qzdoom-gpl/src/g_shared/a_weaponpiece.cpp
Christoph Oelckers 1bd6ac028b - Converted a_doomhealth.cpp to DECORATE.
- Added a PickupMessage property to the internal actor parser, replaced
  most of the virtual PickupMessages with it and placed the code that
  reads the metadata into AInventory::PickupMessage. Now the
  PickupMessage method is truly virtual and I can do:
   Added a Health.LowMessage property to define double message items like
   Doom's medikit in DECORATE.
- Since defining Mana3 as an ammo type and then overriding the TryPickup
  method means that this item defeats all ammo checks in the game it might
  as well be defined as a CustomInventory item. At least this fixes the
  amount given in easy and very hard skills.
- Converted all ammo items to DECORATE.
- Changed internal property setting of ammo types and sister weapons
  to use fuglyname as for DECORATE definitions. This allows to export
  the ammo definitions into DECORATE definitions without doing it for
  the weapons themselves.
- Replaced obituary methods with actor properties.
- Fixed: The secret map check didn't work for maps inside Zips.



SVN r196 (trunk)
2006-06-17 20:29:41 +00:00

174 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));
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));
// 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);
}