mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2025-02-17 00:51:49 +00:00
612 lines
16 KiB
Text
612 lines
16 KiB
Text
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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class Inventory : Actor native
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{
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const BLINKTHRESHOLD = (4*32);
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const BONUSADD = 6;
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native Actor Owner; // Who owns self item? NULL if it's still a pickup.
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native int Amount; // Amount of item self instance has
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native int MaxAmount; // Max amount of item self 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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native meta String PickupMsg;
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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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virtual native color GetBlend ();
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virtual native void PlayPickupSound(Actor user);
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virtual native void DoPickupSpecial (Actor toucher);
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native bool DoRespawn();
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native bool GoAway();
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native void GoAwayAndDie();
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native void BecomeItem();
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native void BecomePickup();
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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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native bool, Actor CallTryPickup(Actor toucher);
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native static void PrintPickupMessage (bool localview, String str);
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States(Actor, Overlay, Weapon, Item)
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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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//===========================================================================
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//
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// AInventory :: BeginPlay
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//
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//===========================================================================
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override void BeginPlay ()
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{
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Super.BeginPlay ();
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bDropped = true; // [RH] Items are dropped by default
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}
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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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//===========================================================================
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//
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// AInventory :: CreateCopy
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//
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// Returns an actor suitable for placing in an inventory, either itself or
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// a copy based on whether it needs to respawn or not. Returning NULL
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// indicates the item should not be picked up.
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//
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//===========================================================================
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virtual Inventory CreateCopy (Actor other)
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{
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Inventory copy;
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Amount = MIN(Amount, MaxAmount);
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if (GoAway ())
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{
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copy = Inventory(Spawn (GetClass()));
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copy.Amount = Amount;
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copy.MaxAmount = MaxAmount;
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}
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else
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{
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copy = self;
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}
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return copy;
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}
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//===========================================================================
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//
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// AInventory :: HandlePickup
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//
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// Returns true if the pickup was handled (or should not happen at all),
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// false if not.
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//
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//===========================================================================
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virtual bool HandlePickup (Inventory item)
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{
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if (item.GetClass() == GetClass())
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{
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if (Amount < MaxAmount || (sv_unlimited_pickup && !item.ShouldStay()))
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{
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if (Amount > 0 && Amount + item.Amount < 0)
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{
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Amount = 0x7fffffff;
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}
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else
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{
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Amount += item.Amount;
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}
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if (Amount > MaxAmount && !sv_unlimited_pickup)
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{
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Amount = MaxAmount;
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}
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item.bPickupGood = true;
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}
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return true;
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}
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return false;
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}
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//===========================================================================
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//
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// AInventory :: CallHandlePickup
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//
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// Runs all HandlePickup methods in the chain
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//
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//===========================================================================
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private bool CallHandlePickup(Inventory item)
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{
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let me = self;
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while (me != null)
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{
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if (me.HandlePickup(item)) return true;
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me = me.Inv;
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}
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return false;
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}
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//===========================================================================
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//
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// AInventory :: TryPickup
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//
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//===========================================================================
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virtual protected bool TryPickup (in out Actor toucher)
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{
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Actor newtoucher = toucher; // in case changed by the powerup
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// If HandlePickup() returns true, it will set the IF_PICKUPGOOD flag
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// to indicate that self item has been picked up. If the item cannot be
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// picked up, then it leaves the flag cleared.
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bPickupGood = false;
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if (toucher.Inv != NULL && toucher.Inv.CallHandlePickup (self))
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{
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// Let something else the player is holding intercept the pickup.
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if (!bPickupGood)
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{
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return false;
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}
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bPickupGood = false;
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GoAwayAndDie ();
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}
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else if (MaxAmount > 0)
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{
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// Add the item to the inventory. It is not already there, or HandlePickup
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// would have already taken care of it.
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let copy = CreateCopy (toucher);
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if (copy == NULL)
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{
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return false;
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}
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// Some powerups cannot activate absolutely, for
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// example, PowerMorph; fail the pickup if so.
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if (copy.bInitEffectFailed)
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{
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if (copy != self) copy.Destroy();
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else bInitEffectFailed;
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return false;
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}
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// Handle owner-changing powerups
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if (copy.bCreateCopyMoved)
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{
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newtoucher = copy.Owner;
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copy.Owner = NULL;
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bCreateCopyMoved = false;
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}
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// Continue onwards with the rest
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copy.AttachToOwner (newtoucher);
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if (bAutoActivate)
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{
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if (copy.Use (true))
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{
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if (--copy.Amount <= 0)
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{
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copy.bSpecial = false;
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copy.SetStateLabel ("HoldAndDestroy");
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}
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}
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}
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}
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else if (bAutoActivate)
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{
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// Special case: If an item's MaxAmount is 0, you can still pick it
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// up if it is autoactivate-able.
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// The item is placed in the inventory just long enough to be used.
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toucher.AddInventory(self);
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bool usegood = Use(true);
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toucher.RemoveInventory(self);
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if (usegood)
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{
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GoAwayAndDie();
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}
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else
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{
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return false;
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}
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}
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return true;
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}
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//===========================================================================
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//
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// AInventory :: ShouldStay
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//
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// Returns true if the item should not disappear, even temporarily.
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//
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//===========================================================================
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virtual bool ShouldStay ()
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{
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return false;
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}
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//===========================================================================
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//
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// AInventory :: TryPickupRestricted
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//
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//===========================================================================
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virtual bool TryPickupRestricted (in out Actor toucher)
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{
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return false;
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}
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//===========================================================================
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//
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// AInventory :: AttachToOwner
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//
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//===========================================================================
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virtual void AttachToOwner (Actor other)
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{
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BecomeItem ();
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other.AddInventory (self);
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}
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//===========================================================================
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//
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// AInventory :: DetachFromOwner
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//
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// Performs any special work needed when the item leaves an inventory,
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// either through destruction or becoming a pickup.
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//
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//===========================================================================
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virtual void DetachFromOwner ()
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{
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}
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//===========================================================================
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//
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// AInventory::CreateTossable
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//
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// Creates a copy of the item suitable for dropping. If this actor embodies
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// only one item, then it is tossed out itself. Otherwise, the count drops
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// by one and a new item with an amount of 1 is spawned.
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//
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//===========================================================================
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virtual Inventory CreateTossable ()
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{
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// If self actor lacks a SpawnState, don't drop it. (e.g. A base weapon
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// like the fist can't be dropped because you'll never see it.)
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if (SpawnState == GetDefaultByType("Actor").SpawnState || SpawnState == NULL)
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{
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return NULL;
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}
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if (bUndroppable || bUntossable || Owner == NULL || Amount <= 0)
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{
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return NULL;
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}
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if (Amount == 1 && !bKeepDepleted)
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{
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BecomePickup ();
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DropTime = 30;
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bSpecial = bSolid = false;
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return self;
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}
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let copy = Inventory(Spawn (GetClass(), Owner.Pos, NO_REPLACE));
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if (copy != NULL)
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{
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copy.MaxAmount = MaxAmount;
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copy.Amount = 1;
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copy.DropTime = 30;
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copy.bSpecial = copy.bSolid = false;
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Amount--;
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}
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return copy;
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}
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//===========================================================================
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//
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// AInventory :: PickupMessage
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//
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// Returns the message to print when this actor is picked up.
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//
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//===========================================================================
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virtual String PickupMessage ()
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{
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return PickupMsg;
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}
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//===========================================================================
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//
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// AInventory :: Touch
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//
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// Handles collisions from another actor, possible adding itself to the
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// collider's inventory.
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//
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//===========================================================================
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override void Touch (Actor toucher)
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{
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let player = toucher.player;
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// If a voodoo doll touches something, pretend the real player touched it instead.
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if (player != NULL)
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{
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toucher = player.mo;
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}
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bool localview = toucher.CheckLocalView(consoleplayer);
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bool res;
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[res, toucher] = CallTryPickup(toucher);
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if (!res) return;
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// This is the only situation when a pickup flash should ever play.
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if (PickupFlash != NULL && !ShouldStay())
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{
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Spawn(PickupFlash, Pos, ALLOW_REPLACE);
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}
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if (!bQuiet)
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{
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PrintPickupMessage(localview, PickupMessage ());
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// Special check so voodoo dolls picking up items cause the
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// real player to make noise.
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if (player != NULL)
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{
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PlayPickupSound (player.mo);
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if (!bNoScreenFlash)
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{
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player.bonuscount = BONUSADD;
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}
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}
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else
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{
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PlayPickupSound (toucher);
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}
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}
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// [RH] Execute an attached special (if any)
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DoPickupSpecial (toucher);
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if (bCountItem)
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{
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if (player != NULL)
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{
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player.itemcount++;
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}
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level.found_items++;
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}
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if (bCountSecret)
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{
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Actor ac = player != NULL? Actor(player.mo) : toucher;
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ac.GiveSecret(true, true);
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}
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//Added by MC: Check if item taken was the roam destination of any bot
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for (int i = 0; i < MAXPLAYERS; i++)
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{
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if (players[i].Bot != NULL && self == players[i].Bot.dest)
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players[i].Bot.dest = NULL;
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}
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}
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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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//===========================================================================
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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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//===========================================================================
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//
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// AInventory :: ModifyDamage
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//
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// Allows inventory items to manipulate the amount of damage
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// inflicted. Damage is the amount of damage that would be done without manipulation,
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// and newdamage is the amount that should be done after the item has changed
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// it.
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// 'active' means it is called by the inflictor, 'passive' by the target.
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// It may seem that this is redundant and AbsorbDamage is the same. However,
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// AbsorbDamage is called only for players and also depends on other settings
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// which are undesirable for a protection artifact.
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//
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//===========================================================================
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virtual void ModifyDamage(int damage, Name damageType, out int newdamage, bool passive) {}
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virtual bool Use (bool pickup) { return false; }
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virtual double GetSpeedFactor() { return 1; }
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virtual bool GetNoTeleportFreeze() { return false; }
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virtual void AlterWeaponSprite(VisStyle vis, in out int changed) {}
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virtual void OwnerDied() {}
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//===========================================================================
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//
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// AInventory :: DrawPowerup
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//
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// Gives self item a chance to draw a special status indicator on the screen.
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// Returns false if it didn't draw anything.
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//
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//===========================================================================
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virtual bool DrawPowerup(int x, int y) { return false; }
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//===========================================================================
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//
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// AInventory :: AbsorbDamage
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//
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// Allows inventory items (primarily armor) to reduce the amount of damage
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// taken. Damage is the amount of damage that would be done without armor,
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// and newdamage is the amount that should be done after the armor absorbs
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// it.
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//
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//===========================================================================
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virtual void AbsorbDamage (int damage, Name damageType, out int newdamage) {}
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//===========================================================================
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//
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// AInventory :: SpecialDropAction
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//
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// Called by P_DropItem. Return true to prevent the standard drop tossing.
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// A few Strife items that are meant to trigger actions rather than be
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// picked up use this. Normal items shouldn't need it.
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//
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//===========================================================================
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virtual bool SpecialDropAction (Actor dropper)
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{
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return false;
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}
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}
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class DehackedPickup : Inventory native
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{
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}
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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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