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342 lines
9.8 KiB
Text
342 lines
9.8 KiB
Text
/*
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** a_ammo.cpp
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** Implements ammo and backpack items.
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**
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**---------------------------------------------------------------------------
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** Copyright 2000-2016 Randy Heit
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** Copyright 2006-2017 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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class Ammo : Inventory
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{
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int BackpackAmount;
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int BackpackMaxAmount;
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/*meta*/ int DropAmount;
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property BackpackAmount: BackpackAmount;
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property BackpackMaxAmount: BackpackMaxAmount;
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property DropAmount: DropAmount;
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Default
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{
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+INVENTORY.KEEPDEPLETED
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Inventory.PickupSound "misc/ammo_pkup";
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}
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//===========================================================================
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//
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// AAmmo :: GetParentAmmo
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//
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// Returns the least-derived ammo type that this ammo is a descendant of.
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// That is, if this ammo is an immediate subclass of Ammo, then this ammo's
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// type is returned. If this ammo's superclass is not Ammo, then this
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// function travels up the inheritance chain until it finds a type that is
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// an immediate subclass of Ammo and returns that.
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//
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// The intent of this is that all unique ammo types will be immediate
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// subclasses of Ammo. To make different pickups with different ammo amounts,
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// you subclass the type of ammo you want a different amount for and edit
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// that.
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//
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//===========================================================================
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Class<Ammo> GetParentAmmo ()
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{
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class<Object> type = GetClass();
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while (type.GetParentClass() != "Ammo" && type.GetParentClass() != NULL)
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{
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type = type.GetParentClass();
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}
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return (class<Ammo>)(type);
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}
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//===========================================================================
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//
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// AAmmo :: HandlePickup
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//
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//===========================================================================
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override bool HandlePickup (Inventory item)
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{
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let ammoitem = Ammo(item);
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if (ammoitem != null && ammoitem.GetParentAmmo() == GetClass())
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{
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if (Amount < MaxAmount || sv_unlimited_pickup)
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{
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int receiving = item.Amount;
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if (!item.bIgnoreSkill)
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{ // extra ammo in baby mode and nightmare mode
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receiving = int(receiving * G_SkillPropertyFloat(SKILLP_AmmoFactor));
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}
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int oldamount = Amount;
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if (Amount > 0 && Amount + receiving < 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 += receiving;
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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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// If the player previously had this ammo but ran out, possibly switch
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// to a weapon that uses it, but only if the player doesn't already
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// have a weapon pending.
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if (oldamount == 0 && Owner != null && Owner.player != null)
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{
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PlayerPawn(Owner).CheckWeaponSwitch(GetClass());
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}
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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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// AAmmo :: CreateCopy
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//
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//===========================================================================
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override Inventory CreateCopy (Actor other)
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{
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Inventory copy;
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int amount = Amount;
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// extra ammo in baby mode and nightmare mode
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if (!bIgnoreSkill)
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{
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amount = int(amount * G_SkillPropertyFloat(SKILLP_AmmoFactor));
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}
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let type = GetParentAmmo();
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if (GetClass() != type && type != null)
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{
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if (!GoAway ())
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{
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Destroy ();
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}
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copy = Inventory(Spawn (type));
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copy.Amount = amount;
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copy.BecomeItem ();
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}
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else
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{
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copy = Super.CreateCopy (other);
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copy.Amount = amount;
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}
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if (copy.Amount > copy.MaxAmount)
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{ // Don't pick up more ammo than you're supposed to be able to carry.
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copy.Amount = copy.MaxAmount;
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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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// AAmmo :: CreateTossable
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//
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//===========================================================================
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override Inventory CreateTossable()
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{
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Inventory copy = Super.CreateTossable();
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if (copy != null)
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{ // Do not increase ammo by dropping it and picking it back up at
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// certain skill levels.
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copy.bIgnoreSkill = true;
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}
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return copy;
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}
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}
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class BackpackItem : Inventory
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{
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bool bDepleted;
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//===========================================================================
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//
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// ABackpackItem :: CreateCopy
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//
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// A backpack is being added to a player who doesn't yet have one. Give them
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// every kind of ammo, and increase their max amounts.
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//
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//===========================================================================
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override Inventory CreateCopy (Actor other)
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{
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// Find every unique type of ammoitem. Give it to the player if
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// he doesn't have it already, and double its maximum capacity.
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uint end = AllActorClasses.Size();
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for (uint i = 0; i < end; ++i)
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{
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let type = AllActorClasses[i];
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if (type.GetParentClass() == 'Ammo')
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{
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let ammotype = (class<Ammo>)(type);
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let ammoitem = Ammo(other.FindInventory(ammotype));
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int amount = GetDefaultByType(ammotype).BackpackAmount;
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// extra ammo in baby mode and nightmare mode
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if (!bIgnoreSkill)
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{
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amount = int(amount * G_SkillPropertyFloat(SKILLP_AmmoFactor));
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}
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if (amount < 0) amount = 0;
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if (ammoitem == NULL)
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{ // The player did not have the ammoitem. Add it.
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ammoitem = Ammo(Spawn(ammotype));
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ammoitem.Amount = bDepleted ? 0 : amount;
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if (ammoitem.BackpackMaxAmount > ammoitem.MaxAmount)
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{
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ammoitem.MaxAmount = ammoitem.BackpackMaxAmount;
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}
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if (ammoitem.Amount > ammoitem.MaxAmount)
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{
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ammoitem.Amount = ammoitem.MaxAmount;
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}
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ammoitem.AttachToOwner (other);
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}
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else
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{ // The player had the ammoitem. Give some more.
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if (ammoitem.MaxAmount < ammoitem.BackpackMaxAmount)
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{
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ammoitem.MaxAmount = ammoitem.BackpackMaxAmount;
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}
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if (!bDepleted && ammoitem.Amount < ammoitem.MaxAmount)
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{
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ammoitem.Amount += amount;
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if (ammoitem.Amount > ammoitem.MaxAmount)
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{
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ammoitem.Amount = ammoitem.MaxAmount;
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}
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}
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}
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}
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}
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return Super.CreateCopy (other);
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}
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//===========================================================================
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//
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// ABackpackItem :: HandlePickup
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//
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// When the player picks up another backpack, just give them more ammoitem.
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//
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//===========================================================================
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override bool HandlePickup (Inventory item)
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{
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// Since you already have a backpack, that means you already have every
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// kind of ammo in your inventory, so we don't need to look at the
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// entire PClass list to discover what kinds of ammo exist, and we don't
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// have to alter the MaxAmount either.
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if (item is 'BackpackItem')
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{
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for (let probe = Owner.Inv; probe != NULL; probe = probe.Inv)
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{
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if (probe.GetParentClass() == 'Ammo')
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{
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if (probe.Amount < probe.MaxAmount || sv_unlimited_pickup)
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{
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int amount = Ammo(probe).Default.BackpackAmount;
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// extra ammo in baby mode and nightmare mode
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if (!bIgnoreSkill)
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{
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amount = int(amount * G_SkillPropertyFloat(SKILLP_AmmoFactor));
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}
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probe.Amount += amount;
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if (probe.Amount > probe.MaxAmount && !sv_unlimited_pickup)
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{
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probe.Amount = probe.MaxAmount;
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}
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}
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}
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}
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// The pickup always succeeds, even if you didn't get anything
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item.bPickupGood = true;
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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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// ABackpackItem :: CreateTossable
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//
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// The tossed backpack must not give out any more ammo, otherwise a player
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// could cheat by dropping their backpack and picking it up for more ammoitem.
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//
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//===========================================================================
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override Inventory CreateTossable ()
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{
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let pack = BackpackItem(Super.CreateTossable());
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if (pack != NULL)
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{
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pack.bDepleted = true;
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}
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return pack;
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}
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//===========================================================================
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//
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// ABackpackItem :: DetachFromOwner
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//
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//===========================================================================
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override void DetachFromOwner ()
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{
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// When removing a backpack, drop the player's ammo maximums to normal
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for (let item = Owner.Inv; item != NULL; item = item.Inv)
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{
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if (item is 'Ammo' && item.MaxAmount == Ammo(item).BackpackMaxAmount)
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{
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item.MaxAmount = item.Default.MaxAmount;
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if (item.Amount > item.MaxAmount)
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{
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item.Amount = item.MaxAmount;
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}
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}
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}
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}
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}
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