- sxriptified key and puzzleitem base classes.

This commit is contained in:
Christoph Oelckers 2017-01-15 10:37:54 +01:00
parent d3626948e4
commit 267600826f
8 changed files with 98 additions and 100 deletions

View File

@ -533,32 +533,6 @@ IMPLEMENT_CLASS(AKey, false, false)
DEFINE_FIELD(AKey, KeyNumber) DEFINE_FIELD(AKey, KeyNumber)
bool AKey::HandlePickup (AInventory *item)
{
// In single player, you can pick up an infinite number of keys
// even though you can only hold one of each.
if (multiplayer)
{
return Super::HandlePickup (item);
}
if (GetClass() == item->GetClass())
{
item->ItemFlags |= IF_PICKUPGOOD;
return true;
}
return false;
}
//===========================================================================
//
//
//===========================================================================
bool AKey::ShouldStay ()
{
return !!multiplayer;
}
//========================================================================== //==========================================================================
// //
// These functions can be used to get color information for // These functions can be used to get color information for

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@ -7,12 +7,7 @@ class AKey : public AInventory
{ {
DECLARE_CLASS (AKey, AInventory) DECLARE_CLASS (AKey, AInventory)
public: public:
virtual bool HandlePickup (AInventory *item) override;
BYTE KeyNumber; BYTE KeyNumber;
protected:
virtual bool ShouldStay () override;
}; };
bool P_CheckKeys (AActor *owner, int keynum, bool remote); bool P_CheckKeys (AActor *owner, int keynum, bool remote);
@ -37,10 +32,6 @@ class APuzzleItem : public AInventory
DECLARE_CLASS_WITH_META(APuzzleItem, AInventory, PClassPuzzleItem) DECLARE_CLASS_WITH_META(APuzzleItem, AInventory, PClassPuzzleItem)
public: public:
virtual bool ShouldStay () override;
virtual bool Use (bool pickup) override;
virtual bool HandlePickup (AInventory *item) override;
int PuzzleItemNumber; int PuzzleItemNumber;
}; };

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@ -49,6 +49,7 @@ IMPLEMENT_CLASS(PClassPuzzleItem, false, false)
IMPLEMENT_CLASS(APuzzleItem, false, false) IMPLEMENT_CLASS(APuzzleItem, false, false)
DEFINE_FIELD(APuzzleItem, PuzzleItemNumber) DEFINE_FIELD(APuzzleItem, PuzzleItemNumber)
DEFINE_FIELD(PClassPuzzleItem, PuzzFailMessage)
//=========================================================================== //===========================================================================
// //
@ -62,56 +63,3 @@ void PClassPuzzleItem::DeriveData(PClass *newclass)
assert(newclass->IsKindOf(RUNTIME_CLASS(PClassPuzzleItem))); assert(newclass->IsKindOf(RUNTIME_CLASS(PClassPuzzleItem)));
static_cast<PClassPuzzleItem *>(newclass)->PuzzFailMessage = PuzzFailMessage; static_cast<PClassPuzzleItem *>(newclass)->PuzzFailMessage = PuzzFailMessage;
} }
//===========================================================================
//
//
//
//===========================================================================
bool APuzzleItem::HandlePickup (AInventory *item)
{
// Can't carry more than 1 of each puzzle item in coop netplay
if (multiplayer && !deathmatch && item->GetClass() == GetClass())
{
return true;
}
return Super::HandlePickup (item);
}
//===========================================================================
//
//
//
//===========================================================================
bool APuzzleItem::Use (bool pickup)
{
if (P_UsePuzzleItem (Owner, PuzzleItemNumber))
{
return true;
}
// [RH] Always play the sound if the use fails.
S_Sound (Owner, CHAN_VOICE, "*puzzfail", 1, ATTN_IDLE);
if (Owner != NULL && Owner->CheckLocalView (consoleplayer))
{
FString message = GetClass()->PuzzFailMessage;
if (message.IsNotEmpty() && message[0] == '$') message = GStrings[&message[1]];
if (message.IsEmpty()) message = GStrings("TXT_USEPUZZLEFAILED");
C_MidPrintBold (SmallFont, message);
}
return false;
}
//===========================================================================
//
//
//
//===========================================================================
bool APuzzleItem::ShouldStay ()
{
return !!multiplayer;
}

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@ -5515,6 +5515,13 @@ bool P_UsePuzzleItem(AActor *PuzzleItemUser, int PuzzleItemType)
return false; return false;
} }
DEFINE_ACTION_FUNCTION(AActor, UsePuzzleItem)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(puzznum);
ACTION_RETURN_BOOL(P_UsePuzzleItem(self, puzznum));
}
//========================================================================== //==========================================================================
// //
// RADIUS ATTACK // RADIUS ATTACK

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@ -914,7 +914,10 @@ DEFINE_ACTION_FUNCTION(FStringTable, Localize)
{ {
PARAM_PROLOGUE; PARAM_PROLOGUE;
PARAM_STRING(label); PARAM_STRING(label);
ACTION_RETURN_STRING(GStrings(label)); PARAM_BOOL_DEF(prefixed);
if (!prefixed) ACTION_RETURN_STRING(GStrings(label));
if (label[0] != '$') ACTION_RETURN_STRING(label);
ACTION_RETURN_STRING(GStrings(&label[1]));
} }
DEFINE_ACTION_FUNCTION(FString, Replace) DEFINE_ACTION_FUNCTION(FString, Replace)

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@ -493,6 +493,7 @@ class Actor : Thinker native
native bool UseInventory(Inventory item); native bool UseInventory(Inventory item);
native void ObtainInventory(Actor other); native void ObtainInventory(Actor other);
native bool GiveAmmo (Class<Ammo> type, int amount); native bool GiveAmmo (Class<Ammo> type, int amount);
native bool UsePuzzleItem(int PuzzleItemType);
native float AccuracyFactor(); native float AccuracyFactor();
// DECORATE compatible functions // DECORATE compatible functions

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@ -148,7 +148,7 @@ struct LevelLocals native
struct StringTable native struct StringTable native
{ {
native static String Localize(String val); native static String Localize(String val, bool prefixed = false);
} }
// a few values of this need to be readable by the play code. // a few values of this need to be readable by the play code.

View File

@ -1,3 +1,9 @@
//===========================================================================
//
//
//
//===========================================================================
class ScoreItem : Inventory class ScoreItem : Inventory
{ {
Default Default
@ -16,6 +22,12 @@ class ScoreItem : Inventory
} }
} }
//===========================================================================
//
//
//
//===========================================================================
class Key : Inventory native class Key : Inventory native
{ {
native uint8 KeyNumber; native uint8 KeyNumber;
@ -26,20 +38,41 @@ class Key : Inventory native
Inventory.InterHubAmount 0; Inventory.InterHubAmount 0;
Inventory.PickupSound "misc/k_pkup"; Inventory.PickupSound "misc/k_pkup";
} }
override bool HandlePickup (Inventory item)
{
// In single player, you can pick up an infinite number of keys
// even though you can only hold one of each.
if (multiplayer)
{
return Super.HandlePickup (item);
}
if (GetClass() == item.GetClass())
{
item.bPickupGood = true;
return true;
}
return false;
}
override bool ShouldStay ()
{
return !!multiplayer;
}
} }
//===========================================================================
//
// AMapRevealer
//
// A MapRevealer reveals the whole map for the player who picks it up.
// The MapRevealer doesn't actually go in your inventory. Instead, it sets
// a flag on the level.
//
//===========================================================================
class MapRevealer : Inventory class MapRevealer : Inventory
{ {
//===========================================================================
//
// AMapRevealer . TryPickup
//
// A MapRevealer reveals the whole map for the player who picks it up.
// The MapRevealer doesn't actually go in your inventory. Instead, it sets
// a flag on the level.
//
//===========================================================================
override bool TryPickup (in out Actor toucher) override bool TryPickup (in out Actor toucher)
{ {
level.allmap = true; level.allmap = true;
@ -48,9 +81,16 @@ class MapRevealer : Inventory
} }
} }
//===========================================================================
//
//
//
//===========================================================================
class PuzzleItem : Inventory native class PuzzleItem : Inventory native
{ {
native int PuzzleItemNumber; native int PuzzleItemNumber;
native meta String PuzzFailMessage;
Default Default
{ {
@ -59,6 +99,40 @@ class PuzzleItem : Inventory native
Inventory.DefMaxAmount; Inventory.DefMaxAmount;
Inventory.UseSound "PuzzleSuccess"; Inventory.UseSound "PuzzleSuccess";
Inventory.PickupSound "misc/i_pkup"; Inventory.PickupSound "misc/i_pkup";
PuzzleItem.FailMessage("TXT_USEPUZZLEFAILED");
} }
override bool HandlePickup (Inventory item)
{
// Can't carry more than 1 of each puzzle item in coop netplay
if (multiplayer && !deathmatch && item.GetClass() == GetClass())
{
return true;
}
return Super.HandlePickup (item);
}
override bool Use (bool pickup)
{
if (Owner == NULL) return false;
if (Owner.UsePuzzleItem (PuzzleItemNumber))
{
return true;
}
// [RH] Always play the sound if the use fails.
Owner.A_PlaySound ("*puzzfail", CHAN_VOICE);
if (Owner.CheckLocalView (consoleplayer))
{
C_MidPrint ("SmallFont", PuzzFailMessage, true);
}
return false;
}
override bool ShouldStay ()
{
return !!multiplayer;
}
} }