mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-23 20:43:15 +00:00
1351 lines
32 KiB
Text
1351 lines
32 KiB
Text
struct VisStyle
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{
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bool Invert;
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float Alpha;
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int RenderStyle;
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}
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class Inventory : Actor
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{
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const BLINKTHRESHOLD = (4*32);
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const BONUSADD = 6;
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deprecated("3.7") private int ItemFlags;
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Actor Owner; // Who owns this item? NULL if it's still a pickup.
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int Amount; // Amount of item this instance has
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int MaxAmount; // Max amount of item this instance can have
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int InterHubAmount; // Amount of item that can be kept between hubs or levels
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int RespawnTics; // Tics from pickup time to respawn time
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TextureID Icon; // Icon to show on status bar or HUD
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TextureID AltHUDIcon;
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int DropTime; // Countdown after dropping
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Class<Actor> SpawnPointClass; // For respawning like Heretic's mace
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Class<Actor> PickupFlash; // actor to spawn as pickup flash
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Sound PickupSound;
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bool bPickupGood;
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bool bCreateCopyMoved;
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bool bInitEffectFailed;
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meta String PickupMsg;
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meta int GiveQuest;
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meta array<class<Actor> > ForbiddenToPlayerClass;
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meta array<class<Actor> > RestrictedToPlayerClass;
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property PickupMessage: PickupMsg;
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property GiveQuest: GiveQuest;
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property Amount: Amount;
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property InterHubAmount: InterHubAmount;
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property MaxAmount: MaxAmount;
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property PickupFlash: PickupFlash;
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property PickupSound: PickupSound;
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property UseSound: UseSound;
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property RespawnTics: RespawnTics;
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flagdef Quiet: ItemFlags, 0;
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flagdef Autoactivate: ItemFlags, 1;
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flagdef Undroppable: ItemFlags, 2;
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flagdef Invbar: ItemFlags, 3;
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flagdef HubPower: ItemFlags, 4;
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flagdef Untossable: ItemFlags, 5;
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flagdef AdditiveTime: ItemFlags, 6;
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flagdef FancyPickupSound: ItemFlags, 7;
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flagdef BigPowerup: ItemFlags, 8;
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flagdef KeepDepleted: ItemFlags, 9;
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flagdef IgnoreSkill: ItemFlags, 10;
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flagdef NoAttenPickupSound: ItemFlags, 11;
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flagdef PersistentPower : ItemFlags, 12;
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flagdef RestrictAbsolutely: ItemFlags, 13;
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flagdef NeverRespawn: ItemFlags, 14;
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flagdef NoScreenFlash: ItemFlags, 15;
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flagdef Tossed: ItemFlags, 16;
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flagdef AlwaysRespawn: ItemFlags, 17;
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flagdef Transfer: ItemFlags, 18;
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flagdef NoTeleportFreeze: ItemFlags, 19;
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flagdef NoScreenBlink: ItemFlags, 20;
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flagdef IsArmor: ItemFlags, 21;
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flagdef IsHealth: ItemFlags, 22;
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flagdef AlwaysPickup: ItemFlags, 23;
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flagdef Unclearable: ItemFlags, 24;
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flagdef ForceRespawnInSurvival: none, 0;
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flagdef PickupFlash: none, 6;
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flagdef InterHubStrip: none, 12;
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Default
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{
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Inventory.Amount 1;
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Inventory.MaxAmount 1;
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Inventory.InterHubAmount 1;
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Inventory.UseSound "misc/invuse";
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Inventory.PickupSound "misc/i_pkup";
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Inventory.PickupMessage "$TXT_DEFAULTPICKUPMSG";
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}
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//native override void Tick();
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override void Tick()
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{
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if (Owner == null)
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{
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// AActor::Tick is only handling interaction with the world
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// and we don't want that for owned inventory items.
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Super.Tick();
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}
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else if (tics != -1) // ... but at least we have to advance the states
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{
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tics--;
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// you can cycle through multiple states in a tic
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// [RH] Use <= 0 instead of == 0 so that spawnstates
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// of 0 tics work as expected.
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if (tics <= 0)
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{
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if (curstate == null)
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{
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Destroy();
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return;
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}
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if (!SetState (curstate.NextState))
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return; // freed itself
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}
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}
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if (DropTime)
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{
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if (--DropTime == 0)
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{
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bSpecial = default.bSpecial;
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bSolid = default.bSolid;
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}
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}
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}
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native static void PrintPickupMessage (bool localview, String str);
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States(Actor)
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{
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HideDoomish:
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TNT1 A 1050;
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TNT1 A 0 A_RestoreSpecialPosition;
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TNT1 A 1 A_RestoreSpecialDoomThing;
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Stop;
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HideSpecial:
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ACLO E 1400;
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ACLO A 0 A_RestoreSpecialPosition;
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ACLO A 4 A_RestoreSpecialThing1;
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ACLO BABCBCDC 4;
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ACLO D 4 A_RestoreSpecialThing2;
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Stop;
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Held:
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TNT1 A -1;
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Stop;
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HoldAndDestroy:
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TNT1 A 1;
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Stop;
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}
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//===========================================================================
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//
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// Inventory :: MarkPrecacheSounds
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//
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//===========================================================================
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override void MarkPrecacheSounds()
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{
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Super.MarkPrecacheSounds();
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MarkSound(PickupSound);
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}
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//===========================================================================
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//
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// Inventory :: BeginPlay
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//
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//===========================================================================
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override void BeginPlay ()
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{
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Super.BeginPlay ();
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bDropped = true; // [RH] Items are dropped by default
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}
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//===========================================================================
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//
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// Inventory :: Destroy
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//
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//===========================================================================
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override void OnDestroy ()
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{
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if (Owner != NULL)
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{
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Owner.RemoveInventory (self);
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}
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Inv = NULL;
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Super.OnDestroy();
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}
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//===========================================================================
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//
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// Inventory :: ShouldSpawn
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//
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//===========================================================================
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override bool ShouldSpawn()
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{
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// [RH] Other things that shouldn't be spawned depending on dmflags
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if (deathmatch || alwaysapplydmflags)
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{
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if (sv_nohealth && bIsHealth) return false;
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if (sv_noarmor && bIsArmor) return false;
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}
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return true;
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_RestoreSpecialThing1
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//
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// Make a special thing visible again.
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//
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//---------------------------------------------------------------------------
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void A_RestoreSpecialThing1()
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{
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bInvisible = false;
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if (DoRespawn ())
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{
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A_StartSound ("misc/spawn", CHAN_VOICE);
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}
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_RestoreSpecialThing2
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//
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//---------------------------------------------------------------------------
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void A_RestoreSpecialThing2()
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{
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bSpecial = true;
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if (!Default.bNoGravity)
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{
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bNoGravity = false;
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}
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SetState (SpawnState);
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_RestoreSpecialDoomThing
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//
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//---------------------------------------------------------------------------
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void A_RestoreSpecialDoomThing()
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{
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bInvisible = false;
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bSpecial = true;
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if (!Default.bNoGravity)
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{
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bNoGravity = false;
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}
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if (DoRespawn ())
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{
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SetState (SpawnState);
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A_StartSound ("misc/spawn", CHAN_VOICE);
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Spawn ("ItemFog", Pos, ALLOW_REPLACE);
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}
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}
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//===========================================================================
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//
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// Inventory :: DoRespawn
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//
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//===========================================================================
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bool DoRespawn ()
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{
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if (SpawnPointClass != NULL)
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{
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Actor spot = NULL;
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let state = Level.GetSpotState();
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if (state != NULL) spot = state.GetRandomSpot(SpawnPointClass, false);
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if (spot != NULL)
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{
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SetOrigin (spot.Pos, false);
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SetZ(floorz);
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}
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}
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return true;
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}
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//===========================================================================
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//
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// Inventory :: Grind
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//
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//===========================================================================
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override bool Grind(bool items)
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{
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// Does this grind request even care about items?
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if (!items)
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{
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return false;
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}
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// Dropped items are normally destroyed by crushers. Set the DONTGIB flag,
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// and they'll act like corpses with it set and be immune to crushers.
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if (bDropped)
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{
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if (!bDontGib)
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{
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Destroy();
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}
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return false;
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}
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// Non-dropped items call the super method for compatibility.
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return Super.Grind(items);
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}
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//===========================================================================
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//
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// Inventory :: BecomeItem
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//
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// Lets this actor know that it's about to be placed in an inventory.
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//
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//===========================================================================
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void BecomeItem ()
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{
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if (!bNoBlockmap || !bNoSector)
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{
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A_ChangeLinkFlags(1, 1);
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}
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ChangeTid(0);
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bSpecial = false;
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// if the item was turned into a monster through Dehacked, undo that here.
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bCountkill = false;
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bIsMonster = false;
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ChangeStatNum(STAT_INVENTORY);
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// stop all sounds this item is playing.
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A_StopAllSounds();
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SetState (FindState("Held"));
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}
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//===========================================================================
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//
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// Inventory :: BecomePickup
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//
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// Lets this actor know it should wait to be picked up.
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//
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//===========================================================================
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void BecomePickup ()
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{
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if (Owner != NULL)
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{
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Owner.RemoveInventory (self);
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}
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if (bNoBlockmap || bNoSector)
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{
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A_ChangeLinkFlags(0, 0);
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FindFloorCeiling();
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}
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bSpecial = true;
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bDropped = true;
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bCountItem = false;
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bInvisible = false;
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ChangeStatNum(STAT_DEFAULT);
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SetState (SpawnState);
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}
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//===========================================================================
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//
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// Inventory :: CreateCopy
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//
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// Returns an actor suitable for placing in an inventory, either itself or
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// a copy based on whether it needs to respawn or not. Returning NULL
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// indicates the item should not be picked up.
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//
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//===========================================================================
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virtual Inventory CreateCopy (Actor other)
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{
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Inventory copy;
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Amount = MIN(Amount, MaxAmount);
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if (GoAway ())
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{
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copy = Inventory(Spawn (GetClass()));
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copy.Amount = Amount;
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copy.MaxAmount = MaxAmount;
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}
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else
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{
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copy = self;
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}
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return copy;
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}
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//===========================================================================
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//
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// Inventory :: HandlePickup
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//
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// Returns true if the pickup was handled (or should not happen at all),
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// false if not.
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//
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//===========================================================================
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virtual bool HandlePickup (Inventory item)
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{
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if (item.GetClass() == GetClass())
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{
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if (Amount < MaxAmount || (sv_unlimited_pickup && !item.ShouldStay()))
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{
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if (Amount > 0 && Amount + item.Amount < 0)
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{
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Amount = 0x7fffffff;
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}
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else
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{
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Amount += item.Amount;
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}
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if (Amount > MaxAmount && !sv_unlimited_pickup)
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{
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Amount = MaxAmount;
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}
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item.bPickupGood = true;
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}
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return true;
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}
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return false;
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}
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//===========================================================================
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//
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// Inventory :: CallHandlePickup
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//
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// Runs all HandlePickup methods in the chain
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//
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//===========================================================================
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private bool CallHandlePickup(Inventory item)
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{
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let me = self;
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while (me != null)
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{
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if (me.HandlePickup(item)) return true;
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me = me.Inv;
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}
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return false;
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}
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//===========================================================================
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//
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// Inventory :: TryPickup
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//
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//===========================================================================
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virtual protected bool TryPickup (in out Actor toucher)
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{
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Actor newtoucher = toucher; // in case changed by the powerup
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// If HandlePickup() returns true, it will set the IF_PICKUPGOOD flag
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// to indicate that self item has been picked up. If the item cannot be
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// picked up, then it leaves the flag cleared.
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bPickupGood = false;
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if (toucher.Inv != NULL && toucher.Inv.CallHandlePickup (self))
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{
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// Let something else the player is holding intercept the pickup.
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if (!bPickupGood)
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{
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return false;
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}
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bPickupGood = false;
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GoAwayAndDie ();
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}
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else if (MaxAmount > 0)
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{
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// Add the item to the inventory. It is not already there, or HandlePickup
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// would have already taken care of it.
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let copy = CreateCopy (toucher);
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if (copy == NULL)
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{
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return false;
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}
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// Some powerups cannot activate absolutely, for
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// example, PowerMorph; fail the pickup if so.
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if (copy.bInitEffectFailed)
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{
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if (copy != self) copy.Destroy();
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else bInitEffectFailed = false;
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return false;
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}
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// Handle owner-changing powerups
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if (copy.bCreateCopyMoved)
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{
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newtoucher = copy.Owner;
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copy.Owner = NULL;
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bCreateCopyMoved = false;
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}
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// Continue onwards with the rest
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copy.AttachToOwner (newtoucher);
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if (bAutoActivate)
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{
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if (copy.Use (true))
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{
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if (--copy.Amount <= 0)
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{
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copy.bSpecial = false;
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copy.SetStateLabel ("HoldAndDestroy");
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}
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}
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}
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}
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else if (bAutoActivate)
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{
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// Special case: If an item's MaxAmount is 0, you can still pick it
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// up if it is autoactivate-able.
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// The item is placed in the inventory just long enough to be used.
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toucher.AddInventory(self);
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bool usegood = Use(true);
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// Handle potential change of toucher/owner because of morph
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if (usegood && self.owner)
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{
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toucher = self.owner;
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}
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toucher.RemoveInventory(self);
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if (usegood)
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{
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GoAwayAndDie();
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}
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else
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{
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return false;
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}
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}
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return true;
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}
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//===========================================================================
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//
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// Inventory :: GiveQuest
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//
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//===========================================================================
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void GiveQuestItem (Actor toucher)
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{
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if (GiveQuest > 0)
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{
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String qname = "QuestItem" .. GiveQuest;
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class<Inventory> type = qname;
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if (type != null)
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{
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toucher.GiveInventoryType (type);
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}
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}
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}
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//===========================================================================
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//
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// Inventory :: CanPickup
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//
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//===========================================================================
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virtual bool CanPickup(Actor toucher)
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{
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if (toucher == null) return false;
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int rsize = RestrictedToPlayerClass.Size();
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if (rsize > 0)
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{
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for (int i=0; i < rsize; i++)
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{
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if (toucher is RestrictedToPlayerClass[i]) return true;
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}
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return false;
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}
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rsize = ForbiddenToPlayerClass.Size();
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if (rsize > 0)
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{
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for (int i=0; i < rsize; i++)
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{
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if (toucher is ForbiddenToPlayerClass[i]) return false;
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}
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}
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return true;
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}
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//===========================================================================
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//
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// Inventory :: CallTryPickup
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//
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// In this case the caller function is more than a simple wrapper around the virtual method and
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// is what must be actually called to pick up an item.
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//
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//===========================================================================
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bool, Actor CallTryPickup(Actor toucher)
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{
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let saved_toucher = toucher;
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let Invstack = Inv; // A pointer of the inventories item stack.
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// unmorphed versions of a currently morphed actor cannot pick up anything.
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if (bUnmorphed) return false, null;
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bool res;
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if (CanPickup(toucher))
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{
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res = TryPickup(toucher);
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}
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else if (!bRestrictAbsolutely)
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{
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// let an item decide for itself how it will handle this
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res = TryPickupRestricted(toucher);
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}
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else
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return false, null;
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|
|
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if (!res && (bAlwaysPickup) && !ShouldStay())
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{
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res = true;
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GoAwayAndDie();
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|
}
|
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if (res)
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|
{
|
|
GiveQuestItem(toucher);
|
|
|
|
// Transfer all inventory across that the old object had, if requested.
|
|
if (bTransfer)
|
|
{
|
|
while (Invstack)
|
|
{
|
|
let titem = Invstack;
|
|
Invstack = titem.Inv;
|
|
if (titem.Owner == self)
|
|
{
|
|
if (!titem.CallTryPickup(toucher)) // The object no longer can exist
|
|
{
|
|
titem.Destroy();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return res, toucher;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Inventory :: ShouldStay
|
|
//
|
|
// Returns true if the item should not disappear, even temporarily.
|
|
//
|
|
//===========================================================================
|
|
|
|
virtual bool ShouldStay ()
|
|
{
|
|
return false;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Inventory :: TryPickupRestricted
|
|
//
|
|
//===========================================================================
|
|
|
|
virtual bool TryPickupRestricted (in out Actor toucher)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Inventory :: AttachToOwner
|
|
//
|
|
//===========================================================================
|
|
|
|
virtual void AttachToOwner (Actor other)
|
|
{
|
|
BecomeItem ();
|
|
other.AddInventory (self);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Inventory :: DetachFromOwner
|
|
//
|
|
// Performs any special work needed when the item leaves an inventory,
|
|
// either through destruction or becoming a pickup.
|
|
//
|
|
//===========================================================================
|
|
|
|
virtual void DetachFromOwner ()
|
|
{
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Inventory::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.
|
|
//
|
|
//===========================================================================
|
|
|
|
virtual Inventory CreateTossable (int amt = -1)
|
|
{
|
|
// 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.)
|
|
if (SpawnState == GetDefaultByType("Actor").SpawnState || SpawnState == NULL)
|
|
{
|
|
return NULL;
|
|
}
|
|
if (bUndroppable || bUntossable || Owner == NULL || Amount <= 0 || amt == 0)
|
|
{
|
|
return NULL;
|
|
}
|
|
if (Amount == 1 && !bKeepDepleted)
|
|
{
|
|
BecomePickup ();
|
|
DropTime = 30;
|
|
bSpecial = bSolid = false;
|
|
return self;
|
|
}
|
|
let copy = Inventory(Spawn (GetClass(), Owner.Pos, NO_REPLACE));
|
|
if (copy != NULL)
|
|
{
|
|
amt = clamp(amt, 1, Amount);
|
|
|
|
copy.MaxAmount = MaxAmount;
|
|
copy.Amount = amt;
|
|
copy.DropTime = 30;
|
|
copy.bSpecial = copy.bSolid = false;
|
|
Amount -= amt;
|
|
}
|
|
return copy;
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// Inventory :: PickupMessage
|
|
//
|
|
// Returns the message to print when this actor is picked up.
|
|
//
|
|
//===========================================================================
|
|
|
|
virtual String PickupMessage ()
|
|
{
|
|
return PickupMsg;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Inventory :: Touch
|
|
//
|
|
// Handles collisions from another actor, possible adding itself to the
|
|
// collider's inventory.
|
|
//
|
|
//===========================================================================
|
|
|
|
override void Touch (Actor toucher)
|
|
{
|
|
let player = toucher.player;
|
|
|
|
// If a voodoo doll touches something, pretend the real player touched it instead.
|
|
if (player != NULL)
|
|
{
|
|
toucher = player.mo;
|
|
}
|
|
|
|
bool localview = toucher.CheckLocalView();
|
|
|
|
if (!toucher.CanTouchItem(self))
|
|
return;
|
|
|
|
bool res;
|
|
[res, toucher] = CallTryPickup(toucher);
|
|
if (!res) return;
|
|
|
|
// This is the only situation when a pickup flash should ever play.
|
|
if (PickupFlash != NULL && !ShouldStay())
|
|
{
|
|
Spawn(PickupFlash, Pos, ALLOW_REPLACE);
|
|
}
|
|
|
|
if (!bQuiet)
|
|
{
|
|
PrintPickupMessage(localview, PickupMessage ());
|
|
|
|
// Special check so voodoo dolls picking up items cause the
|
|
// real player to make noise.
|
|
if (player != NULL)
|
|
{
|
|
PlayPickupSound (player.mo);
|
|
if (!bNoScreenFlash && player.playerstate != PST_DEAD)
|
|
{
|
|
player.bonuscount = BONUSADD;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
PlayPickupSound (toucher);
|
|
}
|
|
}
|
|
|
|
// [RH] Execute an attached special (if any)
|
|
DoPickupSpecial (toucher);
|
|
|
|
if (bCountItem)
|
|
{
|
|
if (player != NULL)
|
|
{
|
|
player.itemcount++;
|
|
}
|
|
level.found_items++;
|
|
}
|
|
|
|
if (bCountSecret)
|
|
{
|
|
Actor ac = player != NULL? Actor(player.mo) : toucher;
|
|
ac.GiveSecret(true, true);
|
|
}
|
|
|
|
//Added by MC: Check if item taken was the roam destination of any bot
|
|
for (int i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (players[i].Bot != NULL && self == players[i].Bot.dest)
|
|
players[i].Bot.dest = NULL;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Inventory :: DepleteOrDestroy
|
|
//
|
|
// If the item is depleted, just change its amount to 0, otherwise it's destroyed.
|
|
//
|
|
//===========================================================================
|
|
|
|
virtual void DepleteOrDestroy ()
|
|
{
|
|
// If it's not ammo or an internal armor, destroy it.
|
|
// Ammo needs to stick around, even when it's zero for the benefit
|
|
// of the weapons that use it and to maintain the maximum ammo
|
|
// amounts a backpack might have given.
|
|
// Armor shouldn't be removed because they only work properly when
|
|
// they are the last items in the inventory.
|
|
if (bKeepDepleted)
|
|
{
|
|
Amount = 0;
|
|
}
|
|
else
|
|
{
|
|
Destroy();
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Inventory :: Travelled
|
|
//
|
|
// Called when an item in somebody's inventory is carried over to another
|
|
// map, in case it needs to do special reinitialization.
|
|
//
|
|
//===========================================================================
|
|
|
|
virtual void Travelled() {}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Inventory :: DoEffect
|
|
//
|
|
// Handles any effect an item might apply to its owner
|
|
// Normally only used by subclasses of Powerup
|
|
//
|
|
//===========================================================================
|
|
|
|
virtual void DoEffect() {}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Inventory :: Hide
|
|
//
|
|
// Hides this actor until it's time to respawn again.
|
|
//
|
|
//===========================================================================
|
|
|
|
virtual void Hide ()
|
|
{
|
|
State HideSpecialState = NULL, HideDoomishState = NULL;
|
|
|
|
bSpecial = false;
|
|
bNoGravity = true;
|
|
bInvisible = true;
|
|
|
|
if (gameinfo.gametype & GAME_Raven)
|
|
{
|
|
HideSpecialState = FindState("HideSpecial");
|
|
if (HideSpecialState == NULL)
|
|
{
|
|
HideDoomishState = FindState("HideDoomish");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
HideDoomishState = FindState("HideDoomish");
|
|
if (HideDoomishState == NULL)
|
|
{
|
|
HideSpecialState = FindState("HideSpecial");
|
|
}
|
|
}
|
|
|
|
if (HideSpecialState != NULL)
|
|
{
|
|
SetState (HideSpecialState);
|
|
tics = 1400;
|
|
if (PickupFlash != NULL) tics += 30;
|
|
}
|
|
else if (HideDoomishState != NULL)
|
|
{
|
|
SetState (HideDoomishState);
|
|
tics = 1050;
|
|
}
|
|
if (RespawnTics != 0)
|
|
{
|
|
tics = RespawnTics;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// Inventory :: ShouldRespawn
|
|
//
|
|
// Returns true if the item should hide itself and reappear later when picked
|
|
// up.
|
|
//
|
|
//===========================================================================
|
|
|
|
virtual bool ShouldRespawn ()
|
|
{
|
|
if (bBigPowerup && !sv_respawnsuper) return false;
|
|
if (bNeverRespawn) return false;
|
|
return sv_itemrespawn || bAlwaysRespawn;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Inventory :: 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.
|
|
//
|
|
//===========================================================================
|
|
|
|
protected bool GoAway ()
|
|
{
|
|
// Dropped items never stick around
|
|
if (bDropped)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!ShouldStay ())
|
|
{
|
|
Hide ();
|
|
if (ShouldRespawn ())
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Inventory :: 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.
|
|
//
|
|
//===========================================================================
|
|
|
|
protected void GoAwayAndDie ()
|
|
{
|
|
if (!GoAway ())
|
|
{
|
|
bSpecial = false;
|
|
SetStateLabel("HoldAndDestroy");
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Inventory :: 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.
|
|
//
|
|
//===========================================================================
|
|
|
|
virtual void ModifyDamage(int damage, Name damageType, out int newdamage, bool passive, Actor inflictor = null, Actor source = null, int flags = 0) {}
|
|
|
|
|
|
virtual bool Use (bool pickup) { return false; }
|
|
virtual double GetSpeedFactor() { return 1; }
|
|
virtual bool GetNoTeleportFreeze() { return false; }
|
|
virtual version("2.4") ui void AlterWeaponSprite(VisStyle vis, in out int changed) {}
|
|
virtual void OwnerDied() {}
|
|
virtual Color GetBlend () { return 0; }
|
|
|
|
virtual void UseAll(Actor user)
|
|
{
|
|
if (bInvBar) user.UseInventory(self);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Inventory :: DoPickupSpecial
|
|
//
|
|
// Executes this actor's special when it is picked up.
|
|
//
|
|
//===========================================================================
|
|
|
|
virtual void DoPickupSpecial (Actor toucher)
|
|
{
|
|
if (special)
|
|
{
|
|
toucher.A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4]);
|
|
special = 0;
|
|
}
|
|
}
|
|
//===========================================================================
|
|
//
|
|
// Inventory :: PlayPickupSound
|
|
//
|
|
//===========================================================================
|
|
|
|
virtual void PlayPickupSound (Actor toucher)
|
|
{
|
|
double atten;
|
|
int chan;
|
|
int flags = 0;
|
|
|
|
if (bNoAttenPickupSound)
|
|
{
|
|
atten = ATTN_NONE;
|
|
}
|
|
/*
|
|
else if ((ItemFlags & IF_FANCYPICKUPSOUND) &&
|
|
(toucher == NULL || toucher->CheckLocalView()))
|
|
{
|
|
atten = ATTN_NONE;
|
|
}
|
|
*/
|
|
else
|
|
{
|
|
atten = ATTN_NORM;
|
|
}
|
|
|
|
if (toucher != NULL && toucher.CheckLocalView())
|
|
{
|
|
chan = CHAN_ITEM;
|
|
flags = CHANF_NOPAUSE | CHANF_MAYBE_LOCAL;
|
|
}
|
|
else
|
|
{
|
|
chan = CHAN_ITEM;
|
|
flags = CHANF_MAYBE_LOCAL;
|
|
}
|
|
toucher.A_StartSound(PickupSound, chan, flags, 1, atten);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Inventory :: DrawPowerup
|
|
//
|
|
// This has been deprecated because it is not how this should be done
|
|
// Use GetPowerupIcon instead!
|
|
//
|
|
//===========================================================================
|
|
|
|
virtual ui version("2.4") bool DrawPowerup(int x, int y) { return false; }
|
|
|
|
//===========================================================================
|
|
//
|
|
// Inventory :: 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.
|
|
//
|
|
//===========================================================================
|
|
|
|
virtual void AbsorbDamage (int damage, Name damageType, out int newdamage, Actor inflictor = null, Actor source = null, int flags = 0) {}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Inventory :: 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.
|
|
//
|
|
//===========================================================================
|
|
|
|
virtual bool SpecialDropAction (Actor dropper)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Inventory :: NextInv
|
|
//
|
|
// Returns the next item with IF_INVBAR set.
|
|
//
|
|
//===========================================================================
|
|
|
|
clearscope Inventory NextInv () const
|
|
{
|
|
Inventory item = Inv;
|
|
|
|
while (item != NULL && !item.bInvBar)
|
|
{
|
|
item = item.Inv;
|
|
}
|
|
return item;
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// Inventory :: PrevInv
|
|
//
|
|
// Returns the previous item with IF_INVBAR set.
|
|
//
|
|
//===========================================================================
|
|
|
|
clearscope Inventory PrevInv ()
|
|
{
|
|
Inventory lastgood = NULL;
|
|
Inventory item = Owner.Inv;
|
|
|
|
while (item != NULL && item != self)
|
|
{
|
|
if (item.bInvBar)
|
|
{
|
|
lastgood = item;
|
|
}
|
|
item = item.Inv;
|
|
}
|
|
return lastgood;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Inventory :: OnDrop
|
|
//
|
|
// Called by AActor::DropInventory. Allows items to modify how they behave
|
|
// after being dropped.
|
|
//
|
|
//===========================================================================
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// Modifies the amount based on what an item should contain if given
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
virtual void SetGiveAmount(Actor receiver, int amount, bool givecheat)
|
|
{
|
|
if (givecheat)
|
|
{
|
|
let haveitem = receiver.FindInventory(GetClass());
|
|
self.Amount = MIN(amount, haveitem == null? self.Default.MaxAmount : haveitem.MaxAmount);
|
|
}
|
|
else
|
|
{
|
|
self.Amount = amount;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
class DehackedPickup : Inventory
|
|
{
|
|
Inventory RealPickup;
|
|
bool droppedbymonster;
|
|
|
|
private native class<Inventory> DetermineType();
|
|
|
|
override bool TryPickup (in out Actor toucher)
|
|
{
|
|
let type = DetermineType ();
|
|
if (type == NULL)
|
|
{
|
|
return false;
|
|
}
|
|
RealPickup = Inventory(Spawn (type, Pos, NO_REPLACE));
|
|
if (RealPickup != NULL)
|
|
{
|
|
// The internally spawned item should never count towards statistics.
|
|
RealPickup.ClearCounters();
|
|
if (!bDropped)
|
|
{
|
|
RealPickup.bDropped = false;
|
|
}
|
|
// If this item has been dropped by a monster the
|
|
// amount of ammo this gives must be adjusted.
|
|
if (droppedbymonster)
|
|
{
|
|
RealPickup.ModifyDropAmount(0);
|
|
}
|
|
if (!RealPickup.CallTryPickup (toucher))
|
|
{
|
|
RealPickup.Destroy ();
|
|
RealPickup = NULL;
|
|
return false;
|
|
}
|
|
GoAwayAndDie ();
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
override String PickupMessage ()
|
|
{
|
|
if (RealPickup != null)
|
|
return RealPickup.PickupMessage ();
|
|
else return "";
|
|
}
|
|
|
|
override bool ShouldStay ()
|
|
{
|
|
if (RealPickup != null)
|
|
return RealPickup.ShouldStay ();
|
|
else return true;
|
|
}
|
|
|
|
override bool ShouldRespawn ()
|
|
{
|
|
if (RealPickup != null)
|
|
return RealPickup.ShouldRespawn ();
|
|
else return false;
|
|
}
|
|
|
|
override void PlayPickupSound (Actor toucher)
|
|
{
|
|
if (RealPickup != null)
|
|
RealPickup.PlayPickupSound (toucher);
|
|
}
|
|
|
|
override void DoPickupSpecial (Actor toucher)
|
|
{
|
|
Super.DoPickupSpecial (toucher);
|
|
// If the real pickup hasn't joined the toucher's inventory, make sure it
|
|
// doesn't stick around.
|
|
if (RealPickup != null && RealPickup.Owner != toucher)
|
|
{
|
|
RealPickup.Destroy ();
|
|
}
|
|
RealPickup = null;
|
|
}
|
|
|
|
override void OnDestroy ()
|
|
{
|
|
if (RealPickup != null)
|
|
{
|
|
RealPickup.Destroy ();
|
|
RealPickup = null;
|
|
}
|
|
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;
|
|
}
|
|
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
class FakeInventory : Inventory
|
|
{
|
|
bool Respawnable;
|
|
|
|
property respawns: Respawnable;
|
|
|
|
override bool ShouldRespawn ()
|
|
{
|
|
return Respawnable && Super.ShouldRespawn();
|
|
}
|
|
|
|
override bool TryPickup (in out Actor toucher)
|
|
{
|
|
let success = toucher.A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4]);
|
|
|
|
if (success)
|
|
{
|
|
GoAwayAndDie ();
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
override void DoPickupSpecial (Actor toucher)
|
|
{
|
|
// The special was already executed by TryPickup, so do nothing here
|
|
}
|
|
|
|
}
|