gzdoom/src/g_shared/a_pickups.cpp
Edoardo Prezioso b51fac344d Little TakeInventory refactoring.
Introduce AActor::TakeInventory, which unifies DoTakeInv from ACS and DoTakeInventory from Decorate, and AInventory::DepleteOrDestroy, which is extracted from the DoTakeInv core function, and use both where they're needed.
I don't know if the differences between DoTakeInv and DoTakeInventory were intentional, so I kept both behaviors.
2015-04-28 15:45:11 +02:00

1924 lines
49 KiB
C++

#include <assert.h>
#include "info.h"
#include "m_random.h"
#include "p_local.h"
#include "s_sound.h"
#include "gi.h"
#include "p_lnspec.h"
#include "sbar.h"
#include "statnums.h"
#include "c_dispatch.h"
#include "gstrings.h"
#include "templates.h"
#include "a_strifeglobal.h"
#include "a_morph.h"
#include "a_specialspot.h"
#include "thingdef/thingdef.h"
#include "g_level.h"
#include "g_game.h"
#include "doomstat.h"
#include "farchive.h"
static FRandom pr_restore ("RestorePos");
IMPLEMENT_CLASS (AAmmo)
//===========================================================================
//
// AAmmo :: Serialize
//
//===========================================================================
void AAmmo::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << BackpackAmount << BackpackMaxAmount;
}
//===========================================================================
//
// AAmmo :: GetParentAmmo
//
// Returns the least-derived ammo type that this ammo is a descendant of.
// That is, if this ammo is an immediate subclass of Ammo, then this ammo's
// type is returned. If this ammo's superclass is not Ammo, then this
// function travels up the inheritance chain until it finds a type that is
// an immediate subclass of Ammo and returns that.
//
// The intent of this is that all unique ammo types will be immediate
// subclasses of Ammo. To make different pickups with different ammo amounts,
// you subclass the type of ammo you want a different amount for and edit
// that.
//
//===========================================================================
const PClass *AAmmo::GetParentAmmo () const
{
const PClass *type = GetClass ();
while (type->ParentClass != RUNTIME_CLASS(AAmmo) && type->ParentClass != NULL)
{
type = type->ParentClass;
}
return type;
}
//===========================================================================
//
// AAmmo :: HandlePickup
//
//===========================================================================
EXTERN_CVAR(Bool, sv_unlimited_pickup)
bool AAmmo::HandlePickup (AInventory *item)
{
if (GetClass() == item->GetClass() ||
(item->IsKindOf (RUNTIME_CLASS(AAmmo)) && static_cast<AAmmo*>(item)->GetParentAmmo() == GetClass()))
{
if (Amount < MaxAmount || sv_unlimited_pickup)
{
int receiving = item->Amount;
if (!(item->ItemFlags & IF_IGNORESKILL))
{ // extra ammo in baby mode and nightmare mode
receiving = FixedMul(receiving, G_SkillProperty(SKILLP_AmmoFactor));
}
int oldamount = Amount;
if (Amount > 0 && Amount + receiving < 0)
{
Amount = 0x7fffffff;
}
else
{
Amount += receiving;
}
if (Amount > MaxAmount && !sv_unlimited_pickup)
{
Amount = MaxAmount;
}
item->ItemFlags |= IF_PICKUPGOOD;
// If the player previously had this ammo but ran out, possibly switch
// to a weapon that uses it, but only if the player doesn't already
// have a weapon pending.
assert (Owner != NULL);
if (oldamount == 0 && Owner != NULL && Owner->player != NULL)
{
barrier_cast<APlayerPawn *>(Owner)->CheckWeaponSwitch(GetClass());
}
}
return true;
}
if (Inventory != NULL)
{
return Inventory->HandlePickup (item);
}
return false;
}
//===========================================================================
//
// AAmmo :: CreateCopy
//
//===========================================================================
AInventory *AAmmo::CreateCopy (AActor *other)
{
AInventory *copy;
int amount = Amount;
// extra ammo in baby mode and nightmare mode
if (!(ItemFlags&IF_IGNORESKILL))
{
amount = FixedMul(amount, G_SkillProperty(SKILLP_AmmoFactor));
}
if (GetClass()->ParentClass != RUNTIME_CLASS(AAmmo) && GetClass() != RUNTIME_CLASS(AAmmo))
{
const PClass *type = GetParentAmmo();
assert (type->ActorInfo != NULL);
if (!GoAway ())
{
Destroy ();
}
copy = static_cast<AInventory *>(Spawn (type, 0, 0, 0, NO_REPLACE));
copy->Amount = amount;
copy->BecomeItem ();
}
else
{
copy = Super::CreateCopy (other);
copy->Amount = amount;
}
if (copy->Amount > copy->MaxAmount)
{ // Don't pick up more ammo than you're supposed to be able to carry.
copy->Amount = copy->MaxAmount;
}
return copy;
}
//===========================================================================
//
// AAmmo :: CreateTossable
//
//===========================================================================
AInventory *AAmmo::CreateTossable()
{
AInventory *copy = Super::CreateTossable();
if (copy != NULL)
{ // Do not increase ammo by dropping it and picking it back up at
// certain skill levels.
copy->ItemFlags |= IF_IGNORESKILL;
}
return copy;
}
//---------------------------------------------------------------------------
//
// FUNC P_GiveBody
//
// Returns false if the body isn't needed at all.
//
//---------------------------------------------------------------------------
bool P_GiveBody (AActor *actor, int num, int max)
{
if (actor->health <= 0 || (actor->player != NULL && actor->player->playerstate == PST_DEAD))
{ // Do not heal dead things.
return false;
}
player_t *player = actor->player;
num = clamp(num, -65536, 65536); // prevent overflows for bad values
if (player != NULL)
{
// Max is 0 by default, preserving default behavior for P_GiveBody()
// calls while supporting AHealth.
if (max <= 0)
{
max = static_cast<APlayerPawn*>(actor)->GetMaxHealth() + player->mo->stamina;
// [MH] First step in predictable generic morph effects
if (player->morphTics)
{
if (player->MorphStyle & MORPH_FULLHEALTH)
{
if (!(player->MorphStyle & MORPH_ADDSTAMINA))
{
max -= player->mo->stamina;
}
}
else // old health behaviour
{
max = MAXMORPHHEALTH;
if (player->MorphStyle & MORPH_ADDSTAMINA)
{
max += player->mo->stamina;
}
}
}
}
// [RH] For Strife: A negative body sets you up with a percentage
// of your full health.
if (num < 0)
{
num = max * -num / 100;
if (player->health < num)
{
player->health = num;
actor->health = num;
return true;
}
}
else
{
if (player->health < max)
{
player->health += num;
if (player->health > max)
{
player->health = max;
}
actor->health = player->health;
return true;
}
}
}
else
{
// Parameter value for max is ignored on monsters, preserving original
// behaviour on AHealth as well as on existing calls to P_GiveBody().
max = actor->SpawnHealth();
if (num < 0)
{
num = max * -num / 100;
if (actor->health < num)
{
actor->health = num;
return true;
}
}
else if (actor->health < max)
{
actor->health += num;
if (actor->health > max)
{
actor->health = max;
}
return true;
}
}
return false;
}
//---------------------------------------------------------------------------
//
// PROC A_RestoreSpecialThing1
//
// Make a special thing visible again.
//
//---------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialThing1)
{
self->renderflags &= ~RF_INVISIBLE;
if (static_cast<AInventory *>(self)->DoRespawn ())
{
S_Sound (self, CHAN_VOICE, "misc/spawn", 1, ATTN_IDLE);
}
}
//---------------------------------------------------------------------------
//
// PROC A_RestoreSpecialThing2
//
//---------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialThing2)
{
self->flags |= MF_SPECIAL;
if (!(self->GetDefault()->flags & MF_NOGRAVITY))
{
self->flags &= ~MF_NOGRAVITY;
}
self->SetState (self->SpawnState);
}
//---------------------------------------------------------------------------
//
// PROC A_RestoreSpecialDoomThing
//
//---------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialDoomThing)
{
self->renderflags &= ~RF_INVISIBLE;
self->flags |= MF_SPECIAL;
if (!(self->GetDefault()->flags & MF_NOGRAVITY))
{
self->flags &= ~MF_NOGRAVITY;
}
if (static_cast<AInventory *>(self)->DoRespawn ())
{
self->SetState (self->SpawnState);
S_Sound (self, CHAN_VOICE, "misc/spawn", 1, ATTN_IDLE);
Spawn ("ItemFog", self->x, self->y, self->z, ALLOW_REPLACE);
}
}
//---------------------------------------------------------------------------
//
// PROP A_RestoreSpecialPosition
//
//---------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialPosition)
{
// Move item back to its original location
fixed_t _x, _y;
sector_t *sec;
_x = self->SpawnPoint[0];
_y = self->SpawnPoint[1];
self->UnlinkFromWorld();
self->x = _x;
self->y = _y;
self->LinkToWorld(true);
sec = self->Sector;
self->z =
self->dropoffz =
self->floorz = sec->floorplane.ZatPoint(_x, _y);
self->ceilingz = sec->ceilingplane.ZatPoint(_x, _y);
P_FindFloorCeiling(self, FFCF_ONLYSPAWNPOS);
if (self->flags & MF_SPAWNCEILING)
{
self->z = self->ceilingz - self->height - self->SpawnPoint[2];
}
else if (self->flags2 & MF2_SPAWNFLOAT)
{
fixed_t space = self->ceilingz - self->height - self->floorz;
if (space > 48*FRACUNIT)
{
space -= 40*FRACUNIT;
self->z = ((space * pr_restore())>>8) + self->floorz + 40*FRACUNIT;
}
else
{
self->z = self->floorz;
}
}
else
{
self->z = self->SpawnPoint[2] + self->floorz;
}
// Redo floor/ceiling check, in case of 3D floors
P_FindFloorCeiling(self, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DRESTRICT);
if (self->z < self->floorz)
{ // Do not reappear under the floor, even if that's where we were for the
// initial spawn.
self->z = self->floorz;
}
if ((self->flags & MF_SOLID) && (self->z + self->height > self->ceilingz))
{ // Do the same for the ceiling.
self->z = self->ceilingz - self->height;
}
// Do not interpolate from the position the actor was at when it was
// picked up, in case that is different from where it is now.
self->PrevX = self->x;
self->PrevY = self->y;
self->PrevZ = self->z;
}
int AInventory::StaticLastMessageTic;
const char *AInventory::StaticLastMessage;
IMPLEMENT_POINTY_CLASS (AInventory)
DECLARE_POINTER (Owner)
END_POINTERS
//===========================================================================
//
// AInventory :: Tick
//
//===========================================================================
void AInventory::Tick ()
{
if (Owner == NULL)
{
// AActor::Tick is only handling interaction with the world
// and we don't want that for owned inventory items.
Super::Tick ();
}
else if (tics != -1) // ... but at least we have to advance the states
{
tics--;
// you can cycle through multiple states in a tic
// [RH] Use <= 0 instead of == 0 so that spawnstates
// of 0 tics work as expected.
if (tics <= 0)
{
assert (state != NULL);
if (state == NULL)
{
Destroy();
return;
}
if (!SetState (state->GetNextState()))
return; // freed itself
}
}
if (DropTime)
{
if (--DropTime == 0)
{
flags |= GetDefault()->flags & (MF_SPECIAL|MF_SOLID);
}
}
}
//===========================================================================
//
// AInventory :: Serialize
//
//===========================================================================
void AInventory::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << Owner << Amount << MaxAmount << RespawnTics << ItemFlags << Icon << PickupSound << SpawnPointClass;
}
//===========================================================================
//
// AInventory :: MarkPrecacheSounds
//
//===========================================================================
void AInventory::MarkPrecacheSounds() const
{
Super::MarkPrecacheSounds();
PickupSound.MarkUsed();
}
//===========================================================================
//
// AInventory :: SpecialDropAction
//
// Called by P_DropItem. Return true to prevent the standard drop tossing.
// A few Strife items that are meant to trigger actions rather than be
// picked up use this. Normal items shouldn't need it.
//
//===========================================================================
bool AInventory::SpecialDropAction (AActor *dropper)
{
return false;
}
//===========================================================================
//
// AInventory :: ShouldRespawn
//
// Returns true if the item should hide itself and reappear later when picked
// up.
//
//===========================================================================
bool AInventory::ShouldRespawn ()
{
if ((ItemFlags & IF_BIGPOWERUP) && !(dmflags2 & DF2_RESPAWN_SUPER)) return false;
if (ItemFlags & IF_NEVERRESPAWN) return false;
return !!((dmflags & DF_ITEMS_RESPAWN) || (ItemFlags & IF_ALWAYSRESPAWN));
}
//===========================================================================
//
// AInventory :: BeginPlay
//
//===========================================================================
void AInventory::BeginPlay ()
{
Super::BeginPlay ();
ChangeStatNum (STAT_INVENTORY);
flags |= MF_DROPPED; // [RH] Items are dropped by default
}
//===========================================================================
//
// AInventory :: Grind
//
//===========================================================================
bool AInventory::Grind(bool items)
{
// Does this grind request even care about items?
if (!items)
{
return false;
}
// Dropped items are normally destroyed by crushers. Set the DONTGIB flag,
// and they'll act like corpses with it set and be immune to crushers.
if (flags & MF_DROPPED)
{
if (!(flags3 & MF3_DONTGIB))
{
Destroy();
}
return false;
}
// Non-dropped items call the super method for compatibility.
return Super::Grind(items);
}
//===========================================================================
//
// AInventory :: DoEffect
//
// Handles any effect an item might apply to its owner
// Normally only used by subclasses of APowerup
//
//===========================================================================
void AInventory::DoEffect ()
{
}
//===========================================================================
//
// AInventory :: Travelled
//
// Called when an item in somebody's inventory is carried over to another
// map, in case it needs to do special reinitialization.
//
//===========================================================================
void AInventory::Travelled ()
{
}
//===========================================================================
//
// AInventory :: OwnerDied
//
// Items receive this message when their owners die.
//
//===========================================================================
void AInventory::OwnerDied ()
{
}
//===========================================================================
//
// AInventory :: HandlePickup
//
// Returns true if the pickup was handled (or should not happen at all),
// false if not.
//
//===========================================================================
bool AInventory::HandlePickup (AInventory *item)
{
if (item->GetClass() == GetClass())
{
if (Amount < MaxAmount || (sv_unlimited_pickup && !item->ShouldStay()))
{
if (Amount > 0 && Amount + item->Amount < 0)
{
Amount = 0x7fffffff;
}
else
{
Amount += item->Amount;
}
if (Amount > MaxAmount && !sv_unlimited_pickup)
{
Amount = MaxAmount;
}
item->ItemFlags |= IF_PICKUPGOOD;
}
return true;
}
if (Inventory != NULL)
{
return Inventory->HandlePickup (item);
}
return false;
}
//===========================================================================
//
// AInventory :: GoAway
//
// Returns true if you must create a copy of this item to give to the player
// or false if you can use this one instead.
//
//===========================================================================
bool AInventory::GoAway ()
{
// Dropped items never stick around
if (flags & MF_DROPPED)
{
return false;
}
if (!ShouldStay ())
{
Hide ();
if (ShouldRespawn ())
{
return true;
}
return false;
}
return true;
}
//===========================================================================
//
// AInventory :: GoAwayAndDie
//
// Like GoAway but used by items that don't insert themselves into the
// inventory. If they won't be respawning, then they can destroy themselves.
//
//===========================================================================
void AInventory::GoAwayAndDie ()
{
if (!GoAway ())
{
flags &= ~MF_SPECIAL;
SetState (FindState("HoldAndDestroy"));
}
}
//===========================================================================
//
// AInventory :: CreateCopy
//
// Returns an actor suitable for placing in an inventory, either itself or
// a copy based on whether it needs to respawn or not. Returning NULL
// indicates the item should not be picked up.
//
//===========================================================================
AInventory *AInventory::CreateCopy (AActor *other)
{
AInventory *copy;
if (GoAway ())
{
copy = static_cast<AInventory *>(Spawn (GetClass(), 0, 0, 0, NO_REPLACE));
copy->Amount = Amount;
copy->MaxAmount = MaxAmount;
}
else
{
copy = this;
}
return copy;
}
//===========================================================================
//
// 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.
//
//===========================================================================
AInventory *AInventory::CreateTossable ()
{
AInventory *copy;
// If this 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 == ::GetDefault<AActor>()->SpawnState ||
SpawnState == NULL)
{
return NULL;
}
if ((ItemFlags & (IF_UNDROPPABLE|IF_UNTOSSABLE)) || Owner == NULL || Amount <= 0)
{
return NULL;
}
if (Amount == 1 && !(ItemFlags & IF_KEEPDEPLETED))
{
BecomePickup ();
DropTime = 30;
flags &= ~(MF_SPECIAL|MF_SOLID);
return this;
}
copy = static_cast<AInventory *>(Spawn (GetClass(), Owner->x,
Owner->y, Owner->z, NO_REPLACE));
if (copy != NULL)
{
copy->MaxAmount = MaxAmount;
copy->Amount = 1;
copy->DropTime = 30;
copy->flags &= ~(MF_SPECIAL|MF_SOLID);
Amount--;
}
return copy;
}
//===========================================================================
//
// AInventory :: BecomeItem
//
// Lets this actor know that it's about to be placed in an inventory.
//
//===========================================================================
void AInventory::BecomeItem ()
{
if (!(flags & (MF_NOBLOCKMAP|MF_NOSECTOR)))
{
UnlinkFromWorld ();
if (sector_list)
{
P_DelSeclist (sector_list);
sector_list = NULL;
}
flags |= MF_NOBLOCKMAP|MF_NOSECTOR;
LinkToWorld ();
}
RemoveFromHash ();
flags &= ~MF_SPECIAL;
SetState (FindState("Held"));
}
//===========================================================================
//
// AInventory :: BecomePickup
//
// Lets this actor know it should wait to be picked up.
//
//===========================================================================
void AInventory::BecomePickup ()
{
if (Owner != NULL)
{
Owner->RemoveInventory (this);
}
if (flags & (MF_NOBLOCKMAP|MF_NOSECTOR))
{
UnlinkFromWorld ();
flags &= ~(MF_NOBLOCKMAP|MF_NOSECTOR);
LinkToWorld ();
P_FindFloorCeiling (this);
}
flags = (GetDefault()->flags | MF_DROPPED) & ~MF_COUNTITEM;
renderflags &= ~RF_INVISIBLE;
SetState (SpawnState);
}
//===========================================================================
//
// 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.
//
//===========================================================================
void AInventory::AbsorbDamage (int damage, FName damageType, int &newdamage)
{
if (Inventory != NULL)
{
Inventory->AbsorbDamage (damage, damageType, newdamage);
}
}
//===========================================================================
//
// AInventory :: ModifyDamage
//
// Allows inventory items to manipulate the amount of damage
// inflicted. Damage is the amount of damage that would be done without manipulation,
// and newdamage is the amount that should be done after the item has changed
// it.
// 'active' means it is called by the inflictor, 'passive' by the target.
// It may seem that this is redundant and AbsorbDamage is the same. However,
// AbsorbDamage is called only for players and also depends on other settings
// which are undesirable for a protection artifact.
//
//===========================================================================
void AInventory::ModifyDamage (int damage, FName damageType, int &newdamage, bool passive)
{
if (Inventory != NULL)
{
Inventory->ModifyDamage (damage, damageType, newdamage, passive);
}
}
//===========================================================================
//
// AInventory :: GetSpeedFactor
//
//===========================================================================
fixed_t AInventory::GetSpeedFactor ()
{
if (Inventory != NULL)
{
return Inventory->GetSpeedFactor();
}
else
{
return FRACUNIT;
}
}
//===========================================================================
//
// AInventory :: AlterWeaponSprite
//
// Allows inventory items to alter a player's weapon sprite just before it
// is drawn.
//
//===========================================================================
int AInventory::AlterWeaponSprite (visstyle_t *vis)
{
if (Inventory != NULL)
{
return Inventory->AlterWeaponSprite (vis);
}
return 0;
}
//===========================================================================
//
// AInventory :: Use
//
//===========================================================================
bool AInventory::Use (bool pickup)
{
return false;
}
//===========================================================================
//
// AInventory :: Hide
//
// Hides this actor until it's time to respawn again.
//
//===========================================================================
void AInventory::Hide ()
{
FState *HideSpecialState = NULL, *HideDoomishState = NULL;
flags = (flags & ~MF_SPECIAL) | MF_NOGRAVITY;
renderflags |= RF_INVISIBLE;
if (gameinfo.gametype & GAME_Raven)
{
HideSpecialState = FindState("HideSpecial");
if (HideSpecialState == NULL)
{
HideDoomishState = FindState("HideDoomish");
}
}
else
{
HideDoomishState = FindState("HideDoomish");
if (HideDoomishState == NULL)
{
HideSpecialState = FindState("HideSpecial");
}
}
assert(HideDoomishState != NULL || HideSpecialState != NULL);
if (HideSpecialState != NULL)
{
SetState (HideSpecialState);
tics = 1400;
if (PickupFlash != NULL) tics += 30;
}
else if (HideDoomishState != NULL)
{
SetState (HideDoomishState);
tics = 1050;
}
if (RespawnTics != 0)
{
tics = RespawnTics;
}
}
//===========================================================================
//
//
//===========================================================================
static void PrintPickupMessage (const char *str)
{
if (str != NULL)
{
if (str[0]=='$')
{
str=GStrings(str+1);
}
if (str[0] != 0) Printf (PRINT_LOW, "%s\n", str);
}
}
//===========================================================================
//
// AInventory :: Touch
//
// Handles collisions from another actor, possible adding itself to the
// collider's inventory.
//
//===========================================================================
void AInventory::Touch (AActor *toucher)
{
// If a voodoo doll touches something, pretend the real player touched it instead.
if (toucher->player != NULL)
{
toucher = toucher->player->mo;
}
bool localview = toucher->CheckLocalView(consoleplayer);
if (!CallTryPickup (toucher, &toucher)) return;
// This is the only situation when a pickup flash should ever play.
if (PickupFlash != NULL && !ShouldStay())
{
Spawn(PickupFlash, x, y, z, ALLOW_REPLACE);
}
if (!(ItemFlags & IF_QUIET))
{
const char * message = PickupMessage ();
if (message != NULL && *message != 0 && localview
&& (StaticLastMessageTic != gametic || StaticLastMessage != message))
{
StaticLastMessageTic = gametic;
StaticLastMessage = message;
PrintPickupMessage (message);
StatusBar->FlashCrosshair ();
}
// Special check so voodoo dolls picking up items cause the
// real player to make noise.
if (toucher->player != NULL)
{
PlayPickupSound (toucher->player->mo);
if (!(ItemFlags & IF_NOSCREENFLASH))
{
toucher->player->bonuscount = BONUSADD;
}
}
else
{
PlayPickupSound (toucher);
}
}
// [RH] Execute an attached special (if any)
DoPickupSpecial (toucher);
if (flags & MF_COUNTITEM)
{
if (toucher->player != NULL)
{
toucher->player->itemcount++;
}
level.found_items++;
}
if (flags5 & MF5_COUNTSECRET)
{
P_GiveSecret(toucher, true, true, -1);
}
//Added by MC: Check if item taken was the roam destination of any bot
for (int i = 0; i < MAXPLAYERS; i++)
{
if (players[i].Bot != NULL && this == players[i].Bot->dest)
players[i].Bot->dest = NULL;
}
}
//===========================================================================
//
// AInventory :: DoPickupSpecial
//
// Executes this actor's special when it is picked up.
//
//===========================================================================
void AInventory::DoPickupSpecial (AActor *toucher)
{
if (special)
{
P_ExecuteSpecial(special, NULL, toucher, false,
args[0], args[1], args[2], args[3], args[4]);
special = 0;
}
}
//===========================================================================
//
// AInventory :: PickupMessage
//
// Returns the message to print when this actor is picked up.
//
//===========================================================================
const char *AInventory::PickupMessage ()
{
return GetClass()->Meta.GetMetaString (AIMETA_PickupMessage);
}
//===========================================================================
//
// AInventory :: PlayPickupSound
//
//===========================================================================
void AInventory::PlayPickupSound (AActor *toucher)
{
float atten;
int chan;
if (ItemFlags & IF_NOATTENPICKUPSOUND)
{
atten = ATTN_NONE;
}
#if 0
else if ((ItemFlags & IF_FANCYPICKUPSOUND) &&
(toucher == NULL || toucher->CheckLocalView(consoeplayer)))
{
atten = ATTN_NONE;
}
#endif
else
{
atten = ATTN_NORM;
}
if (toucher != NULL && toucher->CheckLocalView(consoleplayer))
{
chan = CHAN_PICKUP|CHAN_NOPAUSE;
}
else
{
chan = CHAN_PICKUP;
}
S_Sound (toucher, chan, PickupSound, 1, atten);
}
//===========================================================================
//
// AInventory :: ShouldStay
//
// Returns true if the item should not disappear, even temporarily.
//
//===========================================================================
bool AInventory::ShouldStay ()
{
return false;
}
//===========================================================================
//
// AInventory :: Destroy
//
//===========================================================================
void AInventory::Destroy ()
{
if (Owner != NULL)
{
Owner->RemoveInventory (this);
}
Inventory = NULL;
Super::Destroy ();
// Although contrived it can theoretically happen that these variables still got a pointer to this item
if (SendItemUse == this) SendItemUse = NULL;
if (SendItemDrop == this) SendItemDrop = NULL;
}
//===========================================================================
//
// AInventory :: DepleteOrDestroy
//
// If the item is depleted, just change its amount to 0, otherwise it's destroyed.
//
//===========================================================================
void AInventory::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 (ItemFlags & IF_KEEPDEPLETED)
{
Amount = 0;
}
else
{
Destroy();
}
}
//===========================================================================
//
// AInventory :: GetBlend
//
// Returns a color to blend to the player's view as long as they possess this
// item.
//
//===========================================================================
PalEntry AInventory::GetBlend ()
{
return 0;
}
//===========================================================================
//
// AInventory :: PrevItem
//
// Returns the previous item.
//
//===========================================================================
AInventory *AInventory::PrevItem ()
{
AInventory *item = Owner->Inventory;
while (item != NULL && item->Inventory != this)
{
item = item->Inventory;
}
return item;
}
//===========================================================================
//
// AInventory :: PrevInv
//
// Returns the previous item with IF_INVBAR set.
//
//===========================================================================
AInventory *AInventory::PrevInv ()
{
AInventory *lastgood = NULL;
AInventory *item = Owner->Inventory;
while (item != NULL && item != this)
{
if (item->ItemFlags & IF_INVBAR)
{
lastgood = item;
}
item = item->Inventory;
}
return lastgood;
}
//===========================================================================
//
// AInventory :: NextInv
//
// Returns the next item with IF_INVBAR set.
//
//===========================================================================
AInventory *AInventory::NextInv ()
{
AInventory *item = Inventory;
while (item != NULL && !(item->ItemFlags & IF_INVBAR))
{
item = item->Inventory;
}
return item;
}
//===========================================================================
//
// AInventory :: DrawPowerup
//
// Gives this item a chance to draw a special status indicator on the screen.
// Returns false if it didn't draw anything.
//
//===========================================================================
bool AInventory::DrawPowerup (int x, int y)
{
return false;
}
/***************************************************************************/
/* AArtifact implementation */
/***************************************************************************/
IMPLEMENT_CLASS (APowerupGiver)
//===========================================================================
//
// AInventory :: DoRespawn
//
//===========================================================================
bool AInventory::DoRespawn ()
{
if (SpawnPointClass != NULL)
{
AActor *spot = NULL;
DSpotState *state = DSpotState::GetSpotState();
if (state != NULL) spot = state->GetRandomSpot(SpawnPointClass);
if (spot != NULL)
{
SetOrigin (spot->x, spot->y, spot->z);
z = floorz;
}
}
return true;
}
//===========================================================================
//
// AInventory :: GiveQuest
//
//===========================================================================
void AInventory::GiveQuest (AActor *toucher)
{
int quest = GetClass()->Meta.GetMetaInt(AIMETA_GiveQuest);
if (quest>0 && quest<31)
{
toucher->GiveInventoryType (QuestItemClasses[quest-1]);
}
}
//===========================================================================
//
// AInventory :: TryPickup
//
//===========================================================================
bool AInventory::TryPickup (AActor *&toucher)
{
AActor *newtoucher = toucher; // in case changed by the powerup
// If HandlePickup() returns true, it will set the IF_PICKUPGOOD flag
// to indicate that this item has been picked up. If the item cannot be
// picked up, then it leaves the flag cleared.
ItemFlags &= ~IF_PICKUPGOOD;
if (toucher->Inventory != NULL && toucher->Inventory->HandlePickup (this))
{
// Let something else the player is holding intercept the pickup.
if (!(ItemFlags & IF_PICKUPGOOD))
{
return false;
}
ItemFlags &= ~IF_PICKUPGOOD;
GoAwayAndDie ();
}
else if (MaxAmount == 0 && !IsKindOf(RUNTIME_CLASS(AAmmo)))
{
// Special case: If an item's MaxAmount is 0, you can still pick it
// up if it is autoactivate-able.
if (!(ItemFlags & IF_AUTOACTIVATE))
{
return false;
}
// The item is placed in the inventory just long enough to be used.
toucher->AddInventory (this);
bool usegood = Use (true);
toucher->RemoveInventory (this);
if (usegood)
{
GoAwayAndDie ();
}
else
{
return false;
}
}
else
{
// Add the item to the inventory. It is not already there, or HandlePickup
// would have already taken care of it.
AInventory *copy = CreateCopy (toucher);
if (copy == NULL)
{
return false;
}
// Some powerups cannot activate absolutely, for
// example, PowerMorph; fail the pickup if so.
if (copy->ItemFlags & IF_INITEFFECTFAILED)
{
if (copy != this) copy->Destroy();
else ItemFlags &= ~IF_INITEFFECTFAILED;
return false;
}
// Handle owner-changing powerups
if (copy->ItemFlags & IF_CREATECOPYMOVED)
{
newtoucher = copy->Owner;
copy->Owner = NULL;
copy->ItemFlags &= ~IF_CREATECOPYMOVED;
}
// Continue onwards with the rest
copy->AttachToOwner (newtoucher);
if (ItemFlags & IF_AUTOACTIVATE)
{
if (copy->Use (true))
{
if (--copy->Amount <= 0)
{
copy->flags &= ~MF_SPECIAL;
copy->SetState (copy->FindState("HoldAndDestroy"));
}
}
}
}
return true;
}
//===========================================================================
//
// AInventory :: TryPickupRestricted
//
//===========================================================================
bool AInventory::TryPickupRestricted (AActor *&toucher)
{
return false;
}
//===========================================================================
//
// AInventory :: CallTryPickup
//
//===========================================================================
bool AInventory::CallTryPickup (AActor *toucher, AActor **toucher_return)
{
TObjPtr<AInventory> Invstack = Inventory; // A pointer of the inventories item stack.
// unmorphed versions of a currently morphed actor cannot pick up anything.
if (toucher->flags & MF_UNMORPHED) return false;
bool res;
if (CanPickup(toucher))
res = TryPickup(toucher);
else if (!(ItemFlags & IF_RESTRICTABSOLUTELY))
res = TryPickupRestricted(toucher); // let an item decide for itself how it will handle this
else
return false;
// Morph items can change the toucher so we need an option to return this info.
if (toucher_return != NULL) *toucher_return = toucher;
if (!res && (ItemFlags & IF_ALWAYSPICKUP) && !ShouldStay())
{
res = true;
GoAwayAndDie();
}
if (res)
{
GiveQuest(toucher);
// Transfer all inventory accross that the old object had, if requested.
if ((ItemFlags & IF_TRANSFER))
{
while (Invstack)
{
AInventory* titem = Invstack;
Invstack = titem->Inventory;
if (titem->Owner == this)
{
if (!titem->CallTryPickup(toucher)) // The object no longer can exist
{
titem->Destroy();
}
}
}
}
}
return res;
}
//===========================================================================
//
// AInventory :: CanPickup
//
//===========================================================================
bool AInventory::CanPickup (AActor *toucher)
{
if (!toucher)
return false;
FActorInfo *ai = GetClass()->ActorInfo;
// Is the item restricted to certain player classes?
if (ai->RestrictedToPlayerClass.Size() != 0)
{
for (unsigned i = 0; i < ai->RestrictedToPlayerClass.Size(); ++i)
{
if (toucher->IsKindOf(ai->RestrictedToPlayerClass[i]))
return true;
}
return false;
}
// Or is it forbidden to certain other classes?
else
{
for (unsigned i = 0; i < ai->ForbiddenToPlayerClass.Size(); ++i)
{
if (toucher->IsKindOf(ai->ForbiddenToPlayerClass[i]))
return false;
}
}
return true;
}
//===========================================================================
//
// CCMD printinv
//
// Prints the console player's current inventory.
//
//===========================================================================
CCMD (printinv)
{
AInventory *item;
int pnum = consoleplayer;
#ifdef _DEBUG
// Only allow peeking on other players' inventory in debug builds.
if (argv.argc() > 1)
{
pnum = atoi (argv[1]);
if (pnum < 0 || pnum >= MAXPLAYERS)
{
return;
}
}
#endif
if (players[pnum].mo == NULL)
{
return;
}
for (item = players[pnum].mo->Inventory; item != NULL; item = item->Inventory)
{
Printf ("%s #%u (%d/%d)\n", item->GetClass()->TypeName.GetChars(),
item->InventoryID,
item->Amount, item->MaxAmount);
}
}
//===========================================================================
//
// AInventory :: AttachToOwner
//
//===========================================================================
void AInventory::AttachToOwner (AActor *other)
{
BecomeItem ();
other->AddInventory (this);
}
//===========================================================================
//
// AInventory :: DetachFromOwner
//
// Performs any special work needed when the item leaves an inventory,
// either through destruction or becoming a pickup.
//
//===========================================================================
void AInventory::DetachFromOwner ()
{
}
IMPLEMENT_CLASS (ACustomInventory)
//===========================================================================
//
// ACustomInventory :: SpecialDropAction
//
//===========================================================================
bool ACustomInventory::SpecialDropAction (AActor *dropper)
{
return CallStateChain (dropper, FindState(NAME_Drop));
}
//===========================================================================
//
// ACustomInventory :: Use
//
//===========================================================================
bool ACustomInventory::Use (bool pickup)
{
return CallStateChain (Owner, FindState(NAME_Use));
}
//===========================================================================
//
// ACustomInventory :: TryPickup
//
//===========================================================================
bool ACustomInventory::TryPickup (AActor *&toucher)
{
FState *pickupstate = FindState(NAME_Pickup);
bool useok = CallStateChain (toucher, pickupstate);
if ((useok || pickupstate == NULL) && FindState(NAME_Use) != NULL)
{
useok = Super::TryPickup (toucher);
}
else if (useok)
{
GoAwayAndDie();
}
return useok;
}
IMPLEMENT_CLASS (AHealth)
//===========================================================================
//
// AHealth :: PickupMessage
//
//===========================================================================
const char *AHealth::PickupMessage ()
{
int threshold = GetClass()->Meta.GetMetaInt(AIMETA_LowHealth, 0);
if (PrevHealth < threshold)
{
const char *message = GetClass()->Meta.GetMetaString (AIMETA_LowHealthMessage);
if (message != NULL)
{
return message;
}
}
return Super::PickupMessage();
}
//===========================================================================
//
// AHealth :: TryPickup
//
//===========================================================================
bool AHealth::TryPickup (AActor *&other)
{
PrevHealth = other->player != NULL ? other->player->health : other->health;
// P_GiveBody adds one new feature, applied only if it is possible to pick up negative health:
// Negative values are treated as positive percentages, ie Amount -100 means 100% health, ignoring max amount.
if (P_GiveBody(other, Amount, MaxAmount))
{
GoAwayAndDie();
return true;
}
return false;
}
IMPLEMENT_CLASS (AHealthPickup)
//===========================================================================
//
// AHealthPickup :: CreateCopy
//
//===========================================================================
AInventory *AHealthPickup::CreateCopy (AActor *other)
{
AInventory *copy = Super::CreateCopy (other);
copy->health = health;
return copy;
}
//===========================================================================
//
// AHealthPickup :: CreateTossable
//
//===========================================================================
AInventory *AHealthPickup::CreateTossable ()
{
AInventory *copy = Super::CreateTossable ();
if (copy != NULL)
{
copy->health = health;
}
return copy;
}
//===========================================================================
//
// AHealthPickup :: HandlePickup
//
//===========================================================================
bool AHealthPickup::HandlePickup (AInventory *item)
{
// HealthPickups that are the same type but have different health amounts
// do not count as the same item.
if (item->health == health)
{
return Super::HandlePickup (item);
}
if (Inventory != NULL)
{
return Inventory->HandlePickup (item);
}
return false;
}
//===========================================================================
//
// AHealthPickup :: Use
//
//===========================================================================
bool AHealthPickup::Use (bool pickup)
{
return P_GiveBody (Owner, health);
}
//===========================================================================
//
// AHealthPickup :: Serialize
//
//===========================================================================
void AHealthPickup::Serialize (FArchive &arc)
{
Super::Serialize(arc);
arc << autousemode;
}
// Backpack -----------------------------------------------------------------
//===========================================================================
//
// ABackpackItem :: Serialize
//
//===========================================================================
void ABackpackItem::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << bDepleted;
}
//===========================================================================
//
// ABackpackItem :: CreateCopy
//
// A backpack is being added to a player who doesn't yet have one. Give them
// every kind of ammo, and increase their max amounts.
//
//===========================================================================
AInventory *ABackpackItem::CreateCopy (AActor *other)
{
// Find every unique type of ammo. Give it to the player if
// he doesn't have it already, and double its maximum capacity.
for (unsigned int i = 0; i < PClass::m_Types.Size(); ++i)
{
const PClass *type = PClass::m_Types[i];
if (type->ParentClass == RUNTIME_CLASS(AAmmo))
{
AAmmo *ammo = static_cast<AAmmo *>(other->FindInventory (type));
int amount = static_cast<AAmmo *>(GetDefaultByType(type))->BackpackAmount;
// extra ammo in baby mode and nightmare mode
if (!(ItemFlags&IF_IGNORESKILL))
{
amount = FixedMul(amount, G_SkillProperty(SKILLP_AmmoFactor));
}
if (amount < 0) amount = 0;
if (ammo == NULL)
{ // The player did not have the ammo. Add it.
ammo = static_cast<AAmmo *>(Spawn (type, 0, 0, 0, NO_REPLACE));
ammo->Amount = bDepleted ? 0 : amount;
if (ammo->BackpackMaxAmount > ammo->MaxAmount)
{
ammo->MaxAmount = ammo->BackpackMaxAmount;
}
if (ammo->Amount > ammo->MaxAmount)
{
ammo->Amount = ammo->MaxAmount;
}
ammo->AttachToOwner (other);
}
else
{ // The player had the ammo. Give some more.
if (ammo->MaxAmount < ammo->BackpackMaxAmount)
{
ammo->MaxAmount = ammo->BackpackMaxAmount;
}
if (!bDepleted && ammo->Amount < ammo->MaxAmount)
{
ammo->Amount += amount;
if (ammo->Amount > ammo->MaxAmount)
{
ammo->Amount = ammo->MaxAmount;
}
}
}
}
}
return Super::CreateCopy (other);
}
//===========================================================================
//
// ABackpackItem :: HandlePickup
//
// When the player picks up another backpack, just give them more ammo.
//
//===========================================================================
bool ABackpackItem::HandlePickup (AInventory *item)
{
// Since you already have a backpack, that means you already have every
// kind of ammo in your inventory, so we don't need to look at the
// entire PClass list to discover what kinds of ammo exist, and we don't
// have to alter the MaxAmount either.
if (item->IsKindOf (RUNTIME_CLASS(ABackpackItem)))
{
for (AInventory *probe = Owner->Inventory; probe != NULL; probe = probe->Inventory)
{
if (probe->GetClass()->ParentClass == RUNTIME_CLASS(AAmmo))
{
if (probe->Amount < probe->MaxAmount || sv_unlimited_pickup)
{
int amount = static_cast<AAmmo*>(probe->GetDefault())->BackpackAmount;
// extra ammo in baby mode and nightmare mode
if (!(item->ItemFlags&IF_IGNORESKILL))
{
amount = FixedMul(amount, G_SkillProperty(SKILLP_AmmoFactor));
}
probe->Amount += amount;
if (probe->Amount > probe->MaxAmount && !sv_unlimited_pickup)
{
probe->Amount = probe->MaxAmount;
}
}
}
}
// The pickup always succeeds, even if you didn't get anything
item->ItemFlags |= IF_PICKUPGOOD;
return true;
}
else if (Inventory != NULL)
{
return Inventory->HandlePickup (item);
}
else
{
return false;
}
}
//===========================================================================
//
// ABackpackItem :: CreateTossable
//
// The tossed backpack must not give out any more ammo, otherwise a player
// could cheat by dropping their backpack and picking it up for more ammo.
//
//===========================================================================
AInventory *ABackpackItem::CreateTossable ()
{
ABackpackItem *pack = static_cast<ABackpackItem *>(Super::CreateTossable());
if (pack != NULL)
{
pack->bDepleted = true;
}
return pack;
}
//===========================================================================
//
// ABackpackItem :: DetachFromOwner
//
//===========================================================================
void ABackpackItem::DetachFromOwner ()
{
// When removing a backpack, drop the player's ammo maximums to normal
AInventory *item;
for (item = Owner->Inventory; item != NULL; item = item->Inventory)
{
if (item->GetClass()->ParentClass == RUNTIME_CLASS(AAmmo) &&
item->MaxAmount == static_cast<AAmmo*>(item)->BackpackMaxAmount)
{
item->MaxAmount = static_cast<AInventory*>(item->GetDefault())->MaxAmount;
if (item->Amount > item->MaxAmount)
{
item->Amount = item->MaxAmount;
}
}
}
}
//===========================================================================
//
// ABackpack
//
//===========================================================================
IMPLEMENT_CLASS(ABackpackItem)
IMPLEMENT_CLASS (AMapRevealer)
//===========================================================================
//
// AMapRevealer :: TryPickup
//
// The MapRevealer doesn't actually go in your inventory. Instead, it sets
// a flag on the level.
//
//===========================================================================
bool AMapRevealer::TryPickup (AActor *&toucher)
{
level.flags2 |= LEVEL2_ALLMAP;
GoAwayAndDie ();
return true;
}
//===========================================================================
//
// AScoreItem
//
//===========================================================================
IMPLEMENT_CLASS(AScoreItem)
//===========================================================================
//
// AScoreItem :: TryPickup
//
// Adds the value (Amount) of the item to the toucher's Score property.
//
//===========================================================================
bool AScoreItem::TryPickup (AActor *&toucher)
{
toucher->Score += Amount;
GoAwayAndDie();
return true;
}