mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-15 06:41:27 +00:00
2ae8d39441
Automatically optimized by CLion IDE with manual corrections
567 lines
14 KiB
C++
567 lines
14 KiB
C++
/*
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** a_pickups.cpp
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** Inventory base class implementation
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**
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**---------------------------------------------------------------------------
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** Copyright 2005-2016 Randy Heit
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** Copyright 2005-2016 Cheistoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <assert.h>
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#include "info.h"
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#include "p_local.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 "a_morph.h"
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#include "a_specialspot.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 "serializer.h"
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#include "vm.h"
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#include "c_functions.h"
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#include "g_levellocals.h"
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EXTERN_CVAR(Bool, sv_unlimited_pickup)
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void AInventory::Finalize(FStateDefinitions &statedef)
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{
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Super::Finalize(statedef);
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flags |= MF_SPECIAL;
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}
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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, AltHUDIcon)
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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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("althudicon", AltHUDIcon, def->AltHUDIcon)
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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 :: 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 :: BecomeItem
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//
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// Lets this actor know that it's about to be placed in an inventory.
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//
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//===========================================================================
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void AInventory::BecomeItem ()
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{
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if (!(flags & (MF_NOBLOCKMAP|MF_NOSECTOR)))
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{
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UnlinkFromWorld (nullptr);
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flags |= MF_NOBLOCKMAP|MF_NOSECTOR;
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LinkToWorld (nullptr);
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}
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RemoveFromHash ();
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flags &= ~MF_SPECIAL;
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ChangeStatNum(STAT_INVENTORY);
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// stop all sounds this item is playing.
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for(int i = 1;i<=7;i++) S_StopSound(this, i);
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SetState (FindState("Held"));
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}
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DEFINE_ACTION_FUNCTION(AInventory, BecomeItem)
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{
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PARAM_SELF_PROLOGUE(AInventory);
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self->BecomeItem();
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return 0;
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}
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//===========================================================================
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//
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// AInventory :: BecomePickup
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//
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// Lets this actor know it should wait to be picked up.
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//
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//===========================================================================
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void AInventory::BecomePickup ()
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{
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if (Owner != NULL)
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{
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Owner->RemoveInventory (this);
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}
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if (flags & (MF_NOBLOCKMAP|MF_NOSECTOR))
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{
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UnlinkFromWorld (nullptr);
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flags &= ~(MF_NOBLOCKMAP|MF_NOSECTOR);
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LinkToWorld (nullptr);
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P_FindFloorCeiling (this);
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}
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flags = (GetDefault()->flags | MF_DROPPED) & ~MF_COUNTITEM;
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renderflags &= ~RF_INVISIBLE;
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ChangeStatNum(STAT_DEFAULT);
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SetState (SpawnState);
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}
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DEFINE_ACTION_FUNCTION(AInventory, BecomePickup)
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{
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PARAM_SELF_PROLOGUE(AInventory);
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self->BecomePickup();
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return 0;
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}
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//===========================================================================
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//
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// AInventory :: GetSpeedFactor
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//
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//===========================================================================
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double AInventory::GetSpeedFactor()
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{
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double factor = 1.;
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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, GetSpeedFactor)
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{
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VMValue params[1] = { (DObject*)self };
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double retval;
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VMReturn ret(&retval);
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VMCall(func, params, 1, &ret, 1);
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factor *= retval;
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}
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self = self->Inventory;
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}
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return factor;
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}
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//===========================================================================
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//
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// AInventory :: GetNoTeleportFreeze
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//
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//===========================================================================
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bool AInventory::GetNoTeleportFreeze ()
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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, GetNoTeleportFreeze)
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{
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VMValue params[1] = { (DObject*)self };
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int retval;
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VMReturn ret(&retval);
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VMCall(func, params, 1, &ret, 1);
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if (retval) return true;
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}
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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 :: Use
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//
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//===========================================================================
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bool AInventory::CallUse(bool pickup)
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{
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IFVIRTUAL(AInventory, Use)
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{
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VMValue params[2] = { (DObject*)this, pickup };
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int retval;
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VMReturn ret(&retval);
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VMCall(func, params, 2, &ret, 1);
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return !!retval;
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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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//
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//===========================================================================
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static int StaticLastMessageTic;
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static FString StaticLastMessage;
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DEFINE_ACTION_FUNCTION(AInventory, PrintPickupMessage)
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{
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PARAM_PROLOGUE;
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PARAM_BOOL(localview);
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PARAM_STRING(str);
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if (str.IsNotEmpty() && localview && (StaticLastMessageTic != gametic || StaticLastMessage.Compare(str)))
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{
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StaticLastMessageTic = gametic;
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StaticLastMessage = str;
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const char *pstr = str.GetChars();
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if (pstr[0] == '$') pstr = GStrings(pstr + 1);
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if (pstr[0] != 0) Printf(PRINT_LOW, "%s\n", pstr);
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StatusBar->FlashCrosshair();
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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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// AInventory :: Destroy
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//
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//===========================================================================
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void AInventory::OnDestroy ()
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{
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if (Owner != NULL)
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{
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Owner->RemoveInventory (this);
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}
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Inventory = NULL;
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Super::OnDestroy();
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// Although contrived it can theoretically happen that these variables still got a pointer to this item
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if (SendItemUse == this) SendItemUse = NULL;
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if (SendItemDrop == this) SendItemDrop = NULL;
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}
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//===========================================================================
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//
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// AInventory :: DepleteOrDestroy
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//
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// If the item is depleted, just change its amount to 0, otherwise it's destroyed.
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//
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//===========================================================================
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void AInventory::DepleteOrDestroy ()
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{
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IFVIRTUAL(AInventory, DepleteOrDestroy)
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{
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VMValue params[1] = { (DObject*)this };
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VMCall(func, params, 1, nullptr, 0);
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}
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}
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//===========================================================================
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//
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// AInventory :: GetBlend
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//
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// Returns a color to blend to the player's view as long as they possess this
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// item.
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//
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//===========================================================================
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PalEntry AInventory::CallGetBlend()
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{
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IFVIRTUAL(AInventory, GetBlend)
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{
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VMValue params[1] = { (DObject*)this };
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int retval;
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VMReturn ret(&retval);
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VMCall(func, params, 1, &ret, 1);
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return retval;
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}
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else return 0;
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}
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//===========================================================================
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//
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// AInventory :: PrevItem
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//
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// Returns the previous item.
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//
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//===========================================================================
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AInventory *AInventory::PrevItem ()
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{
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AInventory *item = Owner->Inventory;
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while (item != NULL && item->Inventory != this)
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{
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item = item->Inventory;
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}
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return item;
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}
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//===========================================================================
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//
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// AInventory :: PrevInv
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//
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// Returns the previous item with IF_INVBAR set.
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//
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//===========================================================================
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AInventory *AInventory::PrevInv ()
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{
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AInventory *lastgood = NULL;
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AInventory *item = Owner->Inventory;
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while (item != NULL && item != this)
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{
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if (item->ItemFlags & IF_INVBAR)
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{
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lastgood = item;
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}
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item = item->Inventory;
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}
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return lastgood;
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}
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//===========================================================================
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//
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// AInventory :: NextInv
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//
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// Returns the next item with IF_INVBAR set.
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//
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//===========================================================================
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AInventory *AInventory::NextInv ()
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{
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AInventory *item = Inventory;
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while (item != NULL && !(item->ItemFlags & IF_INVBAR))
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{
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item = item->Inventory;
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}
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return item;
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}
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//===========================================================================
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//
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// AInventory :: DoRespawn
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//
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//===========================================================================
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bool AInventory::DoRespawn ()
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{
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if (SpawnPointClass != NULL)
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{
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AActor *spot = NULL;
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DSpotState *state = DSpotState::GetSpotState();
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if (state != NULL) spot = state->GetRandomSpot(SpawnPointClass);
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if (spot != NULL)
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{
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SetOrigin (spot->Pos(), false);
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SetZ(floorz);
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}
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}
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return true;
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}
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DEFINE_ACTION_FUNCTION(AInventory, DoRespawn)
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{
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PARAM_SELF_PROLOGUE(AInventory);
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ACTION_RETURN_BOOL(self->DoRespawn());
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}
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//===========================================================================
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//
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// AInventory :: CallTryPickup
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//
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//===========================================================================
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bool AInventory::CallTryPickup(AActor *toucher, AActor **toucher_return)
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{
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static VMFunction *func = nullptr;
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if (func == nullptr) PClass::FindFunction(&func, NAME_Inventory, NAME_CallTryPickup);
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VMValue params[2] = { (DObject*)this, toucher };
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VMReturn ret[2];
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int res;
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AActor *tret;
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ret[0].IntAt(&res);
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ret[1].PointerAt((void**)&tret);
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VMCall(func, params, 2, ret, 2);
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if (toucher_return) *toucher_return = tret;
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return !!res;
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}
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//===========================================================================
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//
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// CCMD printinv
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//
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// Prints the console player's current inventory.
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//
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//===========================================================================
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CCMD (printinv)
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{
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int pnum = consoleplayer;
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#ifdef _DEBUG
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// Only allow peeking on other players' inventory in debug builds.
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if (argv.argc() > 1)
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{
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pnum = atoi (argv[1]);
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if (pnum < 0 || pnum >= MAXPLAYERS)
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{
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return;
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}
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}
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#endif
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C_PrintInv(players[pnum].mo);
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}
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CCMD (targetinv)
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{
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FTranslatedLineTarget t;
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if (CheckCheatmode () || players[consoleplayer].mo == NULL)
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return;
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C_AimLine(&t, true);
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if (t.linetarget)
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{
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C_PrintInv(t.linetarget);
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}
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else Printf("No target found. Targetinv cannot find actors that have "
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"the NOBLOCKMAP flag or have height/radius of 0.\n");
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}
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//===========================================================================
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//===========================================================================
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IMPLEMENT_CLASS(AStateProvider, false, false)
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