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cfda1a49d4
- let the script compiler also output the size of the allocated data for the script functions in addition to the actual code size.
192 lines
5.1 KiB
Text
192 lines
5.1 KiB
Text
/*
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** a_health.cpp
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** All health items
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**
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**---------------------------------------------------------------------------
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** Copyright 2000-2016 Randy Heit
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** Copyright 2006-2017 Cheistoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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class Health : Inventory
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{
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transient int PrevHealth;
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meta int LowHealth;
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meta String LowHealthMessage;
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property LowMessage: LowHealth, LowHealthMessage;
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Default
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{
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+INVENTORY.ISHEALTH
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Inventory.Amount 1;
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Inventory.MaxAmount 0;
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Inventory.PickupSound "misc/health_pkup";
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}
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//===========================================================================
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//
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// AHealth :: PickupMessage
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//
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//===========================================================================
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override String PickupMessage ()
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{
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if (PrevHealth < LowHealth)
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{
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String message = LowHealthMessage;
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if (message.Length() != 0)
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{
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return message;
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}
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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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// TryPickup
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//
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//===========================================================================
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override bool TryPickup (in out Actor other)
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{
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PrevHealth = other.player != NULL ? other.player.health : other.health;
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// P_GiveBody adds one new feature, applied only if it is possible to pick up negative health:
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// Negative values are treated as positive percentages, ie Amount -100 means 100% health, ignoring max amount.
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if (other.GiveBody(Amount, MaxAmount))
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{
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GoAwayAndDie();
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return true;
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}
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return false;
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}
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}
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class MaxHealth : Health
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{
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//===========================================================================
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//
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// TryPickup
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//
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//===========================================================================
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override bool TryPickup (in out Actor other)
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{
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bool success = false;
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int savedAmount = MaxAmount;
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let player = PlayerPawn(other);
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MaxAmount = Health;
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if (player)
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{
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if (player.BonusHealth < savedAmount)
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{
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player.BonusHealth = min(player.BonusHealth + Amount, savedAmount);
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success = true;
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}
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MaxAmount += player.BonusHealth;
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}
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success |= Super.TryPickup(other);
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MaxAmount = savedAmount;
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if (success) GoAwayAndDie();
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return success;
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}
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}
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class HealthPickup : Inventory
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{
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int autousemode;
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property AutoUse: autousemode;
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Default
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{
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Inventory.DefMaxAmount;
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+INVENTORY.INVBAR
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+INVENTORY.ISHEALTH
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}
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//===========================================================================
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//
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// CreateCopy
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//
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//===========================================================================
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override Inventory CreateCopy (Actor other)
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{
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Inventory 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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// CreateTossable
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//
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//===========================================================================
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override Inventory CreateTossable (int amount)
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{
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Inventory copy = Super.CreateTossable (-1);
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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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// HandlePickup
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//
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//===========================================================================
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override bool HandlePickup (Inventory 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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return false;
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}
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//===========================================================================
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//
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// Use
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//
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//===========================================================================
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override bool Use (bool pickup)
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{
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return Owner.GiveBody (health, 0);
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}
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}
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