gzdoom/src/g_shared/a_weaponpiece.cpp

175 lines
4.1 KiB
C++

#include "a_pickups.h"
#include "a_weaponpiece.h"
#include "doomstat.h"
// an internal class to hold the information for player class independent weapon piece handling
class AWeaponHolder : public AInventory
{
DECLARE_ACTOR(AWeaponHolder, AInventory)
public:
int PieceMask;
const PClass * PieceWeapon;
void Serialize (FArchive &arc)
{
Super::Serialize(arc);
arc << PieceMask << PieceWeapon;
}
};
IMPLEMENT_STATELESS_ACTOR (AWeaponHolder, Any, -1, 0)
PROP_Flags (MF_NOBLOCKMAP|MF_NOSECTOR)
PROP_Inventory_FlagsSet (IF_UNDROPPABLE)
END_DEFAULTS
IMPLEMENT_STATELESS_ACTOR (AWeaponPiece, Any, -1, 0)
END_DEFAULTS
void AWeaponPiece::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << WeaponClass << FullWeapon << PieceValue;
}
//==========================================================================
//
// TryPickupWeaponPiece
//
//==========================================================================
bool AWeaponPiece::TryPickup (AActor *toucher)
{
AInventory * inv;
AWeaponHolder * hold=NULL;
bool shouldStay = PrivateShouldStay ();
int gaveAmmo;
AWeapon * Defaults=(AWeapon*)GetDefaultByType(WeaponClass);
FullWeapon=NULL;
for(inv=toucher->Inventory;inv;inv=inv->Inventory)
{
if (inv->IsKindOf(RUNTIME_CLASS(AWeaponHolder)))
{
hold=static_cast<AWeaponHolder*>(inv);
if (hold->PieceWeapon==WeaponClass) break;
hold=NULL;
}
}
if (!hold)
{
hold=static_cast<AWeaponHolder*>(Spawn(RUNTIME_CLASS(AWeaponHolder), 0, 0, 0, NO_REPLACE));
hold->BecomeItem();
hold->AttachToOwner(toucher);
hold->PieceMask=0;
hold->PieceWeapon=WeaponClass;
}
if (shouldStay)
{
// Cooperative net-game
if (hold->PieceMask & PieceValue)
{
// 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 & PieceValue)
{
// Already has the piece, check if mana needed
if (!gaveAmmo) return false;
GiveQuest (toucher);
GoAwayAndDie();
return true;
}
}
hold->PieceMask |= PieceValue;
// Check if weapon assembled
if (hold->PieceMask== (1<<Defaults->health)-1)
{
if (!toucher->FindInventory (WeaponClass))
{
FullWeapon= static_cast<AWeapon*>(Spawn(WeaponClass, 0, 0, 0, NO_REPLACE));
// 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;
}
}
GiveQuest (toucher);
GoAwayAndDie();
return true;
}
bool AWeaponPiece::ShouldStay ()
{
return PrivateShouldStay ();
}
bool AWeaponPiece::PrivateShouldStay ()
{
// 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.
if (((multiplayer &&
(!deathmatch && !alwaysapplydmflags)) || (dmflags & DF_WEAPONS_STAY)) &&
!(flags&MF_DROPPED))
{
return true;
}
return false;
}
//===========================================================================
//
// PickupMessage
//
// Returns the message to print when this actor is picked up.
//
//===========================================================================
const char *AWeaponPiece::PickupMessage ()
{
if (FullWeapon)
{
return FullWeapon->PickupMessage();
}
else
{
return Super::PickupMessage();
}
}
//===========================================================================
//
// DoPlayPickupSound
//
// Plays a sound when this actor is picked up.
//
//===========================================================================
void AWeaponPiece::PlayPickupSound (AActor *toucher)
{
if (FullWeapon) FullWeapon->PlayPickupSound(toucher);
else Super::PlayPickupSound(toucher);
}