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225 lines
5.8 KiB
Text
225 lines
5.8 KiB
Text
/*
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** a_weaponpieces.cpp
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** Implements generic weapon pieces
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**
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**---------------------------------------------------------------------------
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** Copyright 2006-2016 Cheistoph Oelckers
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** Copyright 2006-2016 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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class WeaponHolder : Inventory
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{
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int PieceMask;
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Class<Weapon> PieceWeapon;
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Default
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{
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+NOBLOCKMAP
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+NOSECTOR
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+INVENTORY.UNDROPPABLE
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}
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}
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class WeaponPiece : Inventory
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{
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Default
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{
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+WEAPONSPAWN;
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}
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int PieceValue;
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Class<Weapon> WeaponClass;
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Weapon FullWeapon;
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property number: PieceValue;
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property weapon: WeaponClass;
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//==========================================================================
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//
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// TryPickupWeaponPiece
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//
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//==========================================================================
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override bool TryPickupRestricted (in out Actor toucher)
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{
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// Wrong class, but try to pick up for ammo
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if (ShouldStay())
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{ // Can't pick up weapons for other classes in coop netplay
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return false;
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}
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let Defaults = GetDefaultByType(WeaponClass);
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bool gaveSome = !!(toucher.GiveAmmo (Defaults.AmmoType1, Defaults.AmmoGive1) +
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toucher.GiveAmmo (Defaults.AmmoType2, Defaults.AmmoGive2));
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if (gaveSome)
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{
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GoAwayAndDie ();
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}
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return gaveSome;
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}
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//==========================================================================
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//
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// TryPickupWeaponPiece
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//
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//==========================================================================
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override bool TryPickup (in out Actor toucher)
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{
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Inventory item;
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WeaponHolder hold = NULL;
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bool shouldStay = ShouldStay ();
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int gaveAmmo;
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let Defaults = GetDefaultByType(WeaponClass);
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FullWeapon = NULL;
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for(item=toucher.Inv; item; item=item.Inv)
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{
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hold = WeaponHolder(item);
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if (hold != null)
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{
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if (hold.PieceWeapon == WeaponClass)
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{
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break;
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}
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hold = NULL;
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}
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}
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if (!hold)
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{
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hold = WeaponHolder(Spawn("WeaponHolder"));
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hold.BecomeItem();
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hold.AttachToOwner(toucher);
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hold.PieceMask = 0;
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hold.PieceWeapon = WeaponClass;
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}
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int pieceval = 1 << (PieceValue - 1);
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if (shouldStay)
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{
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// Cooperative net-game
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if (hold.PieceMask & pieceval)
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{
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// Already has the piece
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return false;
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}
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toucher.GiveAmmo (Defaults.AmmoType1, Defaults.AmmoGive1);
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toucher.GiveAmmo (Defaults.AmmoType2, Defaults.AmmoGive2);
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}
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else
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{ // Deathmatch or singleplayer game
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gaveAmmo = toucher.GiveAmmo (Defaults.AmmoType1, Defaults.AmmoGive1) +
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toucher.GiveAmmo (Defaults.AmmoType2, Defaults.AmmoGive2);
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if (hold.PieceMask & pieceval)
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{
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// Already has the piece, check if mana needed
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if (!gaveAmmo) return false;
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GoAwayAndDie();
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return true;
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}
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}
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hold.PieceMask |= pieceval;
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// Check if weapon assembled
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if (hold.PieceMask == (1 << Defaults.health) - 1)
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{
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if (!toucher.FindInventory (WeaponClass))
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{
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FullWeapon= Weapon(Spawn(WeaponClass));
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// The weapon itself should not give more ammo to the player.
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FullWeapon.AmmoGive1 = 0;
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FullWeapon.AmmoGive2 = 0;
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FullWeapon.AttachToOwner(toucher);
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FullWeapon.AmmoGive1 = Defaults.AmmoGive1;
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FullWeapon.AmmoGive2 = Defaults.AmmoGive2;
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}
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}
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GoAwayAndDie();
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return true;
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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override bool ShouldStay ()
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{
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// We want a weapon piece to behave like a weapon, so follow the exact
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// same logic as weapons when deciding whether or not to stay.
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return (((multiplayer &&
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(!deathmatch && !alwaysapplydmflags)) || sv_weaponstay) && !bDropped);
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}
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//===========================================================================
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//
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// 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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override String PickupMessage ()
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{
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if (FullWeapon)
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{
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return FullWeapon.PickupMessage();
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}
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else
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{
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return Super.PickupMessage();
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}
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}
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//===========================================================================
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//
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// DoPlayPickupSound
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//
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// Plays a sound when this actor is picked up.
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//
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//===========================================================================
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override void PlayPickupSound (Actor toucher)
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{
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if (FullWeapon)
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{
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FullWeapon.PlayPickupSound(toucher);
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}
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else
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{
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Super.PlayPickupSound(toucher);
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}
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}
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}
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