Merge branch 'master' into scripting

Conflicts:
	src/m_cheat.cpp
	src/p_acs.cpp
	src/thingdef/thingdef_codeptr.cpp
	src/thingdef/thingdef_properties.cpp
This commit is contained in:
Christoph Oelckers 2015-04-28 23:04:10 +02:00
commit 646c135eff
12 changed files with 106 additions and 126 deletions

View File

@ -643,6 +643,11 @@ public:
// Removes the item from the inventory list. // Removes the item from the inventory list.
virtual void RemoveInventory (AInventory *item); virtual void RemoveInventory (AInventory *item);
// Take the amount value of an item from the inventory list.
// If nothing is left, the item may be destroyed.
// Returns true if the initial item count is positive.
virtual bool TakeInventory (PClassActor *itemclass, int amount, bool fromdecorate = false, bool notakeinfinite = false);
// Uses an item and removes it from the inventory. // Uses an item and removes it from the inventory.
virtual bool UseInventory (AInventory *item); virtual bool UseInventory (AInventory *item);

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@ -137,14 +137,9 @@ bool P_MorphPlayer (player_t *activator, player_t *p, PClassPlayerPawn *spawntyp
hxarmor->Slots[3] = 0; hxarmor->Slots[3] = 0;
hxarmor->Slots[4] = spawntype->HexenArmor[0]; hxarmor->Slots[4] = spawntype->HexenArmor[0];
} }
else if (item->ItemFlags & IF_KEEPDEPLETED)
{
// Set depletable armor to 0 (this includes BasicArmor).
item->Amount = 0;
}
else else
{ {
item->Destroy (); item->DepleteOrDestroy();
} }
} }
item = next; item = next;

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@ -1177,6 +1177,32 @@ void AInventory::Destroy ()
if (SendItemDrop == this) SendItemDrop = NULL; if (SendItemDrop == this) SendItemDrop = NULL;
} }
//===========================================================================
//
// AInventory :: DepleteOrDestroy
//
// If the item is depleted, just change its amount to 0, otherwise it's destroyed.
//
//===========================================================================
void AInventory::DepleteOrDestroy ()
{
// If it's not ammo or an internal armor, destroy it.
// Ammo needs to stick around, even when it's zero for the benefit
// of the weapons that use it and to maintain the maximum ammo
// amounts a backpack might have given.
// Armor shouldn't be removed because they only work properly when
// they are the last items in the inventory.
if (ItemFlags & IF_KEEPDEPLETED)
{
Amount = 0;
}
else
{
Destroy();
}
}
//=========================================================================== //===========================================================================
// //
// AInventory :: GetBlend // AInventory :: GetBlend

View File

@ -155,6 +155,7 @@ public:
virtual void MarkPrecacheSounds() const; virtual void MarkPrecacheSounds() const;
virtual void BeginPlay (); virtual void BeginPlay ();
virtual void Destroy (); virtual void Destroy ();
virtual void DepleteOrDestroy ();
virtual void Tick (); virtual void Tick ();
virtual bool ShouldRespawn (); virtual bool ShouldRespawn ();
virtual bool ShouldStay (); virtual bool ShouldStay ();

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@ -769,10 +769,7 @@ void cht_Give (player_t *player, const char *name, int amount)
static_cast<PClassActor *>(type)->GetReplacement()->IsDescendantOf(RUNTIME_CLASS(ADehackedPickup)))) static_cast<PClassActor *>(type)->GetReplacement()->IsDescendantOf(RUNTIME_CLASS(ADehackedPickup))))
{ {
// Give the weapon only if it belongs to the current game or // Give the weapon only if it belongs to the current game or
// is in a weapon slot. if (player->weapons.LocateWeapon(static_cast<PClassWeapon*>(type), NULL, NULL))
if (static_cast<PClassActor *>(type)->GameFilter == GAME_Any ||
(static_cast<PClassActor *>(type)->GameFilter & gameinfo.gametype) ||
player->weapons.LocateWeapon(static_cast<PClassWeapon *>(type), NULL, NULL))
{ {
AWeapon *def = (AWeapon*)GetDefaultByType (type); AWeapon *def = (AWeapon*)GetDefaultByType (type);
if (giveall == ALL_YESYES || !(def->WeaponFlags & WIF_CHEATNOTWEAPON)) if (giveall == ALL_YESYES || !(def->WeaponFlags & WIF_CHEATNOTWEAPON))
@ -854,7 +851,7 @@ void cht_Give (player_t *player, const char *name, int amount)
void cht_Take (player_t *player, const char *name, int amount) void cht_Take (player_t *player, const char *name, int amount)
{ {
bool takeall; bool takeall;
PClass *type; PClassActor *type;
if (player->mo == NULL || player->health <= 0) if (player->mo == NULL || player->health <= 0)
{ {
@ -1045,7 +1042,7 @@ void cht_Take (player_t *player, const char *name, int amount)
if (takeall) if (takeall)
return; return;
type = PClass::FindClass (name); type = PClass::FindActor (name);
if (type == NULL || !type->IsDescendantOf (RUNTIME_CLASS (AInventory))) if (type == NULL || !type->IsDescendantOf (RUNTIME_CLASS (AInventory)))
{ {
if (player == &players[consoleplayer]) if (player == &players[consoleplayer])
@ -1053,24 +1050,7 @@ void cht_Take (player_t *player, const char *name, int amount)
} }
else else
{ {
AInventory *inventory = player->mo->FindInventory(static_cast<PClassActor *>(type)); player->mo->TakeInventory(type, amount ? amount : 1);
if (inventory != NULL)
{
inventory->Amount -= amount ? amount : 1;
if (inventory->Amount <= 0)
{
if (inventory->ItemFlags & IF_KEEPDEPLETED)
{
inventory->Amount = 0;
}
else
{
inventory->Destroy ();
}
}
}
} }
return; return;
} }

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@ -1131,40 +1131,6 @@ static void GiveInventory (AActor *activator, const char *type, int amount)
} }
} }
//============================================================================
//
// DoTakeInv
//
// Takes an item from a single actor.
//
//============================================================================
static void DoTakeInv (AActor *actor, PClassActor *info, int amount)
{
AInventory *item = actor->FindInventory (info);
if (item != NULL)
{
item->Amount -= amount;
if (item->Amount <= 0)
{
// If it's not ammo or an internal armor, destroy it.
// Ammo needs to stick around, even when it's zero for the benefit
// of the weapons that use it and to maintain the maximum ammo
// amounts a backpack might have given.
// Armor shouldn't be removed because they only work properly when
// they are the last items in the inventory.
if (item->ItemFlags & IF_KEEPDEPLETED)
{
item->Amount = 0;
}
else
{
item->Destroy ();
}
}
}
}
//============================================================================ //============================================================================
// //
// TakeInventory // TakeInventory
@ -1199,12 +1165,12 @@ static void TakeInventory (AActor *activator, const char *type, int amount)
for (int i = 0; i < MAXPLAYERS; ++i) for (int i = 0; i < MAXPLAYERS; ++i)
{ {
if (playeringame[i]) if (playeringame[i])
DoTakeInv (players[i].mo, info, amount); players[i].mo->TakeInventory(info, amount);
} }
} }
else else
{ {
DoTakeInv (activator, info, amount); activator->TakeInventory(info, amount);
} }
} }
@ -2302,8 +2268,8 @@ void FBehavior::LoadScriptsDirectory ()
} }
// [EP] Clang 3.5.0 optimizer miscompiles this function and causes random // [EP] Clang 3.5.0 optimizer miscompiles this function and causes random
// crashes in the program. I hope that Clang 3.5.x will fix this. // crashes in the program. This is fixed in 3.5.1 onwards.
#if defined(__clang__) && __clang_major__ == 3 && __clang_minor__ >= 5 #if defined(__clang__) && __clang_major__ == 3 && __clang_minor__ == 5 && __clang_patchlevel__ == 0
asm("" : "+g" (NumScripts)); asm("" : "+g" (NumScripts));
#endif #endif
for (i = 0; i < NumScripts; ++i) for (i = 0; i < NumScripts; ++i)
@ -4781,8 +4747,8 @@ static void SetActorTeleFog(AActor *activator, int tid, FString telefogsrc, FStr
FActorIterator iterator(tid); FActorIterator iterator(tid);
AActor *actor; AActor *actor;
PClassActor * src = telefogsrc.IsNotEmpty() ? PClass::FindActor(telefogsrc) : NULL; PClassActor * src = PClass::FindActor(telefogsrc);
PClassActor * dest = telefogdest.IsNotEmpty() ? PClass::FindActor(telefogdest) : NULL; PClassActor * dest = PClass::FindActor(telefogdest);
while ((actor = iterator.Next())) while ((actor = iterator.Next()))
{ {
if (telefogsrc.IsNotEmpty()) if (telefogsrc.IsNotEmpty())

View File

@ -649,22 +649,7 @@ static void TakeStrifeItem (player_t *player, PClassActor *itemtype, int amount)
if (itemtype == RUNTIME_CLASS(ASigil)) if (itemtype == RUNTIME_CLASS(ASigil))
return; return;
AInventory *item = player->mo->FindInventory (itemtype); player->mo->TakeInventory(itemtype, amount);
if (item != NULL)
{
item->Amount -= amount;
if (item->Amount <= 0)
{
if (item->ItemFlags & IF_KEEPDEPLETED)
{
item->Amount = 0;
}
else
{
item->Destroy ();
}
}
}
} }
CUSTOM_CVAR(Float, dlg_musicvolume, 1.0f, CVAR_ARCHIVE) CUSTOM_CVAR(Float, dlg_musicvolume, 1.0f, CVAR_ARCHIVE)

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@ -944,13 +944,13 @@ bool P_LoadGLNodes(MapData * map)
result=true; result=true;
for(unsigned i=0; i<4;i++) for(unsigned i=0; i<4;i++)
{ {
if (strnicmp(f_gwa->GetLump(i+1)->Name, check[i], 8)) if (strnicmp(f_gwa->GetLump(li+i+1)->Name, check[i], 8))
{ {
result=false; result=false;
break; break;
} }
else else
gwalumps[i] = f_gwa->GetLump(i+1)->NewReader(); gwalumps[i] = f_gwa->GetLump(li+i+1)->NewReader();
} }
if (result) result = DoLoadGLNodes(gwalumps); if (result) result = DoLoadGLNodes(gwalumps);
} }

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@ -799,10 +799,7 @@ static int UseHealthItems(TArray<AInventory *> &Items, int &saveHealth)
saveHealth -= maxhealth; saveHealth -= maxhealth;
if (--Items[index]->Amount == 0) if (--Items[index]->Amount == 0)
{ {
if (!(Items[index]->ItemFlags & IF_KEEPDEPLETED)) Items[index]->DepleteOrDestroy ();
{
Items[index]->Destroy ();
}
Items.Delete(index); Items.Delete(index);
break; break;
} }

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@ -685,6 +685,57 @@ void AActor::RemoveInventory(AInventory *item)
} }
} }
//============================================================================
//
// AActor :: TakeInventory
//
//============================================================================
bool AActor::TakeInventory(PClassActor *itemclass, int amount, bool fromdecorate, bool notakeinfinite)
{
AInventory *item = FindInventory(itemclass);
if (item == NULL)
return false;
if (!fromdecorate)
{
item->Amount -= amount;
if (item->Amount <= 0)
{
item->DepleteOrDestroy();
}
// It won't be used in non-decorate context, so return false here
return false;
}
bool result = false;
if (item->Amount > 0)
{
result = true;
}
if (item->IsKindOf(RUNTIME_CLASS(AHexenArmor)))
return false;
// Do not take ammo if the "no take infinite/take as ammo depletion" flag is set
// and infinite ammo is on
if (notakeinfinite &&
((dmflags & DF_INFINITE_AMMO) || (player && player->cheats & CF_INFINITEAMMO)) &&
item->IsKindOf(RUNTIME_CLASS(AAmmo)))
{
// Nothing to do here, except maybe res = false;? Would it make sense?
}
else if (!amount || amount>=item->Amount)
{
item->DepleteOrDestroy();
}
else item->Amount-=amount;
return result;
}
//============================================================================ //============================================================================
// //
// AActor :: DestroyAllInventory // AActor :: DestroyAllInventory
@ -752,9 +803,9 @@ bool AActor::UseInventory (AInventory *item)
if (dmflags2 & DF2_INFINITE_INVENTORY) if (dmflags2 & DF2_INFINITE_INVENTORY)
return true; return true;
if (--item->Amount <= 0 && !(item->ItemFlags & IF_KEEPDEPLETED)) if (--item->Amount <= 0)
{ {
item->Destroy (); item->DepleteOrDestroy ();
} }
return true; return true;
} }

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@ -1996,34 +1996,8 @@ int DoTakeInventory(AActor *receiver, bool orresult, VM_ARGS)
return numret; return numret;
} }
bool res = false; bool res = receiver->TakeInventory(itemtype, amount, true, (flags & TIF_NOTAKEINFINITE) != 0);
AInventory *inv = receiver->FindInventory(itemtype);
if (inv && !inv->IsKindOf(RUNTIME_CLASS(AHexenArmor)))
{
if (inv->Amount > 0)
{
res = true;
}
// Do not take ammo if the "no take infinite/take as ammo depletion" flag is set
// and infinite ammo is on
if (flags & TIF_NOTAKEINFINITE &&
((dmflags & DF_INFINITE_AMMO) || (receiver->player->cheats & CF_INFINITEAMMO)) &&
inv->IsKindOf(RUNTIME_CLASS(AAmmo)))
{
// Nothing to do here, except maybe res = false;? Would it make sense?
}
else if (!amount || amount>=inv->Amount)
{
if (inv->ItemFlags&IF_KEEPDEPLETED) inv->Amount=0;
else inv->Destroy();
}
else
{
inv->Amount -= amount;
}
}
if (!orresult) if (!orresult)
{ {
ACTION_SET_RESULT(res); ACTION_SET_RESULT(res);

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@ -1448,8 +1448,8 @@ DEFINE_PROPERTY(stamina, I, Actor)
DEFINE_PROPERTY(telefogsourcetype, S, Actor) DEFINE_PROPERTY(telefogsourcetype, S, Actor)
{ {
PROP_STRING_PARM(str, 0); PROP_STRING_PARM(str, 0);
if (!stricmp(str, "") || !stricmp(str, "none")) defaults->TeleFogSourceType = NULL;
else defaults->TeleFogSourceType = FindClassTentative(str, RUNTIME_CLASS(AActor)); defaults->TeleFogSourceType = FindClassTentative(str, RUNTIME_CLASS(AActor));
} }
//========================================================================== //==========================================================================
@ -1458,8 +1458,8 @@ DEFINE_PROPERTY(telefogsourcetype, S, Actor)
DEFINE_PROPERTY(telefogdesttype, S, Actor) DEFINE_PROPERTY(telefogdesttype, S, Actor)
{ {
PROP_STRING_PARM(str, 0); PROP_STRING_PARM(str, 0);
if (!stricmp(str, "") || !stricmp(str, "none")) defaults->TeleFogDestType = NULL;
else defaults->TeleFogDestType = FindClassTentative(str, RUNTIME_CLASS(AActor)); defaults->TeleFogDestType = FindClassTentative(str, RUNTIME_CLASS(AActor));
} }
//========================================================================== //==========================================================================