#include "a_pickups.h" #include "a_weaponpiece.h" #include "doomstat.h" // an internal class to hold the information for player class independent weapon piece handling class AWeaponHolder : public AInventory { DECLARE_ACTOR(AWeaponHolder, AInventory) public: int PieceMask; const TypeInfo * PieceWeapon; void Serialize (FArchive &arc) { Super::Serialize(arc); arc << PieceMask << PieceWeapon; } }; IMPLEMENT_STATELESS_ACTOR (AWeaponHolder, Any, -1, 0) PROP_Flags (MF_NOBLOCKMAP|MF_NOSECTOR) PROP_Inventory_FlagsSet (IF_UNDROPPABLE) END_DEFAULTS IMPLEMENT_STATELESS_ACTOR (AWeaponPiece, Any, -1, 0) END_DEFAULTS void AWeaponPiece::Serialize (FArchive &arc) { Super::Serialize (arc); arc << WeaponClass << FullWeapon << PieceValue; } //========================================================================== // // TryPickupWeaponPiece // //========================================================================== bool AWeaponPiece::TryPickup (AActor *toucher) { AInventory * inv; AWeaponHolder * hold=NULL; bool shouldStay = PrivateShouldStay (); int gaveAmmo; AWeapon * Defaults=(AWeapon*)GetDefaultByType(WeaponClass); FullWeapon=NULL; for(inv=toucher->Inventory;inv;inv=inv->Inventory) { if (inv->IsKindOf(RUNTIME_CLASS(AWeaponHolder))) { hold=static_cast(inv); if (hold->PieceWeapon==WeaponClass) break; hold=NULL; } } if (!hold) { hold=static_cast(Spawn(RUNTIME_CLASS(AWeaponHolder), 0, 0, 0)); hold->BecomeItem(); hold->AttachToOwner(toucher); hold->PieceMask=0; hold->PieceWeapon=WeaponClass; } if (shouldStay) { // Cooperative net-game if (hold->PieceMask & PieceValue) { // Already has the piece return false; } toucher->GiveAmmo (Defaults->AmmoType1, Defaults->AmmoGive1); toucher->GiveAmmo (Defaults->AmmoType2, Defaults->AmmoGive2); } else { // Deathmatch or singleplayer game gaveAmmo = toucher->GiveAmmo (Defaults->AmmoType1, Defaults->AmmoGive1) + toucher->GiveAmmo (Defaults->AmmoType2, Defaults->AmmoGive2); if (hold->PieceMask & PieceValue) { // Already has the piece, check if mana needed if (!gaveAmmo) return false; GiveQuest (toucher); GoAwayAndDie(); return true; } } hold->PieceMask |= PieceValue; // Check if weapon assembled if (hold->PieceMask== (1<health)-1) { if (!toucher->FindInventory (WeaponClass)) { FullWeapon= static_cast(Spawn(WeaponClass, 0, 0, 0)); // The weapon itself should not give more ammo to the player! FullWeapon->AmmoGive1=0; FullWeapon->AmmoGive2=0; FullWeapon->AttachToOwner(toucher); FullWeapon->AmmoGive1=Defaults->AmmoGive1; FullWeapon->AmmoGive2=Defaults->AmmoGive2; } } GiveQuest (toucher); GoAwayAndDie(); return true; } bool AWeaponPiece::ShouldStay () { return PrivateShouldStay (); } bool AWeaponPiece::PrivateShouldStay () { // We want a weapon piece to behave like a weapon, so follow the exact // same logic as weapons when deciding whether or not to stay. if (((multiplayer && (!deathmatch && !alwaysapplydmflags)) || (dmflags & DF_WEAPONS_STAY)) && !(flags&MF_DROPPED)) { return true; } return false; } //=========================================================================== // // PickupMessage // // Returns the message to print when this actor is picked up. // //=========================================================================== const char *AWeaponPiece::PickupMessage () { if (FullWeapon) return FullWeapon->PickupMessage(); return Super::PickupMessage(); } //=========================================================================== // // DoPlayPickupSound // // Plays a sound when this actor is picked up. // //=========================================================================== void AWeaponPiece::PlayPickupSound (AActor *toucher) { if (FullWeapon) FullWeapon->PlayPickupSound(toucher); else Super::PlayPickupSound(toucher); }