mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-10 23:01:50 +00:00
- scriptified ModifyDropAmount as a virtual function hierarchy for Inventory and children.
This commit is contained in:
parent
652606f70b
commit
cf9cd58310
4 changed files with 119 additions and 57 deletions
|
@ -3210,64 +3210,11 @@ DEFINE_ACTION_FUNCTION(AActor, A_ActiveSound)
|
|||
//---------------------------------------------------------------------------
|
||||
void ModifyDropAmount(AInventory *inv, int dropamount)
|
||||
{
|
||||
auto flagmask = IF_IGNORESKILL;
|
||||
double dropammofactor = G_SkillProperty(SKILLP_DropAmmoFactor);
|
||||
// Default drop amount is half of regular amount * regular ammo multiplication
|
||||
if (dropammofactor == -1)
|
||||
IFVIRTUALPTR(inv, AInventory, ModifyDropAmount)
|
||||
{
|
||||
dropammofactor = 0.5;
|
||||
flagmask = ItemFlag(0);
|
||||
VMValue params[] = { inv, dropamount };
|
||||
VMCall(func, params, 2, nullptr, 0);
|
||||
}
|
||||
|
||||
if (dropamount > 0)
|
||||
{
|
||||
if (flagmask != 0 && inv->IsKindOf(NAME_Ammo))
|
||||
{
|
||||
inv->Amount = int(dropamount * dropammofactor);
|
||||
inv->ItemFlags |= IF_IGNORESKILL;
|
||||
}
|
||||
else
|
||||
{
|
||||
inv->Amount = dropamount;
|
||||
}
|
||||
}
|
||||
else if (inv->IsKindOf (PClass::FindActor(NAME_Ammo)))
|
||||
{
|
||||
// Half ammo when dropped by bad guys.
|
||||
int amount = inv->IntVar("DropAmount");
|
||||
if (amount <= 0)
|
||||
{
|
||||
amount = MAX(1, int(inv->Amount * dropammofactor));
|
||||
}
|
||||
inv->Amount = amount;
|
||||
inv->ItemFlags |= flagmask;
|
||||
}
|
||||
else if (inv->IsKindOf (PClass::FindActor(NAME_WeaponGiver)))
|
||||
{
|
||||
inv->FloatVar("AmmoFactor") = dropammofactor;
|
||||
inv->ItemFlags |= flagmask;
|
||||
}
|
||||
else if (inv->IsKindOf(NAME_Weapon))
|
||||
{
|
||||
// The same goes for ammo from a weapon.
|
||||
static_cast<AWeapon *>(inv)->AmmoGive1 = int(static_cast<AWeapon *>(inv)->AmmoGive1 * dropammofactor);
|
||||
static_cast<AWeapon *>(inv)->AmmoGive2 = int(static_cast<AWeapon *>(inv)->AmmoGive2 * dropammofactor);
|
||||
inv->ItemFlags |= flagmask;
|
||||
}
|
||||
else if (inv->IsKindOf (PClass::FindClass(NAME_DehackedPickup)))
|
||||
{
|
||||
// For weapons and ammo modified by Dehacked we need to flag the item.
|
||||
inv->BoolVar("droppedbymonster") = true;
|
||||
}
|
||||
}
|
||||
|
||||
// todo: make this a scripted virtual function so it can better deal with some of the classes involved.
|
||||
DEFINE_ACTION_FUNCTION(AInventory, ModifyDropAmount)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(AInventory);
|
||||
PARAM_INT(dropamount);
|
||||
ModifyDropAmount(self, dropamount);
|
||||
return 0;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
|
|
@ -184,6 +184,48 @@ class Ammo : Inventory
|
|||
return copy;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// Modifies the drop amount of this item according to the current skill's
|
||||
// settings (also called by ADehackedPickup::TryPickup)
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
override void ModifyDropAmount(int dropamount)
|
||||
{
|
||||
bool ignoreskill = true;
|
||||
double dropammofactor = G_SkillPropertyFloat(SKILLP_DropAmmoFactor);
|
||||
// Default drop amount is half of regular amount * regular ammo multiplication
|
||||
if (dropammofactor == -1)
|
||||
{
|
||||
dropammofactor = 0.5;
|
||||
ignoreskill = false;
|
||||
}
|
||||
|
||||
if (dropamount > 0)
|
||||
{
|
||||
if (ignoreskill)
|
||||
{
|
||||
self.Amount = int(dropamount * dropammofactor);
|
||||
bIgnoreSkill = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
self.Amount = dropamount;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Half ammo when dropped by bad guys.
|
||||
int amount = self.DropAmount;
|
||||
if (amount <= 0)
|
||||
{
|
||||
amount = MAX(1, int(self.Amount * dropammofactor));
|
||||
}
|
||||
self.Amount = amount;
|
||||
bIgnoreSkill = ignoreskill;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -52,7 +52,6 @@ class Inventory : Actor native
|
|||
native bool DoRespawn();
|
||||
native void BecomeItem();
|
||||
native void BecomePickup();
|
||||
native void ModifyDropAmount(int dropamount);
|
||||
native static void PrintPickupMessage (bool localview, String str);
|
||||
|
||||
States(Actor)
|
||||
|
@ -917,6 +916,22 @@ class Inventory : Actor native
|
|||
//===========================================================================
|
||||
|
||||
virtual void OnDrop (Actor dropper) {}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// Modifies the drop amount of this item according to the current skill's
|
||||
// settings (also called by ADehackedPickup::TryPickup)
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
virtual void ModifyDropAmount(int dropamount)
|
||||
{
|
||||
if (dropamount > 0)
|
||||
{
|
||||
Amount = dropamount;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
|
@ -1014,6 +1029,14 @@ class DehackedPickup : Inventory
|
|||
}
|
||||
Super.OnDestroy();
|
||||
}
|
||||
|
||||
override void ModifyDropAmount(int dropamount)
|
||||
{
|
||||
// Must forward the adjustment to the real item.
|
||||
// dropamount is not relevant here because Dehacked cannot change it.
|
||||
droppedbymonster = true;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
|
|
|
@ -842,6 +842,33 @@ class Weapon : StateProvider native
|
|||
}
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// Modifies the drop amount of this item according to the current skill's
|
||||
// settings (also called by ADehackedPickup::TryPickup)
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
override void ModifyDropAmount(int dropamount)
|
||||
{
|
||||
bool ignoreskill = true;
|
||||
double dropammofactor = G_SkillPropertyFloat(SKILLP_DropAmmoFactor);
|
||||
// Default drop amount is half of regular amount * regular ammo multiplication
|
||||
if (dropammofactor == -1)
|
||||
{
|
||||
dropammofactor = 0.5;
|
||||
ignoreskill = false;
|
||||
}
|
||||
|
||||
if (dropamount > 0)
|
||||
{
|
||||
self.Amount = dropamount;
|
||||
}
|
||||
// Adjust the ammo given by this weapon
|
||||
AmmoGive1 = int(AmmoGive1 * dropammofactor);
|
||||
AmmoGive2 = int(AmmoGive2 * dropammofactor);
|
||||
bIgnoreSkill = ignoreskill;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
class WeaponGiver : Weapon
|
||||
|
@ -905,6 +932,29 @@ class WeaponGiver : Weapon
|
|||
return false;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// Modifies the drop amount of this item according to the current skill's
|
||||
// settings (also called by ADehackedPickup::TryPickup)
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
override void ModifyDropAmount(int dropamount)
|
||||
{
|
||||
bool ignoreskill = true;
|
||||
double dropammofactor = G_SkillPropertyFloat(SKILLP_DropAmmoFactor);
|
||||
// Default drop amount is half of regular amount * regular ammo multiplication
|
||||
if (dropammofactor == -1)
|
||||
{
|
||||
dropammofactor = 0.5;
|
||||
ignoreskill = false;
|
||||
}
|
||||
|
||||
AmmoFactor = dropammofactor;
|
||||
bIgnoreSkill = ignoreskill;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
struct WeaponSlots native
|
||||
|
|
Loading…
Reference in a new issue