gzdoom/wadsrc/static/zscript/shared/player_inventory.txt
Christoph Oelckers 259ae41774 - sanitized the 'frozen level' code.
This had two different flags that were checked totally inconsistently, and one was not even saved.
Moved everything into a few subfunctions so that these checks do not have to be scattered all over the code.
2019-01-28 20:15:48 +01:00

359 lines
No EOL
8.3 KiB
Text

struct AutoUseHealthInfo play
{
Array<Inventory> collectedItems[2];
int collectedHealth[2];
void AddItemToList(Inventory item, int list)
{
collectedItems[list].Push(item);
collectedHealth[list] += Item.Amount * Item.health;
}
int UseHealthItems(int list, in out int saveHealth)
{
int saved = 0;
while (collectedItems[list].Size() > 0 && saveHealth > 0)
{
int maxhealth = 0;
int index = -1;
// Find the largest item in the list
for(int i = 0; i < collectedItems[list].Size(); i++)
{
// Workaround for a deficiency in the expression resolver.
let item = list == 0? collectedItems[0][i] : collectedItems[1][i];
if (Item.health > maxhealth)
{
index = i;
maxhealth = Item.health;
}
}
// Now apply the health items, using the same logic as Heretic and Hexen.
int count = (saveHealth + maxhealth-1) / maxhealth;
for(int i = 0; i < count; i++)
{
saved += maxhealth;
saveHealth -= maxhealth;
let item = list == 0? collectedItems[0][index] : collectedItems[1][index];
if (--item.Amount == 0)
{
item.DepleteOrDestroy ();
collectedItems[list].Delete(index);
break;
}
}
}
return saved;
}
}
extend class PlayerPawn
{
//===========================================================================
//
//
//
//===========================================================================
ui void InvNext()
{
Inventory next;
let old = InvSel;
if (InvSel != NULL)
{
if ((next = InvSel.NextInv()) != NULL)
{
InvSel = next;
}
else
{
// Select the first item in the inventory
InvSel = FirstInv();
}
if (InvSel) InvSel.DisplayNameTag();
}
player.inventorytics = 5*TICRATE;
if (old != InvSel)
{
A_PlaySound("misc/invchange", CHAN_AUTO, 1.0, false, ATTN_NONE);
}
}
//===========================================================================
//
// PlayerPawn :: InvPrev
//
//===========================================================================
ui void InvPrev()
{
Inventory item, newitem;
let old = InvSel;
if (InvSel != NULL)
{
if ((item = InvSel.PrevInv()) != NULL)
{
InvSel = item;
}
else
{
// Select the last item in the inventory
item = InvSel;
while ((newitem = item.NextInv()) != NULL)
{
item = newitem;
}
InvSel = item;
}
if (InvSel) InvSel.DisplayNameTag();
}
player.inventorytics = 5*TICRATE;
if (old != InvSel)
{
A_PlaySound("misc/invchange", CHAN_AUTO, 1.0, false, ATTN_NONE);
}
}
//===========================================================================
//
// PlayerPawn :: AddInventory
//
//===========================================================================
override void AddInventory (Inventory item)
{
// Adding inventory to a voodoo doll should add it to the real player instead.
if (player != NULL && player.mo != self && player.mo != NULL)
{
player.mo.AddInventory (item);
return;
}
Super.AddInventory (item);
// If nothing is selected, select this item.
if (InvSel == NULL && item.bInvBar)
{
InvSel = item;
}
}
//===========================================================================
//
// PlayerPawn :: RemoveInventory
//
//===========================================================================
override void RemoveInventory (Inventory item)
{
bool pickWeap = false;
// Since voodoo dolls aren't supposed to have an inventory, there should be
// no need to redirect them to the real player here as there is with AddInventory.
// If the item removed is the selected one, select something else, either the next
// item, if there is one, or the previous item.
if (player != NULL)
{
if (InvSel == item)
{
InvSel = item.NextInv ();
if (InvSel == NULL)
{
InvSel = item.PrevInv ();
}
}
if (InvFirst == item)
{
InvFirst = item.NextInv ();
if (InvFirst == NULL)
{
InvFirst = item.PrevInv ();
}
}
if (item == player.PendingWeapon)
{
player.PendingWeapon = WP_NOCHANGE;
}
if (item == player.ReadyWeapon)
{
// If the current weapon is removed, clear the refire counter and pick a new one.
pickWeap = true;
player.ReadyWeapon = NULL;
player.refire = 0;
}
}
Super.RemoveInventory (item);
if (pickWeap && player.mo == self && player.PendingWeapon == WP_NOCHANGE)
{
PickNewWeapon (NULL);
}
}
//===========================================================================
//
// PlayerPawn :: UseInventory
//
//===========================================================================
override bool UseInventory (Inventory item)
{
let itemtype = item.GetClass();
if (player.cheats & CF_TOTALLYFROZEN)
{ // You can't use items if you're totally frozen
return false;
}
if (isFrozen())
{
// Time frozen
return false;
}
if (!Super.UseInventory (item))
{
// Heretic and Hexen advance the inventory cursor if the use failed.
// Should this behavior be retained?
return false;
}
if (player == players[consoleplayer])
{
A_PlaySound(item.UseSound, CHAN_ITEM);
StatusBar.FlashItem (itemtype); // Fixme: This shouldn't be called from here, because it is in the UI.
}
return true;
}
//---------------------------------------------------------------------------
//
// PROC P_AutoUseHealth
//
//---------------------------------------------------------------------------
void AutoUseHealth(int saveHealth)
{
AutoUseHealthInfo collector;
for(Inventory inv = self.Inv; inv != NULL; inv = inv.Inv)
{
let hp = HealthPickup(inv);
if (hp && hp.Amount > 0)
{
int mode = hp.autousemode;
if (mode == 1 || mode == 2) collector.AddItemToList(inv, mode-1);
}
}
bool skilluse = !!G_SkillPropertyInt(SKILLP_AutoUseHealth);
if (skilluse && collector.collectedHealth[0] >= saveHealth)
{
// Use quartz flasks
player.health += collector.UseHealthItems(0, saveHealth);
}
else if (collector.collectedHealth[1] >= saveHealth)
{
// Use mystic urns
player.health += collector.UseHealthItems(1, saveHealth);
}
else if (skilluse && collector.collectedHealth[0] + collector.collectedHealth[1] >= saveHealth)
{
// Use mystic urns and quartz flasks
player.health += collector.UseHealthItems(0, saveHealth);
if (saveHealth > 0) player.health += collector.UseHealthItems(1, saveHealth);
}
health = player.health;
}
//============================================================================
//
// P_AutoUseStrifeHealth
//
//============================================================================
void AutoUseStrifeHealth ()
{
Array<Inventory> Items;
for(Inventory inv = self.Inv; inv != NULL; inv = inv.Inv)
{
let hp = HealthPickup(inv);
if (hp && hp.Amount > 0)
{
if (hp.autousemode == 3) Items.Push(inv);
}
}
if (!sv_disableautohealth)
{
while (Items.Size() > 0)
{
int maxhealth = 0;
int index = -1;
// Find the largest item in the list
for(int i = 0; i < Items.Size(); i++)
{
if (Items[i].health > maxhealth)
{
index = i;
maxhealth = Items[i].Amount;
}
}
while (player.health < 50)
{
let item = Items[index];
if (item == null || !UseInventory (item))
break;
}
if (player.health >= 50) return;
// Using all of this item was not enough so delete it and restart with the next best one
Items.Delete(index);
}
}
}
//============================================================================
//
// Helper for 'useflechette' CCMD.
//
//============================================================================
protected virtual Inventory GetFlechetteItem()
{
// Select from one of arti_poisonbag1-3, whichever the player has
static const Class<Inventory> bagtypes[] = {
"ArtiPoisonBag3", // use type 3 first because that's the default when the player has none specified.
"ArtiPoisonBag1",
"ArtiPoisonBag2"
};
if (FlechetteType != NULL)
{
let item = FindInventory(FlechetteType);
if (item != null)
{
return item;
}
}
// The default flechette could not be found, or the player had no default. Try all 3 types then.
for (int j = 0; j < 3; ++j)
{
let item = FindInventory(bagtypes[j]);
if (item != null)
{
return item;
}
}
return null;
}
}