2006-02-24 04:48:15 +00:00
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#include "a_pickups.h"
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#include "a_weaponpiece.h"
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#include "doomstat.h"
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2008-09-15 00:47:31 +00:00
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#include "farchive.h"
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2006-02-24 04:48:15 +00:00
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2008-08-09 11:35:42 +00:00
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IMPLEMENT_CLASS (AWeaponHolder)
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2008-03-12 02:56:11 +00:00
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2008-09-15 00:47:31 +00:00
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void AWeaponHolder::Serialize (FArchive &arc)
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{
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Super::Serialize(arc);
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arc << PieceMask << PieceWeapon;
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}
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2008-03-12 02:56:11 +00:00
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IMPLEMENT_POINTY_CLASS (AWeaponPiece)
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DECLARE_POINTER (FullWeapon)
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END_POINTERS
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2006-02-24 04:48:15 +00:00
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void AWeaponPiece::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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- 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
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arc << WeaponClass << FullWeapon << PieceValue;
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2006-02-24 04:48:15 +00:00
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}
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//==========================================================================
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//
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// TryPickupWeaponPiece
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//
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//==========================================================================
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2008-09-13 22:08:41 +00:00
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bool AWeaponPiece::TryPickup (AActor *&toucher)
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2006-02-24 04:48:15 +00:00
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{
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AInventory * inv;
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AWeaponHolder * hold=NULL;
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bool shouldStay = PrivateShouldStay ();
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int gaveAmmo;
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AWeapon * Defaults=(AWeapon*)GetDefaultByType(WeaponClass);
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FullWeapon=NULL;
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for(inv=toucher->Inventory;inv;inv=inv->Inventory)
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{
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if (inv->IsKindOf(RUNTIME_CLASS(AWeaponHolder)))
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{
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hold=static_cast<AWeaponHolder*>(inv);
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if (hold->PieceWeapon==WeaponClass) break;
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hold=NULL;
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}
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}
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if (!hold)
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{
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2006-07-16 09:10:45 +00:00
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hold=static_cast<AWeaponHolder*>(Spawn(RUNTIME_CLASS(AWeaponHolder), 0, 0, 0, NO_REPLACE));
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2006-02-24 04:48:15 +00:00
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hold->BecomeItem();
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hold->AttachToOwner(toucher);
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hold->PieceMask=0;
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hold->PieceWeapon=WeaponClass;
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}
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if (shouldStay)
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{
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// Cooperative net-game
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if (hold->PieceMask & PieceValue)
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{
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// Already has the piece
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return false;
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}
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toucher->GiveAmmo (Defaults->AmmoType1, Defaults->AmmoGive1);
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toucher->GiveAmmo (Defaults->AmmoType2, Defaults->AmmoGive2);
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}
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else
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{ // Deathmatch or singleplayer game
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gaveAmmo = toucher->GiveAmmo (Defaults->AmmoType1, Defaults->AmmoGive1) +
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toucher->GiveAmmo (Defaults->AmmoType2, Defaults->AmmoGive2);
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if (hold->PieceMask & PieceValue)
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{
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// Already has the piece, check if mana needed
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if (!gaveAmmo) return false;
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GoAwayAndDie();
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return true;
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}
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}
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hold->PieceMask |= PieceValue;
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// Check if weapon assembled
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if (hold->PieceMask== (1<<Defaults->health)-1)
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{
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if (!toucher->FindInventory (WeaponClass))
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{
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2006-07-16 09:10:45 +00:00
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FullWeapon= static_cast<AWeapon*>(Spawn(WeaponClass, 0, 0, 0, NO_REPLACE));
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2006-02-24 04:48:15 +00:00
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// The weapon itself should not give more ammo to the player!
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FullWeapon->AmmoGive1=0;
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FullWeapon->AmmoGive2=0;
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FullWeapon->AttachToOwner(toucher);
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FullWeapon->AmmoGive1=Defaults->AmmoGive1;
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FullWeapon->AmmoGive2=Defaults->AmmoGive2;
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}
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}
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GoAwayAndDie();
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return true;
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}
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bool AWeaponPiece::ShouldStay ()
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{
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return PrivateShouldStay ();
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}
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bool AWeaponPiece::PrivateShouldStay ()
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{
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// We want a weapon piece to behave like a weapon, so follow the exact
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// same logic as weapons when deciding whether or not to stay.
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if (((multiplayer &&
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(!deathmatch && !alwaysapplydmflags)) || (dmflags & DF_WEAPONS_STAY)) &&
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!(flags&MF_DROPPED))
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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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// 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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const char *AWeaponPiece::PickupMessage ()
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{
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2006-06-17 20:29:41 +00:00
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if (FullWeapon)
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{
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return FullWeapon->PickupMessage();
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}
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else
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{
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return Super::PickupMessage();
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}
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2006-02-24 04:48:15 +00:00
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}
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//===========================================================================
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//
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// DoPlayPickupSound
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//
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// Plays a sound when this actor is picked up.
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//
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//===========================================================================
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void AWeaponPiece::PlayPickupSound (AActor *toucher)
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{
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2008-09-12 01:12:40 +00:00
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if (FullWeapon)
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{
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FullWeapon->PlayPickupSound(toucher);
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}
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else
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{
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Super::PlayPickupSound(toucher);
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}
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2006-02-24 04:48:15 +00:00
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}
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