This commit is contained in:
Rachael Alexanderson 2017-02-23 15:00:09 -05:00
commit 80d3fd58ff
25 changed files with 115 additions and 62 deletions

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@ -713,7 +713,7 @@ public:
virtual bool UseInventory (AInventory *item);
// Tosses an item out of the inventory.
AInventory *DropInventory (AInventory *item);
AInventory *DropInventory (AInventory *item, int amt = -1);
// Removes all items from the inventory.
void ClearInventory();

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@ -55,7 +55,7 @@ struct event_t
};
typedef enum
enum gameaction_t : int
{
ga_nothing,
ga_loadlevel,
@ -75,7 +75,7 @@ typedef enum
ga_screenshot,
ga_togglemap,
ga_fullconsole,
} gameaction_t;
};

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@ -2271,6 +2271,9 @@ void Net_DoCommand (int type, BYTE **stream, int player)
case DEM_INVDROP:
{
DWORD which = ReadLong (stream);
int amt = -1;
if (type == DEM_INVDROP) amt = ReadLong(stream);
if (gamestate == GS_LEVEL && !paused
&& players[player].playerstate != PST_DEAD)
@ -2288,7 +2291,7 @@ void Net_DoCommand (int type, BYTE **stream, int player)
}
else
{
players[player].mo->DropInventory (item);
players[player].mo->DropInventory (item, amt);
}
}
}
@ -2764,10 +2767,13 @@ void Net_SkipCommand (int type, BYTE **stream)
break;
case DEM_INVUSE:
case DEM_INVDROP:
skip = 4;
break;
case DEM_INVDROP:
skip = 8;
break;
case DEM_GENERICCHEAT:
case DEM_DROPPLAYER:
case DEM_FOV:

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@ -501,7 +501,7 @@ PInt::PInt(unsigned int size, bool unsign, bool compatible)
MemberOnly = (size < 4);
if (!unsign)
{
int maxval = (1 << ((8 * size) - 1)) - 1;
int maxval = (1u << ((8 * size) - 1)) - 1; // compute as unsigned to prevent overflow before -1
int minval = -maxval - 1;
Symbols.AddSymbol(new PSymbolConstNumeric(NAME_Min, this, minval));
Symbols.AddSymbol(new PSymbolConstNumeric(NAME_Max, this, maxval));
@ -509,7 +509,7 @@ PInt::PInt(unsigned int size, bool unsign, bool compatible)
else
{
Symbols.AddSymbol(new PSymbolConstNumeric(NAME_Min, this, 0u));
Symbols.AddSymbol(new PSymbolConstNumeric(NAME_Max, this, (1u << (8 * size)) - 1));
Symbols.AddSymbol(new PSymbolConstNumeric(NAME_Max, this, (1u << ((8 * size) - 1))));
}
SetOps();
}
@ -3219,16 +3219,24 @@ PClass *PClass::CreateDerivedClass(FName name, unsigned int size)
const PClass *existclass = FindClass(name);
// This is a placeholder so fill it in
if (existclass != NULL && existclass->Size == (unsigned)-1)
if (existclass != nullptr)
{
type = const_cast<PClass*>(existclass);
if (!IsDescendantOf(type->ParentClass))
// This is a placeholder so fill it in
if (existclass->Size == TentativeClass)
{
I_Error("%s must inherit from %s but doesn't.", name.GetChars(), type->ParentClass->TypeName.GetChars());
type = const_cast<PClass*>(existclass);
if (!IsDescendantOf(type->ParentClass))
{
I_Error("%s must inherit from %s but doesn't.", name.GetChars(), type->ParentClass->TypeName.GetChars());
}
DPrintf(DMSG_SPAMMY, "Defining placeholder class %s\n", name.GetChars());
notnew = true;
}
else
{
// a different class with the same name already exists. Let the calling code deal with this.
return nullptr;
}
DPrintf(DMSG_SPAMMY, "Defining placeholder class %s\n", name.GetChars());
notnew = true;
}
else
{

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@ -64,7 +64,7 @@ typedef enum
// The current state of the game: whether we are
// playing, gazing at the intermission screen,
// the game final animation, or a demo.
typedef enum
enum gamestate_t : int
{
GS_LEVEL,
GS_INTERMISSION,
@ -79,7 +79,7 @@ typedef enum
GS_FORCEWIPEFADE = -2,
GS_FORCEWIPEBURN = -3,
GS_FORCEWIPEMELT = -4
} gamestate_t;
};
extern gamestate_t gamestate;

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@ -241,6 +241,7 @@ FString BackupSaveName;
bool SendLand;
const AInventory *SendItemUse, *SendItemDrop;
int SendItemDropAmount;
EXTERN_CVAR (Int, team)
@ -457,12 +458,14 @@ CCMD (invdrop)
if (players[consoleplayer].mo)
{
SendItemDrop = players[consoleplayer].mo->InvSel;
SendItemDropAmount = -1;
}
}
CCMD (weapdrop)
{
SendItemDrop = players[consoleplayer].ReadyWeapon;
SendItemDropAmount = -1;
}
CCMD (drop)
@ -470,6 +473,7 @@ CCMD (drop)
if (argv.argc() > 1 && who != NULL)
{
SendItemDrop = who->FindInventory(argv[1]);
SendItemDropAmount = argv.argc() > 2 ? atoi(argv[2]) : -1;
}
}
@ -762,6 +766,7 @@ void G_BuildTiccmd (ticcmd_t *cmd)
{
Net_WriteByte (DEM_INVDROP);
Net_WriteLong (SendItemDrop->InventoryID);
Net_WriteLong(SendItemDropAmount);
SendItemDrop = NULL;
}

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@ -94,6 +94,7 @@ extern AActor *bodyque[BODYQUESIZE];
extern int bodyqueslot;
class AInventory;
extern const AInventory *SendItemUse, *SendItemDrop;
extern int SendItemDropAmount;
#endif

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@ -776,7 +776,7 @@ void G_DoCompleted (void)
AM_Stop ();
wminfo.finished_ep = level.cluster - 1;
wminfo.LName0 = TexMan[TexMan.CheckForTexture(level.info->PName, FTexture::TEX_MiscPatch)];
wminfo.LName0 = TexMan.CheckForTexture(level.info->PName, FTexture::TEX_MiscPatch);
wminfo.current = level.MapName;
if (deathmatch &&
@ -792,12 +792,12 @@ void G_DoCompleted (void)
if (nextinfo == NULL || strncmp (nextlevel, "enDSeQ", 6) == 0)
{
wminfo.next = nextlevel;
wminfo.LName1 = NULL;
wminfo.LName1.SetInvalid();
}
else
{
wminfo.next = nextinfo->MapName;
wminfo.LName1 = TexMan[TexMan.CheckForTexture(nextinfo->PName, FTexture::TEX_MiscPatch)];
wminfo.LName1 = TexMan.CheckForTexture(nextinfo->PName, FTexture::TEX_MiscPatch);
}
}

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@ -411,6 +411,11 @@ void M_SetMenu(FName menu, int param)
C_DoCommand("menu_quit");
return;
case NAME_EndGameMenu:
// The separate menu class no longer exists but the name still needs support for existing mods.
void ActivateEndGameMenu();
ActivateEndGameMenu();
return;
}
// End of special checks

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@ -125,17 +125,8 @@ CCMD (menu_quit)
//
//=============================================================================
CCMD (menu_endgame)
{ // F7
if (!usergame)
{
S_Sound (CHAN_VOICE | CHAN_UI, "menu/invalid", snd_menuvolume, ATTN_NONE);
return;
}
//M_StartControlPanel (true);
S_Sound (CHAN_VOICE | CHAN_UI, "menu/activate", snd_menuvolume, ATTN_NONE);
void ActivateEndGameMenu()
{
FString tempstring = GStrings(netgame ? "NETEND" : "ENDGAME");
DMenu *newmenu = CreateMessageBoxMenu(CurrentMenu, tempstring, 0, false, NAME_None, []()
{
@ -149,6 +140,20 @@ CCMD (menu_endgame)
M_ActivateMenu(newmenu);
}
CCMD (menu_endgame)
{ // F7
if (!usergame)
{
S_Sound (CHAN_VOICE | CHAN_UI, "menu/invalid", snd_menuvolume, ATTN_NONE);
return;
}
//M_StartControlPanel (true);
S_Sound (CHAN_VOICE | CHAN_UI, "menu/activate", snd_menuvolume, ATTN_NONE);
ActivateEndGameMenu();
}
//=============================================================================
//
//

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@ -671,6 +671,7 @@ xx(Optionsmenu)
xx(Quitmenu)
xx(Savemenu)
xx(Playermenu)
xx(EndGameMenu)
xx(Playerbox)
xx(Team)

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@ -3663,13 +3663,14 @@ DEFINE_ACTION_FUNCTION(AActor, A_DropInventory)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS(drop, AInventory);
PARAM_INT_DEF(amount);
if (drop)
{
AInventory *inv = self->FindInventory(drop);
if (inv)
{
self->DropInventory(inv);
self->DropInventory(inv, amount);
}
}
return 0;

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@ -1035,14 +1035,14 @@ DEFINE_ACTION_FUNCTION(AActor, UseInventory)
//
//===========================================================================
AInventory *AActor::DropInventory (AInventory *item)
AInventory *AActor::DropInventory (AInventory *item, int amt)
{
AInventory *drop = nullptr;
IFVIRTUALPTR(item, AInventory, CreateTossable)
{
VMValue params[1] = { (DObject*)item };
VMValue params[] = { (DObject*)item, amt };
VMReturn ret((void**)&drop);
GlobalVMStack.Call(func, params, 1, &ret, 1, nullptr);
GlobalVMStack.Call(func, params, countof(params), &ret, 1, nullptr);
}
if (drop == nullptr) return NULL;
drop->SetOrigin(PosPlusZ(10.), false);
@ -1059,7 +1059,8 @@ DEFINE_ACTION_FUNCTION(AActor, DropInventory)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT_NOT_NULL(item, AInventory);
ACTION_RETURN_OBJECT(self->DropInventory(item));
PARAM_INT_DEF(amt);
ACTION_RETURN_OBJECT(self->DropInventory(item, amt));
}
//============================================================================

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@ -851,7 +851,10 @@ void InitThingdef()
fieldptr = new PField("playeringame", parray, VARF_Native | VARF_Static | VARF_ReadOnly, (intptr_t)&playeringame);
Namespaces.GlobalNamespace->Symbols.AddSymbol(fieldptr);
fieldptr = new PField("gameaction", TypeUInt8, VARF_Native | VARF_Static, (intptr_t)&gameaction);
fieldptr = new PField("gameaction", TypeUInt32, VARF_Native | VARF_Static, (intptr_t)&gameaction);
Namespaces.GlobalNamespace->Symbols.AddSymbol(fieldptr);
fieldptr = new PField("gamestate", TypeSInt32, VARF_Native | VARF_Static | VARF_ReadOnly, (intptr_t)&gamestate);
Namespaces.GlobalNamespace->Symbols.AddSymbol(fieldptr);
fieldptr = new PField("skyflatnum", TypeTextureID, VARF_Native | VARF_Static | VARF_ReadOnly, (intptr_t)&skyflatnum);

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@ -836,7 +836,7 @@ public:
{
int y = WI_TITLEY * CleanYfac;
y = WI_DrawName(y, wbs->LName0, lnametexts[0]);
y = WI_DrawName(y, TexMan(wbs->LName0), lnametexts[0]);
// Adjustment for different font sizes for map name and 'finished'.
y -= ((mapname.mFont->GetHeight() - finished.mFont->GetHeight()) * CleanYfac) / 4;
@ -866,7 +866,7 @@ public:
y = WI_DrawPatchText(y, &entering, "WI_ENTERING");
y += entering.mFont->GetHeight() * CleanYfac / 4;
WI_DrawName(y, wbs->LName1, lnametexts[1]);
WI_DrawName(y, TexMan(wbs->LName1), lnametexts[1]);
}

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@ -51,8 +51,8 @@ struct wbstartstruct_t
FString current; // [RH] Name of map just finished
FString next; // next level, [RH] actual map name
FTexture *LName0;
FTexture *LName1;
FTextureID LName0;
FTextureID LName1;
int maxkills;
int maxitems;

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@ -496,7 +496,7 @@ class Actor : Thinker native
native bool TakeInventory(class<Inventory> itemclass, int amount, bool fromdecorate = false, bool notakeinfinite = false);
native Inventory FindInventory(class<Inventory> itemtype, bool subclass = false);
native Inventory GiveInventoryType(class<Inventory> itemtype);
native Inventory DropInventory (Inventory item);
native Inventory DropInventory (Inventory item, int amt = -1);
native bool UseInventory(Inventory item);
native void ObtainInventory(Actor other);
native bool GiveAmmo (Class<Ammo> type, int amount);
@ -788,7 +788,7 @@ class Actor : Thinker native
native void A_SpawnDebris(class<Actor> spawntype, bool transfer_translation = false, double mult_h = 1, double mult_v = 1);
native void A_SpawnParticle(color color1, int flags = 0, int lifetime = 35, double size = 1, double angle = 0, double xoff = 0, double yoff = 0, double zoff = 0, double velx = 0, double vely = 0, double velz = 0, double accelx = 0, double accely = 0, double accelz = 0, double startalphaf = 1, double fadestepf = -1, double sizestep = 0);
native void A_ExtChase(bool usemelee, bool usemissile, bool playactive = true, bool nightmarefast = false);
native void A_DropInventory(class<Inventory> itemtype);
native void A_DropInventory(class<Inventory> itemtype, int amount);
native void A_SetBlend(color color1, double alpha, int tics, color color2 = 0);
deprecated native void A_ChangeFlag(string flagname, bool value);
native void A_ChangeCountFlags(int kill = FLAG_NO_CHANGE, int item = FLAG_NO_CHANGE, int secret = FLAG_NO_CHANGE);

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@ -1033,6 +1033,18 @@ enum PaletteFlashFlags
PF_HAZARD = 8,
};
enum EGameState
{
GS_LEVEL,
GS_INTERMISSION,
GS_FINALE,
GS_DEMOSCREEN,
GS_FULLCONSOLE,
GS_HIDECONSOLE,
GS_STARTUP,
GS_TITLELEVEL,
}
enum EGameAction
{
ga_nothing,

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@ -173,9 +173,9 @@ class Ammo : Inventory
//
//===========================================================================
override Inventory CreateTossable()
override Inventory CreateTossable(int amt)
{
Inventory copy = Super.CreateTossable();
Inventory copy = Super.CreateTossable(amt);
if (copy != null)
{ // Do not increase ammo by dropping it and picking it back up at
// certain skill levels.
@ -306,9 +306,9 @@ class BackpackItem : Inventory
//
//===========================================================================
override Inventory CreateTossable ()
override Inventory CreateTossable (int amount)
{
let pack = BackpackItem(Super.CreateTossable());
let pack = BackpackItem(Super.CreateTossable(-1));
if (pack != NULL)
{
pack.bDepleted = true;

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@ -489,7 +489,7 @@ class HexenArmor : Armor
//
//===========================================================================
override Inventory CreateTossable ()
override Inventory CreateTossable (int amount)
{
return NULL;
}

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@ -120,9 +120,9 @@ class HealthPickup : Inventory
//
//===========================================================================
override Inventory CreateTossable ()
override Inventory CreateTossable (int amount)
{
Inventory copy = Super.CreateTossable ();
Inventory copy = Super.CreateTossable (-1);
if (copy != NULL)
{
copy.health = health;

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@ -440,7 +440,7 @@ class Inventory : Actor native
//
//===========================================================================
virtual Inventory CreateTossable ()
virtual Inventory CreateTossable (int amt = -1)
{
// If self actor lacks a SpawnState, don't drop it. (e.g. A base weapon
// like the fist can't be dropped because you'll never see it.)
@ -448,7 +448,7 @@ class Inventory : Actor native
{
return NULL;
}
if (bUndroppable || bUntossable || Owner == NULL || Amount <= 0)
if (bUndroppable || bUntossable || Owner == NULL || Amount <= 0 || amt == 0)
{
return NULL;
}
@ -462,11 +462,13 @@ class Inventory : Actor native
let copy = Inventory(Spawn (GetClass(), Owner.Pos, NO_REPLACE));
if (copy != NULL)
{
amt = clamp(amt, 1, Amount);
copy.MaxAmount = MaxAmount;
copy.Amount = 1;
copy.Amount = amt;
copy.DropTime = 30;
copy.bSpecial = copy.bSolid = false;
Amount--;
Amount -= amt;
}
return copy;
}

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@ -174,7 +174,7 @@ class Powerup : Inventory
//
//===========================================================================
override Inventory CreateTossable ()
override Inventory CreateTossable (int amount)
{
return NULL;
}

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@ -435,7 +435,7 @@ class Weapon : StateProvider native
//
//===========================================================================
override Inventory CreateTossable ()
override Inventory CreateTossable (int amt)
{
// Only drop the weapon that is meant to be placed in a level. That is,
// only drop the weapon that normally gives you ammo.
@ -443,9 +443,9 @@ class Weapon : StateProvider native
Default.AmmoGive1 == 0 && Default.AmmoGive2 == 0 &&
(SisterWeapon.Default.AmmoGive1 > 0 || SisterWeapon.Default.AmmoGive2 > 0))
{
return SisterWeapon.CreateTossable ();
return SisterWeapon.CreateTossable (amt);
}
let copy = Weapon(Super.CreateTossable ());
let copy = Weapon(Super.CreateTossable (-1));
if (copy != NULL)
{

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@ -79,7 +79,7 @@ class Coin : Inventory
//
//===========================================================================
override Inventory CreateTossable ()
override Inventory CreateTossable (int amt)
{
Coin tossed;
@ -87,17 +87,20 @@ class Coin : Inventory
{
return NULL;
}
if (Amount >= 50)
if (amt == -1) amt = Amount >= 50? 50 : Amount >= 25? 25 : Amount >= 10? 10 : 1;
else if (amt > Amount) amt = Amount;
if (amt > 25)
{
Amount -= 50;
Amount -= amt;
tossed = Coin(Spawn("Gold50"));
tossed.Amount = amt;
}
else if (Amount >= 25)
else if (amt > 10)
{
Amount -= 25;
tossed = Coin(Spawn("Gold25"));
}
else if (Amount >= 10)
else if (amt > 1)
{
Amount -= 10;
tossed = Coin(Spawn("Gold10"));