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ee08412e49
Outside of SBARINFO this was the biggest remaining piece of code that referenced AInventory internals.
280 lines
6.1 KiB
Text
280 lines
6.1 KiB
Text
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// Container for utility functions used by ACS and FraggleScript.
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class ScriptUtil play
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{
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//============================================================================
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//
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// GiveInventory
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//
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// Gives an item to one or more actors.
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//
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//============================================================================
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static void GiveInventory (Actor activator, Name type, int amount)
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{
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if (amount <= 0 || type == 'none')
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{
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return;
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}
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if (type == 'Armor')
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{
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type = "BasicArmorPickup";
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}
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Class<Actor> info = type;
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if (info == NULL)
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{
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Console.Printf ("GiveInventory: Unknown item type %s.\n", type);
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}
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else if (!(info is 'Inventory'))
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{
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Console.Printf ("GiveInventory: %s is not an inventory item.\n", type);
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}
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else if (activator == NULL)
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{
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for (int i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i])
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players[i].mo.GiveInventory((class<Inventory>)(info), amount);
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}
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}
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else
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{
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activator.GiveInventory((class<Inventory>)(info), amount);
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}
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}
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//============================================================================
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//
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// TakeInventory
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//
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// Takes an item from one or more actors.
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//
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//============================================================================
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static void TakeInventory (Actor activator, Name type, int amount)
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{
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if (type == 'none')
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{
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return;
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}
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if (type == 'Armor')
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{
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type = "BasicArmor";
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}
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if (amount <= 0)
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{
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return;
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}
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Class<Inventory> info = type;
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if (info == NULL)
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{
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return;
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}
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if (activator == NULL)
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{
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for (int i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i])
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players[i].mo.TakeInventory(info, amount);
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}
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}
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else
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{
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activator.TakeInventory(info, amount);
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}
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}
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//============================================================================
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//
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// ClearInventory
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//
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// Clears the inventory for one or more actors.
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//
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//============================================================================
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static void ClearInventory (Actor activator)
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{
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if (activator == NULL)
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{
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for (int i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i])
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players[i].mo.ClearInventory();
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}
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}
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else
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{
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activator.ClearInventory();
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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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//==========================================================================
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static int SetWeapon(Actor activator, class<Inventory> cls)
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{
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if(activator != NULL && activator.player != NULL && cls != null)
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{
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let item = Weapon(activator.FindInventory(cls));
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if(item != NULL)
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{
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if(activator.player.ReadyWeapon == item)
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{
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// The weapon is already selected, so setweapon succeeds by default,
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// but make sure the player isn't switching away from it.
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activator.player.PendingWeapon = WP_NOCHANGE;
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return 1;
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}
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else
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{
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if(item.CheckAmmo(Weapon.EitherFire, false))
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{
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// There's enough ammo, so switch to it.
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activator.player.PendingWeapon = item;
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return 1;
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}
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}
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}
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}
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return 0;
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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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static void SetMarineWeapon(Actor activator, int tid, int marineweapontype)
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{
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if (tid != 0)
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{
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let it = ActorIterator.Create(tid, 'ScriptedMarine');
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ScriptedMarine marine;
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while ((marine = ScriptedMarine(it.Next())) != NULL)
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{
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marine.SetWeapon(marineweapontype);
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}
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}
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else
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{
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let marine = ScriptedMarine(activator);
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if (marine != null)
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{
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marine.SetWeapon(marineweapontype);
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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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//
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//==========================================================================
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static void SetMarineSprite(Actor activator, int tid, class<Actor> type)
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{
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if (type != NULL)
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{
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if (tid != 0)
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{
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let it = ActorIterator.Create(tid, 'ScriptedMarine');
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ScriptedMarine marine;
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while ((marine = ScriptedMarine(it.Next())) != NULL)
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{
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marine.SetSprite(type);
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}
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}
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else
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{
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let marine = ScriptedMarine(activator);
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if (marine != null)
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{
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marine.SetSprite(type);
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}
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}
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}
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else
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{
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Console.Printf ("Unknown actor type: %s\n", type.GetClassName());
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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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//==========================================================================
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static int PlayerMaxAmmo(Actor activator, class<Actor> type, int newmaxamount = int.min, int newbpmaxamount = int.min)
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{
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if (activator == null) return 0;
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let ammotype = (class<Ammo>)(type);
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if (ammotype == null) return 0;
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if (newmaxamount != int.min)
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{
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let iammo = Ammo(activator.FindInventory(ammotype));
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if(newmaxamount < 0) newmaxamount = 0;
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if (!iammo)
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{
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activator.GiveAmmo(ammotype, 1);
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iammo = Ammo(activator.FindInventory(ammotype));
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if (iammo)
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iammo.Amount = 0;
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}
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for (Inventory item = activator.Inv; item != NULL; item = item.Inv)
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{
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if (item is 'BackpackItem')
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{
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if (newbpmaxamount == int.min) newbpmaxamount = newmaxamount * 2;
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break;
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}
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}
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if (iammo)
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{
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iammo.MaxAmount = newmaxamount;
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iammo.BackpackMaxAmount = newbpmaxamount;
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}
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}
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let rammo = activator.FindInventory(ammotype);
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if (rammo) return rammo.maxamount;
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else return GetDefaultByType(ammotype).MaxAmount;
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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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int PlayerAmmo(Actor activator, class<Inventory> type, int newamount = int.min)
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{
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if (activator == null) return 0;
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let ammotype = (class<Ammo>)(type);
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if (ammotype == null) return 0;
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if (newamount != int.min)
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{
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let iammo = activator.FindInventory(ammotype);
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newamount = max(newamount, 0);
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if (iammo) iammo.Amount = newamount;
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else activator.GiveAmmo(ammotype, newamount);
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}
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let iammo = activator.FindInventory(ammotype);
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if (iammo) return iammo.Amount;
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else return 0;
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}
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}
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