mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-15 06:41:27 +00:00
2102 lines
52 KiB
C++
2102 lines
52 KiB
C++
#include <assert.h>
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#include "info.h"
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#include "m_random.h"
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#include "p_local.h"
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#include "s_sound.h"
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#include "gi.h"
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#include "p_lnspec.h"
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#include "sbar.h"
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#include "statnums.h"
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#include "c_dispatch.h"
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#include "gstrings.h"
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#include "templates.h"
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#include "a_strifeglobal.h"
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#include "a_morph.h"
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#include "a_specialspot.h"
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#include "g_level.h"
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#include "g_game.h"
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#include "doomstat.h"
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#include "d_player.h"
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#include "p_spec.h"
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#include "serializer.h"
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static FRandom pr_restore ("RestorePos");
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IMPLEMENT_CLASS(PClassInventory, false, false, false, false)
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PClassInventory::PClassInventory()
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{
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GiveQuest = 0;
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AltHUDIcon.SetNull();
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}
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void PClassInventory::DeriveData(PClass *newclass)
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{
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assert(newclass->IsKindOf(RUNTIME_CLASS(PClassInventory)));
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Super::DeriveData(newclass);
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PClassInventory *newc = static_cast<PClassInventory *>(newclass);
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newc->PickupMessage = PickupMessage;
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newc->GiveQuest = GiveQuest;
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newc->AltHUDIcon = AltHUDIcon;
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newc->ForbiddenToPlayerClass = ForbiddenToPlayerClass;
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newc->RestrictedToPlayerClass = RestrictedToPlayerClass;
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}
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void PClassInventory::ReplaceClassRef(PClass *oldclass, PClass *newclass)
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{
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Super::ReplaceClassRef(oldclass, newclass);
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AInventory *def = (AInventory*)Defaults;
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if (def != NULL)
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{
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if (def->PickupFlash == oldclass) def->PickupFlash = static_cast<PClassActor *>(newclass);
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for (unsigned i = 0; i < ForbiddenToPlayerClass.Size(); i++)
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{
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if (ForbiddenToPlayerClass[i] == oldclass)
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ForbiddenToPlayerClass[i] = static_cast<PClassPlayerPawn*>(newclass);
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}
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for (unsigned i = 0; i < RestrictedToPlayerClass.Size(); i++)
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{
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if (RestrictedToPlayerClass[i] == oldclass)
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RestrictedToPlayerClass[i] = static_cast<PClassPlayerPawn*>(newclass);
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}
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}
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}
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void PClassInventory::Finalize(FStateDefinitions &statedef)
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{
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Super::Finalize(statedef);
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((AActor*)Defaults)->flags |= MF_SPECIAL;
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}
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IMPLEMENT_CLASS(PClassAmmo, false, false, false, false)
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PClassAmmo::PClassAmmo()
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{
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DropAmount = 0;
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}
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void PClassAmmo::DeriveData(PClass *newclass)
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{
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assert(newclass->IsKindOf(RUNTIME_CLASS(PClassAmmo)));
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Super::DeriveData(newclass);
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PClassAmmo *newc = static_cast<PClassAmmo *>(newclass);
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newc->DropAmount = DropAmount;
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}
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IMPLEMENT_CLASS(AAmmo, false, false, false, false)
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DEFINE_FIELD(AAmmo, BackpackAmount)
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DEFINE_FIELD(AAmmo, BackpackMaxAmount)
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//===========================================================================
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//
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// AAmmo :: Serialize
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//
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//===========================================================================
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void AAmmo::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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auto def = (AAmmo*)GetDefault();
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arc("backpackamount", BackpackAmount, def->BackpackAmount)
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("backpackmaxamount", BackpackMaxAmount, def->BackpackMaxAmount);
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}
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//===========================================================================
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//
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// AAmmo :: GetParentAmmo
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//
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// Returns the least-derived ammo type that this ammo is a descendant of.
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// That is, if this ammo is an immediate subclass of Ammo, then this ammo's
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// type is returned. If this ammo's superclass is not Ammo, then this
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// function travels up the inheritance chain until it finds a type that is
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// an immediate subclass of Ammo and returns that.
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//
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// The intent of this is that all unique ammo types will be immediate
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// subclasses of Ammo. To make different pickups with different ammo amounts,
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// you subclass the type of ammo you want a different amount for and edit
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// that.
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//
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//===========================================================================
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PClassActor *AAmmo::GetParentAmmo () const
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{
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PClass *type = GetClass();
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while (type->ParentClass != RUNTIME_CLASS(AAmmo) && type->ParentClass != NULL)
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{
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type = type->ParentClass;
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}
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return static_cast<PClassActor *>(type);
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}
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//===========================================================================
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//
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// AAmmo :: HandlePickup
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//
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//===========================================================================
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EXTERN_CVAR(Bool, sv_unlimited_pickup)
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bool AAmmo::HandlePickup (AInventory *item)
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{
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if (GetClass() == item->GetClass() ||
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(item->IsKindOf (RUNTIME_CLASS(AAmmo)) && static_cast<AAmmo*>(item)->GetParentAmmo() == GetClass()))
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{
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if (Amount < MaxAmount || sv_unlimited_pickup)
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{
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int receiving = item->Amount;
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if (!(item->ItemFlags & IF_IGNORESKILL))
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{ // extra ammo in baby mode and nightmare mode
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receiving = int(receiving * G_SkillProperty(SKILLP_AmmoFactor));
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}
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int oldamount = Amount;
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if (Amount > 0 && Amount + receiving < 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 += receiving;
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}
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if (Amount > MaxAmount && !sv_unlimited_pickup)
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{
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Amount = MaxAmount;
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}
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item->ItemFlags |= IF_PICKUPGOOD;
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// If the player previously had this ammo but ran out, possibly switch
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// to a weapon that uses it, but only if the player doesn't already
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// have a weapon pending.
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assert (Owner != NULL);
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if (oldamount == 0 && Owner != NULL && Owner->player != NULL)
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{
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barrier_cast<APlayerPawn *>(Owner)->CheckWeaponSwitch(GetClass());
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}
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}
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return true;
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}
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if (Inventory != NULL)
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{
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return Inventory->HandlePickup (item);
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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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// AAmmo :: CreateCopy
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//
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//===========================================================================
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AInventory *AAmmo::CreateCopy (AActor *other)
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{
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AInventory *copy;
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int amount = Amount;
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// extra ammo in baby mode and nightmare mode
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if (!(ItemFlags&IF_IGNORESKILL))
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{
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amount = int(amount * G_SkillProperty(SKILLP_AmmoFactor));
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}
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if (GetClass()->ParentClass != RUNTIME_CLASS(AAmmo) && GetClass() != RUNTIME_CLASS(AAmmo))
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{
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PClassActor *type = GetParentAmmo();
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if (!GoAway ())
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{
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Destroy ();
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}
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copy = static_cast<AInventory *>(Spawn (type));
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copy->Amount = amount;
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copy->BecomeItem ();
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}
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else
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{
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copy = Super::CreateCopy (other);
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copy->Amount = amount;
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}
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if (copy->Amount > copy->MaxAmount)
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{ // Don't pick up more ammo than you're supposed to be able to carry.
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copy->Amount = copy->MaxAmount;
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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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// AAmmo :: CreateTossable
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//
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//===========================================================================
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AInventory *AAmmo::CreateTossable()
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{
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AInventory *copy = Super::CreateTossable();
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if (copy != NULL)
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{ // Do not increase ammo by dropping it and picking it back up at
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// certain skill levels.
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copy->ItemFlags |= IF_IGNORESKILL;
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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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// FUNC P_GiveBody
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//
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// Returns false if the body isn't needed at all.
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//
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//---------------------------------------------------------------------------
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bool P_GiveBody (AActor *actor, int num, int max)
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{
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if (actor->health <= 0 || (actor->player != NULL && actor->player->playerstate == PST_DEAD))
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{ // Do not heal dead things.
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return false;
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}
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player_t *player = actor->player;
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num = clamp(num, -65536, 65536); // prevent overflows for bad values
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if (player != NULL)
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{
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// Max is 0 by default, preserving default behavior for P_GiveBody()
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// calls while supporting AHealth.
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if (max <= 0)
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{
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max = static_cast<APlayerPawn*>(actor)->GetMaxHealth() + player->mo->stamina;
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// [MH] First step in predictable generic morph effects
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if (player->morphTics)
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{
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if (player->MorphStyle & MORPH_FULLHEALTH)
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{
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if (!(player->MorphStyle & MORPH_ADDSTAMINA))
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{
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max -= player->mo->stamina;
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}
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}
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else // old health behaviour
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{
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max = MAXMORPHHEALTH;
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if (player->MorphStyle & MORPH_ADDSTAMINA)
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{
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max += player->mo->stamina;
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}
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}
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}
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}
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// [RH] For Strife: A negative body sets you up with a percentage
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// of your full health.
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if (num < 0)
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{
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num = max * -num / 100;
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if (player->health < num)
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{
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player->health = num;
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actor->health = num;
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return true;
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}
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}
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else if (num > 0)
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{
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if (player->health < max)
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{
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num = int(num * G_SkillProperty(SKILLP_HealthFactor));
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if (num < 1) num = 1;
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player->health += num;
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if (player->health > max)
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{
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player->health = max;
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}
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actor->health = player->health;
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return true;
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}
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}
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}
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else
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{
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// Parameter value for max is ignored on monsters, preserving original
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// behaviour on AHealth as well as on existing calls to P_GiveBody().
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max = actor->SpawnHealth();
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if (num < 0)
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{
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num = max * -num / 100;
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if (actor->health < num)
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{
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actor->health = num;
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return true;
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}
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}
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else if (actor->health < max)
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{
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actor->health += num;
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if (actor->health > max)
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{
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actor->health = max;
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}
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return true;
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}
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}
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return false;
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}
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DEFINE_ACTION_FUNCTION(AActor, GiveBody)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_INT(num);
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PARAM_INT_DEF(max);
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ACTION_RETURN_BOOL(P_GiveBody(self, num, max));
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_RestoreSpecialThing1
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//
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// Make a special thing visible again.
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//
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//---------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AInventory, A_RestoreSpecialThing1)
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{
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PARAM_SELF_PROLOGUE(AInventory);
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self->renderflags &= ~RF_INVISIBLE;
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if (self->DoRespawn ())
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{
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S_Sound (self, CHAN_VOICE, "misc/spawn", 1, ATTN_IDLE);
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}
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_RestoreSpecialThing2
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//
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//---------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AInventory, A_RestoreSpecialThing2)
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{
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PARAM_SELF_PROLOGUE(AInventory);
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self->flags |= MF_SPECIAL;
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if (!(self->GetDefault()->flags & MF_NOGRAVITY))
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{
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self->flags &= ~MF_NOGRAVITY;
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}
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self->SetState (self->SpawnState);
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_RestoreSpecialDoomThing
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//
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//---------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AInventory, A_RestoreSpecialDoomThing)
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{
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PARAM_SELF_PROLOGUE(AInventory);
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self->renderflags &= ~RF_INVISIBLE;
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self->flags |= MF_SPECIAL;
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if (!(self->GetDefault()->flags & MF_NOGRAVITY))
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{
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self->flags &= ~MF_NOGRAVITY;
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}
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if (self->DoRespawn ())
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{
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self->SetState (self->SpawnState);
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S_Sound (self, CHAN_VOICE, "misc/spawn", 1, ATTN_IDLE);
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Spawn ("ItemFog", self->Pos(), ALLOW_REPLACE);
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}
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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// PROP A_RestoreSpecialPosition
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//
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//---------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialPosition)
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{
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PARAM_SELF_PROLOGUE(AActor);
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// Move item back to its original location
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DVector2 sp = self->SpawnPoint;
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self->UnlinkFromWorld();
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self->SetXY(sp);
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self->LinkToWorld(true);
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self->SetZ(self->Sector->floorplane.ZatPoint(sp));
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P_FindFloorCeiling(self, FFCF_ONLYSPAWNPOS | FFCF_NOPORTALS); // no portal checks here so that things get spawned in this sector.
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if (self->flags & MF_SPAWNCEILING)
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{
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self->SetZ(self->ceilingz - self->Height - self->SpawnPoint.Z);
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}
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else if (self->flags2 & MF2_SPAWNFLOAT)
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{
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double space = self->ceilingz - self->Height - self->floorz;
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if (space > 48)
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{
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space -= 40;
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self->SetZ((space * pr_restore()) / 256. + self->floorz + 40);
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}
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else
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{
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self->SetZ(self->floorz);
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}
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}
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else
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{
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self->SetZ(self->SpawnPoint.Z + self->floorz);
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}
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// Redo floor/ceiling check, in case of 3D floors and portals
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P_FindFloorCeiling(self, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DRESTRICT);
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if (self->Z() < self->floorz)
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{ // Do not reappear under the floor, even if that's where we were for the
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// initial spawn.
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self->SetZ(self->floorz);
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}
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if ((self->flags & MF_SOLID) && (self->Top() > self->ceilingz))
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{ // Do the same for the ceiling.
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self->SetZ(self->ceilingz - self->Height);
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}
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// Do not interpolate from the position the actor was at when it was
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// picked up, in case that is different from where it is now.
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self->ClearInterpolation();
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return 0;
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}
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int AInventory::StaticLastMessageTic;
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const char *AInventory::StaticLastMessage;
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IMPLEMENT_CLASS(AInventory, false, true, false, false)
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IMPLEMENT_POINTERS_START(AInventory)
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IMPLEMENT_POINTER(Owner)
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IMPLEMENT_POINTERS_END
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DEFINE_FIELD_BIT(AInventory, ItemFlags, bPickupGood, IF_PICKUPGOOD)
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DEFINE_FIELD_BIT(AInventory, ItemFlags, bCreateCopyMoved, IF_CREATECOPYMOVED)
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DEFINE_FIELD_BIT(AInventory, ItemFlags, bInitEffectFailed, IF_INITEFFECTFAILED)
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DEFINE_FIELD(AInventory, Owner)
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DEFINE_FIELD(AInventory, Amount)
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DEFINE_FIELD(AInventory, MaxAmount)
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DEFINE_FIELD(AInventory, InterHubAmount)
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DEFINE_FIELD(AInventory, RespawnTics)
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DEFINE_FIELD(AInventory, Icon)
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DEFINE_FIELD(AInventory, DropTime)
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DEFINE_FIELD(AInventory, SpawnPointClass)
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DEFINE_FIELD(AInventory, PickupFlash)
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DEFINE_FIELD(AInventory, PickupSound)
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//===========================================================================
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//
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// AInventory :: Tick
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//
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//===========================================================================
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void AInventory::Tick ()
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{
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if (Owner == NULL)
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{
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// AActor::Tick is only handling interaction with the world
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// and we don't want that for owned inventory items.
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Super::Tick ();
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}
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else if (tics != -1) // ... but at least we have to advance the states
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{
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tics--;
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// you can cycle through multiple states in a tic
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// [RH] Use <= 0 instead of == 0 so that spawnstates
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// of 0 tics work as expected.
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if (tics <= 0)
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{
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assert (state != NULL);
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if (state == NULL)
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{
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Destroy();
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return;
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}
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if (!SetState (state->GetNextState()))
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return; // freed itself
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}
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}
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if (DropTime)
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{
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if (--DropTime == 0)
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{
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flags |= GetDefault()->flags & (MF_SPECIAL|MF_SOLID);
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}
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}
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}
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//===========================================================================
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//
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// AInventory :: Serialize
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//
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//===========================================================================
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void AInventory::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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auto def = (AInventory*)GetDefault();
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arc("owner", Owner)
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("amount", Amount, def->Amount)
|
|
("maxamount", MaxAmount, def->MaxAmount)
|
|
("interhubamount", InterHubAmount, def->InterHubAmount)
|
|
("respawntics", RespawnTics, def->RespawnTics)
|
|
("itemflags", ItemFlags, def->ItemFlags)
|
|
("icon", Icon, def->Icon)
|
|
("pickupsound", PickupSound, def->PickupSound)
|
|
("spawnpointclass", SpawnPointClass, def->SpawnPointClass)
|
|
("droptime", DropTime, def->DropTime);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: MarkPrecacheSounds
|
|
//
|
|
//===========================================================================
|
|
|
|
void AInventory::MarkPrecacheSounds() const
|
|
{
|
|
Super::MarkPrecacheSounds();
|
|
PickupSound.MarkUsed();
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// 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.
|
|
//
|
|
//===========================================================================
|
|
|
|
bool AInventory::SpecialDropAction (AActor *dropper)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: ShouldRespawn
|
|
//
|
|
// Returns true if the item should hide itself and reappear later when picked
|
|
// up.
|
|
//
|
|
//===========================================================================
|
|
|
|
bool AInventory::ShouldRespawn ()
|
|
{
|
|
if ((ItemFlags & IF_BIGPOWERUP) && !(dmflags2 & DF2_RESPAWN_SUPER)) return false;
|
|
if (ItemFlags & IF_NEVERRESPAWN) return false;
|
|
return !!((dmflags & DF_ITEMS_RESPAWN) || (ItemFlags & IF_ALWAYSRESPAWN));
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: BeginPlay
|
|
//
|
|
//===========================================================================
|
|
|
|
void AInventory::BeginPlay ()
|
|
{
|
|
Super::BeginPlay ();
|
|
flags |= MF_DROPPED; // [RH] Items are dropped by default
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: Grind
|
|
//
|
|
//===========================================================================
|
|
|
|
bool AInventory::Grind(bool items)
|
|
{
|
|
// Does this grind request even care about items?
|
|
if (!items)
|
|
{
|
|
return false;
|
|
}
|
|
// Dropped items are normally destroyed by crushers. Set the DONTGIB flag,
|
|
// and they'll act like corpses with it set and be immune to crushers.
|
|
if (flags & MF_DROPPED)
|
|
{
|
|
if (!(flags3 & MF3_DONTGIB))
|
|
{
|
|
Destroy();
|
|
}
|
|
return false;
|
|
}
|
|
// Non-dropped items call the super method for compatibility.
|
|
return Super::Grind(items);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: DoEffect
|
|
//
|
|
// Handles any effect an item might apply to its owner
|
|
// Normally only used by subclasses of APowerup
|
|
//
|
|
//===========================================================================
|
|
|
|
void AInventory::DoEffect ()
|
|
{
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: Travelled
|
|
//
|
|
// Called when an item in somebody's inventory is carried over to another
|
|
// map, in case it needs to do special reinitialization.
|
|
//
|
|
//===========================================================================
|
|
|
|
void AInventory::Travelled ()
|
|
{
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: OwnerDied
|
|
//
|
|
// Items receive this message when their owners die.
|
|
//
|
|
//===========================================================================
|
|
|
|
void AInventory::OwnerDied ()
|
|
{
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: HandlePickup
|
|
//
|
|
// Returns true if the pickup was handled (or should not happen at all),
|
|
// false if not.
|
|
//
|
|
//===========================================================================
|
|
|
|
bool AInventory::HandlePickup (AInventory *item)
|
|
{
|
|
if (item->GetClass() == GetClass())
|
|
{
|
|
if (Amount < MaxAmount || (sv_unlimited_pickup && !item->ShouldStay()))
|
|
{
|
|
if (Amount > 0 && Amount + item->Amount < 0)
|
|
{
|
|
Amount = 0x7fffffff;
|
|
}
|
|
else
|
|
{
|
|
Amount += item->Amount;
|
|
}
|
|
|
|
if (Amount > MaxAmount && !sv_unlimited_pickup)
|
|
{
|
|
Amount = MaxAmount;
|
|
}
|
|
item->ItemFlags |= IF_PICKUPGOOD;
|
|
}
|
|
return true;
|
|
}
|
|
if (Inventory != NULL)
|
|
{
|
|
return Inventory->HandlePickup (item);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// 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.
|
|
//
|
|
//===========================================================================
|
|
|
|
bool AInventory::GoAway ()
|
|
{
|
|
// Dropped items never stick around
|
|
if (flags & MF_DROPPED)
|
|
{
|
|
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.
|
|
//
|
|
//===========================================================================
|
|
|
|
void AInventory::GoAwayAndDie ()
|
|
{
|
|
if (!GoAway ())
|
|
{
|
|
flags &= ~MF_SPECIAL;
|
|
SetState (FindState("HoldAndDestroy"));
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: CreateCopy
|
|
//
|
|
// Returns an actor suitable for placing in an inventory, either itself or
|
|
// a copy based on whether it needs to respawn or not. Returning NULL
|
|
// indicates the item should not be picked up.
|
|
//
|
|
//===========================================================================
|
|
|
|
AInventory *AInventory::CreateCopy (AActor *other)
|
|
{
|
|
AInventory *copy;
|
|
|
|
Amount = MIN(Amount, MaxAmount);
|
|
if (GoAway ())
|
|
{
|
|
copy = static_cast<AInventory *>(Spawn (GetClass()));
|
|
copy->Amount = Amount;
|
|
copy->MaxAmount = MaxAmount;
|
|
}
|
|
else
|
|
{
|
|
copy = this;
|
|
}
|
|
return copy;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory::CreateTossable
|
|
//
|
|
// Creates a copy of the item suitable for dropping. If this actor embodies
|
|
// only one item, then it is tossed out itself. Otherwise, the count drops
|
|
// by one and a new item with an amount of 1 is spawned.
|
|
//
|
|
//===========================================================================
|
|
|
|
AInventory *AInventory::CreateTossable ()
|
|
{
|
|
AInventory *copy;
|
|
|
|
// If this actor lacks a SpawnState, don't drop it. (e.g. A base weapon
|
|
// like the fist can't be dropped because you'll never see it.)
|
|
if (SpawnState == ::GetDefault<AActor>()->SpawnState ||
|
|
SpawnState == NULL)
|
|
{
|
|
return NULL;
|
|
}
|
|
if ((ItemFlags & (IF_UNDROPPABLE|IF_UNTOSSABLE)) || Owner == NULL || Amount <= 0)
|
|
{
|
|
return NULL;
|
|
}
|
|
if (Amount == 1 && !(ItemFlags & IF_KEEPDEPLETED))
|
|
{
|
|
BecomePickup ();
|
|
DropTime = 30;
|
|
flags &= ~(MF_SPECIAL|MF_SOLID);
|
|
return this;
|
|
}
|
|
copy = static_cast<AInventory *>(Spawn (GetClass(), Owner->Pos(), NO_REPLACE));
|
|
if (copy != NULL)
|
|
{
|
|
copy->MaxAmount = MaxAmount;
|
|
copy->Amount = 1;
|
|
copy->DropTime = 30;
|
|
copy->flags &= ~(MF_SPECIAL|MF_SOLID);
|
|
Amount--;
|
|
}
|
|
return copy;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: BecomeItem
|
|
//
|
|
// Lets this actor know that it's about to be placed in an inventory.
|
|
//
|
|
//===========================================================================
|
|
|
|
void AInventory::BecomeItem ()
|
|
{
|
|
if (!(flags & (MF_NOBLOCKMAP|MF_NOSECTOR)))
|
|
{
|
|
UnlinkFromWorld ();
|
|
if (sector_list)
|
|
{
|
|
P_DelSeclist (sector_list);
|
|
sector_list = NULL;
|
|
}
|
|
flags |= MF_NOBLOCKMAP|MF_NOSECTOR;
|
|
LinkToWorld ();
|
|
}
|
|
RemoveFromHash ();
|
|
flags &= ~MF_SPECIAL;
|
|
ChangeStatNum(STAT_INVENTORY);
|
|
SetState (FindState("Held"));
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: BecomePickup
|
|
//
|
|
// Lets this actor know it should wait to be picked up.
|
|
//
|
|
//===========================================================================
|
|
|
|
void AInventory::BecomePickup ()
|
|
{
|
|
if (Owner != NULL)
|
|
{
|
|
Owner->RemoveInventory (this);
|
|
}
|
|
if (flags & (MF_NOBLOCKMAP|MF_NOSECTOR))
|
|
{
|
|
UnlinkFromWorld ();
|
|
flags &= ~(MF_NOBLOCKMAP|MF_NOSECTOR);
|
|
LinkToWorld ();
|
|
P_FindFloorCeiling (this);
|
|
}
|
|
flags = (GetDefault()->flags | MF_DROPPED) & ~MF_COUNTITEM;
|
|
renderflags &= ~RF_INVISIBLE;
|
|
ChangeStatNum(STAT_DEFAULT);
|
|
SetState (SpawnState);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: AbsorbDamage
|
|
//
|
|
// Allows inventory items (primarily armor) to reduce the amount of damage
|
|
// taken. Damage is the amount of damage that would be done without armor,
|
|
// and newdamage is the amount that should be done after the armor absorbs
|
|
// it.
|
|
//
|
|
//===========================================================================
|
|
|
|
void AInventory::AbsorbDamage (int damage, FName damageType, int &newdamage)
|
|
{
|
|
if (Inventory != NULL)
|
|
{
|
|
Inventory->AbsorbDamage (damage, damageType, newdamage);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: ModifyDamage
|
|
//
|
|
// Allows inventory items to manipulate the amount of damage
|
|
// inflicted. Damage is the amount of damage that would be done without manipulation,
|
|
// and newdamage is the amount that should be done after the item has changed
|
|
// it.
|
|
// 'active' means it is called by the inflictor, 'passive' by the target.
|
|
// It may seem that this is redundant and AbsorbDamage is the same. However,
|
|
// AbsorbDamage is called only for players and also depends on other settings
|
|
// which are undesirable for a protection artifact.
|
|
//
|
|
//===========================================================================
|
|
|
|
void AInventory::ModifyDamage (int damage, FName damageType, int &newdamage, bool passive)
|
|
{
|
|
if (Inventory != NULL)
|
|
{
|
|
Inventory->ModifyDamage (damage, damageType, newdamage, passive);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: GetSpeedFactor
|
|
//
|
|
//===========================================================================
|
|
|
|
double AInventory::GetSpeedFactor ()
|
|
{
|
|
if (Inventory != NULL)
|
|
{
|
|
return Inventory->GetSpeedFactor();
|
|
}
|
|
else
|
|
{
|
|
return 1.;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: GetNoTeleportFreeze
|
|
//
|
|
//===========================================================================
|
|
|
|
bool AInventory::GetNoTeleportFreeze ()
|
|
{
|
|
// do not check the flag here because it's only active when used on PowerUps, not on PowerupGivers.
|
|
if (Inventory != NULL)
|
|
{
|
|
return Inventory->GetNoTeleportFreeze();
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: AlterWeaponSprite
|
|
//
|
|
// Allows inventory items to alter a player's weapon sprite just before it
|
|
// is drawn.
|
|
//
|
|
//===========================================================================
|
|
|
|
int AInventory::AlterWeaponSprite (visstyle_t *vis)
|
|
{
|
|
if (Inventory != NULL)
|
|
{
|
|
return Inventory->AlterWeaponSprite (vis);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: Use
|
|
//
|
|
//===========================================================================
|
|
|
|
bool AInventory::Use (bool pickup)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: Hide
|
|
//
|
|
// Hides this actor until it's time to respawn again.
|
|
//
|
|
//===========================================================================
|
|
|
|
void AInventory::Hide ()
|
|
{
|
|
FState *HideSpecialState = NULL, *HideDoomishState = NULL;
|
|
|
|
flags = (flags & ~MF_SPECIAL) | MF_NOGRAVITY;
|
|
renderflags |= RF_INVISIBLE;
|
|
|
|
if (gameinfo.gametype & GAME_Raven)
|
|
{
|
|
HideSpecialState = FindState("HideSpecial");
|
|
if (HideSpecialState == NULL)
|
|
{
|
|
HideDoomishState = FindState("HideDoomish");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
HideDoomishState = FindState("HideDoomish");
|
|
if (HideDoomishState == NULL)
|
|
{
|
|
HideSpecialState = FindState("HideSpecial");
|
|
}
|
|
}
|
|
|
|
assert(HideDoomishState != NULL || HideSpecialState != NULL);
|
|
|
|
if (HideSpecialState != NULL)
|
|
{
|
|
SetState (HideSpecialState);
|
|
tics = 1400;
|
|
if (PickupFlash != NULL) tics += 30;
|
|
}
|
|
else if (HideDoomishState != NULL)
|
|
{
|
|
SetState (HideDoomishState);
|
|
tics = 1050;
|
|
}
|
|
if (RespawnTics != 0)
|
|
{
|
|
tics = RespawnTics;
|
|
}
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
static void PrintPickupMessage (const char *str)
|
|
{
|
|
if (str != NULL)
|
|
{
|
|
if (str[0]=='$')
|
|
{
|
|
str=GStrings(str+1);
|
|
}
|
|
if (str[0] != 0) Printf (PRINT_LOW, "%s\n", str);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: Touch
|
|
//
|
|
// Handles collisions from another actor, possible adding itself to the
|
|
// collider's inventory.
|
|
//
|
|
//===========================================================================
|
|
|
|
void AInventory::Touch (AActor *toucher)
|
|
{
|
|
player_t *player = toucher->player;
|
|
|
|
// If a voodoo doll touches something, pretend the real player touched it instead.
|
|
if (player != NULL)
|
|
{
|
|
toucher = player->mo;
|
|
}
|
|
|
|
bool localview = toucher->CheckLocalView(consoleplayer);
|
|
|
|
if (!CallTryPickup (toucher, &toucher)) return;
|
|
|
|
// This is the only situation when a pickup flash should ever play.
|
|
if (PickupFlash != NULL && !ShouldStay())
|
|
{
|
|
Spawn(PickupFlash, Pos(), ALLOW_REPLACE);
|
|
}
|
|
|
|
if (!(ItemFlags & IF_QUIET))
|
|
{
|
|
const char * message = PickupMessage ();
|
|
|
|
if (message != NULL && *message != 0 && localview
|
|
&& (StaticLastMessageTic != gametic || StaticLastMessage != message))
|
|
{
|
|
StaticLastMessageTic = gametic;
|
|
StaticLastMessage = message;
|
|
PrintPickupMessage (message);
|
|
StatusBar->FlashCrosshair ();
|
|
}
|
|
|
|
// Special check so voodoo dolls picking up items cause the
|
|
// real player to make noise.
|
|
if (player != NULL)
|
|
{
|
|
PlayPickupSound (player->mo);
|
|
if (!(ItemFlags & IF_NOSCREENFLASH))
|
|
{
|
|
player->bonuscount = BONUSADD;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
PlayPickupSound (toucher);
|
|
}
|
|
}
|
|
|
|
// [RH] Execute an attached special (if any)
|
|
DoPickupSpecial (toucher);
|
|
|
|
if (flags & MF_COUNTITEM)
|
|
{
|
|
if (player != NULL)
|
|
{
|
|
player->itemcount++;
|
|
}
|
|
level.found_items++;
|
|
}
|
|
|
|
if (flags5 & MF5_COUNTSECRET)
|
|
{
|
|
P_GiveSecret(player != NULL? (AActor*)player->mo : toucher, true, true, -1);
|
|
}
|
|
|
|
//Added by MC: Check if item taken was the roam destination of any bot
|
|
for (int i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (players[i].Bot != NULL && this == players[i].Bot->dest)
|
|
players[i].Bot->dest = NULL;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: DoPickupSpecial
|
|
//
|
|
// Executes this actor's special when it is picked up.
|
|
//
|
|
//===========================================================================
|
|
|
|
void AInventory::DoPickupSpecial (AActor *toucher)
|
|
{
|
|
if (special)
|
|
{
|
|
P_ExecuteSpecial(special, NULL, toucher, false,
|
|
args[0], args[1], args[2], args[3], args[4]);
|
|
special = 0;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: PickupMessage
|
|
//
|
|
// Returns the message to print when this actor is picked up.
|
|
//
|
|
//===========================================================================
|
|
|
|
const char *AInventory::PickupMessage ()
|
|
{
|
|
return GetClass()->PickupMessage;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: PlayPickupSound
|
|
//
|
|
//===========================================================================
|
|
|
|
void AInventory::PlayPickupSound (AActor *toucher)
|
|
{
|
|
float atten;
|
|
int chan;
|
|
|
|
if (ItemFlags & IF_NOATTENPICKUPSOUND)
|
|
{
|
|
atten = ATTN_NONE;
|
|
}
|
|
#if 0
|
|
else if ((ItemFlags & IF_FANCYPICKUPSOUND) &&
|
|
(toucher == NULL || toucher->CheckLocalView(consoeplayer)))
|
|
{
|
|
atten = ATTN_NONE;
|
|
}
|
|
#endif
|
|
else
|
|
{
|
|
atten = ATTN_NORM;
|
|
}
|
|
|
|
if (toucher != NULL && toucher->CheckLocalView(consoleplayer))
|
|
{
|
|
chan = CHAN_PICKUP|CHAN_NOPAUSE;
|
|
}
|
|
else
|
|
{
|
|
chan = CHAN_PICKUP;
|
|
}
|
|
S_Sound (toucher, chan, PickupSound, 1, atten);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: ShouldStay
|
|
//
|
|
// Returns true if the item should not disappear, even temporarily.
|
|
//
|
|
//===========================================================================
|
|
|
|
bool AInventory::ShouldStay ()
|
|
{
|
|
return false;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: Destroy
|
|
//
|
|
//===========================================================================
|
|
|
|
void AInventory::Destroy ()
|
|
{
|
|
if (Owner != NULL)
|
|
{
|
|
Owner->RemoveInventory (this);
|
|
}
|
|
Inventory = NULL;
|
|
Super::Destroy ();
|
|
|
|
// Although contrived it can theoretically happen that these variables still got a pointer to this item
|
|
if (SendItemUse == this) SendItemUse = NULL;
|
|
if (SendItemDrop == this) SendItemDrop = NULL;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: DepleteOrDestroy
|
|
//
|
|
// If the item is depleted, just change its amount to 0, otherwise it's destroyed.
|
|
//
|
|
//===========================================================================
|
|
|
|
void AInventory::DepleteOrDestroy ()
|
|
{
|
|
// If it's not ammo or an internal armor, destroy it.
|
|
// Ammo needs to stick around, even when it's zero for the benefit
|
|
// of the weapons that use it and to maintain the maximum ammo
|
|
// amounts a backpack might have given.
|
|
// Armor shouldn't be removed because they only work properly when
|
|
// they are the last items in the inventory.
|
|
if (ItemFlags & IF_KEEPDEPLETED)
|
|
{
|
|
Amount = 0;
|
|
}
|
|
else
|
|
{
|
|
Destroy();
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: GetBlend
|
|
//
|
|
// Returns a color to blend to the player's view as long as they possess this
|
|
// item.
|
|
//
|
|
//===========================================================================
|
|
|
|
PalEntry AInventory::GetBlend ()
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: PrevItem
|
|
//
|
|
// Returns the previous item.
|
|
//
|
|
//===========================================================================
|
|
|
|
AInventory *AInventory::PrevItem ()
|
|
{
|
|
AInventory *item = Owner->Inventory;
|
|
|
|
while (item != NULL && item->Inventory != this)
|
|
{
|
|
item = item->Inventory;
|
|
}
|
|
return item;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: PrevInv
|
|
//
|
|
// Returns the previous item with IF_INVBAR set.
|
|
//
|
|
//===========================================================================
|
|
|
|
AInventory *AInventory::PrevInv ()
|
|
{
|
|
AInventory *lastgood = NULL;
|
|
AInventory *item = Owner->Inventory;
|
|
|
|
while (item != NULL && item != this)
|
|
{
|
|
if (item->ItemFlags & IF_INVBAR)
|
|
{
|
|
lastgood = item;
|
|
}
|
|
item = item->Inventory;
|
|
}
|
|
return lastgood;
|
|
}
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: NextInv
|
|
//
|
|
// Returns the next item with IF_INVBAR set.
|
|
//
|
|
//===========================================================================
|
|
|
|
AInventory *AInventory::NextInv ()
|
|
{
|
|
AInventory *item = Inventory;
|
|
|
|
while (item != NULL && !(item->ItemFlags & IF_INVBAR))
|
|
{
|
|
item = item->Inventory;
|
|
}
|
|
return item;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: DrawPowerup
|
|
//
|
|
// Gives this item a chance to draw a special status indicator on the screen.
|
|
// Returns false if it didn't draw anything.
|
|
//
|
|
//===========================================================================
|
|
|
|
bool AInventory::DrawPowerup (int x, int y)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
/***************************************************************************/
|
|
/* AArtifact implementation */
|
|
/***************************************************************************/
|
|
|
|
IMPLEMENT_CLASS(APowerupGiver, false, false, false, false)
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: DoRespawn
|
|
//
|
|
//===========================================================================
|
|
|
|
bool AInventory::DoRespawn ()
|
|
{
|
|
if (SpawnPointClass != NULL)
|
|
{
|
|
AActor *spot = NULL;
|
|
DSpotState *state = DSpotState::GetSpotState();
|
|
|
|
if (state != NULL) spot = state->GetRandomSpot(SpawnPointClass);
|
|
if (spot != NULL)
|
|
{
|
|
SetOrigin (spot->Pos(), false);
|
|
SetZ(floorz);
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: GiveQuest
|
|
//
|
|
//===========================================================================
|
|
|
|
void AInventory::GiveQuest (AActor *toucher)
|
|
{
|
|
int quest = GetClass()->GiveQuest;
|
|
if (quest > 0 && quest <= (int)countof(QuestItemClasses))
|
|
{
|
|
toucher->GiveInventoryType (QuestItemClasses[quest-1]);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: TryPickup
|
|
//
|
|
//===========================================================================
|
|
|
|
bool AInventory::TryPickup (AActor *&toucher)
|
|
{
|
|
AActor *newtoucher = toucher; // in case changed by the powerup
|
|
|
|
// If HandlePickup() returns true, it will set the IF_PICKUPGOOD flag
|
|
// to indicate that this item has been picked up. If the item cannot be
|
|
// picked up, then it leaves the flag cleared.
|
|
|
|
ItemFlags &= ~IF_PICKUPGOOD;
|
|
if (toucher->Inventory != NULL && toucher->Inventory->HandlePickup (this))
|
|
{
|
|
// Let something else the player is holding intercept the pickup.
|
|
if (!(ItemFlags & IF_PICKUPGOOD))
|
|
{
|
|
return false;
|
|
}
|
|
ItemFlags &= ~IF_PICKUPGOOD;
|
|
GoAwayAndDie ();
|
|
}
|
|
else if (MaxAmount == 0 && !IsKindOf(RUNTIME_CLASS(AAmmo)))
|
|
{
|
|
// Special case: If an item's MaxAmount is 0, you can still pick it
|
|
// up if it is autoactivate-able.
|
|
if (!(ItemFlags & IF_AUTOACTIVATE))
|
|
{
|
|
return false;
|
|
}
|
|
// The item is placed in the inventory just long enough to be used.
|
|
toucher->AddInventory (this);
|
|
bool usegood = Use (true);
|
|
toucher->RemoveInventory (this);
|
|
|
|
if (usegood)
|
|
{
|
|
GoAwayAndDie ();
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Add the item to the inventory. It is not already there, or HandlePickup
|
|
// would have already taken care of it.
|
|
AInventory *copy = CreateCopy (toucher);
|
|
if (copy == NULL)
|
|
{
|
|
return false;
|
|
}
|
|
// Some powerups cannot activate absolutely, for
|
|
// example, PowerMorph; fail the pickup if so.
|
|
if (copy->ItemFlags & IF_INITEFFECTFAILED)
|
|
{
|
|
if (copy != this) copy->Destroy();
|
|
else ItemFlags &= ~IF_INITEFFECTFAILED;
|
|
return false;
|
|
}
|
|
// Handle owner-changing powerups
|
|
if (copy->ItemFlags & IF_CREATECOPYMOVED)
|
|
{
|
|
newtoucher = copy->Owner;
|
|
copy->Owner = NULL;
|
|
copy->ItemFlags &= ~IF_CREATECOPYMOVED;
|
|
}
|
|
// Continue onwards with the rest
|
|
copy->AttachToOwner (newtoucher);
|
|
if (ItemFlags & IF_AUTOACTIVATE)
|
|
{
|
|
if (copy->Use (true))
|
|
{
|
|
if (--copy->Amount <= 0)
|
|
{
|
|
copy->flags &= ~MF_SPECIAL;
|
|
copy->SetState (copy->FindState("HoldAndDestroy"));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: TryPickupRestricted
|
|
//
|
|
//===========================================================================
|
|
|
|
bool AInventory::TryPickupRestricted (AActor *&toucher)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: CallTryPickup
|
|
//
|
|
//===========================================================================
|
|
|
|
bool AInventory::CallTryPickup (AActor *toucher, AActor **toucher_return)
|
|
{
|
|
TObjPtr<AInventory> Invstack = Inventory; // A pointer of the inventories item stack.
|
|
|
|
// unmorphed versions of a currently morphed actor cannot pick up anything.
|
|
if (toucher->flags & MF_UNMORPHED) return false;
|
|
|
|
bool res;
|
|
if (CanPickup(toucher))
|
|
res = TryPickup(toucher);
|
|
else if (!(ItemFlags & IF_RESTRICTABSOLUTELY))
|
|
res = TryPickupRestricted(toucher); // let an item decide for itself how it will handle this
|
|
else
|
|
return false;
|
|
|
|
// Morph items can change the toucher so we need an option to return this info.
|
|
if (toucher_return != NULL) *toucher_return = toucher;
|
|
|
|
if (!res && (ItemFlags & IF_ALWAYSPICKUP) && !ShouldStay())
|
|
{
|
|
res = true;
|
|
GoAwayAndDie();
|
|
}
|
|
|
|
if (res)
|
|
{
|
|
GiveQuest(toucher);
|
|
|
|
// Transfer all inventory accross that the old object had, if requested.
|
|
if ((ItemFlags & IF_TRANSFER))
|
|
{
|
|
while (Invstack)
|
|
{
|
|
AInventory* titem = Invstack;
|
|
Invstack = titem->Inventory;
|
|
if (titem->Owner == this)
|
|
{
|
|
if (!titem->CallTryPickup(toucher)) // The object no longer can exist
|
|
{
|
|
titem->Destroy();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return res;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AInventory, CallTryPickup)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AInventory);
|
|
PARAM_OBJECT(toucher, AActor);
|
|
AActor *t_ret;
|
|
bool res = self->CallTryPickup(toucher, &t_ret);
|
|
if (numret > 0) ret[0].SetInt(res);
|
|
if (numret > 1) ret[1].SetPointer(t_ret, ATAG_OBJECT), numret = 2;
|
|
return numret;
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: CanPickup
|
|
//
|
|
//===========================================================================
|
|
|
|
bool AInventory::CanPickup (AActor *toucher)
|
|
{
|
|
if (!toucher)
|
|
return false;
|
|
|
|
PClassInventory *ai = GetClass();
|
|
// Is the item restricted to certain player classes?
|
|
if (ai->RestrictedToPlayerClass.Size() != 0)
|
|
{
|
|
for (unsigned i = 0; i < ai->RestrictedToPlayerClass.Size(); ++i)
|
|
{
|
|
if (toucher->IsKindOf(ai->RestrictedToPlayerClass[i]))
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
// Or is it forbidden to certain other classes?
|
|
else
|
|
{
|
|
for (unsigned i = 0; i < ai->ForbiddenToPlayerClass.Size(); ++i)
|
|
{
|
|
if (toucher->IsKindOf(ai->ForbiddenToPlayerClass[i]))
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// CCMD printinv
|
|
//
|
|
// Prints the console player's current inventory.
|
|
//
|
|
//===========================================================================
|
|
|
|
CCMD (printinv)
|
|
{
|
|
AInventory *item;
|
|
int pnum = consoleplayer;
|
|
|
|
#ifdef _DEBUG
|
|
// Only allow peeking on other players' inventory in debug builds.
|
|
if (argv.argc() > 1)
|
|
{
|
|
pnum = atoi (argv[1]);
|
|
if (pnum < 0 || pnum >= MAXPLAYERS)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
#endif
|
|
if (players[pnum].mo == NULL)
|
|
{
|
|
return;
|
|
}
|
|
for (item = players[pnum].mo->Inventory; item != NULL; item = item->Inventory)
|
|
{
|
|
Printf ("%s #%u (%d/%d)\n", item->GetClass()->TypeName.GetChars(),
|
|
item->InventoryID,
|
|
item->Amount, item->MaxAmount);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: AttachToOwner
|
|
//
|
|
//===========================================================================
|
|
|
|
void AInventory::AttachToOwner (AActor *other)
|
|
{
|
|
BecomeItem ();
|
|
other->AddInventory (this);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: DetachFromOwner
|
|
//
|
|
// Performs any special work needed when the item leaves an inventory,
|
|
// either through destruction or becoming a pickup.
|
|
//
|
|
//===========================================================================
|
|
|
|
void AInventory::DetachFromOwner ()
|
|
{
|
|
}
|
|
|
|
IMPLEMENT_CLASS(AStateProvider, false, false, false, false)
|
|
IMPLEMENT_CLASS(ACustomInventory, false, false, false, false)
|
|
|
|
//===========================================================================
|
|
//
|
|
// ACustomInventory :: SpecialDropAction
|
|
//
|
|
//===========================================================================
|
|
|
|
bool ACustomInventory::SpecialDropAction (AActor *dropper)
|
|
{
|
|
return CallStateChain (dropper, FindState(NAME_Drop));
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// ACustomInventory :: Use
|
|
//
|
|
//===========================================================================
|
|
|
|
bool ACustomInventory::Use (bool pickup)
|
|
{
|
|
return CallStateChain (Owner, FindState(NAME_Use));
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// ACustomInventory :: TryPickup
|
|
//
|
|
//===========================================================================
|
|
|
|
bool ACustomInventory::TryPickup (AActor *&toucher)
|
|
{
|
|
FState *pickupstate = FindState(NAME_Pickup);
|
|
bool useok = CallStateChain (toucher, pickupstate);
|
|
if ((useok || pickupstate == NULL) && FindState(NAME_Use) != NULL)
|
|
{
|
|
useok = Super::TryPickup (toucher);
|
|
}
|
|
else if (useok)
|
|
{
|
|
GoAwayAndDie();
|
|
}
|
|
return useok;
|
|
}
|
|
|
|
IMPLEMENT_CLASS(PClassHealth, false, false, false, false)
|
|
|
|
//===========================================================================
|
|
//
|
|
// PClassHealth Constructor
|
|
//
|
|
//===========================================================================
|
|
|
|
PClassHealth::PClassHealth()
|
|
{
|
|
LowHealth = 0;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// PClassHealth :: DeriveData
|
|
//
|
|
//===========================================================================
|
|
|
|
void PClassHealth::DeriveData(PClass *newclass)
|
|
{
|
|
assert(newclass->IsKindOf(RUNTIME_CLASS(PClassHealth)));
|
|
Super::DeriveData(newclass);
|
|
PClassHealth *newc = static_cast<PClassHealth *>(newclass);
|
|
|
|
newc->LowHealth = LowHealth;
|
|
newc->LowHealthMessage = LowHealthMessage;
|
|
}
|
|
|
|
IMPLEMENT_CLASS(AHealth, false, false, false, false)
|
|
|
|
DEFINE_FIELD(AHealth, PrevHealth)
|
|
|
|
//===========================================================================
|
|
//
|
|
// AHealth :: PickupMessage
|
|
//
|
|
//===========================================================================
|
|
const char *AHealth::PickupMessage ()
|
|
{
|
|
int threshold = GetClass()->LowHealth;
|
|
|
|
if (PrevHealth < threshold)
|
|
{
|
|
FString message = GetClass()->LowHealthMessage;
|
|
|
|
if (message.IsNotEmpty())
|
|
{
|
|
return message;
|
|
}
|
|
}
|
|
return Super::PickupMessage();
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AHealth :: TryPickup
|
|
//
|
|
//===========================================================================
|
|
|
|
bool AHealth::TryPickup (AActor *&other)
|
|
{
|
|
PrevHealth = other->player != NULL ? other->player->health : other->health;
|
|
|
|
// P_GiveBody adds one new feature, applied only if it is possible to pick up negative health:
|
|
// Negative values are treated as positive percentages, ie Amount -100 means 100% health, ignoring max amount.
|
|
if (P_GiveBody(other, Amount, MaxAmount))
|
|
{
|
|
GoAwayAndDie();
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
IMPLEMENT_CLASS(AHealthPickup, false, false, false, false)
|
|
|
|
DEFINE_FIELD(AHealthPickup, autousemode)
|
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//===========================================================================
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//
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// AHealthPickup :: CreateCopy
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//
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//===========================================================================
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AInventory *AHealthPickup::CreateCopy (AActor *other)
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{
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AInventory *copy = Super::CreateCopy (other);
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copy->health = health;
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return copy;
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}
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//===========================================================================
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//
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// AHealthPickup :: CreateTossable
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//
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//===========================================================================
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AInventory *AHealthPickup::CreateTossable ()
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{
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AInventory *copy = Super::CreateTossable ();
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if (copy != NULL)
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{
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copy->health = health;
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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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// AHealthPickup :: HandlePickup
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//
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//===========================================================================
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bool AHealthPickup::HandlePickup (AInventory *item)
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{
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// HealthPickups that are the same type but have different health amounts
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// do not count as the same item.
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if (item->health == health)
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{
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return Super::HandlePickup (item);
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}
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if (Inventory != NULL)
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{
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return Inventory->HandlePickup (item);
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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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// AHealthPickup :: Use
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//
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//===========================================================================
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bool AHealthPickup::Use (bool pickup)
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{
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return P_GiveBody (Owner, health);
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}
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//===========================================================================
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//
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// AHealthPickup :: Serialize
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//
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//===========================================================================
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void AHealthPickup::Serialize(FSerializer &arc)
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{
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Super::Serialize(arc);
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auto def = (AHealthPickup*)GetDefault();
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arc("autousemode", autousemode, def->autousemode);
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}
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// Backpack -----------------------------------------------------------------
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IMPLEMENT_CLASS(ABackpackItem, false, false, false, false)
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DEFINE_FIELD(ABackpackItem, bDepleted)
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//===========================================================================
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//
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// ABackpackItem :: Serialize
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//
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//===========================================================================
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void ABackpackItem::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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auto def = (ABackpackItem*)GetDefault();
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arc("bdepleted", bDepleted, def->bDepleted);
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}
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//===========================================================================
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//
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// ABackpackItem :: CreateCopy
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//
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// A backpack is being added to a player who doesn't yet have one. Give them
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// every kind of ammo, and increase their max amounts.
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//
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//===========================================================================
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|
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AInventory *ABackpackItem::CreateCopy (AActor *other)
|
|
{
|
|
// Find every unique type of ammo. Give it to the player if
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// he doesn't have it already, and double its maximum capacity.
|
|
for (unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); ++i)
|
|
{
|
|
PClass *type = PClassActor::AllActorClasses[i];
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|
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if (type->ParentClass == RUNTIME_CLASS(AAmmo))
|
|
{
|
|
PClassActor *atype = static_cast<PClassActor *>(type);
|
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AAmmo *ammo = static_cast<AAmmo *>(other->FindInventory(atype));
|
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int amount = static_cast<AAmmo *>(GetDefaultByType(type))->BackpackAmount;
|
|
// extra ammo in baby mode and nightmare mode
|
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if (!(ItemFlags&IF_IGNORESKILL))
|
|
{
|
|
amount = int(amount * G_SkillProperty(SKILLP_AmmoFactor));
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|
}
|
|
if (amount < 0) amount = 0;
|
|
if (ammo == NULL)
|
|
{ // The player did not have the ammo. Add it.
|
|
ammo = static_cast<AAmmo *>(Spawn(atype));
|
|
ammo->Amount = bDepleted ? 0 : amount;
|
|
if (ammo->BackpackMaxAmount > ammo->MaxAmount)
|
|
{
|
|
ammo->MaxAmount = ammo->BackpackMaxAmount;
|
|
}
|
|
if (ammo->Amount > ammo->MaxAmount)
|
|
{
|
|
ammo->Amount = ammo->MaxAmount;
|
|
}
|
|
ammo->AttachToOwner (other);
|
|
}
|
|
else
|
|
{ // The player had the ammo. Give some more.
|
|
if (ammo->MaxAmount < ammo->BackpackMaxAmount)
|
|
{
|
|
ammo->MaxAmount = ammo->BackpackMaxAmount;
|
|
}
|
|
if (!bDepleted && ammo->Amount < ammo->MaxAmount)
|
|
{
|
|
ammo->Amount += amount;
|
|
if (ammo->Amount > ammo->MaxAmount)
|
|
{
|
|
ammo->Amount = ammo->MaxAmount;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return Super::CreateCopy (other);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// ABackpackItem :: HandlePickup
|
|
//
|
|
// When the player picks up another backpack, just give them more ammo.
|
|
//
|
|
//===========================================================================
|
|
|
|
bool ABackpackItem::HandlePickup (AInventory *item)
|
|
{
|
|
// Since you already have a backpack, that means you already have every
|
|
// kind of ammo in your inventory, so we don't need to look at the
|
|
// entire PClass list to discover what kinds of ammo exist, and we don't
|
|
// have to alter the MaxAmount either.
|
|
if (item->IsKindOf (RUNTIME_CLASS(ABackpackItem)))
|
|
{
|
|
for (AInventory *probe = Owner->Inventory; probe != NULL; probe = probe->Inventory)
|
|
{
|
|
if (probe->GetClass()->ParentClass == RUNTIME_CLASS(AAmmo))
|
|
{
|
|
if (probe->Amount < probe->MaxAmount || sv_unlimited_pickup)
|
|
{
|
|
int amount = static_cast<AAmmo*>(probe->GetDefault())->BackpackAmount;
|
|
// extra ammo in baby mode and nightmare mode
|
|
if (!(item->ItemFlags&IF_IGNORESKILL))
|
|
{
|
|
amount = int(amount * G_SkillProperty(SKILLP_AmmoFactor));
|
|
}
|
|
probe->Amount += amount;
|
|
if (probe->Amount > probe->MaxAmount && !sv_unlimited_pickup)
|
|
{
|
|
probe->Amount = probe->MaxAmount;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// The pickup always succeeds, even if you didn't get anything
|
|
item->ItemFlags |= IF_PICKUPGOOD;
|
|
return true;
|
|
}
|
|
else if (Inventory != NULL)
|
|
{
|
|
return Inventory->HandlePickup (item);
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// ABackpackItem :: CreateTossable
|
|
//
|
|
// The tossed backpack must not give out any more ammo, otherwise a player
|
|
// could cheat by dropping their backpack and picking it up for more ammo.
|
|
//
|
|
//===========================================================================
|
|
|
|
AInventory *ABackpackItem::CreateTossable ()
|
|
{
|
|
ABackpackItem *pack = static_cast<ABackpackItem *>(Super::CreateTossable());
|
|
if (pack != NULL)
|
|
{
|
|
pack->bDepleted = true;
|
|
}
|
|
return pack;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// ABackpackItem :: DetachFromOwner
|
|
//
|
|
//===========================================================================
|
|
|
|
void ABackpackItem::DetachFromOwner ()
|
|
{
|
|
// When removing a backpack, drop the player's ammo maximums to normal
|
|
AInventory *item;
|
|
|
|
for (item = Owner->Inventory; item != NULL; item = item->Inventory)
|
|
{
|
|
if (item->GetClass()->ParentClass == RUNTIME_CLASS(AAmmo) &&
|
|
item->MaxAmount == static_cast<AAmmo*>(item)->BackpackMaxAmount)
|
|
{
|
|
item->MaxAmount = static_cast<AInventory*>(item->GetDefault())->MaxAmount;
|
|
if (item->Amount > item->MaxAmount)
|
|
{
|
|
item->Amount = item->MaxAmount;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// ABackpack
|
|
//
|
|
//===========================================================================
|
|
|
|
IMPLEMENT_CLASS(AMapRevealer, false, false, false, false)
|
|
|
|
//===========================================================================
|
|
//
|
|
// AMapRevealer :: TryPickup
|
|
//
|
|
// The MapRevealer doesn't actually go in your inventory. Instead, it sets
|
|
// a flag on the level.
|
|
//
|
|
//===========================================================================
|
|
|
|
bool AMapRevealer::TryPickup (AActor *&toucher)
|
|
{
|
|
level.flags2 |= LEVEL2_ALLMAP;
|
|
GoAwayAndDie ();
|
|
return true;
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// AScoreItem
|
|
//
|
|
//===========================================================================
|
|
|
|
IMPLEMENT_CLASS(AScoreItem, false, false, false, false)
|
|
|
|
//===========================================================================
|
|
//
|
|
// AScoreItem :: TryPickup
|
|
//
|
|
// Adds the value (Amount) of the item to the toucher's Score property.
|
|
//
|
|
//===========================================================================
|
|
|
|
bool AScoreItem::TryPickup (AActor *&toucher)
|
|
{
|
|
toucher->Score += Amount;
|
|
GoAwayAndDie();
|
|
return true;
|
|
}
|
|
|