Merge branch 'master' into scripting

Conflicts:
	src/m_cheat.cpp
	src/p_acs.cpp
	src/thingdef/thingdef_codeptr.cpp
	src/thingdef/thingdef_properties.cpp
This commit is contained in:
Christoph Oelckers 2015-04-28 23:04:10 +02:00
commit 646c135eff
12 changed files with 106 additions and 126 deletions

View file

@ -643,6 +643,11 @@ public:
// Removes the item from the inventory list.
virtual void RemoveInventory (AInventory *item);
// Take the amount value of an item from the inventory list.
// If nothing is left, the item may be destroyed.
// Returns true if the initial item count is positive.
virtual bool TakeInventory (PClassActor *itemclass, int amount, bool fromdecorate = false, bool notakeinfinite = false);
// Uses an item and removes it from the inventory.
virtual bool UseInventory (AInventory *item);

View file

@ -137,14 +137,9 @@ bool P_MorphPlayer (player_t *activator, player_t *p, PClassPlayerPawn *spawntyp
hxarmor->Slots[3] = 0;
hxarmor->Slots[4] = spawntype->HexenArmor[0];
}
else if (item->ItemFlags & IF_KEEPDEPLETED)
{
// Set depletable armor to 0 (this includes BasicArmor).
item->Amount = 0;
}
else
{
item->Destroy ();
item->DepleteOrDestroy();
}
}
item = next;

View file

@ -1177,6 +1177,32 @@ void AInventory::Destroy ()
if (SendItemDrop == this) SendItemDrop = NULL;
}
//===========================================================================
//
// AInventory :: DepleteOrDestroy
//
// If the item is depleted, just change its amount to 0, otherwise it's destroyed.
//
//===========================================================================
void AInventory::DepleteOrDestroy ()
{
// If it's not ammo or an internal armor, destroy it.
// Ammo needs to stick around, even when it's zero for the benefit
// of the weapons that use it and to maintain the maximum ammo
// amounts a backpack might have given.
// Armor shouldn't be removed because they only work properly when
// they are the last items in the inventory.
if (ItemFlags & IF_KEEPDEPLETED)
{
Amount = 0;
}
else
{
Destroy();
}
}
//===========================================================================
//
// AInventory :: GetBlend

View file

@ -155,6 +155,7 @@ public:
virtual void MarkPrecacheSounds() const;
virtual void BeginPlay ();
virtual void Destroy ();
virtual void DepleteOrDestroy ();
virtual void Tick ();
virtual bool ShouldRespawn ();
virtual bool ShouldStay ();

View file

@ -769,10 +769,7 @@ void cht_Give (player_t *player, const char *name, int amount)
static_cast<PClassActor *>(type)->GetReplacement()->IsDescendantOf(RUNTIME_CLASS(ADehackedPickup))))
{
// Give the weapon only if it belongs to the current game or
// is in a weapon slot.
if (static_cast<PClassActor *>(type)->GameFilter == GAME_Any ||
(static_cast<PClassActor *>(type)->GameFilter & gameinfo.gametype) ||
player->weapons.LocateWeapon(static_cast<PClassWeapon *>(type), NULL, NULL))
if (player->weapons.LocateWeapon(static_cast<PClassWeapon*>(type), NULL, NULL))
{
AWeapon *def = (AWeapon*)GetDefaultByType (type);
if (giveall == ALL_YESYES || !(def->WeaponFlags & WIF_CHEATNOTWEAPON))
@ -854,7 +851,7 @@ void cht_Give (player_t *player, const char *name, int amount)
void cht_Take (player_t *player, const char *name, int amount)
{
bool takeall;
PClass *type;
PClassActor *type;
if (player->mo == NULL || player->health <= 0)
{
@ -1045,7 +1042,7 @@ void cht_Take (player_t *player, const char *name, int amount)
if (takeall)
return;
type = PClass::FindClass (name);
type = PClass::FindActor (name);
if (type == NULL || !type->IsDescendantOf (RUNTIME_CLASS (AInventory)))
{
if (player == &players[consoleplayer])
@ -1053,24 +1050,7 @@ void cht_Take (player_t *player, const char *name, int amount)
}
else
{
AInventory *inventory = player->mo->FindInventory(static_cast<PClassActor *>(type));
if (inventory != NULL)
{
inventory->Amount -= amount ? amount : 1;
if (inventory->Amount <= 0)
{
if (inventory->ItemFlags & IF_KEEPDEPLETED)
{
inventory->Amount = 0;
}
else
{
inventory->Destroy ();
}
}
}
player->mo->TakeInventory(type, amount ? amount : 1);
}
return;
}

View file

@ -1131,40 +1131,6 @@ static void GiveInventory (AActor *activator, const char *type, int amount)
}
}
//============================================================================
//
// DoTakeInv
//
// Takes an item from a single actor.
//
//============================================================================
static void DoTakeInv (AActor *actor, PClassActor *info, int amount)
{
AInventory *item = actor->FindInventory (info);
if (item != NULL)
{
item->Amount -= amount;
if (item->Amount <= 0)
{
// If it's not ammo or an internal armor, destroy it.
// Ammo needs to stick around, even when it's zero for the benefit
// of the weapons that use it and to maintain the maximum ammo
// amounts a backpack might have given.
// Armor shouldn't be removed because they only work properly when
// they are the last items in the inventory.
if (item->ItemFlags & IF_KEEPDEPLETED)
{
item->Amount = 0;
}
else
{
item->Destroy ();
}
}
}
}
//============================================================================
//
// TakeInventory
@ -1199,12 +1165,12 @@ static void TakeInventory (AActor *activator, const char *type, int amount)
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i])
DoTakeInv (players[i].mo, info, amount);
players[i].mo->TakeInventory(info, amount);
}
}
else
{
DoTakeInv (activator, info, amount);
activator->TakeInventory(info, amount);
}
}
@ -2302,8 +2268,8 @@ void FBehavior::LoadScriptsDirectory ()
}
// [EP] Clang 3.5.0 optimizer miscompiles this function and causes random
// crashes in the program. I hope that Clang 3.5.x will fix this.
#if defined(__clang__) && __clang_major__ == 3 && __clang_minor__ >= 5
// crashes in the program. This is fixed in 3.5.1 onwards.
#if defined(__clang__) && __clang_major__ == 3 && __clang_minor__ == 5 && __clang_patchlevel__ == 0
asm("" : "+g" (NumScripts));
#endif
for (i = 0; i < NumScripts; ++i)
@ -4781,8 +4747,8 @@ static void SetActorTeleFog(AActor *activator, int tid, FString telefogsrc, FStr
FActorIterator iterator(tid);
AActor *actor;
PClassActor * src = telefogsrc.IsNotEmpty() ? PClass::FindActor(telefogsrc) : NULL;
PClassActor * dest = telefogdest.IsNotEmpty() ? PClass::FindActor(telefogdest) : NULL;
PClassActor * src = PClass::FindActor(telefogsrc);
PClassActor * dest = PClass::FindActor(telefogdest);
while ((actor = iterator.Next()))
{
if (telefogsrc.IsNotEmpty())

View file

@ -649,22 +649,7 @@ static void TakeStrifeItem (player_t *player, PClassActor *itemtype, int amount)
if (itemtype == RUNTIME_CLASS(ASigil))
return;
AInventory *item = player->mo->FindInventory (itemtype);
if (item != NULL)
{
item->Amount -= amount;
if (item->Amount <= 0)
{
if (item->ItemFlags & IF_KEEPDEPLETED)
{
item->Amount = 0;
}
else
{
item->Destroy ();
}
}
}
player->mo->TakeInventory(itemtype, amount);
}
CUSTOM_CVAR(Float, dlg_musicvolume, 1.0f, CVAR_ARCHIVE)

View file

@ -944,13 +944,13 @@ bool P_LoadGLNodes(MapData * map)
result=true;
for(unsigned i=0; i<4;i++)
{
if (strnicmp(f_gwa->GetLump(i+1)->Name, check[i], 8))
if (strnicmp(f_gwa->GetLump(li+i+1)->Name, check[i], 8))
{
result=false;
break;
}
else
gwalumps[i] = f_gwa->GetLump(i+1)->NewReader();
gwalumps[i] = f_gwa->GetLump(li+i+1)->NewReader();
}
if (result) result = DoLoadGLNodes(gwalumps);
}

View file

@ -799,10 +799,7 @@ static int UseHealthItems(TArray<AInventory *> &Items, int &saveHealth)
saveHealth -= maxhealth;
if (--Items[index]->Amount == 0)
{
if (!(Items[index]->ItemFlags & IF_KEEPDEPLETED))
{
Items[index]->Destroy ();
}
Items[index]->DepleteOrDestroy ();
Items.Delete(index);
break;
}

View file

@ -685,6 +685,57 @@ void AActor::RemoveInventory(AInventory *item)
}
}
//============================================================================
//
// AActor :: TakeInventory
//
//============================================================================
bool AActor::TakeInventory(PClassActor *itemclass, int amount, bool fromdecorate, bool notakeinfinite)
{
AInventory *item = FindInventory(itemclass);
if (item == NULL)
return false;
if (!fromdecorate)
{
item->Amount -= amount;
if (item->Amount <= 0)
{
item->DepleteOrDestroy();
}
// It won't be used in non-decorate context, so return false here
return false;
}
bool result = false;
if (item->Amount > 0)
{
result = true;
}
if (item->IsKindOf(RUNTIME_CLASS(AHexenArmor)))
return false;
// Do not take ammo if the "no take infinite/take as ammo depletion" flag is set
// and infinite ammo is on
if (notakeinfinite &&
((dmflags & DF_INFINITE_AMMO) || (player && player->cheats & CF_INFINITEAMMO)) &&
item->IsKindOf(RUNTIME_CLASS(AAmmo)))
{
// Nothing to do here, except maybe res = false;? Would it make sense?
}
else if (!amount || amount>=item->Amount)
{
item->DepleteOrDestroy();
}
else item->Amount-=amount;
return result;
}
//============================================================================
//
// AActor :: DestroyAllInventory
@ -752,9 +803,9 @@ bool AActor::UseInventory (AInventory *item)
if (dmflags2 & DF2_INFINITE_INVENTORY)
return true;
if (--item->Amount <= 0 && !(item->ItemFlags & IF_KEEPDEPLETED))
if (--item->Amount <= 0)
{
item->Destroy ();
item->DepleteOrDestroy ();
}
return true;
}

View file

@ -1996,34 +1996,8 @@ int DoTakeInventory(AActor *receiver, bool orresult, VM_ARGS)
return numret;
}
bool res = false;
bool res = receiver->TakeInventory(itemtype, amount, true, (flags & TIF_NOTAKEINFINITE) != 0);
AInventory *inv = receiver->FindInventory(itemtype);
if (inv && !inv->IsKindOf(RUNTIME_CLASS(AHexenArmor)))
{
if (inv->Amount > 0)
{
res = true;
}
// Do not take ammo if the "no take infinite/take as ammo depletion" flag is set
// and infinite ammo is on
if (flags & TIF_NOTAKEINFINITE &&
((dmflags & DF_INFINITE_AMMO) || (receiver->player->cheats & CF_INFINITEAMMO)) &&
inv->IsKindOf(RUNTIME_CLASS(AAmmo)))
{
// Nothing to do here, except maybe res = false;? Would it make sense?
}
else if (!amount || amount>=inv->Amount)
{
if (inv->ItemFlags&IF_KEEPDEPLETED) inv->Amount=0;
else inv->Destroy();
}
else
{
inv->Amount -= amount;
}
}
if (!orresult)
{
ACTION_SET_RESULT(res);

View file

@ -1448,8 +1448,8 @@ DEFINE_PROPERTY(stamina, I, Actor)
DEFINE_PROPERTY(telefogsourcetype, S, Actor)
{
PROP_STRING_PARM(str, 0);
if (!stricmp(str, "") || !stricmp(str, "none")) defaults->TeleFogSourceType = NULL;
else defaults->TeleFogSourceType = FindClassTentative(str, RUNTIME_CLASS(AActor));
defaults->TeleFogSourceType = FindClassTentative(str, RUNTIME_CLASS(AActor));
}
//==========================================================================
@ -1458,8 +1458,8 @@ DEFINE_PROPERTY(telefogsourcetype, S, Actor)
DEFINE_PROPERTY(telefogdesttype, S, Actor)
{
PROP_STRING_PARM(str, 0);
if (!stricmp(str, "") || !stricmp(str, "none")) defaults->TeleFogDestType = NULL;
else defaults->TeleFogDestType = FindClassTentative(str, RUNTIME_CLASS(AActor));
defaults->TeleFogDestType = FindClassTentative(str, RUNTIME_CLASS(AActor));
}
//==========================================================================