gzdoom/wadsrc/static/zscript/inventory/ammo.txt

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/*
** a_ammo.cpp
** Implements ammo and backpack items.
**
**---------------------------------------------------------------------------
** Copyright 2000-2016 Randy Heit
** Copyright 2006-2017 Christoph Oelckers
** 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 Ammo : Inventory
{
int BackpackAmount;
int BackpackMaxAmount;
meta int DropAmount;
property BackpackAmount: BackpackAmount;
property BackpackMaxAmount: BackpackMaxAmount;
property DropAmount: DropAmount;
Default
{
+INVENTORY.KEEPDEPLETED
Inventory.PickupSound "misc/ammo_pkup";
}
//===========================================================================
//
// 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.
//
//===========================================================================
Class<Ammo> GetParentAmmo ()
{
class<Object> type = GetClass();
while (type.GetParentClass() != "Ammo" && type.GetParentClass() != NULL)
{
type = type.GetParentClass();
}
return (class<Ammo>)(type);
}
//===========================================================================
//
// AAmmo :: HandlePickup
//
//===========================================================================
override bool HandlePickup (Inventory item)
{
let ammoitem = Ammo(item);
if (ammoitem != null && ammoitem.GetParentAmmo() == GetClass())
{
if (Amount < MaxAmount || sv_unlimited_pickup)
{
int receiving = item.Amount;
if (!item.bIgnoreSkill)
{ // extra ammo in baby mode and nightmare mode
receiving = int(receiving * G_SkillPropertyFloat(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.bPickupGood = true;
// 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.
if (oldamount == 0 && Owner != null && Owner.player != null)
{
PlayerPawn(Owner).CheckWeaponSwitch(GetClass());
}
}
return true;
}
return false;
}
//===========================================================================
//
// AAmmo :: CreateCopy
//
//===========================================================================
override Inventory CreateCopy (Actor other)
{
Inventory copy;
int amount = Amount;
// extra ammo in baby mode and nightmare mode
if (!bIgnoreSkill)
{
amount = int(amount * G_SkillPropertyFloat(SKILLP_AmmoFactor));
}
let type = GetParentAmmo();
if (GetClass() != type && type != null)
{
if (!GoAway ())
{
Destroy ();
}
copy = Inventory(Spawn (type));
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
//
//===========================================================================
override Inventory CreateTossable(int amt)
{
Inventory copy = Super.CreateTossable(amt);
if (copy != null)
{ // Do not increase ammo by dropping it and picking it back up at
// certain skill levels.
copy.bIgnoreSkill = true;
}
return copy;
}
}
class BackpackItem : Inventory
{
bool 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.
//
//===========================================================================
override Inventory CreateCopy (Actor other)
{
// Find every unique type of ammoitem. Give it to the player if
// he doesn't have it already, and double its maximum capacity.
uint end = AllActorClasses.Size();
for (uint i = 0; i < end; ++i)
{
let type = AllActorClasses[i];
if (type.GetParentClass() == 'Ammo')
{
let ammotype = (class<Ammo>)(type);
let ammoitem = Ammo(other.FindInventory(ammotype));
int amount = GetDefaultByType(ammotype).BackpackAmount;
// extra ammo in baby mode and nightmare mode
if (!bIgnoreSkill)
{
amount = int(amount * G_SkillPropertyFloat(SKILLP_AmmoFactor));
}
if (amount < 0) amount = 0;
if (ammoitem == NULL)
{ // The player did not have the ammoitem. Add it.
ammoitem = Ammo(Spawn(ammotype));
ammoitem.Amount = bDepleted ? 0 : amount;
if (ammoitem.BackpackMaxAmount > ammoitem.MaxAmount)
{
ammoitem.MaxAmount = ammoitem.BackpackMaxAmount;
}
if (ammoitem.Amount > ammoitem.MaxAmount)
{
ammoitem.Amount = ammoitem.MaxAmount;
}
ammoitem.AttachToOwner (other);
}
else
{ // The player had the ammoitem. Give some more.
if (ammoitem.MaxAmount < ammoitem.BackpackMaxAmount)
{
ammoitem.MaxAmount = ammoitem.BackpackMaxAmount;
}
if (!bDepleted && ammoitem.Amount < ammoitem.MaxAmount)
{
ammoitem.Amount += amount;
if (ammoitem.Amount > ammoitem.MaxAmount)
{
ammoitem.Amount = ammoitem.MaxAmount;
}
}
}
}
}
return Super.CreateCopy (other);
}
//===========================================================================
//
// ABackpackItem :: HandlePickup
//
// When the player picks up another backpack, just give them more ammoitem.
//
//===========================================================================
override bool HandlePickup (Inventory 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 is 'BackpackItem')
{
for (let probe = Owner.Inv; probe != NULL; probe = probe.Inv)
{
if (probe.GetParentClass() == 'Ammo')
{
if (probe.Amount < probe.MaxAmount || sv_unlimited_pickup)
{
int amount = Ammo(probe).Default.BackpackAmount;
// extra ammo in baby mode and nightmare mode
if (!bIgnoreSkill)
{
amount = int(amount * G_SkillPropertyFloat(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.bPickupGood = true;
return true;
}
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 ammoitem.
//
//===========================================================================
override Inventory CreateTossable (int amount)
{
let pack = BackpackItem(Super.CreateTossable(-1));
if (pack != NULL)
{
pack.bDepleted = true;
}
return pack;
}
//===========================================================================
//
// ABackpackItem :: DetachFromOwner
//
//===========================================================================
override void DetachFromOwner ()
{
// When removing a backpack, drop the player's ammo maximums to normal
for (let item = Owner.Inv; item != NULL; item = item.Inv)
{
if (item is 'Ammo' && item.MaxAmount == Ammo(item).BackpackMaxAmount)
{
item.MaxAmount = item.Default.MaxAmount;
if (item.Amount > item.MaxAmount)
{
item.Amount = item.MaxAmount;
}
}
}
}
}