Moved and rearranged transfer task

- Some inventory pickup conditions weren't properly covered
This commit is contained in:
Edward Richardson 2015-02-05 20:13:54 +13:00
parent de4097cc7b
commit 1e0a1466a3
2 changed files with 29 additions and 26 deletions

View file

@ -1372,6 +1372,8 @@ bool AInventory::TryPickupRestricted (AActor *&toucher)
bool AInventory::CallTryPickup (AActor *toucher, AActor **toucher_return)
{
TObjPtr<AInventory> Invstack = Inventory; // A pointer of the inventories item stack.
// unmorphed versions of a currently morphed actor cannot pick up anything.
if (toucher->flags & MF_UNMORPHED) return false;
@ -1392,7 +1394,33 @@ bool AInventory::CallTryPickup (AActor *toucher, AActor **toucher_return)
GoAwayAndDie();
}
if (res) GiveQuest(toucher);
if (res)
{
GiveQuest(toucher);
// Transfer all inventory accross that the old object had, if requested.
if ((ItemFlags & IF_TRANSFER))
{
while (Invstack)
{
AInventory* titem = Invstack;
Invstack = titem->Inventory;
if (titem->Owner == this)
{
Printf("Crantech: %s::CallTryPickup doing transfer of %s\n", GetClass()->TypeName.GetChars(), titem->GetClass()->TypeName.GetChars());
if (!titem->CallTryPickup(toucher)) // The object no longer can exist
{
Printf("Crantech: %s::CallTryPickup, %s is now being destroyed\n", GetClass()->TypeName.GetChars(), titem->GetClass()->TypeName.GetChars());
titem->Destroy();
}
}
else
{
Printf("Crantech: %s::CallTryPickup, %s didn't belong to this object\n", GetClass()->TypeName.GetChars(), titem->GetClass()->TypeName.GetChars());
}
}
}
}
return res;
}

View file

@ -551,17 +551,12 @@ void AActor::AddInventory (AInventory *item)
{
// Is it attached to us?
if (item->Owner == this)
{
Printf("Crantech: AddInventory->%s->Owner was Owner\n", item->GetClass()->TypeName.GetChars());
return;
}
// No, then remove it from the other actor first
item->Owner->RemoveInventory (item);
Printf("Crantech: AddInventory->%s->Owner was nonNULL\n", item->GetClass()->TypeName.GetChars());
}
TObjPtr<AInventory> Invstack = item->Inventory;
item->Owner = this;
item->Inventory = Inventory;
Inventory = item;
@ -572,26 +567,6 @@ void AActor::AddInventory (AInventory *item)
// run sometime in the future, so by the time it runs, the inventory
// might not be in the same state as it was when DEM_INVUSE was sent.
Inventory->InventoryID = InventoryID++;
// If the flag exists, transfer all inventory accross that the old object had.
if ((item->ItemFlags & IF_TRANSFER))
{
while (Invstack)
{
AInventory* titem = Invstack;
Invstack = titem->Inventory;
Printf("Crantech: AddInventory->%s doing transfer of %s\n", item->GetClass()->TypeName.GetChars(), titem->GetClass()->TypeName.GetChars());
bool success = titem->CallTryPickup(this);
if (!success)
{
Printf("Crantech: AddInventory->%s, %s is now being destroyed\n", item->GetClass()->TypeName.GetChars(), titem->GetClass()->TypeName.GetChars());
titem->Destroy();
}
//AddInventory(item->Inventory); // Adds current inventory item to present index
}
}
}
//============================================================================