mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-08 22:11:09 +00:00
db5723997c
SVN r1224 (trunk)
1716 lines
43 KiB
C++
1716 lines
43 KiB
C++
#include <assert.h>
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#include "info.h"
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#include "m_random.h"
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#include "p_local.h"
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#include "s_sound.h"
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#include "gi.h"
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#include "p_lnspec.h"
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#include "sbar.h"
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#include "statnums.h"
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#include "c_dispatch.h"
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#include "gstrings.h"
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#include "templates.h"
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#include "a_strifeglobal.h"
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#include "a_morph.h"
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#include "a_specialspot.h"
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#include "thingdef/thingdef.h"
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#include "g_level.h"
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#include "doomstat.h"
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static FRandom pr_restore ("RestorePos");
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IMPLEMENT_CLASS (AAmmo)
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//===========================================================================
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//
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// AAmmo :: Serialize
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//
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//===========================================================================
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void AAmmo::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << BackpackAmount << BackpackMaxAmount;
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}
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//===========================================================================
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//
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// AAmmo :: GetParentAmmo
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//
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// Returns the least-derived ammo type that this ammo is a descendant of.
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// That is, if this ammo is an immediate subclass of Ammo, then this ammo's
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// type is returned. If this ammo's superclass is not Ammo, then this
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// function travels up the inheritance chain until it finds a type that is
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// an immediate subclass of Ammo and returns that.
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//
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// The intent of this is that all unique ammo types will be immediate
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// subclasses of Ammo. To make different pickups with different ammo amounts,
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// you subclass the type of ammo you want a different amount for and edit
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// that.
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//
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//===========================================================================
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const PClass *AAmmo::GetParentAmmo () const
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{
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const PClass *type = GetClass ();
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while (type->ParentClass != RUNTIME_CLASS(AAmmo))
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{
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type = type->ParentClass;
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}
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return type;
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}
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//===========================================================================
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//
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// AAmmo :: HandlePickup
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//
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//===========================================================================
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bool AAmmo::HandlePickup (AInventory *item)
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{
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if (GetClass() == item->GetClass() ||
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(item->IsKindOf (RUNTIME_CLASS(AAmmo)) && static_cast<AAmmo*>(item)->GetParentAmmo() == GetClass()))
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{
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if (Amount < MaxAmount)
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{
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int receiving = item->Amount;
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if (!(item->ItemFlags & IF_IGNORESKILL))
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{ // extra ammo in baby mode and nightmare mode
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receiving = FixedMul(receiving, G_SkillProperty(SKILLP_AmmoFactor));
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}
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int oldamount = Amount;
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Amount += receiving;
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if (Amount > MaxAmount)
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{
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Amount = MaxAmount;
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}
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item->ItemFlags |= IF_PICKUPGOOD;
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// If the player previously had this ammo but ran out, possibly switch
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// to a weapon that uses it, but only if the player doesn't already
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// have a weapon pending.
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assert (Owner != NULL);
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if (oldamount == 0 && Owner != NULL && Owner->player != NULL &&
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!Owner->player->userinfo.neverswitch &&
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Owner->player->PendingWeapon == WP_NOCHANGE &&
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(Owner->player->ReadyWeapon == NULL ||
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(Owner->player->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON)))
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{
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AWeapon *best = barrier_cast<APlayerPawn *>(Owner)->BestWeapon (GetClass());
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if (best != NULL && (Owner->player->ReadyWeapon == NULL ||
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best->SelectionOrder < Owner->player->ReadyWeapon->SelectionOrder))
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{
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Owner->player->PendingWeapon = best;
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}
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}
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}
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return true;
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}
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if (Inventory != NULL)
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{
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return Inventory->HandlePickup (item);
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}
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return false;
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}
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//===========================================================================
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//
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// AAmmo :: CreateCopy
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//
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//===========================================================================
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AInventory *AAmmo::CreateCopy (AActor *other)
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{
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AInventory *copy;
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int amount = Amount;
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// extra ammo in baby mode and nightmare mode
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if (!(ItemFlags&IF_IGNORESKILL))
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{
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amount = FixedMul(amount, G_SkillProperty(SKILLP_AmmoFactor));
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}
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if (GetClass()->ParentClass != RUNTIME_CLASS(AAmmo))
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{
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const PClass *type = GetParentAmmo();
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assert (type->ActorInfo != NULL);
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if (!GoAway ())
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{
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Destroy ();
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}
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copy = static_cast<AInventory *>(Spawn (type, 0, 0, 0, NO_REPLACE));
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copy->Amount = amount;
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copy->BecomeItem ();
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}
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else
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{
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copy = Super::CreateCopy (other);
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copy->Amount = amount;
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}
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if (copy->Amount > copy->MaxAmount)
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{ // Don't pick up more ammo than you're supposed to be able to carry.
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copy->Amount = copy->MaxAmount;
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}
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return copy;
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}
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//===========================================================================
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//
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// AAmmo :: CreateTossable
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//
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//===========================================================================
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AInventory *AAmmo::CreateTossable()
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{
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AInventory *copy = Super::CreateTossable();
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if (copy != NULL)
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{ // Do not increase ammo by dropping it and picking it back up at
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// certain skill levels.
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copy->ItemFlags |= IF_IGNORESKILL;
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}
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return copy;
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}
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//---------------------------------------------------------------------------
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//
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// FUNC P_GiveBody
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//
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// Returns false if the body isn't needed at all.
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//
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//---------------------------------------------------------------------------
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bool P_GiveBody (AActor *actor, int num)
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{
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int max;
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player_t *player = actor->player;
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if (player != NULL)
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{
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max = static_cast<APlayerPawn*>(actor)->GetMaxHealth() + player->stamina;
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// [MH] First step in predictable generic morph effects
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if (player->morphTics)
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{
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if (player->MorphStyle & MORPH_FULLHEALTH)
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{
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if (!(player->MorphStyle & MORPH_ADDSTAMINA))
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{
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max -= player->stamina;
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}
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}
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else // old health behaviour
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{
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max = MAXMORPHHEALTH;
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if (player->MorphStyle & MORPH_ADDSTAMINA)
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{
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max += player->stamina;
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}
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}
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}
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// [RH] For Strife: A negative body sets you up with a percentage
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// of your full health.
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if (num < 0)
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{
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num = max * -num / 100;
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if (player->health < num)
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{
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player->health = num;
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actor->health = num;
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return true;
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}
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}
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else
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{
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if (player->health < max)
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{
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player->health += num;
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if (player->health > max)
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{
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player->health = max;
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}
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actor->health = player->health;
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return true;
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}
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}
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}
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else
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{
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max = actor->GetDefault()->health;
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if (num < 0)
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{
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num = max * -num / 100;
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if (actor->health < num)
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{
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actor->health = num;
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return true;
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}
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}
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else if (actor->health < max)
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{
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actor->health += num;
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if (actor->health > max)
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{
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actor->health = max;
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}
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return true;
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}
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}
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return false;
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_RestoreSpecialThing1
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//
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// Make a special thing visible again.
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//
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//---------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialThing1)
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{
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self->renderflags &= ~RF_INVISIBLE;
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if (static_cast<AInventory *>(self)->DoRespawn ())
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{
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S_Sound (self, CHAN_VOICE, "misc/spawn", 1, ATTN_IDLE);
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}
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_RestoreSpecialThing2
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//
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//---------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialThing2)
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{
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self->flags |= MF_SPECIAL;
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if (!(self->GetDefault()->flags & MF_NOGRAVITY))
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{
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self->flags &= ~MF_NOGRAVITY;
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}
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self->SetState (self->SpawnState);
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_RestoreSpecialDoomThing
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//
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//---------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialDoomThing)
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{
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self->renderflags &= ~RF_INVISIBLE;
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self->flags |= MF_SPECIAL;
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if (!(self->GetDefault()->flags & MF_NOGRAVITY))
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{
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self->flags &= ~MF_NOGRAVITY;
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}
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if (static_cast<AInventory *>(self)->DoRespawn ())
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{
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self->SetState (self->SpawnState);
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S_Sound (self, CHAN_VOICE, "misc/spawn", 1, ATTN_IDLE);
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Spawn ("ItemFog", self->x, self->y, self->z, ALLOW_REPLACE);
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}
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}
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//---------------------------------------------------------------------------
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//
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// PROP A_RestoreSpecialPosition
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//
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//---------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialPosition)
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{
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// Move item back to its original location
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fixed_t _x, _y;
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sector_t *sec;
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_x = self->SpawnPoint[0];
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_y = self->SpawnPoint[1];
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sec = P_PointInSector (_x, _y);
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self->SetOrigin (_x, _y, sec->floorplane.ZatPoint (_x, _y));
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P_CheckPosition (self, _x, _y);
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if (self->flags & MF_SPAWNCEILING)
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{
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self->z = self->ceilingz - self->height - self->SpawnPoint[2];
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}
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else if (self->flags2 & MF2_SPAWNFLOAT)
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{
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fixed_t space = self->ceilingz - self->height - self->floorz;
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if (space > 48*FRACUNIT)
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{
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space -= 40*FRACUNIT;
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self->z = ((space * pr_restore())>>8) + self->floorz + 40*FRACUNIT;
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}
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else
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{
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self->z = self->floorz;
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}
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}
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else
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{
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self->z = self->SpawnPoint[2] + self->floorz;
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if (self->flags2 & MF2_FLOATBOB)
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{
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self->z += FloatBobOffsets[(self->FloatBobPhase + level.maptime) & 63];
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}
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}
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}
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int AInventory::StaticLastMessageTic;
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const char *AInventory::StaticLastMessage;
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IMPLEMENT_POINTY_CLASS (AInventory)
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DECLARE_POINTER (Owner)
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END_POINTERS
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//===========================================================================
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//
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// AInventory :: Tick
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//
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//===========================================================================
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void AInventory::Tick ()
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{
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if (Owner == NULL)
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{
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// AActor::Tick is only handling interaction with the world
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// and we don't want that for owned inventory items.
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Super::Tick ();
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}
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else if (tics != -1) // ... but at least we have to advance the states
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{
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tics--;
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// you can cycle through multiple states in a tic
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// [RH] Use <= 0 instead of == 0 so that spawnstates
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// of 0 tics work as expected.
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if (tics <= 0)
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{
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assert (state != NULL);
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if (state == NULL)
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{
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Destroy();
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return;
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}
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if (!SetState (state->GetNextState()))
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return; // freed itself
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}
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}
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if (DropTime)
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{
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if (--DropTime == 0)
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{
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flags |= GetDefault()->flags & (MF_SPECIAL|MF_SOLID);
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}
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}
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}
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//===========================================================================
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//
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// AInventory :: Serialize
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//
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//===========================================================================
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void AInventory::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << Owner << Amount << MaxAmount << RespawnTics << ItemFlags << Icon << PickupSound << SpawnPointClass;
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}
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//===========================================================================
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//
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// AInventory :: SpecialDropAction
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//
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// Called by P_DropItem. Return true to prevent the standard drop tossing.
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// A few Strife items that are meant to trigger actions rather than be
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// picked up use this. Normal items shouldn't need it.
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//
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//===========================================================================
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bool AInventory::SpecialDropAction (AActor *dropper)
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{
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return false;
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}
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//===========================================================================
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//
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// AInventory :: ShouldRespawn
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//
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// Returns true if the item should hide itself and reappear later when picked
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// up.
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//
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//===========================================================================
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bool AInventory::ShouldRespawn ()
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{
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if ((ItemFlags & IF_BIGPOWERUP) && !(dmflags & DF_RESPAWN_SUPER)) return false;
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return !!(dmflags & DF_ITEMS_RESPAWN);
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}
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//===========================================================================
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//
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// AInventory :: BeginPlay
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//
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//===========================================================================
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void AInventory::BeginPlay ()
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{
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Super::BeginPlay ();
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ChangeStatNum (STAT_INVENTORY);
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flags |= MF_DROPPED; // [RH] Items are dropped by default
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}
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//===========================================================================
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//
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// AInventory :: DoEffect
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//
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// Handles any effect an item might apply to its owner
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// Normally only used by subclasses of APowerup
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//
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//===========================================================================
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void AInventory::DoEffect ()
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{
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}
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//===========================================================================
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//
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// AInventory :: Travelled
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//
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// Called when an item in somebody's inventory is carried over to another
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// map, in case it needs to do special reinitialization.
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//
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//===========================================================================
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void AInventory::Travelled ()
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{
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}
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//===========================================================================
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//
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// AInventory :: OwnerDied
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//
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// Items receive this message when their owners die.
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//
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//===========================================================================
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void AInventory::OwnerDied ()
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{
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}
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//===========================================================================
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//
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// AInventory :: HandlePickup
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//
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// Returns true if the pickup was handled (or should not happen at all),
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// false if not.
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//
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//===========================================================================
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bool AInventory::HandlePickup (AInventory *item)
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{
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if (item->GetClass() == GetClass())
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{
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if (Amount < MaxAmount)
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{
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Amount += item->Amount;
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if (Amount > MaxAmount)
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{
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Amount = MaxAmount;
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}
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item->ItemFlags |= IF_PICKUPGOOD;
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}
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return true;
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}
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if (Inventory != NULL)
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{
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return Inventory->HandlePickup (item);
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}
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return false;
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}
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//===========================================================================
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//
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// AInventory :: GoAway
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//
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// Returns true if you must create a copy of this item to give to the player
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// or false if you can use this one instead.
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//
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//===========================================================================
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bool AInventory::GoAway ()
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{
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// Dropped items never stick around
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if (flags & MF_DROPPED)
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{
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if (PickupFlash != NULL)
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{
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Spawn(PickupFlash, x, y, z, ALLOW_REPLACE);
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}
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return false;
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}
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if (!ShouldStay ())
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{
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if (PickupFlash != NULL)
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{
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Spawn(PickupFlash, x, y, z, ALLOW_REPLACE);
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}
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Hide ();
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if (ShouldRespawn ())
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{
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return true;
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}
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return false;
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}
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return true;
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}
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//===========================================================================
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//
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// AInventory :: GoAwayAndDie
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//
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// Like GoAway but used by items that don't insert themselves into the
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// inventory. If they won't be respawning, then they can destroy themselves.
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//
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//===========================================================================
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void AInventory::GoAwayAndDie ()
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{
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if (!GoAway ())
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{
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flags &= ~MF_SPECIAL;
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SetState (FindState("HoldAndDestroy"));
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}
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}
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//===========================================================================
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//
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// AInventory :: CreateCopy
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//
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// Returns an actor suitable for placing in an inventory, either itself or
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|
// a copy based on whether it needs to respawn or not. Returning NULL
|
|
// indicates the item should not be picked up.
|
|
//
|
|
//===========================================================================
|
|
|
|
AInventory *AInventory::CreateCopy (AActor *other)
|
|
{
|
|
AInventory *copy;
|
|
|
|
if (GoAway ())
|
|
{
|
|
copy = static_cast<AInventory *>(Spawn (GetClass(), 0, 0, 0, NO_REPLACE));
|
|
copy->Amount = Amount;
|
|
copy->MaxAmount = MaxAmount;
|
|
}
|
|
else
|
|
{
|
|
copy = this;
|
|
}
|
|
return copy;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory::CreateTossable
|
|
//
|
|
// Creates a copy of the item suitable for dropping. If this actor embodies
|
|
// only one item, then it is tossed out itself. Otherwise, the count drops
|
|
// by one and a new item with an amount of 1 is spawned.
|
|
//
|
|
//===========================================================================
|
|
|
|
AInventory *AInventory::CreateTossable ()
|
|
{
|
|
AInventory *copy;
|
|
|
|
// If this actor lacks a SpawnState, don't drop it. (e.g. A base weapon
|
|
// like the fist can't be dropped because you'll never see it.)
|
|
if (SpawnState == ::GetDefault<AActor>()->SpawnState ||
|
|
SpawnState == NULL)
|
|
{
|
|
return NULL;
|
|
}
|
|
if ((ItemFlags & IF_UNDROPPABLE) || Owner == NULL || Amount <= 0)
|
|
{
|
|
return NULL;
|
|
}
|
|
if (Amount == 1 && !(ItemFlags & IF_KEEPDEPLETED))
|
|
{
|
|
BecomePickup ();
|
|
DropTime = 30;
|
|
flags &= ~(MF_SPECIAL|MF_SOLID);
|
|
return this;
|
|
}
|
|
copy = static_cast<AInventory *>(Spawn (GetClass(), Owner->x,
|
|
Owner->y, Owner->z, NO_REPLACE));
|
|
if (copy != NULL)
|
|
{
|
|
copy->MaxAmount = MaxAmount;
|
|
copy->Amount = 1;
|
|
Amount--;
|
|
}
|
|
copy->DropTime = 30;
|
|
copy->flags &= ~(MF_SPECIAL|MF_SOLID);
|
|
return copy;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: BecomeItem
|
|
//
|
|
// Lets this actor know that it's about to be placed in an inventory.
|
|
//
|
|
//===========================================================================
|
|
|
|
void AInventory::BecomeItem ()
|
|
{
|
|
if (!(flags & (MF_NOBLOCKMAP|MF_NOSECTOR)))
|
|
{
|
|
UnlinkFromWorld ();
|
|
if (sector_list)
|
|
{
|
|
P_DelSeclist (sector_list);
|
|
sector_list = NULL;
|
|
}
|
|
flags |= MF_NOBLOCKMAP|MF_NOSECTOR;
|
|
LinkToWorld ();
|
|
}
|
|
RemoveFromHash ();
|
|
flags &= ~MF_SPECIAL;
|
|
SetState (FindState("Held"));
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: BecomePickup
|
|
//
|
|
// Lets this actor know it should wait to be picked up.
|
|
//
|
|
//===========================================================================
|
|
|
|
void AInventory::BecomePickup ()
|
|
{
|
|
if (Owner != NULL)
|
|
{
|
|
Owner->RemoveInventory (this);
|
|
}
|
|
if (flags & (MF_NOBLOCKMAP|MF_NOSECTOR))
|
|
{
|
|
UnlinkFromWorld ();
|
|
flags &= ~(MF_NOBLOCKMAP|MF_NOSECTOR);
|
|
LinkToWorld ();
|
|
P_FindFloorCeiling (this);
|
|
}
|
|
flags = GetDefault()->flags | MF_DROPPED;
|
|
renderflags &= ~RF_INVISIBLE;
|
|
SetState (SpawnState);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: AbsorbDamage
|
|
//
|
|
// Allows inventory items (primarily armor) to reduce the amount of damage
|
|
// taken. Damage is the amount of damage that would be done without armor,
|
|
// and newdamage is the amount that should be done after the armor absorbs
|
|
// it.
|
|
//
|
|
//===========================================================================
|
|
|
|
void AInventory::AbsorbDamage (int damage, FName damageType, int &newdamage)
|
|
{
|
|
if (Inventory != NULL)
|
|
{
|
|
Inventory->AbsorbDamage (damage, damageType, newdamage);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: ModifyDamage
|
|
//
|
|
// Allows inventory items to manipulate the amount of damage
|
|
// inflicted. Damage is the amount of damage that would be done without manipulation,
|
|
// and newdamage is the amount that should be done after the item has changed
|
|
// it.
|
|
// 'active' means it is called by the inflictor, 'passive' by the target.
|
|
// It may seem that this is redundant and AbsorbDamage is the same. However,
|
|
// AbsorbDamage is called only for players and also depends on other settings
|
|
// which are undesirable for a protection artifact.
|
|
//
|
|
//===========================================================================
|
|
|
|
void AInventory::ModifyDamage (int damage, FName damageType, int &newdamage, bool passive)
|
|
{
|
|
if (Inventory != NULL)
|
|
{
|
|
Inventory->ModifyDamage (damage, damageType, newdamage, passive);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: GetSpeedFactor
|
|
//
|
|
//===========================================================================
|
|
|
|
fixed_t AInventory::GetSpeedFactor ()
|
|
{
|
|
if (Inventory != NULL)
|
|
{
|
|
return Inventory->GetSpeedFactor();
|
|
}
|
|
else
|
|
{
|
|
return FRACUNIT;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: AlterWeaponSprite
|
|
//
|
|
// Allows inventory items to alter a player's weapon sprite just before it
|
|
// is drawn.
|
|
//
|
|
//===========================================================================
|
|
|
|
int AInventory::AlterWeaponSprite (vissprite_t *vis)
|
|
{
|
|
if (Inventory != NULL)
|
|
{
|
|
return Inventory->AlterWeaponSprite (vis);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: Use
|
|
//
|
|
//===========================================================================
|
|
|
|
bool AInventory::Use (bool pickup)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: Hide
|
|
//
|
|
// Hides this actor until it's time to respawn again.
|
|
//
|
|
//===========================================================================
|
|
|
|
void AInventory::Hide ()
|
|
{
|
|
FState *HideSpecialState = NULL, *HideDoomishState = NULL;
|
|
|
|
flags = (flags & ~MF_SPECIAL) | MF_NOGRAVITY;
|
|
renderflags |= RF_INVISIBLE;
|
|
|
|
if (gameinfo.gametype & GAME_Raven)
|
|
{
|
|
HideSpecialState = FindState("HideSpecial");
|
|
if (HideSpecialState == NULL)
|
|
{
|
|
HideDoomishState = FindState("HideDoomish");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
HideDoomishState = FindState("HideDoomish");
|
|
if (HideDoomishState == NULL)
|
|
{
|
|
HideSpecialState = FindState("HideSpecial");
|
|
}
|
|
}
|
|
|
|
assert(HideDoomishState != NULL || HideSpecialState != NULL);
|
|
|
|
if (HideSpecialState != NULL)
|
|
{
|
|
SetState (HideSpecialState);
|
|
tics = 1400;
|
|
if (PickupFlash != NULL) tics += 30;
|
|
}
|
|
else if (HideDoomishState != NULL)
|
|
{
|
|
SetState (HideDoomishState);
|
|
tics = 1050;
|
|
}
|
|
if (RespawnTics != 0)
|
|
{
|
|
tics = RespawnTics;
|
|
}
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
static void PrintPickupMessage (const char *str)
|
|
{
|
|
if (str != NULL)
|
|
{
|
|
if (str[0]=='$')
|
|
{
|
|
str=GStrings(str+1);
|
|
}
|
|
if (str[0] != 0) Printf (PRINT_LOW, "%s\n", str);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: Touch
|
|
//
|
|
// Handles collisions from another actor, possible adding itself to the
|
|
// collider's inventory.
|
|
//
|
|
//===========================================================================
|
|
|
|
void AInventory::Touch (AActor *toucher)
|
|
{
|
|
// If a voodoo doll touches something, pretend the real player touched it instead.
|
|
if (toucher->player != NULL)
|
|
{
|
|
toucher = toucher->player->mo;
|
|
}
|
|
|
|
if (!CallTryPickup (toucher))
|
|
return;
|
|
|
|
if (!(ItemFlags & IF_QUIET))
|
|
{
|
|
const char * message = PickupMessage ();
|
|
|
|
if (toucher->CheckLocalView (consoleplayer)
|
|
&& (StaticLastMessageTic != gametic || StaticLastMessage != message))
|
|
{
|
|
StaticLastMessageTic = gametic;
|
|
StaticLastMessage = message;
|
|
PrintPickupMessage (message);
|
|
StatusBar->FlashCrosshair ();
|
|
}
|
|
|
|
// Special check so voodoo dolls picking up items cause the
|
|
// real player to make noise.
|
|
if (toucher->player != NULL)
|
|
{
|
|
PlayPickupSound (toucher->player->mo);
|
|
toucher->player->bonuscount = BONUSADD;
|
|
}
|
|
else
|
|
{
|
|
PlayPickupSound (toucher);
|
|
}
|
|
}
|
|
|
|
// [RH] Execute an attached special (if any)
|
|
DoPickupSpecial (toucher);
|
|
|
|
if (flags & MF_COUNTITEM)
|
|
{
|
|
if (toucher->player != NULL)
|
|
{
|
|
toucher->player->itemcount++;
|
|
}
|
|
level.found_items++;
|
|
}
|
|
|
|
//Added by MC: Check if item taken was the roam destination of any bot
|
|
for (int i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (playeringame[i] && this == players[i].dest)
|
|
players[i].dest = NULL;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: DoPickupSpecial
|
|
//
|
|
// Executes this actor's special when it is picked up.
|
|
//
|
|
//===========================================================================
|
|
|
|
void AInventory::DoPickupSpecial (AActor *toucher)
|
|
{
|
|
if (special)
|
|
{
|
|
LineSpecials[special] (NULL, toucher, false,
|
|
args[0], args[1], args[2], args[3], args[4]);
|
|
special = 0;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: PickupMessage
|
|
//
|
|
// Returns the message to print when this actor is picked up.
|
|
//
|
|
//===========================================================================
|
|
|
|
const char *AInventory::PickupMessage ()
|
|
{
|
|
const char *message = GetClass()->Meta.GetMetaString (AIMETA_PickupMessage);
|
|
|
|
return message != NULL? message : "You got a pickup";
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: PlayPickupSound
|
|
//
|
|
//===========================================================================
|
|
|
|
void AInventory::PlayPickupSound (AActor *toucher)
|
|
{
|
|
float atten;
|
|
|
|
if (ItemFlags & IF_NOATTENPICKUPSOUND)
|
|
{
|
|
atten = ATTN_NONE;
|
|
}
|
|
#if 0
|
|
else if ((ItemFlags & IF_FANCYPICKUPSOUND) &&
|
|
(toucher == NULL || toucher->CheckLocalView(consoeplayer)))
|
|
{
|
|
atten = ATTN_NONE;
|
|
}
|
|
#endif
|
|
else
|
|
{
|
|
atten = ATTN_NORM;
|
|
}
|
|
S_Sound (toucher, CHAN_PICKUP, PickupSound, 1, atten);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: ShouldStay
|
|
//
|
|
// Returns true if the item should not disappear, even temporarily.
|
|
//
|
|
//===========================================================================
|
|
|
|
bool AInventory::ShouldStay ()
|
|
{
|
|
return false;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: Destroy
|
|
//
|
|
//===========================================================================
|
|
|
|
void AInventory::Destroy ()
|
|
{
|
|
if (Owner != NULL)
|
|
{
|
|
Owner->RemoveInventory (this);
|
|
}
|
|
Inventory = NULL;
|
|
Super::Destroy ();
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: GetBlend
|
|
//
|
|
// Returns a color to blend to the player's view as long as they possess this
|
|
// item.
|
|
//
|
|
//===========================================================================
|
|
|
|
PalEntry AInventory::GetBlend ()
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: PrevItem
|
|
//
|
|
// Returns the previous item.
|
|
//
|
|
//===========================================================================
|
|
|
|
AInventory *AInventory::PrevItem ()
|
|
{
|
|
AInventory *item = Owner->Inventory;
|
|
|
|
while (item != NULL && item->Inventory != this)
|
|
{
|
|
item = item->Inventory;
|
|
}
|
|
return item;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: PrevInv
|
|
//
|
|
// Returns the previous item with IF_INVBAR set.
|
|
//
|
|
//===========================================================================
|
|
|
|
AInventory *AInventory::PrevInv ()
|
|
{
|
|
AInventory *lastgood = NULL;
|
|
AInventory *item = Owner->Inventory;
|
|
|
|
while (item != NULL && item != this)
|
|
{
|
|
if (item->ItemFlags & IF_INVBAR)
|
|
{
|
|
lastgood = item;
|
|
}
|
|
item = item->Inventory;
|
|
}
|
|
return lastgood;
|
|
}
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: NextInv
|
|
//
|
|
// Returns the next item with IF_INVBAR set.
|
|
//
|
|
//===========================================================================
|
|
|
|
AInventory *AInventory::NextInv ()
|
|
{
|
|
AInventory *item = Inventory;
|
|
|
|
while (item != NULL && !(item->ItemFlags & IF_INVBAR))
|
|
{
|
|
item = item->Inventory;
|
|
}
|
|
return item;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: DrawPowerup
|
|
//
|
|
// Gives this item a chance to draw a special status indicator on the screen.
|
|
// Returns false if it didn't draw anything.
|
|
//
|
|
//===========================================================================
|
|
|
|
bool AInventory::DrawPowerup (int x, int y)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
/***************************************************************************/
|
|
/* AArtifact implementation */
|
|
/***************************************************************************/
|
|
|
|
IMPLEMENT_CLASS (APowerupGiver)
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: DoRespawn
|
|
//
|
|
//===========================================================================
|
|
|
|
bool AInventory::DoRespawn ()
|
|
{
|
|
if (SpawnPointClass != NULL)
|
|
{
|
|
AActor *spot = NULL;
|
|
DSpotState *state = DSpotState::GetSpotState();
|
|
|
|
if (state != NULL) spot = state->GetRandomSpot(SpawnPointClass);
|
|
if (spot != NULL)
|
|
{
|
|
SetOrigin (spot->x, spot->y, spot->z);
|
|
z = floorz;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: GiveQuest
|
|
//
|
|
//===========================================================================
|
|
|
|
void AInventory::GiveQuest (AActor *toucher)
|
|
{
|
|
int quest = GetClass()->Meta.GetMetaInt(AIMETA_GiveQuest);
|
|
if (quest>0 && quest<31)
|
|
{
|
|
toucher->GiveInventoryType (QuestItemClasses[quest-1]);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: TryPickup
|
|
//
|
|
//===========================================================================
|
|
|
|
bool AInventory::TryPickup (AActor *&toucher)
|
|
{
|
|
AActor *newtoucher = toucher; // in case changed by the powerup
|
|
|
|
// If HandlePickup() returns true, it will set the IF_PICKUPGOOD flag
|
|
// to indicate that this item has been picked up. If the item cannot be
|
|
// picked up, then it leaves the flag cleared.
|
|
|
|
ItemFlags &= ~IF_PICKUPGOOD;
|
|
if (toucher->Inventory != NULL && toucher->Inventory->HandlePickup (this))
|
|
{
|
|
// Let something else the player is holding intercept the pickup.
|
|
if (!(ItemFlags & IF_PICKUPGOOD))
|
|
{
|
|
return false;
|
|
}
|
|
ItemFlags &= ~IF_PICKUPGOOD;
|
|
GoAwayAndDie ();
|
|
}
|
|
else if (MaxAmount == 0)
|
|
{
|
|
// Special case: If an item's MaxAmount is 0, you can still pick it
|
|
// up if it is autoactivate-able.
|
|
if (!(ItemFlags & IF_AUTOACTIVATE))
|
|
{
|
|
return false;
|
|
}
|
|
// The item is placed in the inventory just long enough to be used.
|
|
toucher->AddInventory (this);
|
|
bool usegood = Use (true);
|
|
toucher->RemoveInventory (this);
|
|
|
|
if (usegood)
|
|
{
|
|
GoAwayAndDie ();
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Add the item to the inventory. It is not already there, or HandlePickup
|
|
// would have already taken care of it.
|
|
AInventory *copy = CreateCopy (toucher);
|
|
if (copy == NULL)
|
|
{
|
|
return false;
|
|
}
|
|
// Some powerups cannot activate absolutely, for
|
|
// example, PowerMorph; fail the pickup if so.
|
|
if (copy->ItemFlags & IF_INITEFFECTFAILED)
|
|
{
|
|
if (copy != this) copy->Destroy();
|
|
else ItemFlags &= ~IF_INITEFFECTFAILED;
|
|
return false;
|
|
}
|
|
// Handle owner-changing powerups
|
|
if (copy->ItemFlags & IF_CREATECOPYMOVED)
|
|
{
|
|
newtoucher = copy->Owner;
|
|
copy->Owner = NULL;
|
|
copy->ItemFlags &= ~IF_CREATECOPYMOVED;
|
|
}
|
|
// Continue onwards with the rest
|
|
copy->AttachToOwner (newtoucher);
|
|
if (ItemFlags & IF_AUTOACTIVATE)
|
|
{
|
|
if (copy->Use (true))
|
|
{
|
|
if (--copy->Amount <= 0)
|
|
{
|
|
copy->flags &= ~MF_SPECIAL;
|
|
copy->SetState (copy->FindState("HoldAndDestroy"));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: TryPickup
|
|
//
|
|
//===========================================================================
|
|
|
|
bool AInventory::CallTryPickup (AActor *toucher)
|
|
{
|
|
bool res = TryPickup(toucher);
|
|
|
|
if (!res && (ItemFlags & IF_ALWAYSPICKUP))
|
|
{
|
|
res = true;
|
|
GoAwayAndDie();
|
|
}
|
|
|
|
if (res) GiveQuest(toucher);
|
|
return res;
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// CCMD printinv
|
|
//
|
|
// Prints the console player's current inventory.
|
|
//
|
|
//===========================================================================
|
|
|
|
CCMD (printinv)
|
|
{
|
|
AInventory *item;
|
|
int pnum = consoleplayer;
|
|
|
|
#ifdef _DEBUG
|
|
// Only allow peeking on other players' inventory in debug builds.
|
|
if (argv.argc() > 1)
|
|
{
|
|
pnum = atoi (argv[1]);
|
|
if (pnum < 0 || pnum >= MAXPLAYERS)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
#endif
|
|
if (players[pnum].mo == NULL)
|
|
{
|
|
return;
|
|
}
|
|
for (item = players[pnum].mo->Inventory; item != NULL; item = item->Inventory)
|
|
{
|
|
Printf ("%s #%u (%d/%d)\n", item->GetClass()->TypeName.GetChars(),
|
|
item->InventoryID,
|
|
item->Amount, item->MaxAmount);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: AttachToOwner
|
|
//
|
|
//===========================================================================
|
|
|
|
void AInventory::AttachToOwner (AActor *other)
|
|
{
|
|
BecomeItem ();
|
|
other->AddInventory (this);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AInventory :: DetachFromOwner
|
|
//
|
|
// Performs any special work needed when the item leaves an inventory,
|
|
// either through destruction or becoming a pickup.
|
|
//
|
|
//===========================================================================
|
|
|
|
void AInventory::DetachFromOwner ()
|
|
{
|
|
}
|
|
|
|
IMPLEMENT_CLASS (ACustomInventory)
|
|
|
|
//===========================================================================
|
|
//
|
|
// ACustomInventory :: SpecialDropAction
|
|
//
|
|
//===========================================================================
|
|
|
|
bool ACustomInventory::SpecialDropAction (AActor *dropper)
|
|
{
|
|
return CallStateChain (dropper, FindState(NAME_Drop));
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// ACustomInventory :: Use
|
|
//
|
|
//===========================================================================
|
|
|
|
bool ACustomInventory::Use (bool pickup)
|
|
{
|
|
return CallStateChain (Owner, FindState(NAME_Use));
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// ACustomInventory :: TryPickup
|
|
//
|
|
//===========================================================================
|
|
|
|
bool ACustomInventory::TryPickup (AActor *&toucher)
|
|
{
|
|
FState *pickupstate = FindState(NAME_Pickup);
|
|
bool useok = CallStateChain (toucher, pickupstate);
|
|
if ((useok || pickupstate == NULL) && FindState(NAME_Use) != NULL)
|
|
{
|
|
useok = Super::TryPickup (toucher);
|
|
}
|
|
else if (useok)
|
|
{
|
|
GoAwayAndDie();
|
|
}
|
|
return useok;
|
|
}
|
|
|
|
IMPLEMENT_CLASS (AHealth)
|
|
|
|
//===========================================================================
|
|
//
|
|
// AHealth :: TryPickup
|
|
//
|
|
//===========================================================================
|
|
const char *AHealth::PickupMessage ()
|
|
{
|
|
int threshold = GetClass()->Meta.GetMetaInt(AIMETA_LowHealth, 0);
|
|
|
|
if (PrevHealth < threshold)
|
|
{
|
|
const char *message = GetClass()->Meta.GetMetaString (AIMETA_LowHealthMessage);
|
|
|
|
if (message != NULL)
|
|
{
|
|
return message;
|
|
}
|
|
}
|
|
return Super::PickupMessage();
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AHealth :: TryPickup
|
|
//
|
|
//===========================================================================
|
|
|
|
bool AHealth::TryPickup (AActor *&other)
|
|
{
|
|
player_t *player = other->player;
|
|
int max = MaxAmount;
|
|
|
|
if (player != NULL)
|
|
{
|
|
PrevHealth = other->player->health;
|
|
if (max == 0)
|
|
{
|
|
max = static_cast<APlayerPawn*>(other)->GetMaxHealth() + player->stamina;
|
|
// [MH] First step in predictable generic morph effects
|
|
if (player->morphTics)
|
|
{
|
|
if (player->MorphStyle & MORPH_FULLHEALTH)
|
|
{
|
|
if (!(player->MorphStyle & MORPH_ADDSTAMINA))
|
|
{
|
|
max -= player->stamina;
|
|
}
|
|
}
|
|
else // old health behaviour
|
|
{
|
|
max = MAXMORPHHEALTH;
|
|
if (player->MorphStyle & MORPH_ADDSTAMINA)
|
|
{
|
|
max += player->stamina;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (player->health >= max)
|
|
{
|
|
return false;
|
|
}
|
|
player->health += Amount;
|
|
if (player->health > max)
|
|
{
|
|
player->health = max;
|
|
}
|
|
player->mo->health = player->health;
|
|
}
|
|
else
|
|
{
|
|
PrevHealth = INT_MAX;
|
|
if (P_GiveBody(other, Amount))
|
|
{
|
|
GoAwayAndDie ();
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
GoAwayAndDie ();
|
|
return true;
|
|
}
|
|
|
|
IMPLEMENT_CLASS (AHealthPickup)
|
|
|
|
//===========================================================================
|
|
//
|
|
// AHealthPickup :: CreateCopy
|
|
//
|
|
//===========================================================================
|
|
|
|
AInventory *AHealthPickup::CreateCopy (AActor *other)
|
|
{
|
|
AInventory *copy = Super::CreateCopy (other);
|
|
copy->health = health;
|
|
return copy;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AHealthPickup :: CreateTossable
|
|
//
|
|
//===========================================================================
|
|
|
|
AInventory *AHealthPickup::CreateTossable ()
|
|
{
|
|
AInventory *copy = Super::CreateTossable ();
|
|
if (copy != NULL)
|
|
{
|
|
copy->health = health;
|
|
}
|
|
return copy;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AHealthPickup :: HandlePickup
|
|
//
|
|
//===========================================================================
|
|
|
|
bool AHealthPickup::HandlePickup (AInventory *item)
|
|
{
|
|
// HealthPickups that are the same type but have different health amounts
|
|
// do not count as the same item.
|
|
if (item->health == health)
|
|
{
|
|
return Super::HandlePickup (item);
|
|
}
|
|
if (Inventory != NULL)
|
|
{
|
|
return Inventory->HandlePickup (item);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AHealthPickup :: Use
|
|
//
|
|
//===========================================================================
|
|
|
|
bool AHealthPickup::Use (bool pickup)
|
|
{
|
|
return P_GiveBody (Owner, health);
|
|
}
|
|
|
|
// Backpack -----------------------------------------------------------------
|
|
|
|
//===========================================================================
|
|
//
|
|
// ABackpackItem :: Serialize
|
|
//
|
|
//===========================================================================
|
|
|
|
void ABackpackItem::Serialize (FArchive &arc)
|
|
{
|
|
Super::Serialize (arc);
|
|
arc << bDepleted;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// ABackpackItem :: CreateCopy
|
|
//
|
|
// A backpack is being added to a player who doesn't yet have one. Give them
|
|
// every kind of ammo, and increase their max amounts.
|
|
//
|
|
//===========================================================================
|
|
|
|
AInventory *ABackpackItem::CreateCopy (AActor *other)
|
|
{
|
|
// Find every unique type of ammo. Give it to the player if
|
|
// he doesn't have it already, and double it's maximum capacity.
|
|
for (unsigned int i = 0; i < PClass::m_Types.Size(); ++i)
|
|
{
|
|
const PClass *type = PClass::m_Types[i];
|
|
|
|
if (type->ParentClass == RUNTIME_CLASS(AAmmo))
|
|
{
|
|
AAmmo *ammo = static_cast<AAmmo *>(other->FindInventory (type));
|
|
int amount = static_cast<AAmmo *>(GetDefaultByType(type))->BackpackAmount;
|
|
// extra ammo in baby mode and nightmare mode
|
|
if (!(ItemFlags&IF_IGNORESKILL))
|
|
{
|
|
amount = FixedMul(amount, G_SkillProperty(SKILLP_AmmoFactor));
|
|
}
|
|
if (amount < 0) amount = 0;
|
|
if (ammo == NULL)
|
|
{ // The player did not have the ammo. Add it.
|
|
ammo = static_cast<AAmmo *>(Spawn (type, 0, 0, 0, NO_REPLACE));
|
|
ammo->Amount = bDepleted ? 0 : amount;
|
|
if (ammo->BackpackMaxAmount > ammo->MaxAmount) ammo->MaxAmount = ammo->BackpackMaxAmount;
|
|
ammo->AttachToOwner (other);
|
|
}
|
|
else
|
|
{ // The player had the ammo. Give some more.
|
|
if (ammo->MaxAmount < ammo->BackpackMaxAmount)
|
|
{
|
|
ammo->MaxAmount = ammo->BackpackMaxAmount;
|
|
}
|
|
if (!bDepleted && ammo->Amount < ammo->MaxAmount)
|
|
{
|
|
ammo->Amount += amount;
|
|
if (ammo->Amount > ammo->MaxAmount)
|
|
{
|
|
ammo->Amount = ammo->MaxAmount;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return Super::CreateCopy (other);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// ABackpackItem :: HandlePickup
|
|
//
|
|
// When the player picks up another backpack, just give them more ammo.
|
|
//
|
|
//===========================================================================
|
|
|
|
bool ABackpackItem::HandlePickup (AInventory *item)
|
|
{
|
|
// Since you already have a backpack, that means you already have every
|
|
// kind of ammo in your inventory, so we don't need to look at the
|
|
// entire PClass list to discover what kinds of ammo exist, and we don't
|
|
// have to alter the MaxAmount either.
|
|
if (item->IsKindOf (RUNTIME_CLASS(ABackpackItem)))
|
|
{
|
|
for (AInventory *probe = Owner->Inventory; probe != NULL; probe = probe->Inventory)
|
|
{
|
|
if (probe->GetClass()->ParentClass == RUNTIME_CLASS(AAmmo))
|
|
{
|
|
if (probe->Amount < probe->MaxAmount)
|
|
{
|
|
int amount = static_cast<AAmmo*>(probe->GetDefault())->BackpackAmount;
|
|
// extra ammo in baby mode and nightmare mode
|
|
if (!(item->ItemFlags&IF_IGNORESKILL))
|
|
{
|
|
amount = FixedMul(amount, G_SkillProperty(SKILLP_AmmoFactor));
|
|
}
|
|
probe->Amount += amount;
|
|
if (probe->Amount > probe->MaxAmount)
|
|
{
|
|
probe->Amount = probe->MaxAmount;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// The pickup always succeeds, even if you didn't get anything
|
|
item->ItemFlags |= IF_PICKUPGOOD;
|
|
return true;
|
|
}
|
|
else if (Inventory != NULL)
|
|
{
|
|
return Inventory->HandlePickup (item);
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// ABackpackItem :: CreateTossable
|
|
//
|
|
// The tossed backpack must not give out any more ammo, otherwise a player
|
|
// could cheat by dropping their backpack and picking it up for more ammo.
|
|
//
|
|
//===========================================================================
|
|
|
|
AInventory *ABackpackItem::CreateTossable ()
|
|
{
|
|
ABackpackItem *pack = static_cast<ABackpackItem *>(Super::CreateTossable());
|
|
pack->bDepleted = true;
|
|
return pack;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// ABackpackItem :: DetachFromOwner
|
|
//
|
|
//===========================================================================
|
|
|
|
void ABackpackItem::DetachFromOwner ()
|
|
{
|
|
// When removing a backpack, drop the player's ammo maximums to normal
|
|
AInventory *item;
|
|
|
|
for (item = Owner->Inventory; item != NULL; item = item->Inventory)
|
|
{
|
|
if (item->GetClass()->ParentClass == RUNTIME_CLASS(AAmmo) &&
|
|
item->MaxAmount == static_cast<AAmmo*>(item)->BackpackMaxAmount)
|
|
{
|
|
item->MaxAmount = static_cast<AInventory*>(item->GetDefault())->MaxAmount;
|
|
if (item->Amount > item->MaxAmount)
|
|
{
|
|
item->Amount = item->MaxAmount;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// ABackpack
|
|
//
|
|
//===========================================================================
|
|
|
|
IMPLEMENT_CLASS(ABackpackItem)
|
|
|
|
IMPLEMENT_CLASS (AMapRevealer)
|
|
|
|
//===========================================================================
|
|
//
|
|
// AMapRevealer :: TryPickup
|
|
//
|
|
// The MapRevealer doesn't actually go in your inventory. Instead, it sets
|
|
// a flag on the level.
|
|
//
|
|
//===========================================================================
|
|
|
|
bool AMapRevealer::TryPickup (AActor *&toucher)
|
|
{
|
|
level.flags |= LEVEL_ALLMAP;
|
|
GoAwayAndDie ();
|
|
return true;
|
|
}
|
|
|