Added INVENTORY.TRANSFER

- INVENTORY.TRANSFER allows transferring all owned inventory to a new
owner on pickup.
This commit is contained in:
Edward Richardson 2015-02-05 14:52:52 +13:00
parent 8e1b1aa201
commit de4097cc7b
3 changed files with 28 additions and 1 deletions

View File

@ -136,7 +136,7 @@ enum
IF_NOSCREENFLASH = 1<<21, // No pickup flash on the player's screen
IF_TOSSED = 1<<22, // Was spawned by P_DropItem (i.e. as a monster drop)
IF_ALWAYSRESPAWN = 1<<23, // Always respawn, regardless of dmflag
IF_TRANSFER = 1<<24, // All inventory items that the inventory item contains is also transfered to the pickuper
};

View File

@ -551,12 +551,17 @@ 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;
@ -567,6 +572,26 @@ 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
}
}
}
//============================================================================
@ -587,6 +612,7 @@ void AActor::RemoveInventory (AInventory *item)
*invp = item->Inventory;
item->DetachFromOwner ();
item->Owner = NULL;
item->Inventory = NULL;
break;
}
}

View File

@ -324,6 +324,7 @@ static FFlagDef InventoryFlags[] =
DEFINE_FLAG(IF, NOSCREENFLASH, AInventory, ItemFlags),
DEFINE_FLAG(IF, TOSSED, AInventory, ItemFlags),
DEFINE_FLAG(IF, ALWAYSRESPAWN, AInventory, ItemFlags),
DEFINE_FLAG(IF, TRANSFER, AInventory, ItemFlags),
DEFINE_DEPRECATED_FLAG(PICKUPFLASH),
DEFINE_DEPRECATED_FLAG(INTERHUBSTRIP),};