#include #include "info.h" #include "m_random.h" #include "p_local.h" #include "s_sound.h" #include "gi.h" #include "p_lnspec.h" #include "a_hereticglobal.h" #include "sbar.h" #include "statnums.h" #include "c_dispatch.h" #include "gstrings.h" #include "templates.h" #include "a_strifeglobal.h" static FRandom pr_restore ("RestorePos"); IMPLEMENT_STATELESS_ACTOR (AAmmo, Any, -1, 0) PROP_Inventory_FlagsSet (IF_KEEPDEPLETED) PROP_Inventory_PickupSound ("misc/ammo_pkup") END_DEFAULTS //=========================================================================== // // AAmmo :: Serialize // //=========================================================================== void AAmmo::Serialize (FArchive &arc) { Super::Serialize (arc); arc << BackpackAmount << BackpackMaxAmount; } //=========================================================================== // // AAmmo :: GetParentAmmo // // Returns the least-derived ammo type that this ammo is a descendant of. // That is, if this ammo is an immediate subclass of Ammo, then this ammo's // type is returned. If this ammo's superclass is not Ammo, then this // function travels up the inheritance chain until it finds a type that is // an immediate subclass of Ammo and returns that. // // The intent of this is that all unique ammo types will be immediate // subclasses of Ammo. To make different pickups with different ammo amounts, // you subclass the type of ammo you want a different amount for and edit // that. // //=========================================================================== const PClass *AAmmo::GetParentAmmo () const { const PClass *type = GetClass (); while (type->ParentClass != RUNTIME_CLASS(AAmmo)) { type = type->ParentClass; } return type; } //=========================================================================== // // AAmmo :: HandlePickup // //=========================================================================== bool AAmmo::HandlePickup (AInventory *item) { if (GetClass() == item->GetClass() || (item->IsKindOf (RUNTIME_CLASS(AAmmo)) && static_cast(item)->GetParentAmmo() == GetClass())) { if (Amount < MaxAmount) { int receiving = item->Amount; if (!(item->ItemFlags & IF_IGNORESKILL)) { // extra ammo in baby mode and nightmare mode receiving = FixedMul(receiving, G_SkillProperty(SKILLP_AmmoFactor)); } int oldamount = Amount; Amount += receiving; if (Amount > MaxAmount) { Amount = MaxAmount; } item->ItemFlags |= IF_PICKUPGOOD; // If the player previously had this ammo but ran out, possibly switch // to a weapon that uses it, but only if the player doesn't already // have a weapon pending. assert (Owner != NULL); if (oldamount == 0 && Owner != NULL && Owner->player != NULL && !Owner->player->userinfo.neverswitch && Owner->player->PendingWeapon == WP_NOCHANGE && (Owner->player->ReadyWeapon == NULL || (Owner->player->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON))) { AWeapon *best = static_cast(Owner)->BestWeapon (GetClass()); if (best != NULL && (Owner->player->ReadyWeapon == NULL || best->SelectionOrder < Owner->player->ReadyWeapon->SelectionOrder)) { Owner->player->PendingWeapon = best; } } } return true; } if (Inventory != NULL) { return Inventory->HandlePickup (item); } return false; } //=========================================================================== // // AAmmo :: CreateCopy // //=========================================================================== AInventory *AAmmo::CreateCopy (AActor *other) { AInventory *copy; int amount = Amount; // extra ammo in baby mode and nightmare mode if (!(ItemFlags&IF_IGNORESKILL)) { amount = FixedMul(amount, G_SkillProperty(SKILLP_AmmoFactor)); } if (GetClass()->ParentClass != RUNTIME_CLASS(AAmmo)) { const PClass *type = GetParentAmmo(); assert (type->ActorInfo != NULL); if (!GoAway ()) { Destroy (); } copy = static_cast(Spawn (type, 0, 0, 0, NO_REPLACE)); copy->Amount = amount; copy->BecomeItem (); } else { copy = Super::CreateCopy (other); copy->Amount = amount; } if (copy->Amount > copy->MaxAmount) { // Don't pick up more ammo than you're supposed to be able to carry. copy->Amount = copy->MaxAmount; } return copy; } //=========================================================================== // // AAmmo :: CreateTossable // //=========================================================================== AInventory *AAmmo::CreateTossable() { AInventory *copy = Super::CreateTossable(); if (copy != NULL) { // Do not increase ammo by dropping it and picking it back up at // certain skill levels. copy->ItemFlags |= IF_IGNORESKILL; } return copy; } //--------------------------------------------------------------------------- // // FUNC P_GiveBody // // Returns false if the body isn't needed at all. // //--------------------------------------------------------------------------- bool P_GiveBody (AActor *actor, int num) { int max; player_t *player = actor->player; if (player != NULL) { max = static_cast(actor)->GetMaxHealth() + player->stamina; if (player->morphTics) { max = MAXMORPHHEALTH; } // [RH] For Strife: A negative body sets you up with a percentage // of your full health. if (num < 0) { num = max * -num / 100; if (player->health < num) { player->health = num; actor->health = num; return true; } } else { if (player->health < max) { player->health += num; if (player->health > max) { player->health = max; } actor->health = player->health; return true; } } } else { max = actor->GetDefault()->health; if (num < 0) { num = max * -num / 100; if (actor->health < num) { actor->health = num; return true; } } else if (actor->health < max) { actor->health += num; if (actor->health > max) { actor->health = max; } return true; } } return false; } //--------------------------------------------------------------------------- // // PROC A_RestoreSpecialThing1 // // Make a special thing visible again. // //--------------------------------------------------------------------------- void A_RestoreSpecialThing1 (AActor *thing) { thing->renderflags &= ~RF_INVISIBLE; if (static_cast(thing)->DoRespawn ()) { S_Sound (thing, CHAN_VOICE, "misc/spawn", 1, ATTN_IDLE); } } //--------------------------------------------------------------------------- // // PROC A_RestoreSpecialThing2 // //--------------------------------------------------------------------------- void A_RestoreSpecialThing2 (AActor *thing) { thing->flags |= MF_SPECIAL; if (!(thing->GetDefault()->flags & MF_NOGRAVITY)) { thing->flags &= ~MF_NOGRAVITY; } thing->SetState (thing->SpawnState); } //--------------------------------------------------------------------------- // // PROC A_RestoreSpecialDoomThing // //--------------------------------------------------------------------------- void A_RestoreSpecialDoomThing (AActor *self) { self->renderflags &= ~RF_INVISIBLE; self->flags |= MF_SPECIAL; if (!(self->GetDefault()->flags & MF_NOGRAVITY)) { self->flags &= ~MF_NOGRAVITY; } if (static_cast(self)->DoRespawn ()) { self->SetState (self->SpawnState); S_Sound (self, CHAN_VOICE, "misc/spawn", 1, ATTN_IDLE); Spawn ("ItemFog", self->x, self->y, self->z, ALLOW_REPLACE); } } //--------------------------------------------------------------------------- // // PROP A_RestoreSpecialPosition // //--------------------------------------------------------------------------- void A_RestoreSpecialPosition (AActor *self) { // Move item back to its original location fixed_t _x, _y; sector_t *sec; _x = self->SpawnPoint[0] << FRACBITS; _y = self->SpawnPoint[1] << FRACBITS; sec = P_PointInSector (_x, _y); self->SetOrigin (_x, _y, sec->floorplane.ZatPoint (_x, _y)); P_CheckPosition (self, _x, _y); if (self->flags & MF_SPAWNCEILING) { self->z = self->ceilingz - self->height - (self->SpawnPoint[2] << FRACBITS); } else if (self->flags2 & MF2_SPAWNFLOAT) { fixed_t space = self->ceilingz - self->height - self->floorz; if (space > 48*FRACUNIT) { space -= 40*FRACUNIT; self->z = ((space * pr_restore())>>8) + self->floorz + 40*FRACUNIT; } else { self->z = self->floorz; } } else { self->z = (self->SpawnPoint[2] << FRACBITS) + self->floorz; if (self->flags2 & MF2_FLOATBOB) { self->z += FloatBobOffsets[(self->FloatBobPhase + level.maptime) & 63]; } } } // Pickup flash ------------------------------------------------------------- class APickupFlash : public AActor { DECLARE_ACTOR (APickupFlash, AActor) }; FState APickupFlash::States[] = { S_NORMAL (ACLO, 'D', 3, NULL , &States[1]), S_NORMAL (ACLO, 'C', 3, NULL , &States[2]), S_NORMAL (ACLO, 'D', 3, NULL , &States[3]), S_NORMAL (ACLO, 'C', 3, NULL , &States[4]), S_NORMAL (ACLO, 'B', 3, NULL , &States[5]), S_NORMAL (ACLO, 'C', 3, NULL , &States[6]), S_NORMAL (ACLO, 'B', 3, NULL , &States[7]), S_NORMAL (ACLO, 'A', 3, NULL , &States[8]), S_NORMAL (ACLO, 'B', 3, NULL , &States[9]), S_NORMAL (ACLO, 'A', 3, NULL , NULL) }; IMPLEMENT_ACTOR (APickupFlash, Raven, -1, 0) PROP_SpawnState (0) PROP_Flags (MF_NOGRAVITY) END_DEFAULTS /***************************************************************************/ /* AInventory implementation */ /***************************************************************************/ FState AInventory::States[] = { #define S_HIDEDOOMISH 0 S_NORMAL (TNT1, 'A', 1050, NULL , &States[S_HIDEDOOMISH+1]), S_NORMAL (TNT1, 'A', 0, A_RestoreSpecialPosition , &States[S_HIDEDOOMISH+2]), S_NORMAL (TNT1, 'A', 1, A_RestoreSpecialDoomThing , NULL), #define S_HIDESPECIAL (S_HIDEDOOMISH+3) S_NORMAL (ACLO, 'E', 1400, NULL , &States[S_HIDESPECIAL+1]), S_NORMAL (ACLO, 'A', 0, A_RestoreSpecialPosition , &States[S_HIDESPECIAL+2]), S_NORMAL (ACLO, 'A', 4, A_RestoreSpecialThing1 , &States[S_HIDESPECIAL+3]), S_NORMAL (ACLO, 'B', 4, NULL , &States[S_HIDESPECIAL+4]), S_NORMAL (ACLO, 'A', 4, NULL , &States[S_HIDESPECIAL+5]), S_NORMAL (ACLO, 'B', 4, NULL , &States[S_HIDESPECIAL+6]), S_NORMAL (ACLO, 'C', 4, NULL , &States[S_HIDESPECIAL+7]), S_NORMAL (ACLO, 'B', 4, NULL , &States[S_HIDESPECIAL+8]), S_NORMAL (ACLO, 'C', 4, NULL , &States[S_HIDESPECIAL+9]), S_NORMAL (ACLO, 'D', 4, NULL , &States[S_HIDESPECIAL+10]), S_NORMAL (ACLO, 'C', 4, NULL , &States[S_HIDESPECIAL+11]), S_NORMAL (ACLO, 'D', 4, A_RestoreSpecialThing2 , NULL), #define S_HELD (S_HIDESPECIAL+12) S_NORMAL (TNT1, 'A', -1, NULL , NULL), #define S_HOLDANDDESTROY (S_HELD+1) S_NORMAL (TNT1, 'A', 1, NULL , NULL), }; int AInventory::StaticLastMessageTic; const char *AInventory::StaticLastMessage; IMPLEMENT_POINTY_CLASS (AInventory) DECLARE_POINTER (Owner) END_POINTERS BEGIN_DEFAULTS (AInventory, Any, -1, 0) PROP_Inventory_Amount (1) PROP_Inventory_MaxAmount (1) PROP_UseSound ("misc/invuse") PROP_Inventory_PickupSound ("misc/i_pkup") END_DEFAULTS //=========================================================================== // // AInventory :: Tick // //=========================================================================== void AInventory::Tick () { Super::Tick (); if (DropTime) { if (--DropTime == 0) { flags |= GetDefault()->flags & (MF_SPECIAL|MF_SOLID); } } } //=========================================================================== // // AInventory :: Serialize // //=========================================================================== void AInventory::Serialize (FArchive &arc) { Super::Serialize (arc); arc << Owner << Amount << MaxAmount << RespawnTics << ItemFlags; if (arc.IsStoring ()) { TexMan.WriteTexture (arc, Icon); } else { Icon = TexMan.ReadTexture (arc); } arc << AR_SOUNDW(PickupSound); } //=========================================================================== // // AInventory :: SpecialDropAction // // Called by P_DropItem. Return true to prevent the standard drop tossing. // A few Strife items that are meant to trigger actions rather than be // picked up use this. Normal items shouldn't need it. // //=========================================================================== bool AInventory::SpecialDropAction (AActor *dropper) { return false; } //=========================================================================== // // AInventory :: ShouldRespawn // // Returns true if the item should hide itself and reappear later when picked // up. // //=========================================================================== bool AInventory::ShouldRespawn () { if ((ItemFlags & IF_BIGPOWERUP) && !(dmflags & DF_RESPAWN_SUPER)) return false; return !!(dmflags & DF_ITEMS_RESPAWN); } //=========================================================================== // // AInventory :: BeginPlay // //=========================================================================== void AInventory::BeginPlay () { Super::BeginPlay (); ChangeStatNum (STAT_INVENTORY); flags |= MF_DROPPED; // [RH] Items are dropped by default } //=========================================================================== // // AInventory :: DoEffect // // Handles any effect an item might apply to its owner // Normally only used by subclasses of APowerup // //=========================================================================== void AInventory::DoEffect () { } //=========================================================================== // // AInventory :: Travelled // // Called when an item in somebody's inventory is carried over to another // map, in case it needs to do special reinitialization. // //=========================================================================== void AInventory::Travelled () { } //=========================================================================== // // AInventory :: OwnerDied // // Items receive this message when their owners die. // //=========================================================================== void AInventory::OwnerDied () { } //=========================================================================== // // AInventory :: HandlePickup // // Returns true if the pickup was handled (or should not happen at all), // false if not. // //=========================================================================== bool AInventory::HandlePickup (AInventory *item) { if (item->GetClass() == GetClass()) { if (Amount < MaxAmount) { Amount += item->Amount; if (Amount > MaxAmount) { Amount = MaxAmount; } item->ItemFlags |= IF_PICKUPGOOD; } return true; } if (Inventory != NULL) { return Inventory->HandlePickup (item); } return false; } //=========================================================================== // // AInventory :: GoAway // // Returns true if you must create a copy of this item to give to the player // or false if you can use this one instead. // //=========================================================================== bool AInventory::GoAway () { // Dropped items never stick around if (flags & MF_DROPPED) { if (PickupFlash != NULL) { Spawn(PickupFlash, x, y, z, ALLOW_REPLACE); } return false; } if (!ShouldStay ()) { if (PickupFlash != NULL) { Spawn(PickupFlash, x, y, z, ALLOW_REPLACE); } Hide (); if (ShouldRespawn ()) { return true; } return false; } return true; } //=========================================================================== // // AInventory :: GoAwayAndDie // // Like GoAway but used by items that don't insert themselves into the // inventory. If they won't be respawning, then they can destroy themselves. // //=========================================================================== void AInventory::GoAwayAndDie () { if (!GoAway ()) { flags &= ~MF_SPECIAL; SetState (&States[S_HOLDANDDESTROY]); } } //=========================================================================== // // AInventory :: CreateCopy // // Returns an actor suitable for placing in an inventory, either itself or // a copy based on whether it needs to respawn or not. Returning NULL // indicates the item should not be picked up. // //=========================================================================== AInventory *AInventory::CreateCopy (AActor *other) { AInventory *copy; if (GoAway ()) { copy = static_cast(Spawn (GetClass(), 0, 0, 0, NO_REPLACE)); copy->Amount = Amount; copy->MaxAmount = MaxAmount; } else { copy = this; } return copy; } //=========================================================================== // // AInventory::CreateTossable // // Creates a copy of the item suitable for dropping. If this actor embodies // only one item, then it is tossed out itself. Otherwise, the count drops // by one and a new item with an amount of 1 is spawned. // //=========================================================================== AInventory *AInventory::CreateTossable () { AInventory *copy; // If this 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.) if (SpawnState == &AActor::States[AActor::S_NULL] || SpawnState == NULL) { return NULL; } if ((ItemFlags & IF_UNDROPPABLE) || Owner == NULL || Amount <= 0) { return NULL; } if (Amount == 1 && !(ItemFlags & IF_KEEPDEPLETED)) { BecomePickup (); DropTime = 30; flags &= ~(MF_SPECIAL|MF_SOLID); return this; } copy = static_cast(Spawn (GetClass(), Owner->x, Owner->y, Owner->z, NO_REPLACE)); if (copy != NULL) { copy->MaxAmount = MaxAmount; copy->Amount = 1; Amount--; } copy->DropTime = 30; copy->flags &= ~(MF_SPECIAL|MF_SOLID); return copy; } //=========================================================================== // // AInventory :: BecomeItem // // Lets this actor know that it's about to be placed in an inventory. // //=========================================================================== void AInventory::BecomeItem () { if (!(flags & (MF_NOBLOCKMAP|MF_NOSECTOR))) { UnlinkFromWorld (); if (sector_list) { P_DelSeclist (sector_list); sector_list = NULL; } flags |= MF_NOBLOCKMAP|MF_NOSECTOR; LinkToWorld (); } RemoveFromHash (); flags &= ~MF_SPECIAL; SetState (&States[S_HELD]); } //=========================================================================== // // AInventory :: BecomePickup // // Lets this actor know it should wait to be picked up. // //=========================================================================== void AInventory::BecomePickup () { if (Owner != NULL) { Owner->RemoveInventory (this); } if (flags & (MF_NOBLOCKMAP|MF_NOSECTOR)) { UnlinkFromWorld (); flags &= ~(MF_NOBLOCKMAP|MF_NOSECTOR); LinkToWorld (); P_FindFloorCeiling (this); } flags = GetDefault()->flags | MF_DROPPED; renderflags &= ~RF_INVISIBLE; SetState (SpawnState); } //=========================================================================== // // AInventory :: AbsorbDamage // // Allows inventory items (primarily armor) to reduce the amount of damage // taken. Damage is the amount of damage that would be done without armor, // and newdamage is the amount that should be done after the armor absorbs // it. // //=========================================================================== void AInventory::AbsorbDamage (int damage, FName damageType, int &newdamage) { if (Inventory != NULL) { Inventory->AbsorbDamage (damage, damageType, newdamage); } } //=========================================================================== // // AInventory :: ModifyDamage // // Allows inventory items to manipulate the amount of damage // inflicted. Damage is the amount of damage that would be done without manipulation, // and newdamage is the amount that should be done after the item has changed // it. // 'active' means it is called by the inflictor, 'passive' by the target. // It may seem that this is redundant and AbsorbDamage is the same. However, // AbsorbDamage is called only for players and also depends on other settings // which are undesirable for a protection artifact. // //=========================================================================== void AInventory::ModifyDamage (int damage, FName damageType, int &newdamage, bool passive) { if (Inventory != NULL) { Inventory->ModifyDamage (damage, damageType, newdamage, passive); } } //=========================================================================== // // AInventory :: GetSpeedFactor // //=========================================================================== fixed_t AInventory::GetSpeedFactor () { if (Inventory != NULL) { return Inventory->GetSpeedFactor(); } else { return FRACUNIT; } } //=========================================================================== // // AInventory :: AlterWeaponSprite // // Allows inventory items to alter a player's weapon sprite just before it // is drawn. // //=========================================================================== int AInventory::AlterWeaponSprite (vissprite_t *vis) { if (Inventory != NULL) { return Inventory->AlterWeaponSprite (vis); } return 0; } //=========================================================================== // // AInventory :: Use // //=========================================================================== bool AInventory::Use (bool pickup) { return false; } //=========================================================================== // // AInventory :: Hide // // Hides this actor until it's time to respawn again. // //=========================================================================== void AInventory::Hide () { flags = (flags & ~MF_SPECIAL) | MF_NOGRAVITY; renderflags |= RF_INVISIBLE; if (gameinfo.gametype & GAME_Raven) { SetState (&States[S_HIDESPECIAL]); tics = 1400; if (PickupFlash != NULL) tics += 30; } else { SetState (&States[S_HIDEDOOMISH]); tics = 1050; } if (RespawnTics != 0) { tics = RespawnTics; } } //=========================================================================== // // //=========================================================================== static void PrintPickupMessage (const char *str) { if (str != NULL) { if (str[0]=='$') { str=GStrings(str+1); } Printf (PRINT_LOW, "%s\n", str); } } //=========================================================================== // // AInventory :: Touch // // Handles collisions from another actor, possible adding itself to the // collider's inventory. // //=========================================================================== void AInventory::Touch (AActor *toucher) { // If a voodoo doll touches something, pretend the real player touched it instead. if (toucher->player != NULL) { toucher = toucher->player->mo; } if (!TryPickup (toucher)) return; if (!(ItemFlags & IF_QUIET)) { const char * message = PickupMessage (); if (toucher->CheckLocalView (consoleplayer) && (StaticLastMessageTic != gametic || StaticLastMessage != message)) { StaticLastMessageTic = gametic; StaticLastMessage = message; PrintPickupMessage (message); StatusBar->FlashCrosshair (); } // Special check so voodoo dolls picking up items cause the // real player to make noise. if (toucher->player != NULL) { PlayPickupSound (toucher->player->mo); toucher->player->bonuscount = BONUSADD; } else { PlayPickupSound (toucher); } } // [RH] Execute an attached special (if any) DoPickupSpecial (toucher); if (flags & MF_COUNTITEM) { if (toucher->player != NULL) { toucher->player->itemcount++; } level.found_items++; } //Added by MC: Check if item taken was the roam destination of any bot for (int i = 0; i < MAXPLAYERS; i++) { if (playeringame[i] && this == players[i].dest) players[i].dest = NULL; } } //=========================================================================== // // AInventory :: DoPickupSpecial // // Executes this actor's special when it is picked up. // //=========================================================================== void AInventory::DoPickupSpecial (AActor *toucher) { if (special) { LineSpecials[special] (NULL, toucher, false, args[0], args[1], args[2], args[3], args[4]); special = 0; } } //=========================================================================== // // AInventory :: PickupMessage // // Returns the message to print when this actor is picked up. // //=========================================================================== const char *AInventory::PickupMessage () { const char *message = GetClass()->Meta.GetMetaString (AIMETA_PickupMessage); return message != NULL? message : "You got a pickup"; } //=========================================================================== // // AInventory :: PlayPickupSound // //=========================================================================== void AInventory::PlayPickupSound (AActor *toucher) { S_SoundID (toucher, CHAN_PICKUP, PickupSound, 1, (ItemFlags & IF_FANCYPICKUPSOUND) && (toucher == NULL || toucher->CheckLocalView (consoleplayer)) ? ATTN_SURROUND : ATTN_NORM); } //=========================================================================== // // AInventory :: ShouldStay // // Returns true if the item should not disappear, even temporarily. // //=========================================================================== bool AInventory::ShouldStay () { return false; } //=========================================================================== // // AInventory :: Destroy // //=========================================================================== void AInventory::Destroy () { if (Owner != NULL) { Owner->RemoveInventory (this); } Inventory = NULL; Super::Destroy (); } //=========================================================================== // // AInventory :: GetBlend // // Returns a color to blend to the player's view as long as they possess this // item. // //=========================================================================== PalEntry AInventory::GetBlend () { return 0; } //=========================================================================== // // AInventory :: PrevItem // // Returns the previous item. // //=========================================================================== AInventory *AInventory::PrevItem () const { AInventory *item = Owner->Inventory; while (item != NULL && item->Inventory != this) { item = item->Inventory; } return item; } //=========================================================================== // // AInventory :: PrevInv // // Returns the previous item with IF_INVBAR set. // //=========================================================================== AInventory *AInventory::PrevInv () const { AInventory *lastgood = NULL; AInventory *item = Owner->Inventory; while (item != NULL && item != this) { if (item->ItemFlags & IF_INVBAR) { lastgood = item; } item = item->Inventory; } return lastgood; } //=========================================================================== // // AInventory :: NextInv // // Returns the next item with IF_INVBAR set. // //=========================================================================== AInventory *AInventory::NextInv () const { AInventory *item = Inventory; while (item != NULL && !(item->ItemFlags & IF_INVBAR)) { item = item->Inventory; } return item; } //=========================================================================== // // AInventory :: DrawPowerup // // Gives this item a chance to draw a special status indicator on the screen. // Returns false if it didn't draw anything. // //=========================================================================== bool AInventory::DrawPowerup (int x, int y) { return false; } /***************************************************************************/ /* AArtifact implementation */ /***************************************************************************/ IMPLEMENT_STATELESS_ACTOR (APowerupGiver, Any, -1, 0) PROP_Inventory_DefMaxAmount PROP_Inventory_FlagsSet (IF_INVBAR|IF_FANCYPICKUPSOUND) PROP_Inventory_PickupSound ("misc/p_pkup") END_DEFAULTS //=========================================================================== // // AInventory :: DoRespawn // //=========================================================================== bool AInventory::DoRespawn () { return true; } //=========================================================================== // // AInventory :: GiveQuest // //=========================================================================== void AInventory::GiveQuest (AActor *toucher) { int quest = GetClass()->Meta.GetMetaInt(AIMETA_GiveQuest); if (quest>0 && quest<31) { toucher->GiveInventoryType (QuestItemClasses[quest-1]); } } //=========================================================================== // // AInventory :: TryPickup // //=========================================================================== bool AInventory::TryPickup (AActor *toucher) { // If HandlePickup() returns true, it will set the IF_PICKUPGOOD flag // to indicate that this item has been picked up. If the item cannot be // picked up, then it leaves the flag cleared. ItemFlags &= ~IF_PICKUPGOOD; if (toucher->Inventory != NULL && toucher->Inventory->HandlePickup (this)) { // Let something else the player is holding intercept the pickup. if (!(ItemFlags & IF_PICKUPGOOD)) { return false; } ItemFlags &= ~IF_PICKUPGOOD; GoAwayAndDie (); } else if (MaxAmount == 0) { // Special case: If an item's MaxAmount is 0, you can still pick it // up if it is autoactivate-able. if (!(ItemFlags & IF_AUTOACTIVATE)) { return false; } // The item is placed in the inventory just long enough to be used. toucher->AddInventory (this); bool usegood = Use (true); toucher->RemoveInventory (this); if (usegood || (ItemFlags & IF_ALWAYSPICKUP)) { GoAwayAndDie (); } else { return false; } } else { // Add the item to the inventory. It is not already there, or HandlePickup // would have already taken care of it. AInventory *copy = CreateCopy (toucher); if (copy == NULL) { return false; } copy->AttachToOwner (toucher); if (ItemFlags & IF_AUTOACTIVATE) { if (copy->Use (true)) { if (--copy->Amount <= 0) { copy->flags &= ~MF_SPECIAL; copy->SetState (&States[S_HOLDANDDESTROY]); } } } } GiveQuest(toucher); return true; } //=========================================================================== // // CCMD printinv // // Prints the console player's current inventory. // //=========================================================================== CCMD (printinv) { AInventory *item; int pnum = consoleplayer; #ifdef _DEBUG // Only allow peeking on other players' inventory in debug builds. if (argv.argc() > 1) { pnum = atoi (argv[1]); if (pnum < 0 || pnum >= MAXPLAYERS) { return; } } #endif if (players[pnum].mo == NULL) { return; } for (item = players[pnum].mo->Inventory; item != NULL; item = item->Inventory) { Printf ("%s #%u (%d/%d)\n", item->GetClass()->TypeName.GetChars(), item->InventoryID, item->Amount, item->MaxAmount); } } //=========================================================================== // // AInventory :: AttachToOwner // //=========================================================================== void AInventory::AttachToOwner (AActor *other) { BecomeItem (); other->AddInventory (this); } //=========================================================================== // // AInventory :: DetachFromOwner // // Performs any special work needed when the item leaves an inventory, // either through destruction or becoming a pickup. // //=========================================================================== void AInventory::DetachFromOwner () { } IMPLEMENT_STATELESS_ACTOR (ACustomInventory, Any, -1, 0) END_DEFAULTS //=========================================================================== // // ACustomInventory :: SpecialDropAction // //=========================================================================== bool ACustomInventory::SpecialDropAction (AActor *dropper) { return CallStateChain (dropper, FindState(NAME_Drop)); } //=========================================================================== // // ACustomInventory :: Use // //=========================================================================== bool ACustomInventory::Use (bool pickup) { return CallStateChain (Owner, FindState(NAME_Use)); } //=========================================================================== // // ACustomInventory :: TryPickup // //=========================================================================== bool ACustomInventory::TryPickup (AActor *toucher) { FState *pickupstate = FindState(NAME_Pickup); bool useok = CallStateChain (toucher, pickupstate); if ((useok || pickupstate == NULL) && FindState(NAME_Use) != NULL) { useok = Super::TryPickup (toucher); } else if (useok || ItemFlags & IF_ALWAYSPICKUP) { GiveQuest (toucher); GoAwayAndDie(); } return useok; } IMPLEMENT_STATELESS_ACTOR (AHealth, Any, -1, 0) PROP_Inventory_Amount (1) PROP_Inventory_MaxAmount (0) PROP_Inventory_PickupSound ("misc/health_pkup") END_DEFAULTS //=========================================================================== // // AHealth :: TryPickup // //=========================================================================== const char *AHealth::PickupMessage () { int threshold = GetClass()->Meta.GetMetaInt(AIMETA_LowHealth, 0); if (PrevHealth < threshold) { const char *message = GetClass()->Meta.GetMetaString (AIMETA_LowHealthMessage); if (message != NULL) { return message; } } return Super::PickupMessage(); } //=========================================================================== // // AHealth :: TryPickup // //=========================================================================== bool AHealth::TryPickup (AActor *other) { player_t *player = other->player; int max = MaxAmount; if (player != NULL) { PrevHealth = other->player->health; if (max == 0) { max = static_cast(other)->GetMaxHealth() + player->stamina; if (player->morphTics) { max = MAXMORPHHEALTH; } } if (player->health >= max) { // You should be able to pick up the Doom health bonus even if // you are already full on health. if (ItemFlags & IF_ALWAYSPICKUP) { GoAwayAndDie (); return true; } return false; } player->health += Amount; if (player->health > max) { player->health = max; } player->mo->health = player->health; } else { PrevHealth = INT_MAX; if (P_GiveBody(other, Amount) || ItemFlags & IF_ALWAYSPICKUP) { GoAwayAndDie (); return true; } return false; } GoAwayAndDie (); return true; } IMPLEMENT_STATELESS_ACTOR (AHealthPickup, Any, -1, 0) PROP_Inventory_DefMaxAmount PROP_Inventory_FlagsSet (IF_INVBAR) END_DEFAULTS //=========================================================================== // // AHealthPickup :: CreateCopy // //=========================================================================== AInventory *AHealthPickup::CreateCopy (AActor *other) { AInventory *copy = Super::CreateCopy (other); copy->health = health; return copy; } //=========================================================================== // // AHealthPickup :: CreateTossable // //=========================================================================== AInventory *AHealthPickup::CreateTossable () { AInventory *copy = Super::CreateTossable (); if (copy != NULL) { copy->health = health; } return copy; } //=========================================================================== // // AHealthPickup :: HandlePickup // //=========================================================================== bool AHealthPickup::HandlePickup (AInventory *item) { // HealthPickups that are the same type but have different health amounts // do not count as the same item. if (item->health == health) { return Super::HandlePickup (item); } if (Inventory != NULL) { return Inventory->HandlePickup (item); } return false; } //=========================================================================== // // AHealthPickup :: Use // //=========================================================================== bool AHealthPickup::Use (bool pickup) { return P_GiveBody (Owner, health); } // Backpack ----------------------------------------------------------------- //=========================================================================== // // ABackpackItem :: Serialize // //=========================================================================== void ABackpackItem::Serialize (FArchive &arc) { Super::Serialize (arc); arc << bDepleted; } //=========================================================================== // // ABackpackItem :: CreateCopy // // A backpack is being added to a player who doesn't yet have one. Give them // every kind of ammo, and increase their max amounts. // //=========================================================================== AInventory *ABackpackItem::CreateCopy (AActor *other) { // Find every unique type of ammo. Give it to the player if // he doesn't have it already, and double it's maximum capacity. for (unsigned int i = 0; i < PClass::m_Types.Size(); ++i) { const PClass *type = PClass::m_Types[i]; if (type->ParentClass == RUNTIME_CLASS(AAmmo)) { AAmmo *ammo = static_cast(other->FindInventory (type)); int amount = static_cast(GetDefaultByType(type))->BackpackAmount; // extra ammo in baby mode and nightmare mode if (!(ItemFlags&IF_IGNORESKILL)) { amount = FixedMul(amount, G_SkillProperty(SKILLP_AmmoFactor)); } if (amount < 0) amount = 0; if (ammo == NULL) { // The player did not have the ammo. Add it. ammo = static_cast(Spawn (type, 0, 0, 0, NO_REPLACE)); ammo->Amount = bDepleted ? 0 : amount; if (ammo->BackpackMaxAmount > ammo->MaxAmount) ammo->MaxAmount = ammo->BackpackMaxAmount; ammo->AttachToOwner (other); } else { // The player had the ammo. Give some more. if (ammo->MaxAmount < ammo->BackpackMaxAmount) { ammo->MaxAmount = ammo->BackpackMaxAmount; } if (!bDepleted && ammo->Amount < ammo->MaxAmount) { ammo->Amount += amount; if (ammo->Amount > ammo->MaxAmount) { ammo->Amount = ammo->MaxAmount; } } } } } return Super::CreateCopy (other); } //=========================================================================== // // ABackpackItem :: HandlePickup // // When the player picks up another backpack, just give them more ammo. // //=========================================================================== bool ABackpackItem::HandlePickup (AInventory *item) { // Since you already have a backpack, that means you already have every // kind of ammo in your inventory, so we don't need to look at the // entire PClass list to discover what kinds of ammo exist, and we don't // have to alter the MaxAmount either. if (item->IsKindOf (RUNTIME_CLASS(ABackpackItem))) { for (AInventory *probe = Owner->Inventory; probe != NULL; probe = probe->Inventory) { if (probe->GetClass()->ParentClass == RUNTIME_CLASS(AAmmo)) { if (probe->Amount < probe->MaxAmount) { int amount = static_cast(probe->GetDefault())->BackpackAmount; // extra ammo in baby mode and nightmare mode if (!(item->ItemFlags&IF_IGNORESKILL)) { amount = FixedMul(amount, G_SkillProperty(SKILLP_AmmoFactor)); } probe->Amount += amount; if (probe->Amount > probe->MaxAmount) { probe->Amount = probe->MaxAmount; } } } } // The pickup always succeeds, even if you didn't get anything item->ItemFlags |= IF_PICKUPGOOD; return true; } else if (Inventory != NULL) { return Inventory->HandlePickup (item); } else { return false; } } //=========================================================================== // // ABackpackItem :: CreateTossable // // The tossed backpack must not give out any more ammo, otherwise a player // could cheat by dropping their backpack and picking it up for more ammo. // //=========================================================================== AInventory *ABackpackItem::CreateTossable () { ABackpackItem *pack = static_cast(Super::CreateTossable()); pack->bDepleted = true; return pack; } //=========================================================================== // // ABackpackItem :: DetachFromOwner // //=========================================================================== void ABackpackItem::DetachFromOwner () { // When removing a backpack, drop the player's ammo maximums to normal AInventory *item; for (item = Owner->Inventory; item != NULL; item = item->Inventory) { if (item->GetClass()->ParentClass == RUNTIME_CLASS(AAmmo) && item->MaxAmount == static_cast(item)->BackpackMaxAmount) { item->MaxAmount = static_cast(item->GetDefault())->MaxAmount; if (item->Amount > item->MaxAmount) { item->Amount = item->MaxAmount; } } } } //=========================================================================== // // ABackpack // //=========================================================================== IMPLEMENT_ABSTRACT_ACTOR(ABackpackItem) IMPLEMENT_ABSTRACT_ACTOR (AMapRevealer) //=========================================================================== // // AMapRevealer :: TryPickup // // The MapRevealer doesn't actually go in your inventory. Instead, it sets // a flag on the level. // //=========================================================================== bool AMapRevealer::TryPickup (AActor *toucher) { level.flags |= LEVEL_ALLMAP; GiveQuest (toucher); GoAwayAndDie (); return true; }