qzdoom/src/g_hexen/a_weaponpieces.cpp

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#include "actor.h"
#include "gi.h"
#include "m_random.h"
#include "s_sound.h"
#include "d_player.h"
#include "a_action.h"
#include "p_local.h"
#include "p_enemy.h"
#include "a_action.h"
#include "p_pspr.h"
#include "gstrings.h"
#include "a_hexenglobal.h"
#include "sbar.h"
IMPLEMENT_POINTY_CLASS (AFourthWeaponPiece)
DECLARE_POINTER (TempFourthWeapon)
END_POINTERS
BEGIN_STATELESS_DEFAULTS (AFourthWeaponPiece, Hexen, -1, 0)
PROP_Inventory_PickupSound ("misc/w_pkup")
PROP_Inventory_PickupMessage("$TXT_WEAPONPIECE")
END_DEFAULTS
void AFourthWeaponPiece::Serialize (FArchive &arc)
{
Super::Serialize (arc);
- Fixed: ActorFlagSetOrReset() wasn't receiving the + or - character from ParseActorProperties(). - Fixed: The decorate FindFlag() function returned flags from ActorFlags instead of the passed flags set. - Fixed: The CHT_CHAINSAW, CHT_POWER, CHT_HEALTH, and CHT_RESSURECT needed NULL player->mo checks. - Fixed: The "give all" command didn't give the backpack in Doom, and it must give the backpack before giving ammo. - Fixed: P_SetPsprite() must not call the action function if the player is not attached to an actor. This can happen, for instance, if the level is destroyed while the player is holding a powered-up Phoenix Rod. As part of its EndPowerup() function, it sets the psprite to the regular version, but the player actor has already been destroyed. - Fixed: FinishThingdef() needs to check for valid names, because weapons could have inherited valid pointers from their superclass. - Fixed: fuglyname didn't work. - Fixed: Redefining $ambient sounds leaked memory. - Added Jim's crashcatcher.c fix for better shell support. - VC7.1 seems to have no trouble distinguishing between passing a (const TypeInfo *) reference to operator<< and the generic, templated (object *) version, so a few places that can benefit from it now use it. I believe VC6 had problems with this, which is why I didn't do it all along. The function's implementation was also moved out of dobject.cpp and into farchive.cpp. - Fixed: UnpackPixels() unpacked all chunks in a byte, which is wrong for the last byte in a row if the image width is not an even multiple of the number pixels per byte. - Fixed: P_TranslateLineDef() should only clear monster activation for secret useable lines, not crossable lines. - Fixed: Some leftover P_IsHostile() calls still needed to be rewritten. - Fixed: AWeaponHolder::Serialize() wrote the class type in all circumstances. SVN r20 (trunk)
2006-03-14 06:11:39 +00:00
arc << FourthWeaponClass << PieceValue << TempFourthWeapon;
}
const char *AFourthWeaponPiece::PickupMessage ()
{
if (TempFourthWeapon != NULL)
{
return TempFourthWeapon->PickupMessage ();
}
else
{
return Super::PickupMessage ();
}
}
bool AFourthWeaponPiece::MatchPlayerClass (AActor *toucher)
{
return true;
}
void AFourthWeaponPiece::PlayPickupSound (AActor *toucher)
{
if (TempFourthWeapon != NULL)
{
// Play the build-sound full volume for all players
S_Sound (toucher, CHAN_ITEM, "WeaponBuild", 1, ATTN_SURROUND);
}
else
{
Super::PlayPickupSound (toucher);
}
}
//==========================================================================
//
// TryPickupWeaponPiece
//
//==========================================================================
bool AFourthWeaponPiece::TryPickup (AActor *toucher)
{
bool shouldStay;
bool checkAssembled;
bool gaveWeapon;
int gaveMana;
const PClass *mana1 = PClass::FindClass(NAME_Mana1);
const PClass *mana2 = PClass::FindClass(NAME_Mana2);
checkAssembled = true;
gaveWeapon = false;
gaveMana = 0;
shouldStay = PrivateShouldStay ();
if (!MatchPlayerClass (toucher))
{ // Wrong class, but try to pick up for mana
if (shouldStay)
{ // Can't pick up wrong-class weapons in coop netplay
return false;
}
checkAssembled = false;
gaveMana = toucher->GiveAmmo (mana1, 20) +
toucher->GiveAmmo (mana2, 20);
if (!gaveMana)
{ // Didn't need the mana, so don't pick it up
return false;
}
}
else if (shouldStay)
{ // Cooperative net-game
if (toucher->player->pieces & PieceValue)
{ // Already has the piece
return false;
}
toucher->GiveAmmo (mana1, 20);
toucher->GiveAmmo (mana2, 20);
}
else
{ // Deathmatch or singleplayer game
gaveMana = toucher->GiveAmmo (mana1, 20) +
toucher->GiveAmmo (mana2, 20);
if (toucher->player->pieces & PieceValue)
{ // Already has the piece, check if mana needed
if (!gaveMana)
{ // Didn't need the mana, so don't pick it up
return false;
}
checkAssembled = false;
}
}
// Check if fourth weapon assembled
if (checkAssembled)
{
toucher->player->pieces |= PieceValue;
for (int i = 0; i < 9; i += 3)
{
int mask = (WPIECE1|WPIECE2|WPIECE3) << i;
if (PieceValue & mask)
{
if (toucher->CheckLocalView (consoleplayer))
{
StatusBar->SetInteger (0, i);
}
if ((toucher->player->pieces & mask) == mask)
{
gaveWeapon = (FourthWeaponClass != NULL);
}
break;
}
}
}
if (gaveWeapon)
{
TempFourthWeapon = static_cast<AInventory *>(Spawn (FourthWeaponClass, x, y, z));
if (TempFourthWeapon != NULL)
{
gaveWeapon = TempFourthWeapon->TryPickup (toucher);
if (!gaveWeapon)
{
TempFourthWeapon->GoAwayAndDie ();
}
}
else
{
gaveWeapon = false;
}
}
if (gaveWeapon || gaveMana || checkAssembled)
{
GoAwayAndDie ();
}
return gaveWeapon || gaveMana || checkAssembled;
}
bool AFourthWeaponPiece::ShouldStay ()
{
return PrivateShouldStay ();
}
bool AFourthWeaponPiece::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;
}