- added an amount parameter to the 'drop' CCMD.

This commit is contained in:
Christoph Oelckers 2017-02-23 20:18:02 +01:00
parent fc101049c6
commit e2d5a708f8
12 changed files with 45 additions and 27 deletions

View file

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

View file

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

View file

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

View file

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

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

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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) if (copy != null)
{ // Do not increase ammo by dropping it and picking it back up at { // Do not increase ammo by dropping it and picking it back up at
// certain skill levels. // 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) if (pack != NULL)
{ {
pack.bDepleted = true; pack.bDepleted = true;

View file

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

View file

@ -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) if (copy != NULL)
{ {
copy.health = health; copy.health = health;

View file

@ -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 // 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.) // like the fist can't be dropped because you'll never see it.)
@ -448,7 +448,7 @@ class Inventory : Actor native
{ {
return NULL; return NULL;
} }
if (bUndroppable || bUntossable || Owner == NULL || Amount <= 0) if (bUndroppable || bUntossable || Owner == NULL || Amount <= 0 || amt == 0)
{ {
return NULL; return NULL;
} }
@ -462,11 +462,13 @@ class Inventory : Actor native
let copy = Inventory(Spawn (GetClass(), Owner.Pos, NO_REPLACE)); let copy = Inventory(Spawn (GetClass(), Owner.Pos, NO_REPLACE));
if (copy != NULL) if (copy != NULL)
{ {
amt = clamp(amt, 1, Amount);
copy.MaxAmount = MaxAmount; copy.MaxAmount = MaxAmount;
copy.Amount = 1; copy.Amount = amt;
copy.DropTime = 30; copy.DropTime = 30;
copy.bSpecial = copy.bSolid = false; copy.bSpecial = copy.bSolid = false;
Amount--; Amount -= amt;
} }
return copy; return copy;
} }

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

View file

@ -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 is meant to be placed in a level. That is,
// only drop the weapon that normally gives you ammo. // only drop the weapon that normally gives you ammo.
@ -443,9 +443,9 @@ class Weapon : StateProvider native
Default.AmmoGive1 == 0 && Default.AmmoGive2 == 0 && Default.AmmoGive1 == 0 && Default.AmmoGive2 == 0 &&
(SisterWeapon.Default.AmmoGive1 > 0 || SisterWeapon.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) if (copy != NULL)
{ {

View file

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