mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-16 09:31:14 +00:00
1079 lines
26 KiB
Text
1079 lines
26 KiB
Text
struct VisStyle
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{
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bool Invert;
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float Alpha;
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int RenderStyle;
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}
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class Inventory : Actor native
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{
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const BLINKTHRESHOLD = (4*32);
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const BONUSADD = 6;
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native Actor Owner; // Who owns self item? NULL if it's still a pickup.
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native int Amount; // Amount of item self instance has
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native int MaxAmount; // Max amount of item self instance can have
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native int InterHubAmount; // Amount of item that can be kept between hubs or levels
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native int RespawnTics; // Tics from pickup time to respawn time
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native TextureID Icon; // Icon to show on status bar or HUD
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native TextureID AltHUDIcon;
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native int DropTime; // Countdown after dropping
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native Class<Actor> SpawnPointClass; // For respawning like Heretic's mace
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native Class<Actor> PickupFlash; // actor to spawn as pickup flash
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native Sound PickupSound;
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native bool bPickupGood;
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native bool bCreateCopyMoved;
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native bool bInitEffectFailed;
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meta String PickupMsg;
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meta int GiveQuest;
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meta array<class<Actor> > ForbiddenToPlayerClass;
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meta array<class<Actor> > RestrictedToPlayerClass;
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property PickupMessage: PickupMsg;
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property GiveQuest: GiveQuest;
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property Amount: Amount;
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property InterHubAmount: InterHubAmount;
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property MaxAmount: MaxAmount;
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property PickupFlash: PickupFlash;
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property PickupSound: PickupSound;
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property UseSound: UseSound;
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property RespawnTics: RespawnTics;
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Default
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{
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Inventory.Amount 1;
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Inventory.MaxAmount 1;
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Inventory.InterHubAmount 1;
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Inventory.UseSound "misc/invuse";
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Inventory.PickupSound "misc/i_pkup";
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Inventory.PickupMessage "$TXT_DEFAULTPICKUPMSG";
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}
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native bool DoRespawn();
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native void BecomeItem();
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native void BecomePickup();
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native void ModifyDropAmount(int dropamount);
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native static void PrintPickupMessage (bool localview, String str);
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States(Actor)
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{
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HideDoomish:
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TNT1 A 1050;
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TNT1 A 0 A_RestoreSpecialPosition;
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TNT1 A 1 A_RestoreSpecialDoomThing;
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Stop;
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HideSpecial:
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ACLO E 1400;
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ACLO A 0 A_RestoreSpecialPosition;
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ACLO A 4 A_RestoreSpecialThing1;
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ACLO BABCBCDC 4;
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ACLO D 4 A_RestoreSpecialThing2;
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Stop;
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Held:
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TNT1 A -1;
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Stop;
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HoldAndDestroy:
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TNT1 A 1;
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Stop;
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}
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//===========================================================================
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//
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// AInventory :: BeginPlay
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//
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//===========================================================================
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override void BeginPlay ()
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{
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Super.BeginPlay ();
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bDropped = true; // [RH] Items are dropped by default
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_RestoreSpecialThing1
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//
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// Make a special thing visible again.
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//
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//---------------------------------------------------------------------------
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void A_RestoreSpecialThing1()
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{
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bInvisible = false;
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if (DoRespawn ())
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{
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A_PlaySound ("misc/spawn", CHAN_VOICE);
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}
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_RestoreSpecialThing2
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//
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//---------------------------------------------------------------------------
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void A_RestoreSpecialThing2()
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{
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bSpecial = true;
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if (!Default.bNoGravity)
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{
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bNoGravity = false;
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}
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SetState (SpawnState);
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_RestoreSpecialDoomThing
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//
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//---------------------------------------------------------------------------
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void A_RestoreSpecialDoomThing()
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{
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bInvisible = false;
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bSpecial = true;
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if (!Default.bNoGravity)
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{
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bNoGravity = false;
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}
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if (DoRespawn ())
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{
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SetState (SpawnState);
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A_PlaySound ("misc/spawn", CHAN_VOICE);
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Spawn ("ItemFog", Pos, ALLOW_REPLACE);
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}
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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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override bool 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 (bDropped)
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{
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if (!bDontGib)
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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 :: CreateCopy
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//
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// Returns an actor suitable for placing in an inventory, either itself or
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// a copy based on whether it needs to respawn or not. Returning NULL
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// indicates the item should not be picked up.
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//
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//===========================================================================
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virtual Inventory CreateCopy (Actor other)
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{
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Inventory copy;
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Amount = MIN(Amount, MaxAmount);
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if (GoAway ())
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{
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copy = Inventory(Spawn (GetClass()));
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copy.Amount = Amount;
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copy.MaxAmount = MaxAmount;
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}
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else
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{
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copy = self;
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}
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return copy;
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}
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//===========================================================================
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//
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// AInventory :: HandlePickup
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//
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// Returns true if the pickup was handled (or should not happen at all),
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// false if not.
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//
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//===========================================================================
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virtual bool HandlePickup (Inventory item)
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{
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if (item.GetClass() == GetClass())
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{
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if (Amount < MaxAmount || (sv_unlimited_pickup && !item.ShouldStay()))
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{
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if (Amount > 0 && Amount + item.Amount < 0)
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{
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Amount = 0x7fffffff;
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}
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else
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{
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Amount += item.Amount;
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}
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if (Amount > MaxAmount && !sv_unlimited_pickup)
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{
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Amount = MaxAmount;
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}
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item.bPickupGood = true;
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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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//===========================================================================
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//
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// AInventory :: CallHandlePickup
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//
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// Runs all HandlePickup methods in the chain
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//
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//===========================================================================
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private bool CallHandlePickup(Inventory item)
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{
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let me = self;
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while (me != null)
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{
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if (me.HandlePickup(item)) return true;
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me = me.Inv;
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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 :: TryPickup
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//
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//===========================================================================
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virtual protected bool TryPickup (in out Actor toucher)
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{
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Actor newtoucher = toucher; // in case changed by the powerup
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// If HandlePickup() returns true, it will set the IF_PICKUPGOOD flag
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// to indicate that self item has been picked up. If the item cannot be
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// picked up, then it leaves the flag cleared.
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bPickupGood = false;
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if (toucher.Inv != NULL && toucher.Inv.CallHandlePickup (self))
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{
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// Let something else the player is holding intercept the pickup.
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if (!bPickupGood)
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{
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return false;
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}
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bPickupGood = false;
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GoAwayAndDie ();
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}
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else if (MaxAmount > 0)
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{
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// Add the item to the inventory. It is not already there, or HandlePickup
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// would have already taken care of it.
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let copy = CreateCopy (toucher);
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if (copy == NULL)
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{
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return false;
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}
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// Some powerups cannot activate absolutely, for
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// example, PowerMorph; fail the pickup if so.
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if (copy.bInitEffectFailed)
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{
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if (copy != self) copy.Destroy();
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else bInitEffectFailed = false;
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return false;
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}
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// Handle owner-changing powerups
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if (copy.bCreateCopyMoved)
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{
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newtoucher = copy.Owner;
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copy.Owner = NULL;
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bCreateCopyMoved = false;
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}
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// Continue onwards with the rest
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copy.AttachToOwner (newtoucher);
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if (bAutoActivate)
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{
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if (copy.Use (true))
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{
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if (--copy.Amount <= 0)
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{
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copy.bSpecial = false;
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copy.SetStateLabel ("HoldAndDestroy");
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}
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}
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}
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}
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else if (bAutoActivate)
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{
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// Special case: If an item's MaxAmount is 0, you can still pick it
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// up if it is autoactivate-able.
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// The item is placed in the inventory just long enough to be used.
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toucher.AddInventory(self);
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bool usegood = Use(true);
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toucher.RemoveInventory(self);
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if (usegood)
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{
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GoAwayAndDie();
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}
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else
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{
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return false;
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}
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}
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return true;
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}
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//===========================================================================
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//
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// AInventory :: GiveQuest
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//
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//===========================================================================
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void GiveQuestItem (Actor toucher)
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{
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if (GiveQuest > 0)
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{
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String qname = "QuestItem" .. GiveQuest;
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class<Inventory> type = qname;
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if (type != null)
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{
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toucher.GiveInventoryType (type);
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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 :: CanPickup
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//
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//===========================================================================
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virtual bool CanPickup(Actor toucher)
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{
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if (toucher == null) return false;
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int rsize = RestrictedToPlayerClass.Size();
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if (rsize > 0)
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{
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for (int i=0; i < rsize; i++)
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{
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if (toucher is RestrictedToPlayerClass[i]) return true;
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}
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return false;
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}
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rsize = ForbiddenToPlayerClass.Size();
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if (rsize > 0)
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{
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for (int i=0; i < rsize; i++)
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{
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if (toucher is ForbiddenToPlayerClass[i]) return false;
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}
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}
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return true;
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}
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//===========================================================================
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//
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// AInventory :: CallTryPickup
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//
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// In this case the caller function is more than a simple wrapper around the virtual method and
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// is what must be actually called to pick up an item.
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//
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//===========================================================================
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bool, Actor CallTryPickup(Actor toucher)
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{
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let saved_toucher = toucher;
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let Invstack = Inv; // A pointer of the inventories item stack.
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// unmorphed versions of a currently morphed actor cannot pick up anything.
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if (bUnmorphed) return false, null;
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bool res;
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if (CanPickup(toucher))
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{
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res = TryPickup(toucher);
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}
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else if (!bRestrictAbsolutely)
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{
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// let an item decide for itself how it will handle this
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res = TryPickupRestricted(toucher);
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}
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else
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return false, null;
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if (!res && (bAlwaysPickup) && !ShouldStay())
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{
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res = true;
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GoAwayAndDie();
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}
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if (res)
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{
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GiveQuestItem(toucher);
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// Transfer all inventory across that the old object had, if requested.
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if (bTransfer)
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{
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while (Invstack)
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{
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let titem = Invstack;
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Invstack = titem.Inv;
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if (titem.Owner == self)
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{
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if (!titem.CallTryPickup(toucher)) // The object no longer can exist
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{
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titem.Destroy();
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}
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}
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}
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}
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}
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return res, toucher;
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}
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//===========================================================================
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//
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// AInventory :: ShouldStay
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//
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// Returns true if the item should not disappear, even temporarily.
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//
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//===========================================================================
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virtual bool ShouldStay ()
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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 :: TryPickupRestricted
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//
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//===========================================================================
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virtual bool TryPickupRestricted (in out Actor toucher)
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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 :: AttachToOwner
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//
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//===========================================================================
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virtual void AttachToOwner (Actor other)
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{
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BecomeItem ();
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other.AddInventory (self);
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}
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//===========================================================================
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//
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// AInventory :: DetachFromOwner
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//
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// Performs any special work needed when the item leaves an inventory,
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// either through destruction or becoming a pickup.
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//
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//===========================================================================
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virtual void DetachFromOwner ()
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{
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}
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//===========================================================================
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//
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// AInventory::CreateTossable
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//
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// Creates a copy of the item suitable for dropping. If this actor embodies
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// only one item, then it is tossed out itself. Otherwise, the count drops
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// by one and a new item with an amount of 1 is spawned.
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//
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//===========================================================================
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virtual Inventory CreateTossable (int amt = -1)
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{
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// If self actor lacks a SpawnState, don't drop it. (e.g. A base weapon
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// like the fist can't be dropped because you'll never see it.)
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if (SpawnState == GetDefaultByType("Actor").SpawnState || SpawnState == NULL)
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{
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return NULL;
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}
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if (bUndroppable || bUntossable || Owner == NULL || Amount <= 0 || amt == 0)
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{
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return NULL;
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}
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if (Amount == 1 && !bKeepDepleted)
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{
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BecomePickup ();
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DropTime = 30;
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bSpecial = bSolid = false;
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return self;
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}
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let copy = Inventory(Spawn (GetClass(), Owner.Pos, NO_REPLACE));
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if (copy != NULL)
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{
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amt = clamp(amt, 1, Amount);
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copy.MaxAmount = MaxAmount;
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copy.Amount = amt;
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copy.DropTime = 30;
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copy.bSpecial = copy.bSolid = false;
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Amount -= amt;
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}
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return copy;
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}
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|
|
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//===========================================================================
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//
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// AInventory :: PickupMessage
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//
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// Returns the message to print when this actor is picked up.
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//
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//===========================================================================
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virtual String PickupMessage ()
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{
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return PickupMsg;
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}
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//===========================================================================
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//
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// AInventory :: Touch
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//
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// Handles collisions from another actor, possible adding itself to the
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// collider's inventory.
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//
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//===========================================================================
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override void Touch (Actor toucher)
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{
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let player = toucher.player;
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// If a voodoo doll touches something, pretend the real player touched it instead.
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if (player != NULL)
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{
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toucher = player.mo;
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}
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bool localview = toucher.CheckLocalView(consoleplayer);
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|
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bool res;
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[res, toucher] = CallTryPickup(toucher);
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if (!res) return;
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|
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// This is the only situation when a pickup flash should ever play.
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if (PickupFlash != NULL && !ShouldStay())
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{
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Spawn(PickupFlash, Pos, ALLOW_REPLACE);
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}
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if (!bQuiet)
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{
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PrintPickupMessage(localview, PickupMessage ());
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|
|
// Special check so voodoo dolls picking up items cause the
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// real player to make noise.
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if (player != NULL)
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{
|
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PlayPickupSound (player.mo);
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if (!bNoScreenFlash)
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{
|
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player.bonuscount = BONUSADD;
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}
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}
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else
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{
|
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PlayPickupSound (toucher);
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}
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}
|
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|
|
// [RH] Execute an attached special (if any)
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DoPickupSpecial (toucher);
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|
|
if (bCountItem)
|
|
{
|
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if (player != NULL)
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{
|
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player.itemcount++;
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}
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|
level.found_items++;
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}
|
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|
|
if (bCountSecret)
|
|
{
|
|
Actor ac = player != NULL? Actor(player.mo) : toucher;
|
|
ac.GiveSecret(true, true);
|
|
}
|
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|
|
//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(consoleplayer)))
|
|
{
|
|
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;
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: OnDrop
|
|
//
|
|
// Called by AActor::DropInventory. Allows items to modify how they behave
|
|
// after being dropped.
|
|
//
|
|
//===========================================================================
|
|
|
|
virtual void OnDrop (Actor dropper) {}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
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
|
|
}
|
|
|
|
}
|