gzdoom/wadsrc/static/zscript/inventory/inventory.txt

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struct VisStyle
{
bool Invert;
float Alpha;
int RenderStyle;
}
class Inventory : Actor native
{
const BLINKTHRESHOLD = (4*32);
native Actor Owner; // Who owns self item? NULL if it's still a pickup.
native int Amount; // Amount of item self instance has
native int MaxAmount; // Max amount of item self instance can have
native int InterHubAmount; // Amount of item that can be kept between hubs or levels
native int RespawnTics; // Tics from pickup time to respawn time
native TextureID Icon; // Icon to show on status bar or HUD
native int DropTime; // Countdown after dropping
native Class<Actor> SpawnPointClass; // For respawning like Heretic's mace
native Class<Actor> PickupFlash; // actor to spawn as pickup flash
native Sound PickupSound;
native bool bPickupGood;
native bool bCreateCopyMoved;
native bool bInitEffectFailed;
Default
{
Inventory.Amount 1;
Inventory.MaxAmount 1;
Inventory.InterHubAmount 1;
Inventory.UseSound "misc/invuse";
Inventory.PickupSound "misc/i_pkup";
Inventory.PickupMessage "$TXT_DEFAULTPICKUPMSG";
}
virtual native color GetBlend ();
virtual native bool HandlePickup(Inventory item);
virtual native Inventory CreateCopy(Actor other);
virtual native bool SpecialDropAction (Actor dropper);
virtual native String PickupMessage();
virtual native bool ShouldStay();
virtual native void PlayPickupSound(Actor user);
native bool DoRespawn();
native bool GoAway();
native void GoAwayAndDie();
native void BecomeItem();
native void BecomePickup();
// In this case the caller function is more than a simple wrapper around the virtual method and
// is what must be actually called to pick up an item.
native bool, Actor CallTryPickup(Actor toucher);
native bool CallStateChain (Actor actor, State state);
States(Actor, Overlay, Weapon, Item)
{
HideDoomish:
TNT1 A 1050;
TNT1 A 0 A_RestoreSpecialPosition;
TNT1 A 1 A_RestoreSpecialDoomThing;
Stop;
HideSpecial:
ACLO E 1400;
ACLO A 0 A_RestoreSpecialPosition;
ACLO A 4 A_RestoreSpecialThing1;
ACLO BABCBCDC 4;
ACLO D 4 A_RestoreSpecialThing2;
Stop;
Held:
TNT1 A -1;
Stop;
HoldAndDestroy:
TNT1 A 1;
Stop;
}
// These are regular functions for the item itself.
//---------------------------------------------------------------------------
//
// PROC A_RestoreSpecialThing1
//
// Make a special thing visible again.
//
//---------------------------------------------------------------------------
void A_RestoreSpecialThing1()
{
bInvisible = false;
if (DoRespawn ())
{
A_PlaySound ("misc/spawn", CHAN_VOICE);
}
}
//---------------------------------------------------------------------------
//
// PROC A_RestoreSpecialThing2
//
//---------------------------------------------------------------------------
void A_RestoreSpecialThing2()
{
bSpecial = true;
if (!Default.bNoGravity)
{
bNoGravity = false;
}
SetState (SpawnState);
}
//---------------------------------------------------------------------------
//
// PROC A_RestoreSpecialDoomThing
//
//---------------------------------------------------------------------------
void A_RestoreSpecialDoomThing()
{
bInvisible = false;
bSpecial = true;
if (!Default.bNoGravity)
{
bNoGravity = false;
}
if (DoRespawn ())
{
SetState (SpawnState);
A_PlaySound ("misc/spawn", CHAN_VOICE);
Spawn ("ItemFog", Pos, ALLOW_REPLACE);
}
}
//===========================================================================
//
// AInventory :: CallHandlePickup
//
// Runs all HandlePickup methods in the chain
//
//===========================================================================
private bool CallHandlePickup(Inventory item)
{
let me = self;
while (me != null)
{
if (me.HandlePickup(item)) return true;
me = me.Inv;
}
return false;
}
//===========================================================================
//
// AInventory :: TryPickup
//
//===========================================================================
virtual protected bool TryPickup (in out Actor toucher)
{
Actor newtoucher = toucher; // in case changed by the powerup
// If HandlePickup() returns true, it will set the IF_PICKUPGOOD flag
// to indicate that self item has been picked up. If the item cannot be
// picked up, then it leaves the flag cleared.
bPickupGood = false;
if (toucher.Inv != NULL && toucher.Inv.CallHandlePickup (self))
{
// Let something else the player is holding intercept the pickup.
if (!bPickupGood)
{
return false;
}
bPickupGood = false;
GoAwayAndDie ();
}
else if (MaxAmount > 0)
{
// Add the item to the inventory. It is not already there, or HandlePickup
// would have already taken care of it.
let copy = CreateCopy (toucher);
if (copy == NULL)
{
return false;
}
// Some powerups cannot activate absolutely, for
// example, PowerMorph; fail the pickup if so.
if (copy.bInitEffectFailed)
{
if (copy != self) copy.Destroy();
else bInitEffectFailed;
return false;
}
// Handle owner-changing powerups
if (copy.bCreateCopyMoved)
{
newtoucher = copy.Owner;
copy.Owner = NULL;
bCreateCopyMoved = false;
}
// Continue onwards with the rest
copy.AttachToOwner (newtoucher);
if (bAutoActivate)
{
if (copy.Use (true))
{
if (--copy.Amount <= 0)
{
copy.bSpecial = false;
copy.SetStateLabel ("HoldAndDestroy");
}
}
}
}
else if (bAutoActivate)
{
// Special case: If an item's MaxAmount is 0, you can still pick it
// up if it is autoactivate-able.
// The item is placed in the inventory just long enough to be used.
toucher.AddInventory(self);
bool usegood = Use(true);
toucher.RemoveInventory(self);
if (usegood)
{
GoAwayAndDie();
}
else
{
return false;
}
}
return true;
}
//===========================================================================
//
// AInventory :: TryPickupRestricted
//
//===========================================================================
virtual bool TryPickupRestricted (in out Actor toucher)
{
return false;
}
//===========================================================================
//
// AInventory :: AttachToOwner
//
//===========================================================================
virtual void AttachToOwner (Actor other)
{
BecomeItem ();
other.AddInventory (self);
}
//===========================================================================
//
// AInventory :: DetachFromOwner
//
// Performs any special work needed when the item leaves an inventory,
// either through destruction or becoming a pickup.
//
//===========================================================================
virtual void DetachFromOwner ()
{
}
//===========================================================================
//
// 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.
//
//===========================================================================
virtual Inventory CreateTossable ()
{
// 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)
{
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)
{
copy.MaxAmount = MaxAmount;
copy.Amount = 1;
copy.DropTime = 30;
copy.bSpecial = copy.bSolid = false;
Amount--;
}
return copy;
}
//===========================================================================
//
// AInventory :: 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();
}
}
//===========================================================================
//
// AInventory :: 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() {}
//===========================================================================
//
// AInventory :: DoEffect
//
// Handles any effect an item might apply to its owner
// Normally only used by subclasses of Powerup
//
//===========================================================================
virtual void DoEffect() {}
virtual bool Use (bool pickup) { return false; }
virtual double GetSpeedFactor() { return 1; }
virtual bool GetNoTeleportFreeze() { return false; }
virtual void ModifyDamage(int damage, Name damageType, out int newdamage, bool passive) {}
virtual void AlterWeaponSprite(VisStyle vis, in out int changed) {}
virtual void OwnerDied() {}
//===========================================================================
//
// AInventory :: DrawPowerup
//
// Gives self item a chance to draw a special status indicator on the screen.
// Returns false if it didn't draw anything.
//
//===========================================================================
virtual bool DrawPowerup(int x, int y) { return false; }
//===========================================================================
//
// 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.
//
//===========================================================================
virtual void AbsorbDamage (int damage, Name damageType, out int newdamage) {}
}
class DehackedPickup : Inventory native
{
}
class FakeInventory : Inventory native
{
native bool Respawnable;
}