mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-16 09:31:14 +00:00
776 lines
18 KiB
Text
776 lines
18 KiB
Text
extend class Actor
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{
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//============================================================================
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//
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// AActor :: FirstInv
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//
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// Returns the first item in this actor's inventory that has IF_INVBAR set.
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//
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//============================================================================
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clearscope Inventory FirstInv ()
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{
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if (Inv == NULL)
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{
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return NULL;
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}
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if (Inv.bInvBar)
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{
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return Inv;
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}
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return Inv.NextInv ();
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}
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//============================================================================
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//
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// AActor :: AddInventory
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//
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//============================================================================
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virtual void AddInventory (Inventory item)
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{
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// Check if it's already attached to an actor
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if (item.Owner != NULL)
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{
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// Is it attached to us?
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if (item.Owner == self)
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return;
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// No, then remove it from the other actor first
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item.Owner.RemoveInventory (item);
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}
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item.Owner = self;
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item.Inv = Inv;
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Inv = item;
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// Each item receives an unique ID when added to an actor's inventory.
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// This is used by the DEM_INVUSE command to identify the item. Simply
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// using the item's position in the list won't work, because ticcmds get
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// run sometime in the future, so by the time it runs, the inventory
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// might not be in the same state as it was when DEM_INVUSE was sent.
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Inv.InventoryID = InventoryID++;
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}
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//============================================================================
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//
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// AActor :: GiveInventory
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//
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//============================================================================
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bool GiveInventory(Class<Inventory> type, int amount, bool givecheat = false)
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{
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bool result = true;
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let player = self.player;
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// This can be called from places which do not check the given item's type.
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if (type == null || !(type is 'Inventory')) return false;
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Weapon savedPendingWeap = player != NULL ? player.PendingWeapon : NULL;
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bool hadweap = player != NULL ? player.ReadyWeapon != NULL : true;
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Inventory item;
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if (!givecheat)
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{
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item = Inventory(Spawn (type));
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}
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else
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{
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item = Inventory(Spawn (type, Pos, NO_REPLACE));
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if (item == NULL) return false;
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}
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// This shouldn't count for the item statistics.
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item.ClearCounters();
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if (!givecheat || amount > 0)
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{
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item.SetGiveAmount(self, amount, givecheat);
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}
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if (!item.CallTryPickup (self))
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{
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item.Destroy ();
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result = false;
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}
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// If the item was a weapon, don't bring it up automatically
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// unless the player was not already using a weapon.
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// Don't bring it up automatically if this is called by the give cheat.
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if (!givecheat && player != NULL && savedPendingWeap != NULL && hadweap)
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{
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player.PendingWeapon = savedPendingWeap;
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}
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return result;
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}
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//============================================================================
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//
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// AActor :: RemoveInventory
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//
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//============================================================================
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virtual void RemoveInventory(Inventory item)
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{
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Inventory invp;
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if (item != NULL && item.Owner != NULL) // can happen if the owner was destroyed by some action from an item's use state.
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{
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if (Inv == item) Inv = item.Inv;
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else
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{
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for (invp = Inv; invp != null; invp = invp.Inv)
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{
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if (invp.Inv == item)
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{
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invp.Inv = item.Inv;
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break;
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}
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}
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}
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item.DetachFromOwner();
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item.Owner = NULL;
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item.Inv = NULL;
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}
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}
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//============================================================================
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//
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// AActor :: TakeInventory
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//
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//============================================================================
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bool TakeInventory(class<Inventory> itemclass, int amount, bool fromdecorate = false, bool notakeinfinite = false)
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{
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amount = abs(amount);
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let item = FindInventory(itemclass);
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if (item == NULL)
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return false;
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if (!fromdecorate)
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{
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item.Amount -= amount;
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if (item.Amount <= 0)
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{
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item.DepleteOrDestroy();
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}
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// It won't be used in non-decorate context, so return false here
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return false;
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}
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bool result = false;
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if (item.Amount > 0)
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{
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result = true;
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}
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// Do not take ammo if the "no take infinite/take as ammo depletion" flag is set
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// and infinite ammo is on
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if (notakeinfinite &&
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(sv_infiniteammo || (player && FindInventory('PowerInfiniteAmmo', true))) && (item is 'Ammo'))
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{
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// Nothing to do here, except maybe res = false;? Would it make sense?
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result = false;
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}
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else if (!amount || amount >= item.Amount)
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{
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item.DepleteOrDestroy();
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}
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else item.Amount -= amount;
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return result;
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}
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//============================================================================
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//
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// AActor :: SetInventory
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//
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//============================================================================
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bool SetInventory(class<Inventory> itemclass, int amount, bool beyondMax = false)
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{
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let item = FindInventory(itemclass);
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if (item != null)
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{
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// A_SetInventory sets the absolute amount.
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// Subtract or set the appropriate amount as necessary.
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if (amount == item.Amount)
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{
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// Nothing was changed.
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return false;
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}
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else if (amount <= 0)
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{
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//Remove it all.
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return TakeInventory(itemclass, item.Amount, true, false);
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}
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else if (amount < item.Amount)
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{
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int amt = abs(item.Amount - amount);
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return TakeInventory(itemclass, amt, true, false);
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}
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else
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{
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item.Amount = (beyondMax ? amount : clamp(amount, 0, item.MaxAmount));
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return true;
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}
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}
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else
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{
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if (amount <= 0)
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{
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return true;
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}
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item = Inventory(Spawn(itemclass));
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if (item == null)
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{
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return false;
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}
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else
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{
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item.Amount = amount;
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item.bDropped = true;
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item.bIgnoreSkill = true;
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item.ClearCounters();
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if (!item.CallTryPickup(self))
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{
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item.Destroy();
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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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return false;
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}
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//============================================================================
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//
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// AActor :: UseInventory
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//
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// Attempts to use an item. If the use succeeds, one copy of the item is
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// removed from the inventory. If all copies are removed, then the item is
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// destroyed.
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//
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//============================================================================
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virtual bool UseInventory (Inventory item)
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{
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// No using items if you're dead or you don't have them.
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if (health <= 0 || item.Amount <= 0 || item.bDestroyed)
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{
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return false;
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}
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if (!item.Use(false))
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{
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return false;
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}
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if (sv_infiniteinventory)
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{
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return true;
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}
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if (--item.Amount <= 0)
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{
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item.DepleteOrDestroy ();
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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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// AActor :: DropInventory
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//
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// Removes a single copy of an item and throws it out in front of the actor.
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//
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//===========================================================================
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Inventory DropInventory (Inventory item, int amt = 1)
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{
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Inventory drop = item.CreateTossable(amt);
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if (drop == null) return NULL;
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drop.SetOrigin(Pos + (0, 0, 10.), false);
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drop.Angle = Angle;
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drop.VelFromAngle(5.);
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drop.Vel.Z = 1.;
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drop.Vel += Vel;
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drop.bNoGravity = false; // Don't float
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drop.ClearCounters(); // do not count for statistics again
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drop.OnDrop(self);
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return drop;
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}
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//============================================================================
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//
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// AActor :: ClearInventory
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//
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// Clears the inventory of a single actor.
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//
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//============================================================================
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virtual void ClearInventory()
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{
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// In case destroying an inventory item causes another to be destroyed
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// (e.g. Weapons destroy their sisters), keep track of the pointer to
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// the next inventory item rather than the next inventory item itself.
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// For example, if a weapon is immediately followed by its sister, the
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// next weapon we had tracked would be to the sister, so it is now
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// invalid and we won't be able to find the complete inventory by
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// following it.
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//
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// When we destroy an item, we leave last alone, since the destruction
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// process will leave it pointing to the next item we want to check. If
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// we don't destroy an item, then we move last to point to its Inventory
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// pointer.
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//
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// It should be safe to assume that an item being destroyed will only
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// destroy items further down in the chain, because if it was going to
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// destroy something we already processed, we've already destroyed it,
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// so it won't have anything to destroy.
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let last = self;
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while (last.inv != NULL)
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{
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let inv = last.inv;
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if (!inv.bUndroppable)
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{
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inv.DepleteOrDestroy();
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if (!inv.bDestroyed) last = inv; // was only depleted so advance the pointer manually.
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}
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else
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{
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last = inv;
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}
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}
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if (player != null)
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{
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player.ReadyWeapon = null;
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player.PendingWeapon = WP_NOCHANGE;
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}
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}
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//============================================================================
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//
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// AActor :: GiveAmmo
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//
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// Returns true if the ammo was added, false if not.
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//
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//============================================================================
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bool GiveAmmo (Class<Ammo> type, int amount)
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{
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if (type != NULL && type is 'Ammo')
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{
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let item = Inventory(Spawn (type));
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if (item)
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{
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item.Amount = amount;
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item.bDropped = true;
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if (!item.CallTryPickup (self))
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{
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item.Destroy ();
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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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return false;
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}
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//===========================================================================
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//
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// DoGiveInventory
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//
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//===========================================================================
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static bool DoGiveInventory(Actor receiver, bool orresult, class<Inventory> mi, int amount, int setreceiver)
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{
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int paramnum = 0;
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if (!orresult)
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{
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receiver = receiver.GetPointer(setreceiver);
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}
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if (receiver == NULL)
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{ // If there's nothing to receive it, it's obviously a fail, right?
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return false;
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}
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// Owned inventory items cannot own anything because their Inventory pointer is repurposed for the owner's linked list.
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if (receiver is 'Inventory' && Inventory(receiver).Owner != null)
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{
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return false;
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}
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if (amount <= 0)
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{
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amount = 1;
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}
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if (mi)
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{
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let item = Inventory(Spawn(mi));
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if (item == NULL)
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{
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return false;
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}
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if (item is 'Health')
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{
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item.Amount *= amount;
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}
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else
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{
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item.Amount = amount;
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}
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item.bDropped = true;
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item.ClearCounters();
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if (!item.CallTryPickup(receiver))
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{
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item.Destroy();
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return false;
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}
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else
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{
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return true;
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}
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}
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return false;
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}
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bool A_GiveInventory(class<Inventory> itemtype, int amount = 0, int giveto = AAPTR_DEFAULT)
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{
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return DoGiveInventory(self, false, itemtype, amount, giveto);
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}
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bool A_GiveToTarget(class<Inventory> itemtype, int amount = 0, int giveto = AAPTR_DEFAULT)
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{
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return DoGiveInventory(target, false, itemtype, amount, giveto);
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}
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int A_GiveToChildren(class<Inventory> itemtype, int amount = 0)
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{
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let it = ThinkerIterator.Create('Actor');
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Actor mo;
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int count = 0;
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while ((mo = Actor(it.Next())))
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{
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if (mo.master == self)
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{
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count += DoGiveInventory(mo, true, itemtype, amount, AAPTR_DEFAULT);
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}
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}
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return count;
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}
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int A_GiveToSiblings(class<Inventory> itemtype, int amount = 0)
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{
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let it = ThinkerIterator.Create('Actor');
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Actor mo;
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int count = 0;
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if (self.master != NULL)
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{
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while ((mo = Actor(it.Next())))
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{
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if (mo.master == self.master && mo != self)
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{
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count += DoGiveInventory(mo, true, itemtype, amount, AAPTR_DEFAULT);
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}
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}
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}
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return count;
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}
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//===========================================================================
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//
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// A_TakeInventory
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//
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//===========================================================================
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bool DoTakeInventory(Actor receiver, bool orresult, class<Inventory> itemtype, int amount, int flags, int setreceiver = AAPTR_DEFAULT)
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{
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int paramnum = 0;
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if (itemtype == NULL)
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{
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return false;
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}
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if (!orresult)
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{
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receiver = receiver.GetPointer(setreceiver);
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}
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if (receiver == NULL)
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{
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return false;
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}
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return receiver.TakeInventory(itemtype, amount, true, (flags & TIF_NOTAKEINFINITE) != 0);
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}
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bool A_TakeInventory(class<Inventory> itemtype, int amount = 0, int flags = 0, int giveto = AAPTR_DEFAULT)
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{
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return DoTakeInventory(self, false, itemtype, amount, flags, giveto);
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}
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bool A_TakeFromTarget(class<Inventory> itemtype, int amount = 0, int flags = 0, int giveto = AAPTR_DEFAULT)
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{
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return DoTakeInventory(target, false, itemtype, amount, flags, giveto);
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}
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int A_TakeFromChildren(class<Inventory> itemtype, int amount = 0)
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{
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let it = ThinkerIterator.Create('Actor');
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Actor mo;
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int count = 0;
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while ((mo = Actor(it.Next())))
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{
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if (mo.master == self)
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{
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count += DoTakeInventory(mo, true, itemtype, amount, 0, AAPTR_DEFAULT);
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}
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}
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return count;
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}
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int A_TakeFromSiblings(class<Inventory> itemtype, int amount = 0)
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{
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let it = ThinkerIterator.Create('Actor');
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Actor mo;
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int count = 0;
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if (self.master != NULL)
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{
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while ((mo = Actor(it.Next())))
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{
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if (mo.master == self.master && mo != self)
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{
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count += DoTakeInventory(mo, true, itemtype, amount, 0, AAPTR_DEFAULT);
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}
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}
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}
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return count;
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}
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//===========================================================================
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//
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// A_SetInventory
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//
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//===========================================================================
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bool A_SetInventory(class<Inventory> itemtype, int amount, int ptr = AAPTR_DEFAULT, bool beyondMax = false)
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{
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bool res = false;
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if (itemtype == null)
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{
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return false;
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}
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Actor mobj = GetPointer(ptr);
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if (mobj == null)
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{
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return false;
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}
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// Do not run this function on voodoo dolls because the way they transfer the inventory to the player will not work with the code below.
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if (mobj.player != null)
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{
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mobj = mobj.player.mo;
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}
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return mobj.SetInventory(itemtype, amount, beyondMax);
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}
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//============================================================================
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//
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// P_TossItem
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//
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//============================================================================
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void TossItem ()
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{
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int style = sv_dropstyle;
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if (style==0) style = gameinfo.defaultdropstyle;
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if (style==2)
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{
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Vel.X += random2[DropItem](7);
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Vel.Y += random2[DropItem](7);
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}
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else
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{
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Vel.X += random2[DropItem]() / 256.;
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Vel.Y += random2[DropItem]() / 256.;
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Vel.Z = 5. + random[DropItem]() / 64.;
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}
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_DropItem
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//
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//---------------------------------------------------------------------------
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Actor A_DropItem(class<Actor> item, int dropamount = -1, int chance = 256)
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{
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if (item != NULL && random[DropItem]() <= chance)
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{
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Actor mo;
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double spawnz = 0;
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if (!compat_notossdrops)
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{
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int style = sv_dropstyle;
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if (style == 0)
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{
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style = gameinfo.defaultdropstyle;
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}
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if (style == 2)
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{
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spawnz = 24;
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}
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else
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{
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spawnz = Height / 2;
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}
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}
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mo = Spawn(item, pos + (0, 0, spawnz), ALLOW_REPLACE);
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if (mo != NULL)
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{
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mo.bDropped = true;
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mo.bNoGravity = false; // [RH] Make sure it is affected by gravity
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if (!compat_notossdrops)
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{
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mo.TossItem ();
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}
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let inv = Inventory(mo);
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if (inv)
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{
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inv.ModifyDropAmount(dropamount);
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inv.bTossed = true;
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if (inv.SpecialDropAction(self))
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{
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// The special action indicates that the item should not spawn
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inv.Destroy();
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return null;
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}
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}
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return mo;
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}
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}
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return NULL;
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}
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//==========================================================================
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//
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// CountInv
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//
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// NON-ACTION function to return the inventory count of an item.
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//
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//==========================================================================
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clearscope int CountInv(class<Inventory> itemtype, int ptr_select = AAPTR_DEFAULT) const
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{
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let realself = GetPointer(ptr_select);
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if (realself == NULL || itemtype == NULL)
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{
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return 0;
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}
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else
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{
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let item = realself.FindInventory(itemtype);
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return item ? item.Amount : 0;
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}
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}
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//==========================================================================
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//
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// State jump function
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//
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|
//==========================================================================
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bool CheckInventory(class<Inventory> itemtype, int itemamount, int owner = AAPTR_DEFAULT)
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{
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if (itemtype == null)
|
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{
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return false;
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}
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let owner = GetPointer(owner);
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if (owner == null)
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{
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return false;
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}
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let item = owner.FindInventory(itemtype);
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if (item)
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{
|
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if (itemamount > 0)
|
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{
|
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if (item.Amount >= itemamount)
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{
|
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return true;
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}
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}
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else if (item.Amount >= item.MaxAmount)
|
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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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//===========================================================================
|
|
//
|
|
// A_SelectWeapon
|
|
//
|
|
//===========================================================================
|
|
|
|
bool A_SelectWeapon(class<Weapon> whichweapon, int flags = 0)
|
|
{
|
|
bool selectPriority = !!(flags & SWF_SELECTPRIORITY);
|
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let player = self.player;
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|
|
if ((!selectPriority && whichweapon == NULL) || player == NULL)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
let weaponitem = Weapon(FindInventory(whichweapon));
|
|
|
|
if (weaponitem != NULL)
|
|
{
|
|
if (player.ReadyWeapon != weaponitem)
|
|
{
|
|
player.PendingWeapon = weaponitem;
|
|
}
|
|
return true;
|
|
}
|
|
else if (selectPriority)
|
|
{
|
|
// [XA] if the named weapon cannot be found (or is a dummy like 'None'),
|
|
// select the next highest priority weapon. This is basically
|
|
// the same as A_CheckReload minus the ammo check. Handy.
|
|
player.mo.PickNewWeapon(NULL);
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|