
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// picked up use this. Normal items shouldn't need it.
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//
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//===========================================================================
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bool AInventory::SpecialDropAction (AActor *dropper)
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{
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return false;
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}
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DEFINE_ACTION_FUNCTION(AInventory, SpecialDropAction)
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{
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PARAM_SELF_PROLOGUE(AInventory);
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PARAM_OBJECT_NOT_NULL(dropper, AActor);
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ACTION_RETURN_BOOL(self->SpecialDropAction(dropper));
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}
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bool AInventory::CallSpecialDropAction(AActor *dropper)
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{
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IFVIRTUAL(AInventory, SpecialDropAction)
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{
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VMValue params[2] = { (DObject*)this, (DObject*)dropper };
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VMReturn ret;
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int retval;
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ret.IntAt(&retval);
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GlobalVMStack.Call(func, params, 2, &ret, 1, nullptr);
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return !!retval;
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}
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return SpecialDropAction(dropper);
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}
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//===========================================================================
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//
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// AInventory :: ShouldRespawn
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//
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// Returns true if the item should hide itself and reappear later when picked
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// up.
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//
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//===========================================================================
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bool AInventory::ShouldRespawn ()
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{
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if ((ItemFlags & IF_BIGPOWERUP) && !(dmflags2 & DF2_RESPAWN_SUPER)) return false;
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if (ItemFlags & IF_NEVERRESPAWN) return false;
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return !!((dmflags & DF_ITEMS_RESPAWN) || (ItemFlags & IF_ALWAYSRESPAWN));
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}
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//===========================================================================
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//
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// AInventory :: BeginPlay
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//
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//===========================================================================
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void AInventory::BeginPlay ()
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{
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Super::BeginPlay ();
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flags |= MF_DROPPED; // [RH] Items are dropped by default
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}
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//===========================================================================
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//
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// AInventory :: Grind
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//
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//===========================================================================
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bool AInventory::Grind(bool items)
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{
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// Does this grind request even care about items?
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if (!items)
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{
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return false;
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}
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// Dropped items are normally destroyed by crushers. Set the DONTGIB flag,
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// and they'll act like corpses with it set and be immune to crushers.
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if (flags & MF_DROPPED)
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{
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if (!(flags3 & MF3_DONTGIB))
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{
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Destroy();
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}
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return false;
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}
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// Non-dropped items call the super method for compatibility.
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return Super::Grind(items);
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}
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//===========================================================================
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//
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// AInventory :: DoEffect
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//
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// Handles any effect an item might apply to its owner
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// Normally only used by subclasses of APowerup
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//
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//===========================================================================
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void AInventory::DoEffect ()
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{
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}
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DEFINE_ACTION_FUNCTION(AInventory, DoEffect)
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{
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PARAM_SELF_PROLOGUE(AInventory);
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self->DoEffect();
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return 0;
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}
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void AInventory::CallDoEffect()
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{
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IFVIRTUAL(AInventory, DoEffect)
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{
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VMValue params[1] = { (DObject*)this };
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VMFrameStack stack;
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GlobalVMStack.Call(func, params, 1, nullptr, 0, nullptr);
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}
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else DoEffect();
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}
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//===========================================================================
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//
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// AInventory :: Travelled
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//
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// Called when an item in somebody's inventory is carried over to another
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// map, in case it needs to do special reinitialization.
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//
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//===========================================================================
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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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//
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// Returns true if the pickup was handled (or should not happen at all),
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// false if not.
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//
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//===========================================================================
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bool AInventory::HandlePickup (AInventory *item)
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{
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if (item->GetClass() == GetClass())
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{
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if (Amount < MaxAmount || (sv_unlimited_pickup && !item->CallShouldStay()))
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{
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if (Amount > 0 && Amount + item->Amount < 0)
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{
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Amount = 0x7fffffff;
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}
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else
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{
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Amount += item->Amount;
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}
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if (Amount > MaxAmount && !sv_unlimited_pickup)
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{
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Amount = MaxAmount;
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}
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item->ItemFlags |= IF_PICKUPGOOD;
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}
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return true;
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}
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return false;
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}
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DEFINE_ACTION_FUNCTION(AInventory, HandlePickup)
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{
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PARAM_SELF_PROLOGUE(AInventory);
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PARAM_OBJECT_NOT_NULL(item, AInventory);
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ACTION_RETURN_BOOL(self->HandlePickup(item));
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}
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bool AInventory::CallHandlePickup(AInventory *item)
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{
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auto self = this;
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while (self != nullptr)
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{
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IFVIRTUALPTR(self, AInventory, HandlePickup)
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{
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// Without the type cast this picks the 'void *' assignment...
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VMValue params[2] = { (DObject*)self, (DObject*)item };
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VMReturn ret;
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int retval;
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ret.IntAt(&retval);
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GlobalVMStack.Call(func, params, 2, &ret, 1, nullptr);
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if (retval) return true;
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}
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else if (self->HandlePickup(item)) return true;
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self = self->Inventory;
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}
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return false;
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}
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//===========================================================================
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//
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// AInventory :: GoAway
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//
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// Returns true if you must create a copy of this item to give to the player
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// or false if you can use this one instead.
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//
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//===========================================================================
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bool AInventory::GoAway ()
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{
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// Dropped items never stick around
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if (flags & MF_DROPPED)
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{
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return false;
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}
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if (!CallShouldStay ())
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{
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Hide ();
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if (ShouldRespawn ())
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{
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return true;
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}
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return false;
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}
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return true;
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}
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//===========================================================================
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//
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// AInventory :: GoAwayAndDie
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//
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// Like GoAway but used by items that don't insert themselves into the
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// inventory. If they won't be respawning, then they can destroy themselves.
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//
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//===========================================================================
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void AInventory::GoAwayAndDie ()
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{
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if (!GoAway ())
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{
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flags &= ~MF_SPECIAL;
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SetState (FindState("HoldAndDestroy"));
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}
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}
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DEFINE_ACTION_FUNCTION(AInventory, GoAwayAndDie)
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{
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PARAM_SELF_PROLOGUE(AInventory);
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self->GoAwayAndDie();
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return 0;
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}
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//===========================================================================
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//
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// AInventory :: CreateCopy
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//
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// Returns an actor suitable for placing in an inventory, either itself or
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// a copy based on whether it needs to respawn or not. Returning NULL
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// indicates the item should not be picked up.
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//
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//===========================================================================
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AInventory *AInventory::CreateCopy (AActor *other)
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{
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AInventory *copy;
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Amount = MIN(Amount, MaxAmount);
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if (GoAway ())
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{
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copy = static_cast<AInventory *>(Spawn (GetClass()));
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copy->Amount = Amount;
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copy->MaxAmount = MaxAmount;
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}
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else
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{
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copy = this;
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}
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return copy;
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}
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DEFINE_ACTION_FUNCTION(AInventory, CreateCopy)
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{
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PARAM_SELF_PROLOGUE(AInventory);
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PARAM_OBJECT(other, AActor);
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ACTION_RETURN_OBJECT(self->CreateCopy(other));
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}
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AInventory *AInventory::CallCreateCopy(AActor *other)
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{
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IFVIRTUAL(AInventory, CreateCopy)
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{
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VMValue params[2] = { (DObject*)this, (DObject*)other };
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VMReturn ret;
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AInventory *retval;
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ret.PointerAt((void**)&retval);
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GlobalVMStack.Call(func, params, 2, &ret, 1, nullptr);
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return retval;
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}
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else return CreateCopy(other);
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}
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//===========================================================================
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//
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// AInventory::CreateTossable
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//
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// Creates a copy of the item suitable for dropping. If this actor embodies
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// only one item, then it is tossed out itself. Otherwise, the count drops
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// by one and a new item with an amount of 1 is spawned.
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//
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//===========================================================================
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AInventory *AInventory::CreateTossable ()
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{
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AInventory *copy;
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// If this actor lacks a SpawnState, don't drop it. (e.g. A base weapon
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// like the fist can't be dropped because you'll never see it.)
|
|
if (SpawnState == ::GetDefault<AActor>()->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<AInventory *>(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;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AInventory, CreateTossable)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AInventory);
|
|
ACTION_RETURN_OBJECT(self->CreateTossable());
|
|
}
|
|
|
|
AInventory *AInventory::CallCreateTossable()
|
|
{
|
|
IFVIRTUAL(AInventory, CreateTossable)
|
|
{
|
|
VMValue params[1] = { (DObject*)this };
|
|
VMReturn ret;
|
|
AInventory *retval;
|
|
ret.PointerAt((void**)&retval);
|
|
GlobalVMStack.Call(func, params, 1, &ret, 1, nullptr);
|
|
return retval;
|
|
}
|
|
else return CreateTossable();
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// 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 (nullptr);
|
|
flags |= MF_NOBLOCKMAP|MF_NOSECTOR;
|
|
LinkToWorld (nullptr);
|
|
}
|
|
RemoveFromHash ();
|
|
flags &= ~MF_SPECIAL;
|
|
ChangeStatNum(STAT_INVENTORY);
|
|
SetState (FindState("Held"));
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AInventory, BecomeItem)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AInventory);
|
|
self->BecomeItem();
|
|
return 0;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// 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 (nullptr);
|
|
flags &= ~(MF_NOBLOCKMAP|MF_NOSECTOR);
|
|
LinkToWorld (nullptr);
|
|
P_FindFloorCeiling (this);
|
|
}
|
|
flags = (GetDefault()->flags | MF_DROPPED) & ~MF_COUNTITEM;
|
|
renderflags &= ~RF_INVISIBLE;
|
|
ChangeStatNum(STAT_DEFAULT);
|
|
SetState (SpawnState);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AInventory, BecomePickup)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AInventory);
|
|
self->BecomePickup();
|
|
return 0;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// 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
|
|
//
|
|
//===========================================================================
|
|
|
|
double AInventory::GetSpeedFactor()
|
|
{
|
|
double factor = 1.;
|
|
auto self = this;
|
|
while (self != nullptr)
|
|
{
|
|
IFVIRTUALPTR(self, AInventory, GetSpeedFactor)
|
|
{
|
|
VMValue params[2] = { (DObject*)self };
|
|
VMReturn ret;
|
|
double retval;
|
|
ret.FloatAt(&retval);
|
|
GlobalVMStack.Call(func, params, 1, &ret, 1, nullptr);
|
|
factor *= retval;
|
|
}
|
|
self = self->Inventory;
|
|
}
|
|
return factor;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: GetNoTeleportFreeze
|
|
//
|
|
//===========================================================================
|
|
|
|
bool AInventory::GetNoTeleportFreeze ()
|
|
{
|
|
auto self = this;
|
|
while (self != nullptr)
|
|
{
|
|
IFVIRTUALPTR(self, AInventory, GetNoTeleportFreeze)
|
|
{
|
|
VMValue params[2] = { (DObject*)self };
|
|
VMReturn ret;
|
|
int retval;
|
|
ret.IntAt(&retval);
|
|
GlobalVMStack.Call(func, params, 1, &ret, 1, nullptr);
|
|
if (retval) return true;
|
|
}
|
|
self = self->Inventory;
|
|
}
|
|
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;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AInventory, Use)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AInventory);
|
|
PARAM_BOOL(pickup);
|
|
ACTION_RETURN_BOOL(self->Use(pickup));
|
|
}
|
|
|
|
bool AInventory::CallUse(bool pickup)
|
|
{
|
|
IFVIRTUAL(AInventory, Use)
|
|
{
|
|
VMValue params[2] = { (DObject*)this, pickup };
|
|
VMReturn ret;
|
|
int retval;
|
|
ret.IntAt(&retval);
|
|
GlobalVMStack.Call(func, params, 2, &ret, 1, nullptr);
|
|
return !!retval;
|
|
|
|
}
|
|
else return Use(pickup);
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// 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 && !CallShouldStay())
|
|
{
|
|
Spawn(PickupFlash, Pos(), ALLOW_REPLACE);
|
|
}
|
|
|
|
if (!(ItemFlags & IF_QUIET))
|
|
{
|
|
FString message = GetPickupMessage ();
|
|
|
|
if (message.IsNotEmpty() && localview
|
|
&& (StaticLastMessageTic != gametic || StaticLastMessage.Compare(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.
|
|
//
|
|
//===========================================================================
|
|
|
|
FString AInventory::PickupMessage ()
|
|
{
|
|
return GetClass()->PickupMessage;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AInventory, PickupMessage)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AInventory);
|
|
ACTION_RETURN_STRING(self->PickupMessage());
|
|
}
|
|
|
|
FString AInventory::GetPickupMessage()
|
|
{
|
|
IFVIRTUAL(AInventory, PickupMessage)
|
|
{
|
|
VMValue params[1] = { (DObject*)this };
|
|
VMReturn ret;
|
|
FString retval;
|
|
ret.StringAt(&retval);
|
|
GlobalVMStack.Call(func, params, 1, &ret, 1, nullptr);
|
|
return retval;
|
|
}
|
|
else return 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);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AInventory, PlayPickupSound)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AInventory);
|
|
PARAM_OBJECT(other, AActor);
|
|
self->PlayPickupSound(other);
|
|
return 0;
|
|
}
|
|
|
|
void AInventory::CallPlayPickupSound(AActor *other)
|
|
{
|
|
IFVIRTUAL(AInventory, PlayPickupSound)
|
|
{
|
|
VMValue params[2] = { (DObject*)this, (DObject*)other };
|
|
GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
|
|
}
|
|
else PlayPickupSound(other);
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: ShouldStay
|
|
//
|
|
// Returns true if the item should not disappear, even temporarily.
|
|
//
|
|
//===========================================================================
|
|
|
|
bool AInventory::ShouldStay ()
|
|
{
|
|
return false;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AInventory, ShouldStay)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AInventory);
|
|
ACTION_RETURN_BOOL(self->ShouldStay());
|
|
}
|
|
|
|
bool AInventory::CallShouldStay()
|
|
{
|
|
IFVIRTUAL(AInventory, ShouldStay)
|
|
{
|
|
VMValue params[1] = { (DObject*)this };
|
|
VMReturn ret;
|
|
int retval;
|
|
ret.IntAt(&retval);
|
|
GlobalVMStack.Call(func, params, 1, &ret, 1, nullptr);
|
|
return !!retval;
|
|
}
|
|
else return ShouldStay();
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// 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;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AInventory, GetBlend)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AInventory);
|
|
ACTION_RETURN_INT(self->GetBlend());
|
|
}
|
|
|
|
PalEntry AInventory::CallGetBlend()
|
|
{
|
|
IFVIRTUAL(AInventory, GetBlend)
|
|
{
|
|
VMValue params[1] = { (DObject*)this };
|
|
VMReturn ret;
|
|
int retval;
|
|
ret.IntAt(&retval);
|
|
GlobalVMStack.Call(func, params, 1, &ret, 1, nullptr);
|
|
return retval;
|
|
}
|
|
else return GetBlend();
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// 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;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// 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->CallHandlePickup (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 = CallCreateCopy (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->CallUse (true))
|
|
{
|
|
if (--copy->Amount <= 0)
|
|
{
|
|
copy->flags &= ~MF_SPECIAL;
|
|
copy->SetState (copy->FindState("HoldAndDestroy"));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AInventory, TryPickup)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AInventory);
|
|
PARAM_POINTER_NOT_NULL(toucher, AActor*);
|
|
ACTION_RETURN_BOOL(self->TryPickup(*toucher));
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: TryPickupRestricted
|
|
//
|
|
//===========================================================================
|
|
|
|
bool AInventory::TryPickupRestricted (AActor *&toucher)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AInventory, TryPickupRestricted)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AInventory);
|
|
PARAM_POINTER_NOT_NULL(toucher, AActor*);
|
|
ACTION_RETURN_BOOL(self->TryPickupRestricted(*toucher));
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: CallTryPickup
|
|
//
|
|
//===========================================================================
|
|
|
|
bool AInventory::CallTryPickup (AActor *toucher, AActor **toucher_return)
|
|
{
|
|
TObjPtr<AInventory> 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))
|
|
{
|
|
IFVIRTUAL(AInventory, TryPickup)
|
|
{
|
|
VMValue params[2] = { (DObject*)this, (void*)&toucher };
|
|
VMReturn ret;
|
|
int retval;
|
|
ret.IntAt(&retval);
|
|
GlobalVMStack.Call(func, params, 2, &ret, 1, nullptr);
|
|
res = !!retval;
|
|
}
|
|
else res = TryPickup(toucher);
|
|
}
|
|
else if (!(ItemFlags & IF_RESTRICTABSOLUTELY))
|
|
{
|
|
// let an item decide for itself how it will handle this
|
|
IFVIRTUAL(AInventory, TryPickupRestricted)
|
|
{
|
|
VMValue params[2] = { (DObject*)this, (void*)&toucher };
|
|
VMReturn ret;
|
|
int retval;
|
|
ret.IntAt(&retval);
|
|
GlobalVMStack.Call(func, params, 2, &ret, 1, nullptr);
|
|
res = !!retval;
|
|
}
|
|
else res = TryPickupRestricted(toucher);
|
|
}
|
|
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) && !CallShouldStay())
|
|
{
|
|
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;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AInventory, CallTryPickup)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AInventory);
|
|
PARAM_OBJECT(toucher, AActor);
|
|
AActor *t_ret;
|
|
bool res = self->CallTryPickup(toucher, &t_ret);
|
|
if (numret > 0) ret[0].SetInt(res);
|
|
if (numret > 1) ret[1].SetPointer(t_ret, ATAG_OBJECT), numret = 2;
|
|
return numret;
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// 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);
|
|
}
|
|
}
|
|
|
|
CCMD (targetinv)
|
|
{
|
|
AInventory *item;
|
|
FTranslatedLineTarget t;
|
|
|
|
if (CheckCheatmode () || players[consoleplayer].mo == NULL)
|
|
return;
|
|
|
|
P_AimLineAttack(players[consoleplayer].mo,players[consoleplayer].mo->Angles.Yaw, MISSILERANGE,
|
|
&t, 0., ALF_CHECKNONSHOOTABLE|ALF_FORCENOSMART);
|
|
|
|
if (t.linetarget)
|
|
{
|
|
for (item = t.linetarget->Inventory; item != NULL; item = item->Inventory)
|
|
{
|
|
Printf ("%s #%u (%d/%d)\n", item->GetClass()->TypeName.GetChars(),
|
|
item->InventoryID,
|
|
item->Amount, item->MaxAmount);
|
|
}
|
|
}
|
|
else Printf("No target found. Targetinv cannot find actors that have "
|
|
"the NOBLOCKMAP flag or have height/radius of 0.\n");
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: AttachToOwner
|
|
//
|
|
//===========================================================================
|
|
|
|
void AInventory::AttachToOwner (AActor *other)
|
|
{
|
|
BecomeItem ();
|
|
other->AddInventory (this);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AInventory, AttachToOwner)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AInventory);
|
|
PARAM_OBJECT_NOT_NULL(other, AActor);
|
|
self->AttachToOwner(other);
|
|
return 0;
|
|
}
|
|
|
|
void AInventory::CallAttachToOwner(AActor *other)
|
|
{
|
|
IFVIRTUAL(AInventory, AttachToOwner)
|
|
{
|
|
VMValue params[2] = { (DObject*)this, (DObject*)other };
|
|
GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
|
|
}
|
|
else AttachToOwner(other);
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: DetachFromOwner
|
|
//
|
|
// Performs any special work needed when the item leaves an inventory,
|
|
// either through destruction or becoming a pickup.
|
|
//
|
|
//===========================================================================
|
|
|
|
void AInventory::DetachFromOwner ()
|
|
{
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AInventory, DetachFromOwner)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AInventory);
|
|
self->DetachFromOwner();
|
|
return 0;
|
|
}
|
|
|
|
void AInventory::CallDetachFromOwner()
|
|
{
|
|
IFVIRTUAL(AInventory, DetachFromOwner)
|
|
{
|
|
VMValue params[1] = { (DObject*)this };
|
|
GlobalVMStack.Call(func, params, 1, nullptr, 0, nullptr);
|
|
}
|
|
else DetachFromOwner();
|
|
}
|
|
|
|
//===========================================================================
|
|
//===========================================================================
|
|
|
|
|
|
|
|
IMPLEMENT_CLASS(AStateProvider, false, false)
|
|
IMPLEMENT_CLASS(ACustomInventory, false, false)
|
|
|
|
//===========================================================================
|
|
//
|
|
// 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;
|
|
}
|