qzdoom/src/g_hexen/a_weaponpieces.cpp
Christoph Oelckers 1bd6ac028b - Converted a_doomhealth.cpp to DECORATE.
- Added a PickupMessage property to the internal actor parser, replaced
  most of the virtual PickupMessages with it and placed the code that
  reads the metadata into AInventory::PickupMessage. Now the
  PickupMessage method is truly virtual and I can do:
   Added a Health.LowMessage property to define double message items like
   Doom's medikit in DECORATE.
- Since defining Mana3 as an ammo type and then overriding the TryPickup
  method means that this item defeats all ammo checks in the game it might
  as well be defined as a CustomInventory item. At least this fixes the
  amount given in easy and very hard skills.
- Converted all ammo items to DECORATE.
- Changed internal property setting of ammo types and sister weapons
  to use fuglyname as for DECORATE definitions. This allows to export
  the ammo definitions into DECORATE definitions without doing it for
  the weapons themselves.
- Replaced obituary methods with actor properties.
- Fixed: The secret map check didn't work for maps inside Zips.



SVN r196 (trunk)
2006-06-17 20:29:41 +00:00

178 lines
4 KiB
C++

#include "actor.h"
#include "gi.h"
#include "m_random.h"
#include "s_sound.h"
#include "d_player.h"
#include "a_action.h"
#include "p_local.h"
#include "p_enemy.h"
#include "a_action.h"
#include "p_pspr.h"
#include "gstrings.h"
#include "a_hexenglobal.h"
#include "sbar.h"
IMPLEMENT_POINTY_CLASS (AFourthWeaponPiece)
DECLARE_POINTER (TempFourthWeapon)
END_POINTERS
BEGIN_STATELESS_DEFAULTS (AFourthWeaponPiece, Hexen, -1, 0)
PROP_Inventory_PickupSound ("misc/w_pkup")
PROP_Inventory_PickupMessage("$TXT_WEAPONPIECE")
END_DEFAULTS
void AFourthWeaponPiece::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << FourthWeaponClass << PieceValue << TempFourthWeapon;
}
const char *AFourthWeaponPiece::PickupMessage ()
{
if (TempFourthWeapon != NULL)
{
return TempFourthWeapon->PickupMessage ();
}
else
{
return Super::PickupMessage ();
}
}
bool AFourthWeaponPiece::MatchPlayerClass (AActor *toucher)
{
return true;
}
void AFourthWeaponPiece::PlayPickupSound (AActor *toucher)
{
if (TempFourthWeapon != NULL)
{
// Play the build-sound full volume for all players
S_Sound (toucher, CHAN_ITEM, "WeaponBuild", 1, ATTN_SURROUND);
}
else
{
Super::PlayPickupSound (toucher);
}
}
//==========================================================================
//
// TryPickupWeaponPiece
//
//==========================================================================
bool AFourthWeaponPiece::TryPickup (AActor *toucher)
{
bool shouldStay;
bool checkAssembled;
bool gaveWeapon;
int gaveMana;
const PClass *mana1 = PClass::FindClass(NAME_Mana1);
const PClass *mana2 = PClass::FindClass(NAME_Mana2);
checkAssembled = true;
gaveWeapon = false;
gaveMana = 0;
shouldStay = PrivateShouldStay ();
if (!MatchPlayerClass (toucher))
{ // Wrong class, but try to pick up for mana
if (shouldStay)
{ // Can't pick up wrong-class weapons in coop netplay
return false;
}
checkAssembled = false;
gaveMana = toucher->GiveAmmo (mana1, 20) +
toucher->GiveAmmo (mana2, 20);
if (!gaveMana)
{ // Didn't need the mana, so don't pick it up
return false;
}
}
else if (shouldStay)
{ // Cooperative net-game
if (toucher->player->pieces & PieceValue)
{ // Already has the piece
return false;
}
toucher->GiveAmmo (mana1, 20);
toucher->GiveAmmo (mana2, 20);
}
else
{ // Deathmatch or singleplayer game
gaveMana = toucher->GiveAmmo (mana1, 20) +
toucher->GiveAmmo (mana2, 20);
if (toucher->player->pieces & PieceValue)
{ // Already has the piece, check if mana needed
if (!gaveMana)
{ // Didn't need the mana, so don't pick it up
return false;
}
checkAssembled = false;
}
}
// Check if fourth weapon assembled
if (checkAssembled)
{
toucher->player->pieces |= PieceValue;
for (int i = 0; i < 9; i += 3)
{
int mask = (WPIECE1|WPIECE2|WPIECE3) << i;
if (PieceValue & mask)
{
if (toucher->CheckLocalView (consoleplayer))
{
StatusBar->SetInteger (0, i);
}
if ((toucher->player->pieces & mask) == mask)
{
gaveWeapon = (FourthWeaponClass != NULL);
}
break;
}
}
}
if (gaveWeapon)
{
TempFourthWeapon = static_cast<AInventory *>(Spawn (FourthWeaponClass, x, y, z));
if (TempFourthWeapon != NULL)
{
gaveWeapon = TempFourthWeapon->TryPickup (toucher);
if (!gaveWeapon)
{
TempFourthWeapon->GoAwayAndDie ();
}
}
else
{
gaveWeapon = false;
}
}
if (gaveWeapon || gaveMana || checkAssembled)
{
GoAwayAndDie ();
}
return gaveWeapon || gaveMana || checkAssembled;
}
bool AFourthWeaponPiece::ShouldStay ()
{
return PrivateShouldStay ();
}
bool AFourthWeaponPiece::PrivateShouldStay ()
{
// We want a weapon piece to behave like a weapon, so follow the exact
// same logic as weapons when deciding whether or not to stay.
if (((multiplayer &&
(!deathmatch && !alwaysapplydmflags)) || (dmflags & DF_WEAPONS_STAY)) &&
!(flags & MF_DROPPED))
{
return true;
}
return false;
}