mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-14 16:41:13 +00:00
1042 lines
25 KiB
Text
1042 lines
25 KiB
Text
struct VisStyle
|
|
{
|
|
bool Invert;
|
|
float Alpha;
|
|
int RenderStyle;
|
|
}
|
|
|
|
class Inventory : Actor native
|
|
{
|
|
const BLINKTHRESHOLD = (4*32);
|
|
const BONUSADD = 6;
|
|
|
|
native Actor Owner; // Who owns self item? NULL if it's still a pickup.
|
|
native int Amount; // Amount of item self instance has
|
|
native int MaxAmount; // Max amount of item self instance can have
|
|
native int InterHubAmount; // Amount of item that can be kept between hubs or levels
|
|
native int RespawnTics; // Tics from pickup time to respawn time
|
|
native TextureID Icon; // Icon to show on status bar or HUD
|
|
native int DropTime; // Countdown after dropping
|
|
native Class<Actor> SpawnPointClass; // For respawning like Heretic's mace
|
|
native Class<Actor> PickupFlash; // actor to spawn as pickup flash
|
|
native Sound PickupSound;
|
|
native bool bPickupGood;
|
|
native bool bCreateCopyMoved;
|
|
native bool bInitEffectFailed;
|
|
meta String PickupMsg;
|
|
meta int GiveQuest;
|
|
meta array<class<Actor> > ForbiddenToPlayerClass;
|
|
meta array<class<Actor> > RestrictedToPlayerClass;
|
|
|
|
property PickupMessage: PickupMsg;
|
|
property GiveQuest: GiveQuest;
|
|
property Amount: Amount;
|
|
property InterHubAmount: InterHubAmount;
|
|
property MaxAmount: MaxAmount;
|
|
property PickupFlash: PickupFlash;
|
|
property PickupSound: PickupSound;
|
|
property UseSound: UseSound;
|
|
property RespawnTics: RespawnTics;
|
|
|
|
Default
|
|
{
|
|
Inventory.Amount 1;
|
|
Inventory.MaxAmount 1;
|
|
Inventory.InterHubAmount 1;
|
|
Inventory.UseSound "misc/invuse";
|
|
Inventory.PickupSound "misc/i_pkup";
|
|
Inventory.PickupMessage "$TXT_DEFAULTPICKUPMSG";
|
|
}
|
|
|
|
native bool DoRespawn();
|
|
native void BecomeItem();
|
|
native void BecomePickup();
|
|
native void ModifyDropAmount(int dropamount);
|
|
native static void PrintPickupMessage (bool localview, String str);
|
|
|
|
States(Actor)
|
|
{
|
|
HideDoomish:
|
|
TNT1 A 1050;
|
|
TNT1 A 0 A_RestoreSpecialPosition;
|
|
TNT1 A 1 A_RestoreSpecialDoomThing;
|
|
Stop;
|
|
HideSpecial:
|
|
ACLO E 1400;
|
|
ACLO A 0 A_RestoreSpecialPosition;
|
|
ACLO A 4 A_RestoreSpecialThing1;
|
|
ACLO BABCBCDC 4;
|
|
ACLO D 4 A_RestoreSpecialThing2;
|
|
Stop;
|
|
Held:
|
|
TNT1 A -1;
|
|
Stop;
|
|
HoldAndDestroy:
|
|
TNT1 A 1;
|
|
Stop;
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: BeginPlay
|
|
//
|
|
//===========================================================================
|
|
|
|
override void BeginPlay ()
|
|
{
|
|
Super.BeginPlay ();
|
|
bDropped = true; // [RH] Items are dropped by default
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC A_RestoreSpecialThing1
|
|
//
|
|
// Make a special thing visible again.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void A_RestoreSpecialThing1()
|
|
{
|
|
bInvisible = false;
|
|
if (DoRespawn ())
|
|
{
|
|
A_PlaySound ("misc/spawn", CHAN_VOICE);
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC A_RestoreSpecialThing2
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void A_RestoreSpecialThing2()
|
|
{
|
|
bSpecial = true;
|
|
if (!Default.bNoGravity)
|
|
{
|
|
bNoGravity = false;
|
|
}
|
|
SetState (SpawnState);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC A_RestoreSpecialDoomThing
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void A_RestoreSpecialDoomThing()
|
|
{
|
|
bInvisible = false;
|
|
bSpecial = true;
|
|
if (!Default.bNoGravity)
|
|
{
|
|
bNoGravity = false;
|
|
}
|
|
if (DoRespawn ())
|
|
{
|
|
SetState (SpawnState);
|
|
A_PlaySound ("misc/spawn", CHAN_VOICE);
|
|
Spawn ("ItemFog", Pos, ALLOW_REPLACE);
|
|
}
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: CreateCopy
|
|
//
|
|
// Returns an actor suitable for placing in an inventory, either itself or
|
|
// a copy based on whether it needs to respawn or not. Returning NULL
|
|
// indicates the item should not be picked up.
|
|
//
|
|
//===========================================================================
|
|
|
|
virtual Inventory CreateCopy (Actor other)
|
|
{
|
|
Inventory copy;
|
|
|
|
Amount = MIN(Amount, MaxAmount);
|
|
if (GoAway ())
|
|
{
|
|
copy = Inventory(Spawn (GetClass()));
|
|
copy.Amount = Amount;
|
|
copy.MaxAmount = MaxAmount;
|
|
}
|
|
else
|
|
{
|
|
copy = self;
|
|
}
|
|
return copy;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: HandlePickup
|
|
//
|
|
// Returns true if the pickup was handled (or should not happen at all),
|
|
// false if not.
|
|
//
|
|
//===========================================================================
|
|
|
|
virtual bool HandlePickup (Inventory item)
|
|
{
|
|
if (item.GetClass() == GetClass())
|
|
{
|
|
if (Amount < MaxAmount || (sv_unlimited_pickup && !item.ShouldStay()))
|
|
{
|
|
if (Amount > 0 && Amount + item.Amount < 0)
|
|
{
|
|
Amount = 0x7fffffff;
|
|
}
|
|
else
|
|
{
|
|
Amount += item.Amount;
|
|
}
|
|
|
|
if (Amount > MaxAmount && !sv_unlimited_pickup)
|
|
{
|
|
Amount = MaxAmount;
|
|
}
|
|
item.bPickupGood = true;
|
|
}
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: CallHandlePickup
|
|
//
|
|
// Runs all HandlePickup methods in the chain
|
|
//
|
|
//===========================================================================
|
|
|
|
private bool CallHandlePickup(Inventory item)
|
|
{
|
|
let me = self;
|
|
while (me != null)
|
|
{
|
|
if (me.HandlePickup(item)) return true;
|
|
me = me.Inv;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: TryPickup
|
|
//
|
|
//===========================================================================
|
|
|
|
virtual protected bool TryPickup (in out Actor toucher)
|
|
{
|
|
Actor newtoucher = toucher; // in case changed by the powerup
|
|
|
|
// If HandlePickup() returns true, it will set the IF_PICKUPGOOD flag
|
|
// to indicate that self item has been picked up. If the item cannot be
|
|
// picked up, then it leaves the flag cleared.
|
|
|
|
bPickupGood = false;
|
|
if (toucher.Inv != NULL && toucher.Inv.CallHandlePickup (self))
|
|
{
|
|
// Let something else the player is holding intercept the pickup.
|
|
if (!bPickupGood)
|
|
{
|
|
return false;
|
|
}
|
|
bPickupGood = false;
|
|
GoAwayAndDie ();
|
|
}
|
|
else if (MaxAmount > 0)
|
|
{
|
|
// Add the item to the inventory. It is not already there, or HandlePickup
|
|
// would have already taken care of it.
|
|
let copy = CreateCopy (toucher);
|
|
if (copy == NULL)
|
|
{
|
|
return false;
|
|
}
|
|
// Some powerups cannot activate absolutely, for
|
|
// example, PowerMorph; fail the pickup if so.
|
|
if (copy.bInitEffectFailed)
|
|
{
|
|
if (copy != self) copy.Destroy();
|
|
else bInitEffectFailed = false;
|
|
return false;
|
|
}
|
|
// Handle owner-changing powerups
|
|
if (copy.bCreateCopyMoved)
|
|
{
|
|
newtoucher = copy.Owner;
|
|
copy.Owner = NULL;
|
|
bCreateCopyMoved = false;
|
|
}
|
|
// Continue onwards with the rest
|
|
copy.AttachToOwner (newtoucher);
|
|
if (bAutoActivate)
|
|
{
|
|
if (copy.Use (true))
|
|
{
|
|
if (--copy.Amount <= 0)
|
|
{
|
|
copy.bSpecial = false;
|
|
copy.SetStateLabel ("HoldAndDestroy");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (bAutoActivate)
|
|
{
|
|
// Special case: If an item's MaxAmount is 0, you can still pick it
|
|
// up if it is autoactivate-able.
|
|
|
|
// The item is placed in the inventory just long enough to be used.
|
|
toucher.AddInventory(self);
|
|
bool usegood = Use(true);
|
|
toucher.RemoveInventory(self);
|
|
|
|
if (usegood)
|
|
{
|
|
GoAwayAndDie();
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: GiveQuest
|
|
//
|
|
//===========================================================================
|
|
|
|
void GiveQuestItem (Actor toucher)
|
|
{
|
|
if (GiveQuest > 0)
|
|
{
|
|
String qname = "QuestItem" .. GiveQuest;
|
|
class<Inventory> type = qname;
|
|
if (type != null)
|
|
{
|
|
toucher.GiveInventoryType (type);
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: CanPickup
|
|
//
|
|
//===========================================================================
|
|
|
|
virtual bool CanPickup(Actor toucher)
|
|
{
|
|
if (toucher == null) return false;
|
|
|
|
int rsize = RestrictedToPlayerClass.Size();
|
|
if (rsize > 0)
|
|
{
|
|
for (int i=0; i < rsize; i++)
|
|
{
|
|
if (toucher is RestrictedToPlayerClass[i]) return true;
|
|
}
|
|
return false;
|
|
}
|
|
rsize = ForbiddenToPlayerClass.Size();
|
|
if (rsize > 0)
|
|
{
|
|
for (int i=0; i < rsize; i++)
|
|
{
|
|
if (toucher is ForbiddenToPlayerClass[i]) return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: CallTryPickup
|
|
//
|
|
// In this case the caller function is more than a simple wrapper around the virtual method and
|
|
// is what must be actually called to pick up an item.
|
|
//
|
|
//===========================================================================
|
|
|
|
bool, Actor CallTryPickup(Actor toucher)
|
|
{
|
|
let saved_toucher = toucher;
|
|
let Invstack = Inv; // A pointer of the inventories item stack.
|
|
|
|
// unmorphed versions of a currently morphed actor cannot pick up anything.
|
|
if (bUnmorphed) return false, null;
|
|
|
|
bool res;
|
|
if (CanPickup(toucher))
|
|
{
|
|
res = TryPickup(toucher);
|
|
}
|
|
else if (!bRestrictAbsolutely)
|
|
{
|
|
// let an item decide for itself how it will handle this
|
|
res = TryPickupRestricted(toucher);
|
|
}
|
|
else
|
|
return false, null;
|
|
|
|
|
|
if (!res && (bAlwaysPickup) && !ShouldStay())
|
|
{
|
|
res = true;
|
|
GoAwayAndDie();
|
|
}
|
|
|
|
if (res)
|
|
{
|
|
GiveQuestItem(toucher);
|
|
|
|
// Transfer all inventory across that the old object had, if requested.
|
|
if (bTransfer)
|
|
{
|
|
while (Invstack)
|
|
{
|
|
let titem = Invstack;
|
|
Invstack = titem.Inv;
|
|
if (titem.Owner == self)
|
|
{
|
|
if (!titem.CallTryPickup(toucher)) // The object no longer can exist
|
|
{
|
|
titem.Destroy();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return res, toucher;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: ShouldStay
|
|
//
|
|
// Returns true if the item should not disappear, even temporarily.
|
|
//
|
|
//===========================================================================
|
|
|
|
virtual bool ShouldStay ()
|
|
{
|
|
return false;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: TryPickupRestricted
|
|
//
|
|
//===========================================================================
|
|
|
|
virtual bool TryPickupRestricted (in out Actor toucher)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: AttachToOwner
|
|
//
|
|
//===========================================================================
|
|
|
|
virtual void AttachToOwner (Actor other)
|
|
{
|
|
BecomeItem ();
|
|
other.AddInventory (self);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: DetachFromOwner
|
|
//
|
|
// Performs any special work needed when the item leaves an inventory,
|
|
// either through destruction or becoming a pickup.
|
|
//
|
|
//===========================================================================
|
|
|
|
virtual void DetachFromOwner ()
|
|
{
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory::CreateTossable
|
|
//
|
|
// Creates a copy of the item suitable for dropping. If this actor embodies
|
|
// only one item, then it is tossed out itself. Otherwise, the count drops
|
|
// by one and a new item with an amount of 1 is spawned.
|
|
//
|
|
//===========================================================================
|
|
|
|
virtual Inventory CreateTossable (int amt = -1)
|
|
{
|
|
// If self actor lacks a SpawnState, don't drop it. (e.g. A base weapon
|
|
// like the fist can't be dropped because you'll never see it.)
|
|
if (SpawnState == GetDefaultByType("Actor").SpawnState || SpawnState == NULL)
|
|
{
|
|
return NULL;
|
|
}
|
|
if (bUndroppable || bUntossable || Owner == NULL || Amount <= 0 || amt == 0)
|
|
{
|
|
return NULL;
|
|
}
|
|
if (Amount == 1 && !bKeepDepleted)
|
|
{
|
|
BecomePickup ();
|
|
DropTime = 30;
|
|
bSpecial = bSolid = false;
|
|
return self;
|
|
}
|
|
let copy = Inventory(Spawn (GetClass(), Owner.Pos, NO_REPLACE));
|
|
if (copy != NULL)
|
|
{
|
|
amt = clamp(amt, 1, Amount);
|
|
|
|
copy.MaxAmount = MaxAmount;
|
|
copy.Amount = amt;
|
|
copy.DropTime = 30;
|
|
copy.bSpecial = copy.bSolid = false;
|
|
Amount -= amt;
|
|
}
|
|
return copy;
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: PickupMessage
|
|
//
|
|
// Returns the message to print when this actor is picked up.
|
|
//
|
|
//===========================================================================
|
|
|
|
virtual String PickupMessage ()
|
|
{
|
|
return PickupMsg;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: Touch
|
|
//
|
|
// Handles collisions from another actor, possible adding itself to the
|
|
// collider's inventory.
|
|
//
|
|
//===========================================================================
|
|
|
|
override void Touch (Actor toucher)
|
|
{
|
|
let 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);
|
|
|
|
bool res;
|
|
[res, toucher] = CallTryPickup(toucher);
|
|
if (!res) return;
|
|
|
|
// This is the only situation when a pickup flash should ever play.
|
|
if (PickupFlash != NULL && !ShouldStay())
|
|
{
|
|
Spawn(PickupFlash, Pos, ALLOW_REPLACE);
|
|
}
|
|
|
|
if (!bQuiet)
|
|
{
|
|
PrintPickupMessage(localview, PickupMessage ());
|
|
|
|
// Special check so voodoo dolls picking up items cause the
|
|
// real player to make noise.
|
|
if (player != NULL)
|
|
{
|
|
PlayPickupSound (player.mo);
|
|
if (!bNoScreenFlash)
|
|
{
|
|
player.bonuscount = BONUSADD;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
PlayPickupSound (toucher);
|
|
}
|
|
}
|
|
|
|
// [RH] Execute an attached special (if any)
|
|
DoPickupSpecial (toucher);
|
|
|
|
if (bCountItem)
|
|
{
|
|
if (player != NULL)
|
|
{
|
|
player.itemcount++;
|
|
}
|
|
level.found_items++;
|
|
}
|
|
|
|
if (bCountSecret)
|
|
{
|
|
Actor ac = player != NULL? Actor(player.mo) : toucher;
|
|
ac.GiveSecret(true, true);
|
|
}
|
|
|
|
//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 && self == players[i].Bot.dest)
|
|
players[i].Bot.dest = NULL;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: DepleteOrDestroy
|
|
//
|
|
// If the item is depleted, just change its amount to 0, otherwise it's destroyed.
|
|
//
|
|
//===========================================================================
|
|
|
|
virtual void 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 (bKeepDepleted)
|
|
{
|
|
Amount = 0;
|
|
}
|
|
else
|
|
{
|
|
Destroy();
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: Travelled
|
|
//
|
|
// Called when an item in somebody's inventory is carried over to another
|
|
// map, in case it needs to do special reinitialization.
|
|
//
|
|
//===========================================================================
|
|
|
|
virtual void Travelled() {}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: DoEffect
|
|
//
|
|
// Handles any effect an item might apply to its owner
|
|
// Normally only used by subclasses of Powerup
|
|
//
|
|
//===========================================================================
|
|
|
|
virtual void DoEffect() {}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: Hide
|
|
//
|
|
// Hides this actor until it's time to respawn again.
|
|
//
|
|
//===========================================================================
|
|
|
|
virtual void Hide ()
|
|
{
|
|
State HideSpecialState = NULL, HideDoomishState = NULL;
|
|
|
|
bSpecial = false;
|
|
bNoGravity = true;
|
|
bInvisible = true;
|
|
|
|
if (gameinfo.gametype & GAME_Raven)
|
|
{
|
|
HideSpecialState = FindState("HideSpecial");
|
|
if (HideSpecialState == NULL)
|
|
{
|
|
HideDoomishState = FindState("HideDoomish");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
HideDoomishState = FindState("HideDoomish");
|
|
if (HideDoomishState == NULL)
|
|
{
|
|
HideSpecialState = FindState("HideSpecial");
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: ShouldRespawn
|
|
//
|
|
// Returns true if the item should hide itself and reappear later when picked
|
|
// up.
|
|
//
|
|
//===========================================================================
|
|
|
|
virtual bool ShouldRespawn ()
|
|
{
|
|
if (bBigPowerup && !sv_respawnsuper) return false;
|
|
if (bNeverRespawn) return false;
|
|
return sv_itemrespawn || bAlwaysRespawn;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: GoAway
|
|
//
|
|
// Returns true if you must create a copy of this item to give to the player
|
|
// or false if you can use this one instead.
|
|
//
|
|
//===========================================================================
|
|
|
|
protected bool GoAway ()
|
|
{
|
|
// Dropped items never stick around
|
|
if (bDropped)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!ShouldStay ())
|
|
{
|
|
Hide ();
|
|
if (ShouldRespawn ())
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: GoAwayAndDie
|
|
//
|
|
// Like GoAway but used by items that don't insert themselves into the
|
|
// inventory. If they won't be respawning, then they can destroy themselves.
|
|
//
|
|
//===========================================================================
|
|
|
|
protected void GoAwayAndDie ()
|
|
{
|
|
if (!GoAway ())
|
|
{
|
|
bSpecial = false;
|
|
SetStateLabel("HoldAndDestroy");
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// 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.
|
|
//
|
|
//===========================================================================
|
|
|
|
virtual void ModifyDamage(int damage, Name damageType, out int newdamage, bool passive) {}
|
|
|
|
|
|
virtual bool Use (bool pickup) { return false; }
|
|
virtual double GetSpeedFactor() { return 1; }
|
|
virtual bool GetNoTeleportFreeze() { return false; }
|
|
virtual version("2.4") ui void AlterWeaponSprite(VisStyle vis, in out int changed) {}
|
|
virtual void OwnerDied() {}
|
|
virtual Color GetBlend () { return 0; }
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: DoPickupSpecial
|
|
//
|
|
// Executes this actor's special when it is picked up.
|
|
//
|
|
//===========================================================================
|
|
|
|
virtual void DoPickupSpecial (Actor toucher)
|
|
{
|
|
if (special)
|
|
{
|
|
toucher.A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4]);
|
|
special = 0;
|
|
}
|
|
}
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: PlayPickupSound
|
|
//
|
|
//===========================================================================
|
|
|
|
virtual void PlayPickupSound (Actor toucher)
|
|
{
|
|
double atten;
|
|
int chan;
|
|
|
|
if (bNoAttenPickupSound)
|
|
{
|
|
atten = ATTN_NONE;
|
|
}
|
|
/*
|
|
else if ((ItemFlags & IF_FANCYPICKUPSOUND) &&
|
|
(toucher == NULL || toucher->CheckLocalView(consoeplayer)))
|
|
{
|
|
atten = ATTN_NONE;
|
|
}
|
|
*/
|
|
else
|
|
{
|
|
atten = ATTN_NORM;
|
|
}
|
|
|
|
if (toucher != NULL && toucher.CheckLocalView(consoleplayer))
|
|
{
|
|
chan = CHAN_PICKUP|CHAN_NOPAUSE;
|
|
}
|
|
else
|
|
{
|
|
chan = CHAN_PICKUP;
|
|
}
|
|
toucher.A_PlaySound(PickupSound, chan, 1, false, atten);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: DrawPowerup
|
|
//
|
|
// This has been deprecated because it is not how this should be done
|
|
// Use GetPowerupIcon instead!
|
|
//
|
|
//===========================================================================
|
|
|
|
virtual ui version("2.4") bool DrawPowerup(int x, int y) { return false; }
|
|
|
|
//===========================================================================
|
|
//
|
|
// 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.
|
|
//
|
|
//===========================================================================
|
|
|
|
virtual void AbsorbDamage (int damage, Name damageType, out int newdamage) {}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: SpecialDropAction
|
|
//
|
|
// Called by P_DropItem. Return true to prevent the standard drop tossing.
|
|
// A few Strife items that are meant to trigger actions rather than be
|
|
// picked up use this. Normal items shouldn't need it.
|
|
//
|
|
//===========================================================================
|
|
|
|
virtual bool SpecialDropAction (Actor dropper)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: NextInv
|
|
//
|
|
// Returns the next item with IF_INVBAR set.
|
|
//
|
|
//===========================================================================
|
|
|
|
clearscope Inventory NextInv () const
|
|
{
|
|
Inventory item = Inv;
|
|
|
|
while (item != NULL && !item.bInvBar)
|
|
{
|
|
item = item.Inv;
|
|
}
|
|
return item;
|
|
}
|
|
|
|
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
class DehackedPickup : Inventory
|
|
{
|
|
Inventory RealPickup;
|
|
bool droppedbymonster;
|
|
|
|
private native class<Inventory> DetermineType();
|
|
|
|
override bool TryPickup (in out Actor toucher)
|
|
{
|
|
let type = DetermineType ();
|
|
if (type == NULL)
|
|
{
|
|
return false;
|
|
}
|
|
RealPickup = Inventory(Spawn (type, Pos, NO_REPLACE));
|
|
if (RealPickup != NULL)
|
|
{
|
|
// The internally spawned item should never count towards statistics.
|
|
RealPickup.ClearCounters();
|
|
if (!bDropped)
|
|
{
|
|
RealPickup.bDropped = false;
|
|
}
|
|
// If this item has been dropped by a monster the
|
|
// amount of ammo this gives must be adjusted.
|
|
if (droppedbymonster)
|
|
{
|
|
RealPickup.ModifyDropAmount(0);
|
|
}
|
|
if (!RealPickup.CallTryPickup (toucher))
|
|
{
|
|
RealPickup.Destroy ();
|
|
RealPickup = NULL;
|
|
return false;
|
|
}
|
|
GoAwayAndDie ();
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
override String PickupMessage ()
|
|
{
|
|
if (RealPickup != null)
|
|
return RealPickup.PickupMessage ();
|
|
else return "";
|
|
}
|
|
|
|
override bool ShouldStay ()
|
|
{
|
|
if (RealPickup != null)
|
|
return RealPickup.ShouldStay ();
|
|
else return true;
|
|
}
|
|
|
|
override bool ShouldRespawn ()
|
|
{
|
|
if (RealPickup != null)
|
|
return RealPickup.ShouldRespawn ();
|
|
else return false;
|
|
}
|
|
|
|
override void PlayPickupSound (Actor toucher)
|
|
{
|
|
if (RealPickup != null)
|
|
RealPickup.PlayPickupSound (toucher);
|
|
}
|
|
|
|
override void DoPickupSpecial (Actor toucher)
|
|
{
|
|
Super.DoPickupSpecial (toucher);
|
|
// If the real pickup hasn't joined the toucher's inventory, make sure it
|
|
// doesn't stick around.
|
|
if (RealPickup != null && RealPickup.Owner != toucher)
|
|
{
|
|
RealPickup.Destroy ();
|
|
}
|
|
RealPickup = null;
|
|
}
|
|
|
|
override void OnDestroy ()
|
|
{
|
|
if (RealPickup != null)
|
|
{
|
|
RealPickup.Destroy ();
|
|
RealPickup = null;
|
|
}
|
|
Super.OnDestroy();
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
class FakeInventory : Inventory
|
|
{
|
|
bool Respawnable;
|
|
|
|
property respawns: Respawnable;
|
|
|
|
override bool ShouldRespawn ()
|
|
{
|
|
return Respawnable && Super.ShouldRespawn();
|
|
}
|
|
|
|
override bool TryPickup (in out Actor toucher)
|
|
{
|
|
let success = toucher.A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4]);
|
|
|
|
if (success)
|
|
{
|
|
GoAwayAndDie ();
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
override void DoPickupSpecial (Actor toucher)
|
|
{
|
|
// The special was already executed by TryPickup, so do nothing here
|
|
}
|
|
|
|
}
|