Allow for Basic and Hexen armor replacing

This commit is contained in:
Boondorl 2024-03-29 19:49:16 -04:00 committed by Rachael Alexanderson
parent 5fa220219e
commit 0d43272c8f
21 changed files with 56 additions and 34 deletions

View file

@ -436,7 +436,7 @@ static bool DoSubstitution (FString &out, const char *in)
{
if (strnicmp(a, "armor", 5) == 0)
{
auto armor = player->mo->FindInventory(NAME_BasicArmor);
auto armor = player->mo->FindInventory(NAME_BasicArmor, true);
out.AppendFormat("%d", armor != NULL ? armor->IntVar(NAME_Amount) : 0);
}
}

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@ -1036,7 +1036,7 @@ public:
ammocount2 = ammo2 != nullptr ? ammo2->IntVar(NAME_Amount) : 0;
//prepare ammo counts
armor = CPlayer->mo->FindInventory(NAME_BasicArmor);
armor = CPlayer->mo->FindInventory(NAME_BasicArmor, true);
}
void _Draw (EHudState state)

View file

@ -276,7 +276,7 @@ class CommandDrawImage : public SBarInfoCommandFlowControl
{
int armorType = type - HEXENARMOR_ARMOR;
auto harmor = statusBar->CPlayer->mo->FindInventory(NAME_HexenArmor);
auto harmor = statusBar->CPlayer->mo->FindInventory(NAME_HexenArmor, true);
if (harmor != NULL)
{
double *Slots = (double*)harmor->ScriptVar(NAME_Slots, nullptr);
@ -596,7 +596,7 @@ class CommandDrawSwitchableImage : public CommandDrawImage
}
else if(condition == ARMORTYPE)
{
auto armor = statusBar->CPlayer->mo->FindInventory(NAME_BasicArmor);
auto armor = statusBar->CPlayer->mo->FindInventory(NAME_BasicArmor, true);
if(armor != NULL)
{
auto n = armor->NameVar(NAME_ArmorType).GetIndex();
@ -1413,7 +1413,7 @@ class CommandDrawNumber : public CommandDrawString
case SAVEPERCENT:
{
double add = 0;
auto harmor = statusBar->CPlayer->mo->FindInventory(NAME_HexenArmor);
auto harmor = statusBar->CPlayer->mo->FindInventory(NAME_HexenArmor, true);
if(harmor != NULL)
{
double *Slots = (double*)harmor->ScriptVar(NAME_Slots, nullptr);
@ -2775,7 +2775,7 @@ class CommandDrawBar : public SBarInfoCommand
case SAVEPERCENT:
{
double add = 0;
auto harmor = statusBar->CPlayer->mo->FindInventory(NAME_HexenArmor);
auto harmor = statusBar->CPlayer->mo->FindInventory(NAME_HexenArmor, true);
if (harmor != NULL)
{
double *Slots = (double*)harmor->ScriptVar(NAME_Slots, nullptr);

View file

@ -52,6 +52,8 @@ DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, backpacktype)
DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, Armor2Percent)
DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, ArmorIcon1)
DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, ArmorIcon2)
DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, BasicArmorClass)
DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, HexenArmorClass)
DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, gametype)
DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, norandomplayerclass)
DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, infoPages)
@ -392,6 +394,8 @@ void FMapInfoParser::ParseGameInfo()
GAMEINFOKEY_SOUNDARRAY(PrecachedSounds, "precachesounds", 0, false)
GAMEINFOKEY_STRINGARRAY(EventHandlers, "addeventhandlers", 0, false)
GAMEINFOKEY_STRINGARRAY(EventHandlers, "eventhandlers", 0, false)
GAMEINFOKEY_STRING(BasicArmorClass, "BasicArmorClass")
GAMEINFOKEY_STRING(HexenArmorClass, "HexenArmorClass")
GAMEINFOKEY_STRING(PauseSign, "pausesign")
GAMEINFOKEY_STRING(quitSound, "quitSound")
GAMEINFOKEY_STRING(BorderFlat, "borderFlat")

View file

@ -148,6 +148,8 @@ struct gameinfo_t
FString SkyFlatName;
FString ArmorIcon1;
FString ArmorIcon2;
FName BasicArmorClass;
FName HexenArmorClass;
FString PauseSign;
FString Endoom;
double Armor2Percent;

View file

@ -5506,7 +5506,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, int32_t *args, int &
else
{
FName p(Level->Behaviors.LookupString(args[0]));
auto armor = Level->Players[args[1]]->mo->FindInventory(NAME_BasicArmor);
auto armor = Level->Players[args[1]]->mo->FindInventory(NAME_BasicArmor, true);
if (armor && armor->NameVar(NAME_ArmorType) == p) return armor->IntVar(NAME_Amount);
}
return 0;
@ -5517,7 +5517,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, int32_t *args, int &
{
if (activator == NULL || activator->player == NULL) return 0;
auto equippedarmor = activator->FindInventory(NAME_BasicArmor);
auto equippedarmor = activator->FindInventory(NAME_BasicArmor, true);
if (equippedarmor && equippedarmor->IntVar(NAME_Amount) != 0)
{
@ -8898,7 +8898,7 @@ scriptwait:
case PCD_PLAYERARMORPOINTS:
if (activator)
{
auto armor = activator->FindInventory(NAME_BasicArmor);
auto armor = activator->FindInventory(NAME_BasicArmor, true);
PushToStack (armor ? armor->IntVar(NAME_Amount) : 0);
}
else

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@ -110,7 +110,7 @@ extend class Actor
bool CheckArmorType(name Type, int amount = 1)
{
let myarmor = BasicArmor(FindInventory("BasicArmor"));
let myarmor = BasicArmor(FindInventory("BasicArmor", true));
return myarmor != null && myarmor.ArmorType == type && myarmor.Amount >= amount;
}

View file

@ -32,7 +32,7 @@ class ArtiBoostArmor : Inventory
for (int i = 0; i < 4; ++i)
{
armor = HexenArmor(Spawn("HexenArmor"));
armor = HexenArmor(Spawn(GetHexenArmorClass()));
armor.bDropped = true;
armor.health = i;
armor.Amount = 1;

View file

@ -51,7 +51,7 @@ class ArtiHealingRadius : Inventory
case 'Armor':
for (int j = 0; j < 4; ++j)
{
HexenArmor armor = HexenArmor(Spawn("HexenArmor"));
HexenArmor armor = HexenArmor(Spawn(GetHexenArmorClass()));
armor.health = j;
armor.Amount = 1;
if (!armor.CallTryPickup (mo))

View file

@ -106,7 +106,7 @@ class BasicArmor : Armor
{
// BasicArmor that is in use is stored in the inventory as BasicArmor.
// BasicArmor that is in reserve is not.
let copy = BasicArmor(Spawn("BasicArmor"));
let copy = BasicArmor(Spawn(GetBasicArmorClass()));
copy.SavePercent = SavePercent != 0 ? SavePercent : 0.33335; // slightly more than 1/3 to avoid roundoff errors.
copy.Amount = Amount;
copy.MaxAmount = MaxAmount;
@ -127,7 +127,7 @@ class BasicArmor : Armor
override bool HandlePickup (Inventory item)
{
if (item.GetClass() == "BasicArmor")
if (item is "BasicArmor")
{
// You shouldn't be picking up BasicArmor anyway.
return true;
@ -271,13 +271,13 @@ class BasicArmorBonus : Armor
override bool Use (bool pickup)
{
let armor = BasicArmor(Owner.FindInventory("BasicArmor"));
let armor = BasicArmor(Owner.FindInventory("BasicArmor", true));
bool result = false;
// This should really never happen but let's be prepared for a broken inventory.
if (armor == null)
{
armor = BasicArmor(Spawn("BasicArmor"));
armor = BasicArmor(Spawn(GetBasicArmorClass()));
armor.BecomeItem ();
armor.Amount = 0;
armor.MaxAmount = MaxSaveAmount;
@ -391,12 +391,12 @@ class BasicArmorPickup : Armor
override bool Use (bool pickup)
{
int SaveAmount = GetSaveAmount();
let armor = BasicArmor(Owner.FindInventory("BasicArmor"));
let armor = BasicArmor(Owner.FindInventory("BasicArmor", true));
// This should really never happen but let's be prepared for a broken inventory.
if (armor == null)
{
armor = BasicArmor(Spawn("BasicArmor"));
armor = BasicArmor(Spawn(GetBasicArmorClass()));
armor.BecomeItem ();
Owner.AddInventory (armor);
}
@ -471,7 +471,7 @@ class HexenArmor : Armor
// Like BasicArmor, HexenArmor is used in the inventory but not the map.
// health is the slot this armor occupies.
// Amount is the quantity to give (0 = normal max).
let copy = HexenArmor(Spawn("HexenArmor"));
let copy = HexenArmor(Spawn(GetHexenArmorClass()));
copy.AddArmorToSlot (health, Amount);
GoAwayAndDie ();
return copy;

View file

@ -855,8 +855,22 @@ extend class Actor
}
}
clearscope static class<BasicArmor> GetBasicArmorClass()
{
class<BasicArmor> cls = (class<BasicArmor>)(GameInfo.BasicArmorClass);
if (cls)
return cls;
return "BasicArmor";
}
clearscope static class<HexenArmor> GetHexenArmorClass()
{
class<HexenArmor> cls = (class<HexenArmor>)(GameInfo.HexenArmorClass);
if (cls)
return cls;
return "HexenArmor";
}
}

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@ -1906,8 +1906,8 @@ class PlayerPawn : Actor
// it provides player class based protection that should not affect
// any other protection item.
let myclass = GetClass();
GiveInventoryType('HexenArmor');
let harmor = HexenArmor(FindInventory('HexenArmor'));
GiveInventoryType(GetHexenArmorClass());
let harmor = HexenArmor(FindInventory('HexenArmor', true));
harmor.Slots[4] = self.HexenArmor[0];
for (int i = 0; i < 4; ++i)
@ -1918,7 +1918,7 @@ class PlayerPawn : Actor
// BasicArmor must come right after that. It should not affect any
// other protection item as well but needs to process the damage
// before the HexenArmor does.
GiveInventoryType('BasicArmor');
GiveInventoryType(GetBasicArmorClass());
// Now add the items from the DECORATE definition
let di = GetDropItems();

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@ -139,7 +139,7 @@ extend class PlayerPawn
{
for (i = 0; i < 4; ++i)
{
let armoritem = Inventory(Spawn("HexenArmor"));
let armoritem = Inventory(Spawn(GetHexenArmorClass()));
armoritem.health = i;
armoritem.Amount = 0;
if (!armoritem.CallTryPickup (self))

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@ -347,7 +347,7 @@ extend class PlayerPawn
}
// Reset the base AC of the player's Hexen armor back to its default.
let hexArmor = HexenArmor(alt.FindInventory("HexenArmor"));
let hexArmor = HexenArmor(alt.FindInventory("HexenArmor", true));
if (hexArmor)
hexArmor.Slots[4] = alt.HexenArmor[0];

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@ -89,6 +89,8 @@ extend struct GameInfoStruct
native double Armor2Percent;
native String ArmorIcon1;
native String ArmorIcon2;
native Name BasicArmorClass;
native Name HexenArmorClass;
native bool norandomplayerclass;
native Array<Name> infoPages;
native GIFont mStatscreenMapNameFont;

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@ -61,7 +61,7 @@ class ScriptUtil play
}
if (type == 'Armor')
{
type = "BasicArmor";
type = Actor.GetBasicArmorClass().GetClassName();
}
if (amount <= 0)
{

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@ -930,7 +930,7 @@ class AltHud ui
int armory = hud_swaphealtharmor ? hudheight-45 : hudheight-20;
int healthy = hud_swaphealtharmor ? hudheight-20 : hudheight-45;
DrawHealth(CPlayer, 5, healthy);
DrawArmor(BasicArmor(CPlayer.mo.FindInventory('BasicArmor')), HexenArmor(CPlayer.mo.FindInventory('HexenArmor')), 5, armory);
DrawArmor(BasicArmor(CPlayer.mo.FindInventory('BasicArmor', true)), HexenArmor(CPlayer.mo.FindInventory('HexenArmor', true)), 5, armory);
int y = DrawKeys(CPlayer, hudwidth-4, hudheight-10);
y = DrawAmmo(CPlayer, hudwidth-5, y);

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@ -146,7 +146,7 @@ class DoomStatusBar : BaseStatusBar
DrawImage(berserk? "PSTRA0" : "MEDIA0", (20, -2));
DrawString(mHUDFont, FormatNumber(CPlayer.health, 3), (44, -20));
let armor = CPlayer.mo.FindInventory("BasicArmor");
let armor = CPlayer.mo.FindInventory("BasicArmor", true);
if (armor != null && armor.Amount > 0)
{
DrawInventoryIcon(armor, (20, -22));

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@ -148,7 +148,7 @@ class HereticStatusBar : BaseStatusBar
DrawString(mBigFont, FormatNumber(mHealthInterpolator.GetValue()), (41, -21), DI_TEXT_ALIGN_RIGHT);
//armor
let armor = CPlayer.mo.FindInventory("BasicArmor");
let armor = CPlayer.mo.FindInventory("BasicArmor", true);
if (armor != null && armor.Amount > 0)
{
DrawInventoryIcon(armor, (58, -24));

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@ -430,7 +430,7 @@ class BaseStatusBar : StatusBarCore native
int GetArmorAmount()
{
let armor = CPlayer.mo.FindInventory("BasicArmor");
let armor = CPlayer.mo.FindInventory("BasicArmor", true);
return armor? armor.Amount : 0;
}
@ -451,13 +451,13 @@ class BaseStatusBar : StatusBarCore native
int GetArmorSavePercent()
{
double add = 0;
let harmor = HexenArmor(CPlayer.mo.FindInventory("HexenArmor"));
let harmor = HexenArmor(CPlayer.mo.FindInventory("HexenArmor", true));
if(harmor != NULL)
{
add = harmor.Slots[0] + harmor.Slots[1] + harmor.Slots[2] + harmor.Slots[3] + harmor.Slots[4];
}
//Hexen counts basic armor also so we should too.
let armor = BasicArmor(CPlayer.mo.FindInventory("BasicArmor"));
let armor = BasicArmor(CPlayer.mo.FindInventory("BasicArmor", true));
if(armor != NULL && armor.Amount > 0)
{
add += armor.SavePercent * 100;
@ -771,7 +771,7 @@ class BaseStatusBar : StatusBarCore native
void DrawHexenArmor(int armortype, String image, Vector2 pos, int flags = 0, double alpha = 1.0, Vector2 boxsize = (-1, -1), Vector2 scale = (1.,1.))
{
let harmor = HexenArmor(statusBar.CPlayer.mo.FindInventory("HexenArmor"));
let harmor = HexenArmor(statusBar.CPlayer.mo.FindInventory("HexenArmor", true));
if (harmor != NULL)
{
let slotval = harmor.Slots[armorType];

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@ -287,7 +287,7 @@ class StrifeStatusBar : BaseStatusBar
DrawHealthBar (points, 49, 175);
// Armor
item = CPlayer.mo.FindInventory('BasicArmor');
item = CPlayer.mo.FindInventory('BasicArmor', true);
if (item != NULL && item.Amount > 0)
{
DrawInventoryIcon(item, (2, 177), DI_ITEM_OFFSETS);
@ -333,7 +333,7 @@ class StrifeStatusBar : BaseStatusBar
DrawImage("I_MDKT", (14, -17));
// Draw armor
let armor = CPlayer.mo.FindInventory('BasicArmor');
let armor = CPlayer.mo.FindInventory('BasicArmor', true);
if (armor != NULL && armor.Amount != 0)
{
DrawString(mYelFont, FormatNumber(armor.Amount, 3), (35, -10));