gzdoom/src/g_shared/a_pickups.cpp
Christoph Oelckers 61d75b7cae - fixed: Handling of empty pickup messages was wrong. The old metadata code made a distinction between
an empty string and no string. To restore the original behavior the default initialization of
  the pickup message is now done in the DECORATE definition of Inventory.


SVN r2244 (scripting)
2010-03-26 08:38:57 +00:00

1835 lines
45 KiB
C++

#include <assert.h>
#include "info.h"
#include "m_random.h"
#include "p_local.h"
#include "s_sound.h"
#include "gi.h"
#include "p_lnspec.h"
#include "sbar.h"
#include "statnums.h"
#include "c_dispatch.h"
#include "gstrings.h"
#include "templates.h"
#include "a_strifeglobal.h"
#include "a_morph.h"
#include "a_specialspot.h"
#include "thingdef/thingdef.h"
#include "g_level.h"
#include "doomstat.h"
static FRandom pr_restore ("RestorePos");
IMPLEMENT_CLASS(PClassInventory)
PClassInventory::PClassInventory()
{
GiveQuest = 0;
AltHUDIcon.SetInvalid();
}
void PClassInventory::Derive(PClass *newclass)
{
assert(newclass->IsKindOf(RUNTIME_CLASS(PClassInventory)));
Super::Derive(newclass);
PClassInventory *newc = static_cast<PClassInventory *>(newclass);
newc->PickupMessage = PickupMessage;
newc->GiveQuest = GiveQuest;
newc->AltHUDIcon = AltHUDIcon;
}
IMPLEMENT_CLASS(PClassAmmo)
PClassAmmo::PClassAmmo()
{
DropAmount = 0;
}
void PClassAmmo::Derive(PClass *newclass)
{
assert(newclass->IsKindOf(RUNTIME_CLASS(PClassAmmo)));
Super::Derive(newclass);
PClassAmmo *newc = static_cast<PClassAmmo *>(newclass);
newc->DropAmount = DropAmount;
}
IMPLEMENT_CLASS (AAmmo)
//===========================================================================
//
// 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.
//
//===========================================================================
PClassActor *AAmmo::GetParentAmmo () const
{
PClass *type = GetClass();
while (type->ParentClass != RUNTIME_CLASS(AAmmo) && type->ParentClass != NULL)
{
type = type->ParentClass;
}
return static_cast<PClassActor *>(type);
}
//===========================================================================
//
// AAmmo :: HandlePickup
//
//===========================================================================
EXTERN_CVAR(Bool, sv_unlimited_pickup)
bool AAmmo::HandlePickup (AInventory *item)
{
if (GetClass() == item->GetClass() ||
(item->IsKindOf (RUNTIME_CLASS(AAmmo)) && static_cast<AAmmo*>(item)->GetParentAmmo() == GetClass()))
{
if (Amount < MaxAmount || sv_unlimited_pickup)
{
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 && !sv_unlimited_pickup)
{
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)
{
barrier_cast<APlayerPawn *>(Owner)->CheckWeaponSwitch(GetClass());
}
}
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) && GetClass() != RUNTIME_CLASS(AAmmo))
{
PClassActor *type = GetParentAmmo();
if (!GoAway ())
{
Destroy ();
}
copy = static_cast<AInventory *>(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<APlayerPawn*>(actor)->GetMaxHealth() + player->stamina;
// [MH] First step in predictable generic morph effects
if (player->morphTics)
{
if (player->MorphStyle & MORPH_FULLHEALTH)
{
if (!(player->MorphStyle & MORPH_ADDSTAMINA))
{
max -= player->stamina;
}
}
else // old health behaviour
{
max = MAXMORPHHEALTH;
if (player->MorphStyle & MORPH_ADDSTAMINA)
{
max += player->stamina;
}
}
}
// [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->SpawnHealth();
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.
//
//---------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialThing1)
{
PARAM_ACTION_PROLOGUE;
self->renderflags &= ~RF_INVISIBLE;
if (static_cast<AInventory *>(self)->DoRespawn ())
{
S_Sound (self, CHAN_VOICE, "misc/spawn", 1, ATTN_IDLE);
}
return 0;
}
//---------------------------------------------------------------------------
//
// PROC A_RestoreSpecialThing2
//
//---------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialThing2)
{
PARAM_ACTION_PROLOGUE;
self->flags |= MF_SPECIAL;
if (!(self->GetDefault()->flags & MF_NOGRAVITY))
{
self->flags &= ~MF_NOGRAVITY;
}
self->SetState (self->SpawnState);
return 0;
}
//---------------------------------------------------------------------------
//
// PROC A_RestoreSpecialDoomThing
//
//---------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialDoomThing)
{
PARAM_ACTION_PROLOGUE;
self->renderflags &= ~RF_INVISIBLE;
self->flags |= MF_SPECIAL;
if (!(self->GetDefault()->flags & MF_NOGRAVITY))
{
self->flags &= ~MF_NOGRAVITY;
}
if (static_cast<AInventory *>(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);
}
return 0;
}
//---------------------------------------------------------------------------
//
// PROP A_RestoreSpecialPosition
//
//---------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialPosition)
{
PARAM_ACTION_PROLOGUE;
// Move item back to its original location
fixed_t _x, _y;
sector_t *sec;
_x = self->SpawnPoint[0];
_y = self->SpawnPoint[1];
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];
}
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] + self->floorz;
if (self->flags2 & MF2_FLOATBOB)
{
self->z += FloatBobOffsets[(self->FloatBobPhase + level.maptime) & 63];
}
}
return 0;
}
int AInventory::StaticLastMessageTic;
const char *AInventory::StaticLastMessage;
IMPLEMENT_POINTY_CLASS (AInventory)
DECLARE_POINTER (Owner)
END_POINTERS
//===========================================================================
//
// AInventory :: Tick
//
//===========================================================================
void AInventory::Tick ()
{
if (Owner == NULL)
{
// AActor::Tick is only handling interaction with the world
// and we don't want that for owned inventory items.
Super::Tick ();
}
else if (tics != -1) // ... but at least we have to advance the states
{
tics--;
// you can cycle through multiple states in a tic
// [RH] Use <= 0 instead of == 0 so that spawnstates
// of 0 tics work as expected.
if (tics <= 0)
{
assert (state != NULL);
if (state == NULL)
{
Destroy();
return;
}
if (!SetState (state->GetNextState()))
return; // freed itself
}
}
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 << Icon << PickupSound << SpawnPointClass;
}
//===========================================================================
//
// 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 || sv_unlimited_pickup)
{
Amount += item->Amount;
if (Amount > MaxAmount && !sv_unlimited_pickup)
{
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)
{
return false;
}
if (!ShouldStay ())
{
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 (FindState("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<AInventory *>(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 == ::GetDefault<AActor>()->SpawnState ||
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<AInventory *>(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 (FindState("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 ()
{
FState *HideSpecialState = NULL, *HideDoomishState = NULL;
flags = (flags & ~MF_SPECIAL) | MF_NOGRAVITY;
renderflags |= RF_INVISIBLE;
if (gameinfo.gametype & GAME_Raven)
{
HideSpecialState = FindState("HideSpecial");
if (HideSpecialState == NULL)
{
HideDoomishState = FindState("HideDoomish");
}
}
else
{
HideDoomishState = FindState("HideDoomish");
if (HideDoomishState == NULL)
{
HideSpecialState = FindState("HideSpecial");
}
}
assert(HideDoomishState != NULL || HideSpecialState != NULL);
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;
}
}
//===========================================================================
//
//
//===========================================================================
static void PrintPickupMessage (const char *str)
{
if (str != NULL)
{
if (str[0]=='$')
{
str=GStrings(str+1);
}
if (str[0] != 0) 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 (!CallTryPickup (toucher, &toucher)) return;
// This is the only situation when a pickup flash should ever play.
if (PickupFlash != NULL && !ShouldStay())
{
Spawn(PickupFlash, x, y, z, ALLOW_REPLACE);
}
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 ()
{
return GetClass()->PickupMessage;
}
//===========================================================================
//
// AInventory :: PlayPickupSound
//
//===========================================================================
void AInventory::PlayPickupSound (AActor *toucher)
{
float atten;
int chan;
if (ItemFlags & IF_NOATTENPICKUPSOUND)
{
atten = ATTN_NONE;
}
#if 0
else if ((ItemFlags & IF_FANCYPICKUPSOUND) &&
(toucher == NULL || toucher->CheckLocalView(consoeplayer)))
{
atten = ATTN_NONE;
}
#endif
else
{
atten = ATTN_NORM;
}
if (toucher != NULL && toucher->CheckLocalView(consoleplayer))
{
chan = CHAN_PICKUP|CHAN_NOPAUSE;
}
else
{
chan = CHAN_PICKUP;
}
S_Sound (toucher, chan, PickupSound, 1, atten);
}
//===========================================================================
//
// 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 ()
{
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 ()
{
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 ()
{
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_CLASS (APowerupGiver)
//===========================================================================
//
// AInventory :: DoRespawn
//
//===========================================================================
bool AInventory::DoRespawn ()
{
if (SpawnPointClass != NULL)
{
AActor *spot = NULL;
DSpotState *state = DSpotState::GetSpotState();
if (state != NULL) spot = state->GetRandomSpot(SpawnPointClass);
if (spot != NULL)
{
SetOrigin (spot->x, spot->y, spot->z);
z = floorz;
}
}
return true;
}
//===========================================================================
//
// AInventory :: GiveQuest
//
//===========================================================================
void AInventory::GiveQuest (AActor *toucher)
{
int quest = GetClass()->GiveQuest;
if (quest > 0 && quest <= countof(QuestItemClasses))
{
toucher->GiveInventoryType (QuestItemClasses[quest-1]);
}
}
//===========================================================================
//
// AInventory :: TryPickup
//
//===========================================================================
bool AInventory::TryPickup (AActor *&toucher)
{
AActor *newtoucher = toucher; // in case changed by the powerup
// 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 && !IsKindOf(RUNTIME_CLASS(AAmmo)))
{
// 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)
{
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;
}
// Some powerups cannot activate absolutely, for
// example, PowerMorph; fail the pickup if so.
if (copy->ItemFlags & IF_INITEFFECTFAILED)
{
if (copy != this) copy->Destroy();
else ItemFlags &= ~IF_INITEFFECTFAILED;
return false;
}
// Handle owner-changing powerups
if (copy->ItemFlags & IF_CREATECOPYMOVED)
{
newtoucher = copy->Owner;
copy->Owner = NULL;
copy->ItemFlags &= ~IF_CREATECOPYMOVED;
}
// Continue onwards with the rest
copy->AttachToOwner (newtoucher);
if (ItemFlags & IF_AUTOACTIVATE)
{
if (copy->Use (true))
{
if (--copy->Amount <= 0)
{
copy->flags &= ~MF_SPECIAL;
copy->SetState (copy->FindState("HoldAndDestroy"));
}
}
}
}
return true;
}
//===========================================================================
//
// AInventory :: TryPickup
//
//===========================================================================
bool AInventory::CallTryPickup (AActor *toucher, AActor **toucher_return)
{
bool res = TryPickup(toucher);
// Morph items can change the toucher so we need an option to return this info.
if (toucher_return != NULL) *toucher_return = toucher;
if (!res && (ItemFlags & IF_ALWAYSPICKUP) && !ShouldStay())
{
res = true;
GoAwayAndDie();
}
if (res) GiveQuest(toucher);
return res;
}
//===========================================================================
//
// 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_CLASS (ACustomInventory)
//===========================================================================
//
// 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)
{
GoAwayAndDie();
}
return useok;
}
IMPLEMENT_CLASS(PClassHealth)
//===========================================================================
//
// PClassHealth Constructor
//
//===========================================================================
PClassHealth::PClassHealth()
{
LowHealth = 0;
}
//===========================================================================
//
// PClassHealth :: Derive
//
//===========================================================================
void PClassHealth::Derive(PClass *newclass)
{
assert(newclass->IsKindOf(RUNTIME_CLASS(PClassHealth)));
Super::Derive(newclass);
PClassHealth *newc = static_cast<PClassHealth *>(newclass);
newc->LowHealth = LowHealth;
newc->LowHealthMessage = LowHealthMessage;
}
IMPLEMENT_CLASS (AHealth)
//===========================================================================
//
// AHealth :: PickupMessage
//
//===========================================================================
const char *AHealth::PickupMessage ()
{
int threshold = GetClass()->LowHealth;
if (PrevHealth < threshold)
{
FString message = GetClass()->LowHealthMessage;
if (message.IsNotEmpty())
{
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<APlayerPawn*>(other)->GetMaxHealth() + player->stamina;
// [MH] First step in predictable generic morph effects
if (player->morphTics)
{
if (player->MorphStyle & MORPH_FULLHEALTH)
{
if (!(player->MorphStyle & MORPH_ADDSTAMINA))
{
max -= player->stamina;
}
}
else // old health behaviour
{
max = MAXMORPHHEALTH;
if (player->MorphStyle & MORPH_ADDSTAMINA)
{
max += player->stamina;
}
}
}
}
if (player->health >= max)
{
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))
{
GoAwayAndDie ();
return true;
}
return false;
}
GoAwayAndDie ();
return true;
}
IMPLEMENT_CLASS (AHealthPickup)
//===========================================================================
//
// 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);
}
//===========================================================================
//
// AHealthPickup :: Serialize
//
//===========================================================================
void AHealthPickup::Serialize (FArchive &arc)
{
Super::Serialize(arc);
arc << autousemode;
}
// 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 its maximum capacity.
for (unsigned int i = 0; i < PClass::m_Types.Size(); ++i)
{
PClass *type = PClass::m_Types[i];
if (type->ParentClass == RUNTIME_CLASS(AAmmo))
{
PClassActor *atype = static_cast<PClassActor *>(type);
AAmmo *ammo = static_cast<AAmmo *>(other->FindInventory(atype));
int amount = static_cast<AAmmo *>(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<AAmmo *>(Spawn (type, 0, 0, 0, NO_REPLACE));
ammo->Amount = bDepleted ? 0 : amount;
if (ammo->BackpackMaxAmount > ammo->MaxAmount)
{
ammo->MaxAmount = ammo->BackpackMaxAmount;
}
if (ammo->Amount > ammo->MaxAmount)
{
ammo->Amount = ammo->MaxAmount;
}
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 || sv_unlimited_pickup)
{
int amount = static_cast<AAmmo*>(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 && !sv_unlimited_pickup)
{
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<ABackpackItem *>(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<AAmmo*>(item)->BackpackMaxAmount)
{
item->MaxAmount = static_cast<AInventory*>(item->GetDefault())->MaxAmount;
if (item->Amount > item->MaxAmount)
{
item->Amount = item->MaxAmount;
}
}
}
}
//===========================================================================
//
// ABackpack
//
//===========================================================================
IMPLEMENT_CLASS(ABackpackItem)
IMPLEMENT_CLASS (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.flags2 |= LEVEL2_ALLMAP;
GoAwayAndDie ();
return true;
}
//===========================================================================
//
// AScoreItem
//
//===========================================================================
IMPLEMENT_CLASS(AScoreItem)
//===========================================================================
//
// AScoreItem :: TryPickup
//
// Adds the value (Amount) of the item to the toucher's Score property.
//
//===========================================================================
bool AScoreItem::TryPickup (AActor *&toucher)
{
toucher->Score += Amount;
GoAwayAndDie();
return true;
}