- scriptified P_DropItem.

This commit is contained in:
Christoph Oelckers 2018-12-02 18:31:18 +01:00
parent a5fc26b37c
commit 93f91d1039
6 changed files with 91 additions and 95 deletions

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@ -66,6 +66,7 @@ DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, telefogheight)
DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, defKickback)
DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, healthpic)
DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, berserkpic)
DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, defaultdropstyle)
const char *GameNames[17] =
{

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@ -4240,22 +4240,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_SetTics)
return 0;
}
//==========================================================================
//
// A_DropItem
//
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_DropItem)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS (spawntype, AActor);
PARAM_INT(amount);
PARAM_INT(chance);
ACTION_RETURN_OBJECT(P_DropItem(self, spawntype, amount, chance));
}
//===========================================================================
//
// Common A_Damage handler

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@ -62,7 +62,6 @@ static FRandom pr_scaredycat ("Anubis");
FRandom pr_chase ("Chase");
static FRandom pr_facetarget ("FaceTarget");
static FRandom pr_railface ("RailFace");
static FRandom pr_dropitem ("DropItem");
static FRandom pr_look2 ("LookyLooky");
static FRandom pr_look3 ("IGotHooky");
static FRandom pr_slook ("SlooK");
@ -79,6 +78,7 @@ static FRandom pr_enemystrafe("EnemyStrafe");
// The result is that they tend to 'glide' across the floor
// so this CVAR allows to switch it off.
CVAR(Bool, nomonsterinterpolation, false, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
CVAR(Int, sv_dropstyle, 0, CVAR_SERVERINFO | CVAR_ARCHIVE);
//
// P_NewChaseDir related LUT.
@ -3178,90 +3178,19 @@ void ModifyDropAmount(AInventory *inv, int dropamount)
//
//---------------------------------------------------------------------------
CVAR(Int, sv_dropstyle, 0, CVAR_SERVERINFO | CVAR_ARCHIVE);
AActor *P_DropItem (AActor *source, PClassActor *type, int dropamount, int chance)
{
if (type != NULL && pr_dropitem() <= chance)
IFVM(Actor, A_DropItem)
{
AActor *mo;
double spawnz = 0;
if (!(i_compatflags & COMPATF_NOTOSSDROPS))
{
int style = sv_dropstyle;
if (style == 0)
{
style = gameinfo.defaultdropstyle;
}
if (style == 2)
{
spawnz = 24;
}
else
{
spawnz = source->Height / 2;
}
}
mo = Spawn(type, source->PosPlusZ(spawnz), ALLOW_REPLACE);
if (mo != NULL)
{
mo->flags |= MF_DROPPED;
mo->flags &= ~MF_NOGRAVITY; // [RH] Make sure it is affected by gravity
if (!(i_compatflags & COMPATF_NOTOSSDROPS))
{
P_TossItem (mo);
}
if (mo->IsKindOf (RUNTIME_CLASS(AInventory)))
{
AInventory *inv = static_cast<AInventory *>(mo);
ModifyDropAmount(inv, dropamount);
inv->ItemFlags |= IF_TOSSED;
IFVIRTUALPTR(inv, AInventory, SpecialDropAction)
{
VMValue params[2] = { inv, source };
int retval;
VMReturn ret(&retval);
VMCall(func, params, 2, &ret, 1);
if (retval)
{
// The special action indicates that the item should not spawn
inv->Destroy();
return NULL;
}
}
}
return mo;
}
VMValue params[] = { source, type, dropamount, chance };
AActor *retval;
VMReturn ret((void**)&retval);
VMCall(func, params, 4, &ret, 1);
return retval;
}
return NULL;
}
//============================================================================
//
// P_TossItem
//
//============================================================================
void P_TossItem (AActor *item)
{
int style = sv_dropstyle;
if (style==0) style = gameinfo.defaultdropstyle;
if (style==2)
{
item->Vel.X += pr_dropitem.Random2(7);
item->Vel.Y += pr_dropitem.Random2(7);
}
else
{
item->Vel.X += pr_dropitem.Random2() / 256.;
item->Vel.Y += pr_dropitem.Random2() / 256.;
item->Vel.Z = 5. + pr_dropitem() / 64.;
}
}
DEFINE_ACTION_FUNCTION(AActor, A_Pain)
{
PARAM_SELF_PROLOGUE(AActor);

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@ -1082,7 +1082,6 @@ class Actor : Thinker native
native void A_Quake(int intensity, int duration, int damrad, int tremrad, sound sfx = "world/quake");
native void A_QuakeEx(int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad, sound sfx = "world/quake", int flags = 0, double mulWaveX = 1, double mulWaveY = 1, double mulWaveZ = 1, int falloff = 0, int highpoint = 0, double rollIntensity = 0, double rollWave = 0);
action native void A_SetTics(int tics);
native Actor A_DropItem(class<Actor> item, int dropamount = -1, int chance = 256);
native void A_DamageSelf(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = null, name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
native void A_DamageTarget(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = null, name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
native void A_DamageMaster(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = null, name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);

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@ -590,5 +590,87 @@ extend class Actor
}
//============================================================================
//
// P_TossItem
//
//============================================================================
void TossItem ()
{
int style = sv_dropstyle;
if (style==0) style = gameinfo.defaultdropstyle;
if (style==2)
{
Vel.X += random2[DropItem](7);
Vel.Y += random2[DropItem](7);
}
else
{
Vel.X += random2[DropItem]() / 256.;
Vel.Y += random2[DropItem]() / 256.;
Vel.Z = 5. + random[DropItem]() / 64.;
}
}
//---------------------------------------------------------------------------
//
// PROC A_DropItem
//
//---------------------------------------------------------------------------
Actor A_DropItem(class<Actor> item, int dropamount = -1, int chance = 256)
{
if (item != NULL && random[DropItem]() <= chance)
{
Actor mo;
double spawnz = 0;
if (!compat_notossdrops)
{
int style = sv_dropstyle;
if (style == 0)
{
style = gameinfo.defaultdropstyle;
}
if (style == 2)
{
spawnz = 24;
}
else
{
spawnz = Height / 2;
}
}
mo = Spawn(item, pos + (0, 0, spawnz), ALLOW_REPLACE);
if (mo != NULL)
{
mo.bDropped = true;
mo.bNoGravity = false; // [RH] Make sure it is affected by gravity
if (!compat_notossdrops)
{
mo.TossItem ();
}
let inv = Inventory(mo);
if (inv)
{
inv.ModifyDropAmount(dropamount);
inv.bTossed = true;
if (inv.SpecialDropAction(self))
{
// The special action indicates that the item should not spawn
inv.Destroy();
return null;
}
}
return mo;
}
}
return NULL;
}
}

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@ -371,6 +371,7 @@ struct GameInfoStruct native
native Color defaultbloodcolor;
native double telefogheight;
native int defKickback;
native int defaultdropstyle;
native TextureID healthpic;
native TextureID berserkpic;
}