2017-01-16 19:33:41 +00:00
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struct VisStyle
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{
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bool Invert;
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float Alpha;
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int RenderStyle;
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}
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2016-10-13 18:45:52 +00:00
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class Inventory : Actor native
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{
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2017-01-15 22:21:38 +00:00
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const BLINKTHRESHOLD = (4*32);
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2016-11-23 00:31:48 +00:00
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native Actor Owner; // Who owns this item? NULL if it's still a pickup.
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native int Amount; // Amount of item this instance has
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native int MaxAmount; // Max amount of item this instance can have
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native int InterHubAmount; // Amount of item that can be kept between hubs or levels
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native int RespawnTics; // Tics from pickup time to respawn time
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native TextureID Icon; // Icon to show on status bar or HUD
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native int DropTime; // Countdown after dropping
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native Class<Actor> SpawnPointClass; // For respawning like Heretic's mace
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native Class<Actor> PickupFlash; // actor to spawn as pickup flash
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native Sound PickupSound;
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native bool bPickupGood;
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native bool bCreateCopyMoved;
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native bool bInitEffectFailed;
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2016-10-13 18:45:52 +00:00
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Default
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{
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Inventory.Amount 1;
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Inventory.MaxAmount 1;
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Inventory.InterHubAmount 1;
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Inventory.UseSound "misc/invuse";
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Inventory.PickupSound "misc/i_pkup";
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Inventory.PickupMessage "$TXT_DEFAULTPICKUPMSG";
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}
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2016-11-25 17:41:00 +00:00
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virtual native bool Use (bool pickup);
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2016-11-26 12:18:48 +00:00
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virtual native color GetBlend ();
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2016-11-27 10:59:47 +00:00
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virtual native bool HandlePickup(Inventory item);
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virtual native Inventory CreateCopy(Actor other);
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2016-11-28 17:15:18 +00:00
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virtual native Inventory CreateTossable();
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2016-11-28 13:39:25 +00:00
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virtual native bool SpecialDropAction (Actor dropper);
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2016-11-28 15:19:01 +00:00
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virtual native String PickupMessage();
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2016-11-30 14:54:01 +00:00
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virtual native bool ShouldStay();
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virtual native void PlayPickupSound(Actor user);
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virtual native void AttachToOwner(Actor user);
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virtual native void DetachFromOwner();
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2017-01-15 22:21:38 +00:00
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virtual native bool DrawPowerup(int x, int y);
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2017-01-16 09:23:26 +00:00
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virtual native void AbsorbDamage (int damage, Name damageType, out int newdamage);
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2016-11-25 17:41:00 +00:00
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2017-01-18 16:26:12 +00:00
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native bool DoRespawn();
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2017-01-14 20:27:31 +00:00
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native bool GoAway();
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2016-11-27 11:52:54 +00:00
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native void GoAwayAndDie();
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2016-11-28 17:15:18 +00:00
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native void BecomeItem();
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native void BecomePickup();
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2016-11-25 17:41:00 +00:00
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2016-11-30 14:54:01 +00:00
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// In this case the caller function is more than a simple wrapper around the virtual method and
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// is what must be actually called to pick up an item.
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virtual protected native bool TryPickup(in out Actor toucher);
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virtual protected native bool TryPickupRestricted(in out Actor toucher);
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2016-11-19 23:25:38 +00:00
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native bool, Actor CallTryPickup(Actor toucher);
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2016-10-22 14:46:47 +00:00
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2016-11-14 22:24:10 +00:00
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States(Actor, Overlay, Weapon, Item)
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2016-10-22 14:46:47 +00:00
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{
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HideDoomish:
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TNT1 A 1050;
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TNT1 A 0 A_RestoreSpecialPosition;
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TNT1 A 1 A_RestoreSpecialDoomThing;
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Stop;
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HideSpecial:
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ACLO E 1400;
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ACLO A 0 A_RestoreSpecialPosition;
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ACLO A 4 A_RestoreSpecialThing1;
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ACLO BABCBCDC 4;
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ACLO D 4 A_RestoreSpecialThing2;
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Stop;
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Held:
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TNT1 A -1;
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Stop;
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HoldAndDestroy:
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TNT1 A 1;
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Stop;
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}
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2017-01-18 16:26:12 +00:00
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// These are regular functions for the item itself.
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//---------------------------------------------------------------------------
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//
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// PROC A_RestoreSpecialThing1
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//
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// Make a special thing visible again.
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//
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//---------------------------------------------------------------------------
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void A_RestoreSpecialThing1()
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{
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bInvisible = false;
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if (DoRespawn ())
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{
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A_PlaySound ("misc/spawn", CHAN_VOICE);
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}
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_RestoreSpecialThing2
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//
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//---------------------------------------------------------------------------
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void A_RestoreSpecialThing2()
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{
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bSpecial = true;
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if (!Default.bNoGravity)
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{
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bNoGravity = false;
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}
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SetState (SpawnState);
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_RestoreSpecialDoomThing
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//
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//---------------------------------------------------------------------------
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void A_RestoreSpecialDoomThing()
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{
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bInvisible = false;
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bSpecial = true;
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if (!Default.bNoGravity)
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{
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bNoGravity = false;
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}
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if (DoRespawn ())
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{
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SetState (SpawnState);
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A_PlaySound ("misc/spawn", CHAN_VOICE);
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Spawn ("ItemFog", Pos, ALLOW_REPLACE);
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}
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}
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2017-01-18 22:42:08 +00:00
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//===========================================================================
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//
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// AInventory :: DepleteOrDestroy
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//
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// If the item is depleted, just change its amount to 0, otherwise it's destroyed.
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//
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//===========================================================================
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virtual void DepleteOrDestroy ()
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{
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// If it's not ammo or an internal armor, destroy it.
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// Ammo needs to stick around, even when it's zero for the benefit
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// of the weapons that use it and to maintain the maximum ammo
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// amounts a backpack might have given.
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// Armor shouldn't be removed because they only work properly when
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// they are the last items in the inventory.
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if (bKeepDepleted)
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{
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Amount = 0;
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}
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else
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{
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Destroy();
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}
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}
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2017-01-18 16:26:12 +00:00
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//===========================================================================
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//
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// AInventory :: Travelled
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//
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// Called when an item in somebody's inventory is carried over to another
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// map, in case it needs to do special reinitialization.
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//
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//===========================================================================
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virtual void Travelled() {}
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//===========================================================================
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//
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// AInventory :: DoEffect
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//
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// Handles any effect an item might apply to its owner
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// Normally only used by subclasses of Powerup
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//
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//===========================================================================
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virtual void DoEffect() {}
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virtual double GetSpeedFactor() { return 1; }
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virtual bool GetNoTeleportFreeze() { return false; }
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virtual void ModifyDamage(int damage, Name damageType, out int newdamage, bool passive) {}
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virtual void AlterWeaponSprite(VisStyle vis, in out int changed) {}
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virtual void OwnerDied() {}
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2016-10-22 14:46:47 +00:00
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}
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class StateProvider : Inventory native
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{
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2016-11-14 13:12:27 +00:00
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action native state A_JumpIfNoAmmo(statelabel label);
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2016-11-21 12:04:27 +00:00
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action native void A_CustomPunch(int damage, bool norandom = false, int flags = CPF_USEAMMO, class<Actor> pufftype = "BulletPuff", double range = 0, double lifesteal = 0, int lifestealmax = 0, class<BasicArmorBonus> armorbonustype = "ArmorBonus", sound MeleeSound = 0, sound MissSound = "");
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action native void A_FireBullets(double spread_xy, double spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", int flags = 1, double range = 0, class<Actor> missile = null, double Spawnheight = 32, double Spawnofs_xy = 0);
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2016-12-24 15:34:45 +00:00
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action native void A_FireProjectile(class<Actor> missiletype, double angle = 0, bool useammo = true, double spawnofs_xy = 0, double spawnheight = 0, int flags = 0, double pitch = 0);
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2016-11-21 12:04:27 +00:00
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action native void A_RailAttack(int damage, int spawnofs_xy = 0, bool useammo = true, color color1 = 0, color color2 = 0, int flags = 0, double maxdiff = 0, class<Actor> pufftype = "BulletPuff", double spread_xy = 0, double spread_z = 0, double range = 0, int duration = 0, double sparsity = 1.0, double driftspeed = 1.0, class<Actor> spawnclass = "none", double spawnofs_z = 0, int spiraloffset = 270, int limit = 0);
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2016-11-13 13:20:30 +00:00
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action native void A_WeaponReady(int flags = 0);
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action native void A_Lower();
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action native void A_Raise();
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2016-11-14 13:12:27 +00:00
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action native void A_ReFire(statelabel flash = null);
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2016-11-13 13:20:30 +00:00
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action native void A_ClearReFire();
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action native void A_CheckReload();
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2016-11-14 13:12:27 +00:00
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action native void A_GunFlash(statelabel flash = null, int flags = 0);
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action native state A_CheckForReload(int counter, statelabel label, bool dontincrement = false);
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2016-11-13 13:20:30 +00:00
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action native void A_ResetReloadCounter();
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2016-10-15 13:10:48 +00:00
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}
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2016-11-30 12:36:13 +00:00
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class DehackedPickup : Inventory native
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2016-10-13 18:45:52 +00:00
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{
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}
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2016-11-23 00:31:48 +00:00
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class FakeInventory : Inventory native
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{
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native bool Respawnable;
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}
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2016-10-13 18:45:52 +00:00
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2016-11-14 17:31:12 +00:00
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class CustomInventory : StateProvider native
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{
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Default
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{
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DefaultStateUsage SUF_ACTOR|SUF_OVERLAY|SUF_ITEM;
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}
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}
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