Added A_SetInventory.

- Sets the absolute amount of an inventory actor.
- Limits itself to the range [0, MaxAmount]. Setting beyondMax to true disregards the MaxAmount. Default is false.
This commit is contained in:
Major Cooke 2016-10-11 14:44:31 -05:00
parent bdbc7c3fb7
commit 5dc94a10c3
3 changed files with 89 additions and 0 deletions

View file

@ -634,6 +634,7 @@ void AActor::RemoveInventory(AInventory *item)
bool AActor::TakeInventory(PClassActor *itemclass, int amount, bool fromdecorate, bool notakeinfinite)
{
amount = abs(amount);
AInventory *item = FindInventory(itemclass);
if (item == NULL)
@ -666,6 +667,7 @@ bool AActor::TakeInventory(PClassActor *itemclass, int amount, bool fromdecorate
item->IsKindOf(RUNTIME_CLASS(AAmmo)))
{
// Nothing to do here, except maybe res = false;? Would it make sense?
result = false;
}
else if (!amount || amount>=item->Amount)
{

View file

@ -2622,6 +2622,92 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToSiblings)
ACTION_RETURN_INT(count);
}
//===========================================================================
//
// A_SetInventory
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetInventory)
{
PARAM_ACTION_PROLOGUE;
PARAM_CLASS(itemtype, AInventory);
PARAM_INT(amount);
PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
PARAM_BOOL_OPT(beyondMax) { beyondMax = false; }
bool res = false;
if (itemtype == nullptr)
{
ACTION_RETURN_BOOL(false);
}
AActor *mobj = COPY_AAPTR(self, ptr);
if (mobj == nullptr)
{
ACTION_RETURN_BOOL(false);
}
AInventory *item = mobj->FindInventory(itemtype);
if (item != nullptr)
{
// A_SetInventory sets the absolute amount.
// Subtract or set the appropriate amount as necessary.
if (amount == item->Amount)
{
// Nothing was changed.
ACTION_RETURN_BOOL(false);
}
else if (amount <= 0)
{
//Remove it all.
res = (mobj->TakeInventory(itemtype, item->Amount, true, false));
ACTION_RETURN_BOOL(res);
}
else if (amount < item->Amount)
{
int amt = abs(item->Amount - amount);
res = (mobj->TakeInventory(itemtype, amt, true, false));
ACTION_RETURN_BOOL(res);
}
else
{
item->Amount = (beyondMax ? amount : clamp(amount, 0, item->MaxAmount));
ACTION_RETURN_BOOL(true);
}
}
else
{
if (amount <= 0)
{
ACTION_RETURN_BOOL(false);
}
item = static_cast<AInventory *>(Spawn(itemtype));
if (item == nullptr)
{
ACTION_RETURN_BOOL(false);
}
else
{
item->Amount = amount;
item->flags |= MF_DROPPED;
item->ItemFlags |= IF_IGNORESKILL;
item->ClearCounters();
if (!item->CallTryPickup(mobj))
{
item->Destroy();
ACTION_RETURN_BOOL(false);
}
ACTION_RETURN_BOOL(true);
}
}
ACTION_RETURN_BOOL(false);
}
//===========================================================================
//
// A_TakeInventory

View file

@ -211,6 +211,7 @@ ACTOR Actor native //: Thinker
native state A_JumpIfTargetInsideMeleeRange(state label);
native state A_JumpIfInventory(class<Inventory> itemtype, int itemamount, state label, int owner = AAPTR_DEFAULT);
native state A_JumpIfArmorType(name Type, state label, int amount = 1);
action native bool A_SetInventory(class<Inventory> itemtype, int amount, int ptr = AAPTR_DEFAULT, bool beyondMax = false);
native bool A_GiveInventory(class<Inventory> itemtype, int amount = 0, int giveto = AAPTR_DEFAULT);
native bool A_TakeInventory(class<Inventory> itemtype, int amount = 0, int flags = 0, int giveto = AAPTR_DEFAULT);
action native bool A_SpawnItem(class<Actor> itemtype = "Unknown", float distance = 0, float zheight = 0, bool useammo = true, bool transfer_translation = false);