mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-10 14:51:40 +00:00
- scriptified the backpack.
- added GetParentClass builtin to compiler.
This commit is contained in:
parent
1f4342b48e
commit
4759f9a399
9 changed files with 246 additions and 192 deletions
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@ -2637,7 +2637,7 @@ void FParser::SF_MaxPlayerAmmo()
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for (AInventory *item = players[playernum].mo->Inventory; item != NULL; item = item->Inventory)
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{
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if (item->IsKindOf(RUNTIME_CLASS(ABackpackItem)))
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if (item->IsKindOf(PClass::FindClass(NAME_BackpackItem)))
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{
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if (t_argc>=4) amount = intvalue(t_argv[3]);
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else amount*=2;
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@ -89,173 +89,3 @@ DEFINE_ACTION_FUNCTION(AAmmo, GetParentAmmo)
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PARAM_SELF_PROLOGUE(AAmmo);
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ACTION_RETURN_OBJECT(self->GetParentAmmo());
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}
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// Backpack -----------------------------------------------------------------
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IMPLEMENT_CLASS(ABackpackItem, 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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EXTERN_CVAR(Bool, sv_unlimited_pickup)
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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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AInventory *ABackpackItem::CreateCopy (AActor *other)
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{
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// 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.
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for (unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); ++i)
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{
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PClass *type = PClassActor::AllActorClasses[i];
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if (type->ParentClass == RUNTIME_CLASS(AAmmo))
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{
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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;
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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 (amount < 0) amount = 0;
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if (ammo == NULL)
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{ // The player did not have the ammo. Add it.
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ammo = static_cast<AAmmo *>(Spawn(atype));
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ammo->Amount = bDepleted ? 0 : amount;
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if (ammo->BackpackMaxAmount > ammo->MaxAmount)
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{
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ammo->MaxAmount = ammo->BackpackMaxAmount;
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}
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if (ammo->Amount > ammo->MaxAmount)
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{
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ammo->Amount = ammo->MaxAmount;
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}
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ammo->AttachToOwner (other);
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}
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else
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{ // The player had the ammo. Give some more.
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if (ammo->MaxAmount < ammo->BackpackMaxAmount)
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{
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ammo->MaxAmount = ammo->BackpackMaxAmount;
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}
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if (!bDepleted && ammo->Amount < ammo->MaxAmount)
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{
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ammo->Amount += amount;
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if (ammo->Amount > ammo->MaxAmount)
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{
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ammo->Amount = ammo->MaxAmount;
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}
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}
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}
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}
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}
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return Super::CreateCopy (other);
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}
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//===========================================================================
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//
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// ABackpackItem :: HandlePickup
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//
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// When the player picks up another backpack, just give them more ammo.
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//
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//===========================================================================
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bool ABackpackItem::HandlePickup (AInventory *item)
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{
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// Since you already have a backpack, that means you already have every
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// kind of ammo in your inventory, so we don't need to look at the
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// entire PClass list to discover what kinds of ammo exist, and we don't
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// have to alter the MaxAmount either.
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if (item->IsKindOf (RUNTIME_CLASS(ABackpackItem)))
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{
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for (AInventory *probe = Owner->Inventory; probe != NULL; probe = probe->Inventory)
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{
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if (probe->GetClass()->ParentClass == RUNTIME_CLASS(AAmmo))
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{
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if (probe->Amount < probe->MaxAmount || sv_unlimited_pickup)
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{
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int amount = static_cast<AAmmo*>(probe->GetDefault())->BackpackAmount;
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// extra ammo in baby mode and nightmare mode
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if (!(item->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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probe->Amount += amount;
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if (probe->Amount > probe->MaxAmount && !sv_unlimited_pickup)
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{
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probe->Amount = probe->MaxAmount;
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}
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}
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}
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}
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// The pickup always succeeds, even if you didn't get anything
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item->ItemFlags |= IF_PICKUPGOOD;
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return true;
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}
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return false;
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}
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//===========================================================================
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//
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// ABackpackItem :: CreateTossable
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//
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// The tossed backpack must not give out any more ammo, otherwise a player
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// could cheat by dropping their backpack and picking it up for more ammo.
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//
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//===========================================================================
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AInventory *ABackpackItem::CreateTossable ()
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{
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ABackpackItem *pack = static_cast<ABackpackItem *>(Super::CreateTossable());
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if (pack != NULL)
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{
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pack->bDepleted = true;
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}
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return pack;
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}
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//===========================================================================
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//
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// ABackpackItem :: DetachFromOwner
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//
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//===========================================================================
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void ABackpackItem::DetachFromOwner ()
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{
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// When removing a backpack, drop the player's ammo maximums to normal
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AInventory *item;
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for (item = Owner->Inventory; item != NULL; item = item->Inventory)
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{
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if (item->GetClass()->ParentClass == RUNTIME_CLASS(AAmmo) &&
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item->MaxAmount == static_cast<AAmmo*>(item)->BackpackMaxAmount)
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{
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item->MaxAmount = static_cast<AInventory*>(item->GetDefault())->MaxAmount;
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if (item->Amount > item->MaxAmount)
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{
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item->Amount = item->MaxAmount;
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}
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}
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}
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}
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@ -12,21 +12,3 @@ public:
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int BackpackAmount, BackpackMaxAmount, DropAmount;
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};
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// A backpack gives you one clip of each ammo and doubles your
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// normal maximum ammo amounts.
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class ABackpackItem : public AInventory
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{
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DECLARE_CLASS (ABackpackItem, AInventory)
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public:
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virtual void Serialize(FSerializer &arc) override;
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virtual bool HandlePickup (AInventory *item) override;
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virtual AInventory *CreateCopy (AActor *other) override;
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virtual AInventory *CreateTossable () override;
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virtual void DetachFromOwner () override;
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bool bDepleted;
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};
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@ -859,7 +859,7 @@ void cht_Take (player_t *player, const char *name, int amount)
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{
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PClass *type = PClassActor::AllActorClasses[i];
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if (type->IsDescendantOf(RUNTIME_CLASS (ABackpackItem)))
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if (type->IsDescendantOf(PClass::FindClass(NAME_BackpackItem)))
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{
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AInventory *pack = player->mo->FindInventory(static_cast<PClassActor *>(type));
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@ -165,6 +165,7 @@ xx(FlameThrower)
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xx(MiniMissileLauncher)
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xx(StrifeGrenadeLauncher)
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xx(Mauler)
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xx(BackpackItem)
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xx(AcolyteBlue)
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xx(SpectralLightningV1)
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@ -292,6 +293,7 @@ xx(Random2)
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xx(RandomPick)
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xx(FRandomPick)
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xx(GetClass)
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xx(GetParentClass)
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xx(GetDefaultByType)
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xx(Exp)
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xx(Log10)
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@ -7265,6 +7265,13 @@ FxExpression *FxFunctionCall::Resolve(FCompileContext& ctx)
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}
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break;
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case NAME_GetParentClass:
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if (CheckArgSize(NAME_GetParentClass, ArgList, 0, 0, ScriptPosition))
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{
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func = new FxGetParentClass(new FxSelf(ScriptPosition));
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}
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break;
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case NAME_GetDefaultByType:
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if (CheckArgSize(NAME_GetDefaultByType, ArgList, 1, 1, ScriptPosition))
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{
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@ -7575,6 +7582,20 @@ FxExpression *FxMemberFunctionCall::Resolve(FCompileContext& ctx)
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}
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}
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if (MethodName == NAME_GetParentClass &&
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(Self->IsObject() || Self->ValueType->IsKindOf(RUNTIME_CLASS(PClassPointer))))
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{
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if (ArgList.Size() > 0)
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{
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ScriptPosition.Message(MSG_ERROR, "too many parameters in call to %s", MethodName.GetChars());
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delete this;
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return nullptr;
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}
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auto x = new FxGetParentClass(Self);
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return x->Resolve(ctx);
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}
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if (Self->ValueType->IsKindOf(RUNTIME_CLASS(PPointer)))
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{
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auto ptype = static_cast<PPointer *>(Self->ValueType)->PointedType;
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@ -7591,6 +7612,8 @@ FxExpression *FxMemberFunctionCall::Resolve(FCompileContext& ctx)
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auto x = new FxGetClass(Self);
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return x->Resolve(ctx);
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}
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cls = static_cast<PStruct *>(ptype);
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}
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else
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@ -8750,6 +8773,52 @@ ExpEmit FxGetClass::Emit(VMFunctionBuilder *build)
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//
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//==========================================================================
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FxGetParentClass::FxGetParentClass(FxExpression *self)
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:FxExpression(EFX_GetClass, self->ScriptPosition)
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{
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Self = self;
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}
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FxGetParentClass::~FxGetParentClass()
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{
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SAFE_DELETE(Self);
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}
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FxExpression *FxGetParentClass::Resolve(FCompileContext &ctx)
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{
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SAFE_RESOLVE(Self, ctx);
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if (!Self->ValueType->IsKindOf(RUNTIME_CLASS(PClassPointer)) && !Self->IsObject())
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{
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ScriptPosition.Message(MSG_ERROR, "GetClass() requires an object");
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delete this;
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return nullptr;
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}
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ValueType = NewClassPointer(RUNTIME_CLASS(DObject)); //
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return this;
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}
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ExpEmit FxGetParentClass::Emit(VMFunctionBuilder *build)
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{
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ExpEmit op = Self->Emit(build);
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op.Free(build);
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if (Self->IsObject())
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{
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ExpEmit to(build, REGT_POINTER);
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build->Emit(OP_META, to.RegNum, op.RegNum);
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op = to;
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op.Free(build);
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}
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ExpEmit to(build, REGT_POINTER);
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build->Emit(OP_LO, to.RegNum, op.RegNum, build->GetConstantInt(myoffsetof(PClass, ParentClass)));
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return to;
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}
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//==========================================================================
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//
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//
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//==========================================================================
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FxGetDefaultByType::FxGetDefaultByType(FxExpression *self)
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:FxExpression(EFX_GetDefaultByType, self->ScriptPosition)
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{
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@ -1589,6 +1589,24 @@ public:
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ExpEmit Emit(VMFunctionBuilder *build);
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};
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//==========================================================================
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//
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// FxGetClass
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//
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//==========================================================================
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class FxGetParentClass : public FxExpression
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{
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FxExpression *Self;
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public:
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FxGetParentClass(FxExpression *self);
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~FxGetParentClass();
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FxExpression *Resolve(FCompileContext&);
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ExpEmit Emit(VMFunctionBuilder *build);
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};
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//==========================================================================
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//
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// FxGetDefaultByType
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@ -772,6 +772,11 @@ void InitThingdef()
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lstruct->AddNativeField("vertexes", NewPointer(NewResizableArray(vertstruct), false), myoffsetof(FLevelLocals, vertexes), VARF_Native|VARF_ReadOnly);
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lstruct->AddNativeField("sectorportals", NewPointer(NewResizableArray(sectorportalstruct), false), myoffsetof(FLevelLocals, sectorPortals), VARF_Native);
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auto aact = NewPointer(NewResizableArray(NewClassPointer(RUNTIME_CLASS(AActor))), true);
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PField *aacf = new PField("AllActorClasses", aact, VARF_Native | VARF_Static | VARF_ReadOnly, (intptr_t)&PClassActor::AllActorClasses);
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GlobalSymbols.AddSymbol(aacf);
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// set up a variable for the DEH data
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PStruct *dstruct = NewNativeStruct("DehInfo", nullptr);
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PField *dehf = new PField("deh", dstruct, VARF_Native | VARF_Static, (intptr_t)&deh);
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@ -122,8 +122,156 @@ class Ammo : Inventory native
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}
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class BackpackItem : Inventory native
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class BackpackItem : Inventory
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{
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native bool bDepleted;
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bool bDepleted;
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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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override Inventory CreateCopy (Actor other)
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{
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// Find every unique type of ammoitem. Give it to the player if
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// he doesn't have it already, and double its maximum capacity.
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uint end = AllActorClasses.Size();
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for (uint i = 0; i < end; ++i)
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{
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let type = AllActorClasses[i];
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if (type.GetParentClass() == 'Ammo')
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{
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let ammotype = (class<Ammo>)(type);
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let ammoitem = Ammo(other.FindInventory(ammotype));
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int amount = GetDefaultByType(ammotype).BackpackAmount;
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// extra ammo in baby mode and nightmare mode
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if (!bIgnoreSkill)
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{
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amount = int(amount * G_SkillPropertyFloat(SKILLP_AmmoFactor));
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}
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if (amount < 0) amount = 0;
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if (ammoitem == NULL)
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{ // The player did not have the ammoitem. Add it.
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ammoitem = Ammo(Spawn(ammotype));
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ammoitem.Amount = bDepleted ? 0 : amount;
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if (ammoitem.BackpackMaxAmount > ammoitem.MaxAmount)
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{
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ammoitem.MaxAmount = ammoitem.BackpackMaxAmount;
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}
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if (ammoitem.Amount > ammoitem.MaxAmount)
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{
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ammoitem.Amount = ammoitem.MaxAmount;
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}
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ammoitem.AttachToOwner (other);
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}
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else
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{ // The player had the ammoitem. Give some more.
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if (ammoitem.MaxAmount < ammoitem.BackpackMaxAmount)
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{
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ammoitem.MaxAmount = ammoitem.BackpackMaxAmount;
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}
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if (!bDepleted && ammoitem.Amount < ammoitem.MaxAmount)
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{
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ammoitem.Amount += amount;
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if (ammoitem.Amount > ammoitem.MaxAmount)
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{
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ammoitem.Amount = ammoitem.MaxAmount;
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}
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}
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}
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}
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}
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return Super.CreateCopy (other);
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}
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//===========================================================================
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//
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// ABackpackItem :: HandlePickup
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//
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// When the player picks up another backpack, just give them more ammoitem.
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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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// Since you already have a backpack, that means you already have every
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// kind of ammo in your inventory, so we don't need to look at the
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// entire PClass list to discover what kinds of ammo exist, and we don't
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// have to alter the MaxAmount either.
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if (item is 'BackpackItem')
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{
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for (let probe = Owner.Inv; probe != NULL; probe = probe.Inv)
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{
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if (probe.GetParentClass() == 'Ammo')
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{
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if (probe.Amount < probe.MaxAmount || sv_unlimited_pickup)
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{
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int amount = Ammo(probe).Default.BackpackAmount;
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// extra ammo in baby mode and nightmare mode
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if (!bIgnoreSkill)
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{
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amount = int(amount * G_SkillPropertyFloat(SKILLP_AmmoFactor));
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}
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probe.Amount += amount;
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if (probe.Amount > probe.MaxAmount && !sv_unlimited_pickup)
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{
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probe.Amount = probe.MaxAmount;
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}
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}
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}
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}
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// The pickup always succeeds, even if you didn't get anything
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item.bPickupGood = true;
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return true;
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}
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return false;
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}
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//===========================================================================
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//
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// ABackpackItem :: CreateTossable
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//
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// 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 ammoitem.
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
override Inventory CreateTossable ()
|
||||
{
|
||||
let pack = BackpackItem(Super.CreateTossable());
|
||||
if (pack != NULL)
|
||||
{
|
||||
pack.bDepleted = true;
|
||||
}
|
||||
return pack;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// ABackpackItem :: DetachFromOwner
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
override void DetachFromOwner ()
|
||||
{
|
||||
// When removing a backpack, drop the player's ammo maximums to normal
|
||||
|
||||
for (let item = Owner.Inv; item != NULL; item = item.Inv)
|
||||
{
|
||||
if (item is 'Ammo' && item.MaxAmount == Ammo(item).BackpackMaxAmount)
|
||||
{
|
||||
item.MaxAmount = item.Default.MaxAmount;
|
||||
if (item.Amount > item.MaxAmount)
|
||||
{
|
||||
item.Amount = item.MaxAmount;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue