mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-15 00:42:20 +00:00
225 lines
5.8 KiB
Text
225 lines
5.8 KiB
Text
/*
|
|
** a_weaponpieces.cpp
|
|
** Implements generic weapon pieces
|
|
**
|
|
**---------------------------------------------------------------------------
|
|
** Copyright 2006-2016 Christoph Oelckers
|
|
** Copyright 2006-2016 Randy Heit
|
|
** All rights reserved.
|
|
**
|
|
** Redistribution and use in source and binary forms, with or without
|
|
** modification, are permitted provided that the following conditions
|
|
** are met:
|
|
**
|
|
** 1. Redistributions of source code must retain the above copyright
|
|
** notice, this list of conditions and the following disclaimer.
|
|
** 2. Redistributions in binary form must reproduce the above copyright
|
|
** notice, this list of conditions and the following disclaimer in the
|
|
** documentation and/or other materials provided with the distribution.
|
|
** 3. The name of the author may not be used to endorse or promote products
|
|
** derived from this software without specific prior written permission.
|
|
**
|
|
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
|
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
|
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
|
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
|
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
|
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
|
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
**---------------------------------------------------------------------------
|
|
**
|
|
*/
|
|
|
|
class WeaponHolder : Inventory
|
|
{
|
|
int PieceMask;
|
|
Class<Weapon> PieceWeapon;
|
|
|
|
Default
|
|
{
|
|
+NOBLOCKMAP
|
|
+NOSECTOR
|
|
+INVENTORY.UNDROPPABLE
|
|
}
|
|
}
|
|
|
|
class WeaponPiece : Inventory
|
|
{
|
|
Default
|
|
{
|
|
+WEAPONSPAWN;
|
|
}
|
|
|
|
int PieceValue;
|
|
Class<Weapon> WeaponClass;
|
|
Weapon FullWeapon;
|
|
|
|
property number: PieceValue;
|
|
property weapon: WeaponClass;
|
|
|
|
//==========================================================================
|
|
//
|
|
// TryPickupWeaponPiece
|
|
//
|
|
//==========================================================================
|
|
|
|
override bool TryPickupRestricted (in out Actor toucher)
|
|
{
|
|
// Wrong class, but try to pick up for ammo
|
|
if (ShouldStay())
|
|
{ // Can't pick up weapons for other classes in coop netplay
|
|
return false;
|
|
}
|
|
|
|
let Defaults = GetDefaultByType(WeaponClass);
|
|
|
|
bool gaveSome = !!(toucher.GiveAmmo (Defaults.AmmoType1, Defaults.AmmoGive1) +
|
|
toucher.GiveAmmo (Defaults.AmmoType2, Defaults.AmmoGive2));
|
|
|
|
if (gaveSome)
|
|
{
|
|
GoAwayAndDie ();
|
|
}
|
|
return gaveSome;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// TryPickupWeaponPiece
|
|
//
|
|
//==========================================================================
|
|
|
|
override bool TryPickup (in out Actor toucher)
|
|
{
|
|
Inventory item;
|
|
WeaponHolder hold = NULL;
|
|
bool shouldStay = ShouldStay ();
|
|
int gaveAmmo;
|
|
let Defaults = GetDefaultByType(WeaponClass);
|
|
|
|
FullWeapon = NULL;
|
|
for(item=toucher.Inv; item; item=item.Inv)
|
|
{
|
|
hold = WeaponHolder(item);
|
|
if (hold != null)
|
|
{
|
|
if (hold.PieceWeapon == WeaponClass)
|
|
{
|
|
break;
|
|
}
|
|
hold = NULL;
|
|
}
|
|
}
|
|
if (!hold)
|
|
{
|
|
hold = WeaponHolder(Spawn("WeaponHolder"));
|
|
hold.BecomeItem();
|
|
hold.AttachToOwner(toucher);
|
|
hold.PieceMask = 0;
|
|
hold.PieceWeapon = WeaponClass;
|
|
}
|
|
|
|
int pieceval = 1 << (PieceValue - 1);
|
|
if (shouldStay)
|
|
{
|
|
// Cooperative net-game
|
|
if (hold.PieceMask & pieceval)
|
|
{
|
|
// Already has the piece
|
|
return false;
|
|
}
|
|
toucher.GiveAmmo (Defaults.AmmoType1, Defaults.AmmoGive1);
|
|
toucher.GiveAmmo (Defaults.AmmoType2, Defaults.AmmoGive2);
|
|
}
|
|
else
|
|
{ // Deathmatch or singleplayer game
|
|
gaveAmmo = toucher.GiveAmmo (Defaults.AmmoType1, Defaults.AmmoGive1) +
|
|
toucher.GiveAmmo (Defaults.AmmoType2, Defaults.AmmoGive2);
|
|
|
|
if (hold.PieceMask & pieceval)
|
|
{
|
|
// Already has the piece, check if mana needed
|
|
if (!gaveAmmo) return false;
|
|
GoAwayAndDie();
|
|
return true;
|
|
}
|
|
}
|
|
|
|
hold.PieceMask |= pieceval;
|
|
|
|
// Check if weapon assembled
|
|
if (hold.PieceMask == (1 << Defaults.health) - 1)
|
|
{
|
|
if (!toucher.FindInventory (WeaponClass))
|
|
{
|
|
FullWeapon= Weapon(Spawn(WeaponClass));
|
|
|
|
// The weapon itself should not give more ammo to the player.
|
|
FullWeapon.AmmoGive1 = 0;
|
|
FullWeapon.AmmoGive2 = 0;
|
|
FullWeapon.AttachToOwner(toucher);
|
|
FullWeapon.AmmoGive1 = Defaults.AmmoGive1;
|
|
FullWeapon.AmmoGive2 = Defaults.AmmoGive2;
|
|
}
|
|
}
|
|
GoAwayAndDie();
|
|
return true;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
override bool ShouldStay ()
|
|
{
|
|
// We want a weapon piece to behave like a weapon, so follow the exact
|
|
// same logic as weapons when deciding whether or not to stay.
|
|
return (((multiplayer &&
|
|
(!deathmatch && !alwaysapplydmflags)) || sv_weaponstay) && !bDropped);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// PickupMessage
|
|
//
|
|
// Returns the message to print when this actor is picked up.
|
|
//
|
|
//===========================================================================
|
|
|
|
override String PickupMessage ()
|
|
{
|
|
if (FullWeapon)
|
|
{
|
|
return FullWeapon.PickupMessage();
|
|
}
|
|
else
|
|
{
|
|
return Super.PickupMessage();
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// DoPlayPickupSound
|
|
//
|
|
// Plays a sound when this actor is picked up.
|
|
//
|
|
//===========================================================================
|
|
|
|
override void PlayPickupSound (Actor toucher)
|
|
{
|
|
if (FullWeapon)
|
|
{
|
|
FullWeapon.PlayPickupSound(toucher);
|
|
}
|
|
else
|
|
{
|
|
Super.PlayPickupSound(toucher);
|
|
}
|
|
}
|
|
}
|