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https://github.com/ZDoom/gzdoom.git
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259ae41774
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.
359 lines
No EOL
8.3 KiB
Text
359 lines
No EOL
8.3 KiB
Text
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struct AutoUseHealthInfo play
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{
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Array<Inventory> collectedItems[2];
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int collectedHealth[2];
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void AddItemToList(Inventory item, int list)
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{
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collectedItems[list].Push(item);
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collectedHealth[list] += Item.Amount * Item.health;
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}
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int UseHealthItems(int list, in out int saveHealth)
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{
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int saved = 0;
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while (collectedItems[list].Size() > 0 && saveHealth > 0)
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{
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int maxhealth = 0;
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int index = -1;
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// Find the largest item in the list
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for(int i = 0; i < collectedItems[list].Size(); i++)
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{
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// Workaround for a deficiency in the expression resolver.
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let item = list == 0? collectedItems[0][i] : collectedItems[1][i];
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if (Item.health > maxhealth)
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{
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index = i;
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maxhealth = Item.health;
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}
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}
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// Now apply the health items, using the same logic as Heretic and Hexen.
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int count = (saveHealth + maxhealth-1) / maxhealth;
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for(int i = 0; i < count; i++)
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{
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saved += maxhealth;
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saveHealth -= maxhealth;
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let item = list == 0? collectedItems[0][index] : collectedItems[1][index];
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if (--item.Amount == 0)
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{
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item.DepleteOrDestroy ();
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collectedItems[list].Delete(index);
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break;
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}
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}
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}
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return saved;
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}
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}
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extend class PlayerPawn
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{
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//===========================================================================
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//
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//
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//
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//===========================================================================
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ui void InvNext()
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{
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Inventory next;
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let old = InvSel;
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if (InvSel != NULL)
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{
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if ((next = InvSel.NextInv()) != NULL)
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{
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InvSel = next;
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}
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else
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{
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// Select the first item in the inventory
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InvSel = FirstInv();
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}
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if (InvSel) InvSel.DisplayNameTag();
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}
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player.inventorytics = 5*TICRATE;
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if (old != InvSel)
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{
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A_PlaySound("misc/invchange", CHAN_AUTO, 1.0, false, ATTN_NONE);
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}
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}
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//===========================================================================
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//
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// PlayerPawn :: InvPrev
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//
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//===========================================================================
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ui void InvPrev()
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{
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Inventory item, newitem;
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let old = InvSel;
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if (InvSel != NULL)
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{
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if ((item = InvSel.PrevInv()) != NULL)
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{
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InvSel = item;
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}
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else
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{
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// Select the last item in the inventory
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item = InvSel;
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while ((newitem = item.NextInv()) != NULL)
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{
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item = newitem;
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}
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InvSel = item;
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}
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if (InvSel) InvSel.DisplayNameTag();
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}
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player.inventorytics = 5*TICRATE;
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if (old != InvSel)
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{
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A_PlaySound("misc/invchange", CHAN_AUTO, 1.0, false, ATTN_NONE);
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}
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}
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//===========================================================================
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//
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// PlayerPawn :: AddInventory
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//
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//===========================================================================
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override void AddInventory (Inventory item)
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{
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// Adding inventory to a voodoo doll should add it to the real player instead.
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if (player != NULL && player.mo != self && player.mo != NULL)
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{
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player.mo.AddInventory (item);
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return;
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}
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Super.AddInventory (item);
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// If nothing is selected, select this item.
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if (InvSel == NULL && item.bInvBar)
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{
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InvSel = item;
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}
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}
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//===========================================================================
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//
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// PlayerPawn :: RemoveInventory
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//
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//===========================================================================
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override void RemoveInventory (Inventory item)
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{
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bool pickWeap = false;
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// Since voodoo dolls aren't supposed to have an inventory, there should be
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// no need to redirect them to the real player here as there is with AddInventory.
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// If the item removed is the selected one, select something else, either the next
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// item, if there is one, or the previous item.
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if (player != NULL)
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{
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if (InvSel == item)
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{
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InvSel = item.NextInv ();
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if (InvSel == NULL)
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{
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InvSel = item.PrevInv ();
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}
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}
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if (InvFirst == item)
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{
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InvFirst = item.NextInv ();
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if (InvFirst == NULL)
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{
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InvFirst = item.PrevInv ();
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}
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}
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if (item == player.PendingWeapon)
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{
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player.PendingWeapon = WP_NOCHANGE;
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}
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if (item == player.ReadyWeapon)
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{
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// If the current weapon is removed, clear the refire counter and pick a new one.
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pickWeap = true;
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player.ReadyWeapon = NULL;
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player.refire = 0;
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}
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}
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Super.RemoveInventory (item);
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if (pickWeap && player.mo == self && player.PendingWeapon == WP_NOCHANGE)
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{
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PickNewWeapon (NULL);
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}
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}
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//===========================================================================
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//
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// PlayerPawn :: UseInventory
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//
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//===========================================================================
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override bool UseInventory (Inventory item)
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{
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let itemtype = item.GetClass();
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if (player.cheats & CF_TOTALLYFROZEN)
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{ // You can't use items if you're totally frozen
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return false;
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}
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if (isFrozen())
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{
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// Time frozen
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return false;
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}
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if (!Super.UseInventory (item))
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{
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// Heretic and Hexen advance the inventory cursor if the use failed.
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// Should this behavior be retained?
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return false;
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}
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if (player == players[consoleplayer])
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{
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A_PlaySound(item.UseSound, CHAN_ITEM);
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StatusBar.FlashItem (itemtype); // Fixme: This shouldn't be called from here, because it is in the UI.
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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 P_AutoUseHealth
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//
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//---------------------------------------------------------------------------
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void AutoUseHealth(int saveHealth)
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{
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AutoUseHealthInfo collector;
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for(Inventory inv = self.Inv; inv != NULL; inv = inv.Inv)
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{
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let hp = HealthPickup(inv);
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if (hp && hp.Amount > 0)
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{
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int mode = hp.autousemode;
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if (mode == 1 || mode == 2) collector.AddItemToList(inv, mode-1);
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}
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}
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bool skilluse = !!G_SkillPropertyInt(SKILLP_AutoUseHealth);
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if (skilluse && collector.collectedHealth[0] >= saveHealth)
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{
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// Use quartz flasks
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player.health += collector.UseHealthItems(0, saveHealth);
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}
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else if (collector.collectedHealth[1] >= saveHealth)
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{
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// Use mystic urns
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player.health += collector.UseHealthItems(1, saveHealth);
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}
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else if (skilluse && collector.collectedHealth[0] + collector.collectedHealth[1] >= saveHealth)
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{
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// Use mystic urns and quartz flasks
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player.health += collector.UseHealthItems(0, saveHealth);
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if (saveHealth > 0) player.health += collector.UseHealthItems(1, saveHealth);
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}
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health = player.health;
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}
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//============================================================================
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//
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// P_AutoUseStrifeHealth
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//
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//============================================================================
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void AutoUseStrifeHealth ()
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{
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Array<Inventory> Items;
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for(Inventory inv = self.Inv; inv != NULL; inv = inv.Inv)
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{
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let hp = HealthPickup(inv);
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if (hp && hp.Amount > 0)
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{
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if (hp.autousemode == 3) Items.Push(inv);
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}
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}
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if (!sv_disableautohealth)
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{
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while (Items.Size() > 0)
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{
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int maxhealth = 0;
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int index = -1;
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// Find the largest item in the list
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for(int i = 0; i < Items.Size(); i++)
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{
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if (Items[i].health > maxhealth)
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{
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index = i;
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maxhealth = Items[i].Amount;
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}
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}
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while (player.health < 50)
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{
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let item = Items[index];
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if (item == null || !UseInventory (item))
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break;
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}
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if (player.health >= 50) return;
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// Using all of this item was not enough so delete it and restart with the next best one
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Items.Delete(index);
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}
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}
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}
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//============================================================================
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//
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// Helper for 'useflechette' CCMD.
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//
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//============================================================================
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protected virtual Inventory GetFlechetteItem()
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{
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// Select from one of arti_poisonbag1-3, whichever the player has
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static const Class<Inventory> bagtypes[] = {
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"ArtiPoisonBag3", // use type 3 first because that's the default when the player has none specified.
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"ArtiPoisonBag1",
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"ArtiPoisonBag2"
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};
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if (FlechetteType != NULL)
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{
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let item = FindInventory(FlechetteType);
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if (item != null)
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{
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return item;
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}
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}
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// The default flechette could not be found, or the player had no default. Try all 3 types then.
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for (int j = 0; j < 3; ++j)
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{
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let item = FindInventory(bagtypes[j]);
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if (item != null)
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{
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return item;
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}
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}
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return null;
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}
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} |