mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 21:11:39 +00:00
Merge branch 'master' of https://github.com/rheit/zdoom into zscript
This commit is contained in:
commit
900644e465
9 changed files with 93 additions and 39 deletions
|
@ -1090,6 +1090,7 @@ set (PCH_SOURCES
|
|||
p_3dfloors.cpp
|
||||
p_3dmidtex.cpp
|
||||
p_acs.cpp
|
||||
p_actionfunctions.cpp
|
||||
p_buildmap.cpp
|
||||
p_ceiling.cpp
|
||||
p_conversation.cpp
|
||||
|
@ -1227,7 +1228,6 @@ set (PCH_SOURCES
|
|||
textures/warptexture.cpp
|
||||
thingdef/olddecorations.cpp
|
||||
thingdef/thingdef.cpp
|
||||
thingdef/thingdef_codeptr.cpp
|
||||
thingdef/thingdef_data.cpp
|
||||
thingdef/thingdef_exp.cpp
|
||||
thingdef/thingdef_expression.cpp
|
||||
|
|
|
@ -2622,6 +2622,92 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToSiblings)
|
|||
ACTION_RETURN_INT(count);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// A_SetInventory
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetInventory)
|
||||
{
|
||||
PARAM_ACTION_PROLOGUE;
|
||||
PARAM_CLASS(itemtype, AInventory);
|
||||
PARAM_INT(amount);
|
||||
PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
|
||||
PARAM_BOOL_OPT(beyondMax) { beyondMax = false; }
|
||||
|
||||
bool res = false;
|
||||
|
||||
if (itemtype == nullptr)
|
||||
{
|
||||
ACTION_RETURN_BOOL(false);
|
||||
}
|
||||
|
||||
AActor *mobj = COPY_AAPTR(self, ptr);
|
||||
|
||||
if (mobj == nullptr)
|
||||
{
|
||||
ACTION_RETURN_BOOL(false);
|
||||
}
|
||||
|
||||
AInventory *item = mobj->FindInventory(itemtype);
|
||||
|
||||
if (item != nullptr)
|
||||
{
|
||||
// A_SetInventory sets the absolute amount.
|
||||
// Subtract or set the appropriate amount as necessary.
|
||||
|
||||
if (amount == item->Amount)
|
||||
{
|
||||
// Nothing was changed.
|
||||
ACTION_RETURN_BOOL(false);
|
||||
}
|
||||
else if (amount <= 0)
|
||||
{
|
||||
//Remove it all.
|
||||
res = (mobj->TakeInventory(itemtype, item->Amount, true, false));
|
||||
ACTION_RETURN_BOOL(res);
|
||||
}
|
||||
else if (amount < item->Amount)
|
||||
{
|
||||
int amt = abs(item->Amount - amount);
|
||||
res = (mobj->TakeInventory(itemtype, amt, true, false));
|
||||
ACTION_RETURN_BOOL(res);
|
||||
}
|
||||
else
|
||||
{
|
||||
item->Amount = (beyondMax ? amount : clamp(amount, 0, item->MaxAmount));
|
||||
ACTION_RETURN_BOOL(true);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (amount <= 0)
|
||||
{
|
||||
ACTION_RETURN_BOOL(false);
|
||||
}
|
||||
item = static_cast<AInventory *>(Spawn(itemtype));
|
||||
if (item == nullptr)
|
||||
{
|
||||
ACTION_RETURN_BOOL(false);
|
||||
}
|
||||
else
|
||||
{
|
||||
item->Amount = amount;
|
||||
item->flags |= MF_DROPPED;
|
||||
item->ItemFlags |= IF_IGNORESKILL;
|
||||
item->ClearCounters();
|
||||
if (!item->CallTryPickup(mobj))
|
||||
{
|
||||
item->Destroy();
|
||||
ACTION_RETURN_BOOL(false);
|
||||
}
|
||||
ACTION_RETURN_BOOL(true);
|
||||
}
|
||||
}
|
||||
ACTION_RETURN_BOOL(false);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// A_TakeInventory
|
|
@ -634,6 +634,7 @@ void AActor::RemoveInventory(AInventory *item)
|
|||
|
||||
bool AActor::TakeInventory(PClassActor *itemclass, int amount, bool fromdecorate, bool notakeinfinite)
|
||||
{
|
||||
amount = abs(amount);
|
||||
AInventory *item = FindInventory(itemclass);
|
||||
|
||||
if (item == NULL)
|
||||
|
@ -666,6 +667,7 @@ bool AActor::TakeInventory(PClassActor *itemclass, int amount, bool fromdecorate
|
|||
item->IsKindOf(RUNTIME_CLASS(AAmmo)))
|
||||
{
|
||||
// Nothing to do here, except maybe res = false;? Would it make sense?
|
||||
result = false;
|
||||
}
|
||||
else if (!amount || amount>=item->Amount)
|
||||
{
|
||||
|
|
|
@ -57,6 +57,7 @@ enum PSPFlags
|
|||
PSPF_ADDBOB = 1 << 1,
|
||||
PSPF_POWDOUBLE = 1 << 2,
|
||||
PSPF_CVARFAST = 1 << 3,
|
||||
PSPF_FLIP = 1 << 6,
|
||||
};
|
||||
|
||||
class DPSprite : public DObject
|
||||
|
|
|
@ -1404,7 +1404,7 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
|
|||
vis->pic = tex;
|
||||
vis->ColormapNum = 0;
|
||||
|
||||
if (flip)
|
||||
if (!(flip) != !(pspr->Flags & PSPF_FLIP))
|
||||
{
|
||||
vis->xiscale = -FLOAT2FIXED(pspritexiscale * tex->Scale.X);
|
||||
vis->startfrac = (tex->GetWidth() << FRACBITS) - 1;
|
||||
|
|
|
@ -472,32 +472,3 @@ void LoadActors ()
|
|||
if (!batchrun) Printf("DECORATE parsing took %.2f ms\n", timer.TimeMS());
|
||||
// Base time: ~52 ms
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// CreateDamageFunction
|
||||
//
|
||||
// Creates a damage function suitable for a constant, non-expressioned
|
||||
// value.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
VMScriptFunction *CreateDamageFunction(int dmg)
|
||||
{
|
||||
if (dmg == 0)
|
||||
{
|
||||
// For zero damage, do not create a function so that the special collision detection case still works as before.
|
||||
return NULL;
|
||||
}
|
||||
else
|
||||
{
|
||||
VMFunctionBuilder build;
|
||||
build.Registers[REGT_POINTER].Get(1); // The self pointer
|
||||
build.EmitRetInt(0, false, dmg);
|
||||
build.EmitRetInt(1, true, 0);
|
||||
VMScriptFunction *sfunc = build.MakeFunction();
|
||||
sfunc->NumArgs = 1;
|
||||
return sfunc;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -165,14 +165,6 @@ inline void ResetBaggage (Baggage *bag, PClassActor *stateclass)
|
|||
bag->statedef.MakeStateDefines(stateclass);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Damage function creation
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
VMScriptFunction *CreateDamageFunction(int dmg);
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Action function lookup
|
||||
|
|
|
@ -211,6 +211,7 @@ ACTOR Actor native //: Thinker
|
|||
native state A_JumpIfTargetInsideMeleeRange(state label);
|
||||
native state A_JumpIfInventory(class<Inventory> itemtype, int itemamount, state label, int owner = AAPTR_DEFAULT);
|
||||
native state A_JumpIfArmorType(name Type, state label, int amount = 1);
|
||||
action native bool A_SetInventory(class<Inventory> itemtype, int amount, int ptr = AAPTR_DEFAULT, bool beyondMax = false);
|
||||
native bool A_GiveInventory(class<Inventory> itemtype, int amount = 0, int giveto = AAPTR_DEFAULT);
|
||||
native bool A_TakeInventory(class<Inventory> itemtype, int amount = 0, int flags = 0, int giveto = AAPTR_DEFAULT);
|
||||
action native bool A_SpawnItem(class<Actor> itemtype = "Unknown", float distance = 0, float zheight = 0, bool useammo = true, bool transfer_translation = false);
|
||||
|
|
|
@ -693,6 +693,7 @@ enum EPSpriteFlags
|
|||
PSPF_ADDBOB = 1 << 1,
|
||||
PSPF_POWDOUBLE = 1 << 2,
|
||||
PSPF_CVARFAST = 1 << 3,
|
||||
PSPF_FLIP = 1 << 6,
|
||||
};
|
||||
|
||||
// Default psprite layers
|
||||
|
|
Loading…
Reference in a new issue