qzdoom/wadsrc/static/zscript/actors/inventory/inventory.zs
Christoph Oelckers 486e07300c - fixed: Inventory items that are terminated by GoAwayAndDie must be removed from the blockmap and sector lists.
Since they were just scheduled for delayed deletion any map related action they can trigger is unwanted.
2020-06-16 01:11:08 +02:00

1355 lines
32 KiB
Text

struct VisStyle
{
bool Invert;
float Alpha;
int RenderStyle;
}
class Inventory : Actor
{
const BLINKTHRESHOLD = (4*32);
const BONUSADD = 6;
deprecated("3.7") private int ItemFlags;
Actor Owner; // Who owns this item? NULL if it's still a pickup.
int Amount; // Amount of item this instance has
int MaxAmount; // Max amount of item this instance can have
int InterHubAmount; // Amount of item that can be kept between hubs or levels
int RespawnTics; // Tics from pickup time to respawn time
TextureID Icon; // Icon to show on status bar or HUD
TextureID AltHUDIcon;
int DropTime; // Countdown after dropping
Class<Actor> SpawnPointClass; // For respawning like Heretic's mace
Class<Actor> PickupFlash; // actor to spawn as pickup flash
Sound PickupSound;
bool bPickupGood;
bool bCreateCopyMoved;
bool bInitEffectFailed;
meta String PickupMsg;
meta int GiveQuest;
meta array<class<Actor> > ForbiddenToPlayerClass;
meta array<class<Actor> > RestrictedToPlayerClass;
property PickupMessage: PickupMsg;
property GiveQuest: GiveQuest;
property Amount: Amount;
property InterHubAmount: InterHubAmount;
property MaxAmount: MaxAmount;
property PickupFlash: PickupFlash;
property PickupSound: PickupSound;
property UseSound: UseSound;
property RespawnTics: RespawnTics;
flagdef Quiet: ItemFlags, 0;
flagdef Autoactivate: ItemFlags, 1;
flagdef Undroppable: ItemFlags, 2;
flagdef Invbar: ItemFlags, 3;
flagdef HubPower: ItemFlags, 4;
flagdef Untossable: ItemFlags, 5;
flagdef AdditiveTime: ItemFlags, 6;
flagdef FancyPickupSound: ItemFlags, 7;
flagdef BigPowerup: ItemFlags, 8;
flagdef KeepDepleted: ItemFlags, 9;
flagdef IgnoreSkill: ItemFlags, 10;
flagdef NoAttenPickupSound: ItemFlags, 11;
flagdef PersistentPower : ItemFlags, 12;
flagdef RestrictAbsolutely: ItemFlags, 13;
flagdef NeverRespawn: ItemFlags, 14;
flagdef NoScreenFlash: ItemFlags, 15;
flagdef Tossed: ItemFlags, 16;
flagdef AlwaysRespawn: ItemFlags, 17;
flagdef Transfer: ItemFlags, 18;
flagdef NoTeleportFreeze: ItemFlags, 19;
flagdef NoScreenBlink: ItemFlags, 20;
flagdef IsArmor: ItemFlags, 21;
flagdef IsHealth: ItemFlags, 22;
flagdef AlwaysPickup: ItemFlags, 23;
flagdef Unclearable: ItemFlags, 24;
flagdef ForceRespawnInSurvival: none, 0;
flagdef PickupFlash: none, 6;
flagdef InterHubStrip: none, 12;
Default
{
Inventory.Amount 1;
Inventory.MaxAmount 1;
Inventory.InterHubAmount 1;
Inventory.UseSound "misc/invuse";
Inventory.PickupSound "misc/i_pkup";
Inventory.PickupMessage "$TXT_DEFAULTPICKUPMSG";
}
//native override void Tick();
override void Tick()
{
if (Owner == null)
{
// AActor::Tick is only handling interaction with the world
// and we don't want that for owned inventory items.
Super.Tick();
}
else if (tics != -1) // ... but at least we have to advance the states
{
tics--;
// you can cycle through multiple states in a tic
// [RH] Use <= 0 instead of == 0 so that spawnstates
// of 0 tics work as expected.
if (tics <= 0)
{
if (curstate == null)
{
Destroy();
return;
}
if (!SetState (curstate.NextState))
return; // freed itself
}
}
if (DropTime)
{
if (--DropTime == 0)
{
bSpecial = default.bSpecial;
bSolid = default.bSolid;
}
}
}
native static void PrintPickupMessage (bool localview, String str);
States(Actor)
{
HideDoomish:
TNT1 A 1050;
TNT1 A 0 A_RestoreSpecialPosition;
TNT1 A 1 A_RestoreSpecialDoomThing;
Stop;
HideSpecial:
ACLO E 1400;
ACLO A 0 A_RestoreSpecialPosition;
ACLO A 4 A_RestoreSpecialThing1;
ACLO BABCBCDC 4;
ACLO D 4 A_RestoreSpecialThing2;
Stop;
Held:
TNT1 A -1;
Stop;
HoldAndDestroy:
TNT1 A 1;
Stop;
}
//===========================================================================
//
// Inventory :: MarkPrecacheSounds
//
//===========================================================================
override void MarkPrecacheSounds()
{
Super.MarkPrecacheSounds();
MarkSound(PickupSound);
}
//===========================================================================
//
// Inventory :: BeginPlay
//
//===========================================================================
override void BeginPlay ()
{
Super.BeginPlay ();
bDropped = true; // [RH] Items are dropped by default
}
//===========================================================================
//
// Inventory :: Destroy
//
//===========================================================================
override void OnDestroy ()
{
if (Owner != NULL)
{
Owner.RemoveInventory (self);
}
Inv = NULL;
Super.OnDestroy();
}
//===========================================================================
//
// Inventory :: ShouldSpawn
//
//===========================================================================
override bool ShouldSpawn()
{
// [RH] Other things that shouldn't be spawned depending on dmflags
if (deathmatch || alwaysapplydmflags)
{
if (sv_nohealth && bIsHealth) return false;
if (sv_noarmor && bIsArmor) return false;
}
return true;
}
//---------------------------------------------------------------------------
//
// PROC A_RestoreSpecialThing1
//
// Make a special thing visible again.
//
//---------------------------------------------------------------------------
void A_RestoreSpecialThing1()
{
bInvisible = false;
if (DoRespawn ())
{
A_StartSound ("misc/spawn", CHAN_VOICE);
}
}
//---------------------------------------------------------------------------
//
// PROC A_RestoreSpecialThing2
//
//---------------------------------------------------------------------------
void A_RestoreSpecialThing2()
{
bSpecial = true;
if (!Default.bNoGravity)
{
bNoGravity = false;
}
SetState (SpawnState);
}
//---------------------------------------------------------------------------
//
// PROC A_RestoreSpecialDoomThing
//
//---------------------------------------------------------------------------
void A_RestoreSpecialDoomThing()
{
bInvisible = false;
bSpecial = true;
if (!Default.bNoGravity)
{
bNoGravity = false;
}
if (DoRespawn ())
{
SetState (SpawnState);
A_StartSound ("misc/spawn", CHAN_VOICE);
Spawn ("ItemFog", Pos, ALLOW_REPLACE);
}
}
//===========================================================================
//
// Inventory :: DoRespawn
//
//===========================================================================
bool DoRespawn ()
{
if (SpawnPointClass != NULL)
{
Actor spot = NULL;
let state = Level.GetSpotState();
if (state != NULL) spot = state.GetRandomSpot(SpawnPointClass, false);
if (spot != NULL)
{
SetOrigin (spot.Pos, false);
SetZ(floorz);
}
}
return true;
}
//===========================================================================
//
// Inventory :: Grind
//
//===========================================================================
override bool Grind(bool items)
{
// Does this grind request even care about items?
if (!items)
{
return false;
}
// Dropped items are normally destroyed by crushers. Set the DONTGIB flag,
// and they'll act like corpses with it set and be immune to crushers.
if (bDropped)
{
if (!bDontGib)
{
Destroy();
}
return false;
}
// Non-dropped items call the super method for compatibility.
return Super.Grind(items);
}
//===========================================================================
//
// Inventory :: BecomeItem
//
// Lets this actor know that it's about to be placed in an inventory.
//
//===========================================================================
void BecomeItem ()
{
if (!bNoBlockmap || !bNoSector)
{
A_ChangeLinkFlags(1, 1);
}
ChangeTid(0);
bSpecial = false;
// if the item was turned into a monster through Dehacked, undo that here.
bCountkill = false;
bIsMonster = false;
ChangeStatNum(STAT_INVENTORY);
// stop all sounds this item is playing.
A_StopAllSounds();
SetState (FindState("Held"));
}
//===========================================================================
//
// Inventory :: BecomePickup
//
// Lets this actor know it should wait to be picked up.
//
//===========================================================================
void BecomePickup ()
{
if (Owner != NULL)
{
Owner.RemoveInventory (self);
}
if (bNoBlockmap || bNoSector)
{
A_ChangeLinkFlags(0, 0);
FindFloorCeiling();
}
bSpecial = true;
bDropped = true;
bCountItem = false;
bInvisible = false;
ChangeStatNum(STAT_DEFAULT);
SetState (SpawnState);
}
//===========================================================================
//
// Inventory :: CreateCopy
//
// Returns an actor suitable for placing in an inventory, either itself or
// a copy based on whether it needs to respawn or not. Returning NULL
// indicates the item should not be picked up.
//
//===========================================================================
virtual Inventory CreateCopy (Actor other)
{
Inventory copy;
Amount = MIN(Amount, MaxAmount);
if (GoAway ())
{
copy = Inventory(Spawn (GetClass()));
copy.Amount = Amount;
copy.MaxAmount = MaxAmount;
}
else
{
copy = self;
}
return copy;
}
//===========================================================================
//
// Inventory :: HandlePickup
//
// Returns true if the pickup was handled (or should not happen at all),
// false if not.
//
//===========================================================================
virtual bool HandlePickup (Inventory item)
{
if (item.GetClass() == GetClass())
{
if (Amount < MaxAmount || (sv_unlimited_pickup && !item.ShouldStay()))
{
if (Amount > 0 && Amount + item.Amount < 0)
{
Amount = 0x7fffffff;
}
else
{
Amount += item.Amount;
}
if (Amount > MaxAmount && !sv_unlimited_pickup)
{
Amount = MaxAmount;
}
item.bPickupGood = true;
}
return true;
}
return false;
}
//===========================================================================
//
// Inventory :: CallHandlePickup
//
// Runs all HandlePickup methods in the chain
//
//===========================================================================
private bool CallHandlePickup(Inventory item)
{
let me = self;
while (me != null)
{
if (me.HandlePickup(item)) return true;
me = me.Inv;
}
return false;
}
//===========================================================================
//
// Inventory :: TryPickup
//
//===========================================================================
virtual protected bool TryPickup (in out Actor toucher)
{
Actor newtoucher = toucher; // in case changed by the powerup
// If HandlePickup() returns true, it will set the IF_PICKUPGOOD flag
// to indicate that self item has been picked up. If the item cannot be
// picked up, then it leaves the flag cleared.
bPickupGood = false;
if (toucher.Inv != NULL && toucher.Inv.CallHandlePickup (self))
{
// Let something else the player is holding intercept the pickup.
if (!bPickupGood)
{
return false;
}
bPickupGood = false;
GoAwayAndDie ();
}
else if (MaxAmount > 0)
{
// Add the item to the inventory. It is not already there, or HandlePickup
// would have already taken care of it.
let copy = CreateCopy (toucher);
if (copy == NULL)
{
return false;
}
// Some powerups cannot activate absolutely, for
// example, PowerMorph; fail the pickup if so.
if (copy.bInitEffectFailed)
{
if (copy != self) copy.Destroy();
else bInitEffectFailed = false;
return false;
}
// Handle owner-changing powerups
if (copy.bCreateCopyMoved)
{
newtoucher = copy.Owner;
copy.Owner = NULL;
bCreateCopyMoved = false;
}
// Continue onwards with the rest
copy.AttachToOwner (newtoucher);
if (bAutoActivate)
{
if (copy.Use (true))
{
if (--copy.Amount <= 0)
{
copy.bSpecial = false;
copy.SetStateLabel ("HoldAndDestroy");
}
}
}
}
else if (bAutoActivate)
{
// Special case: If an item's MaxAmount is 0, you can still pick it
// up if it is autoactivate-able.
// The item is placed in the inventory just long enough to be used.
toucher.AddInventory(self);
bool usegood = Use(true);
// Handle potential change of toucher/owner because of morph
if (usegood && self.owner)
{
toucher = self.owner;
}
toucher.RemoveInventory(self);
if (usegood)
{
GoAwayAndDie();
}
else
{
return false;
}
}
return true;
}
//===========================================================================
//
// Inventory :: GiveQuest
//
//===========================================================================
void GiveQuestItem (Actor toucher)
{
if (GiveQuest > 0)
{
String qname = "QuestItem" .. GiveQuest;
class<Inventory> type = qname;
if (type != null)
{
toucher.GiveInventoryType (type);
}
}
}
//===========================================================================
//
// Inventory :: CanPickup
//
//===========================================================================
virtual bool CanPickup(Actor toucher)
{
if (toucher == null) return false;
int rsize = RestrictedToPlayerClass.Size();
if (rsize > 0)
{
for (int i=0; i < rsize; i++)
{
if (toucher is RestrictedToPlayerClass[i]) return true;
}
return false;
}
rsize = ForbiddenToPlayerClass.Size();
if (rsize > 0)
{
for (int i=0; i < rsize; i++)
{
if (toucher is ForbiddenToPlayerClass[i]) return false;
}
}
return true;
}
//===========================================================================
//
// Inventory :: CallTryPickup
//
// In this case the caller function is more than a simple wrapper around the virtual method and
// is what must be actually called to pick up an item.
//
//===========================================================================
bool, Actor CallTryPickup(Actor toucher)
{
let saved_toucher = toucher;
let Invstack = Inv; // A pointer of the inventories item stack.
// unmorphed versions of a currently morphed actor cannot pick up anything.
if (bUnmorphed) return false, null;
bool res;
if (CanPickup(toucher))
{
res = TryPickup(toucher);
}
else if (!bRestrictAbsolutely)
{
// let an item decide for itself how it will handle this
res = TryPickupRestricted(toucher);
}
else
return false, null;
if (!res && (bAlwaysPickup) && !ShouldStay())
{
res = true;
GoAwayAndDie();
}
if (res)
{
GiveQuestItem(toucher);
// Transfer all inventory across that the old object had, if requested.
if (bTransfer)
{
while (Invstack)
{
let titem = Invstack;
Invstack = titem.Inv;
if (titem.Owner == self)
{
if (!titem.CallTryPickup(toucher)) // The object no longer can exist
{
titem.Destroy();
}
}
}
}
}
return res, toucher;
}
//===========================================================================
//
// Inventory :: ShouldStay
//
// Returns true if the item should not disappear, even temporarily.
//
//===========================================================================
virtual bool ShouldStay ()
{
return false;
}
//===========================================================================
//
// Inventory :: TryPickupRestricted
//
//===========================================================================
virtual bool TryPickupRestricted (in out Actor toucher)
{
return false;
}
//===========================================================================
//
// Inventory :: AttachToOwner
//
//===========================================================================
virtual void AttachToOwner (Actor other)
{
BecomeItem ();
other.AddInventory (self);
}
//===========================================================================
//
// Inventory :: DetachFromOwner
//
// Performs any special work needed when the item leaves an inventory,
// either through destruction or becoming a pickup.
//
//===========================================================================
virtual void DetachFromOwner ()
{
}
//===========================================================================
//
// Inventory::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.
//
//===========================================================================
virtual Inventory CreateTossable (int amt = -1)
{
// If self 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 == GetDefaultByType("Actor").SpawnState || SpawnState == NULL)
{
return NULL;
}
if (bUndroppable || bUntossable || Owner == NULL || Amount <= 0 || amt == 0)
{
return NULL;
}
if (Amount == 1 && !bKeepDepleted)
{
BecomePickup ();
DropTime = 30;
bSpecial = bSolid = false;
return self;
}
let copy = Inventory(Spawn (GetClass(), Owner.Pos, NO_REPLACE));
if (copy != NULL)
{
amt = clamp(amt, 1, Amount);
copy.MaxAmount = MaxAmount;
copy.Amount = amt;
copy.DropTime = 30;
copy.bSpecial = copy.bSolid = false;
Amount -= amt;
}
return copy;
}
//===========================================================================
//
// Inventory :: PickupMessage
//
// Returns the message to print when this actor is picked up.
//
//===========================================================================
virtual String PickupMessage ()
{
return PickupMsg;
}
//===========================================================================
//
// Inventory :: Touch
//
// Handles collisions from another actor, possible adding itself to the
// collider's inventory.
//
//===========================================================================
override void Touch (Actor toucher)
{
let player = toucher.player;
// If a voodoo doll touches something, pretend the real player touched it instead.
if (player != NULL)
{
toucher = player.mo;
}
bool localview = toucher.CheckLocalView();
if (!toucher.CanTouchItem(self))
return;
bool res;
[res, toucher] = CallTryPickup(toucher);
if (!res) return;
// This is the only situation when a pickup flash should ever play.
if (PickupFlash != NULL && !ShouldStay())
{
Spawn(PickupFlash, Pos, ALLOW_REPLACE);
}
if (!bQuiet)
{
PrintPickupMessage(localview, PickupMessage ());
// Special check so voodoo dolls picking up items cause the
// real player to make noise.
if (player != NULL)
{
PlayPickupSound (player.mo);
if (!bNoScreenFlash && player.playerstate != PST_DEAD)
{
player.bonuscount = BONUSADD;
}
}
else
{
PlayPickupSound (toucher);
}
}
// [RH] Execute an attached special (if any)
DoPickupSpecial (toucher);
if (bCountItem)
{
if (player != NULL)
{
player.itemcount++;
}
level.found_items++;
}
if (bCountSecret)
{
Actor ac = player != NULL? Actor(player.mo) : toucher;
ac.GiveSecret(true, true);
}
//Added by MC: Check if item taken was the roam destination of any bot
for (int i = 0; i < MAXPLAYERS; i++)
{
if (players[i].Bot != NULL && self == players[i].Bot.dest)
players[i].Bot.dest = NULL;
}
}
//===========================================================================
//
// Inventory :: DepleteOrDestroy
//
// If the item is depleted, just change its amount to 0, otherwise it's destroyed.
//
//===========================================================================
virtual void 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 (bKeepDepleted)
{
Amount = 0;
}
else
{
Destroy();
}
}
//===========================================================================
//
// Inventory :: Travelled
//
// Called when an item in somebody's inventory is carried over to another
// map, in case it needs to do special reinitialization.
//
//===========================================================================
virtual void Travelled() {}
//===========================================================================
//
// Inventory :: DoEffect
//
// Handles any effect an item might apply to its owner
// Normally only used by subclasses of Powerup
//
//===========================================================================
virtual void DoEffect() {}
//===========================================================================
//
// Inventory :: Hide
//
// Hides this actor until it's time to respawn again.
//
//===========================================================================
virtual void Hide ()
{
State HideSpecialState = NULL, HideDoomishState = NULL;
bSpecial = false;
bNoGravity = true;
bInvisible = true;
if (gameinfo.gametype & GAME_Raven)
{
HideSpecialState = FindState("HideSpecial");
if (HideSpecialState == NULL)
{
HideDoomishState = FindState("HideDoomish");
}
}
else
{
HideDoomishState = FindState("HideDoomish");
if (HideDoomishState == NULL)
{
HideSpecialState = FindState("HideSpecial");
}
}
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;
}
}
//===========================================================================
//
// Inventory :: ShouldRespawn
//
// Returns true if the item should hide itself and reappear later when picked
// up.
//
//===========================================================================
virtual bool ShouldRespawn ()
{
if (bBigPowerup && !sv_respawnsuper) return false;
if (bNeverRespawn) return false;
return sv_itemrespawn || bAlwaysRespawn;
}
//===========================================================================
//
// Inventory :: GoAway
//
// Returns true if you must create a copy of this item to give to the player
// or false if you can use this one instead.
//
//===========================================================================
protected bool GoAway ()
{
// Dropped items never stick around
if (bDropped)
{
return false;
}
if (!ShouldStay ())
{
Hide ();
if (ShouldRespawn ())
{
return true;
}
return false;
}
return true;
}
//===========================================================================
//
// Inventory :: GoAwayAndDie
//
// Like GoAway but used by items that don't insert themselves into the
// inventory. If they won't be respawning, then they can destroy themselves.
//
//===========================================================================
protected void GoAwayAndDie ()
{
if (!GoAway ())
{
bSpecial = false;
if (!bNoBlockmap || !bNoSector) // make sure that the item no longer interacts with the world for the short rest of its life.
{
A_ChangeLinkFlags(1, 1);
}
SetStateLabel("HoldAndDestroy");
}
}
//===========================================================================
//
// Inventory :: 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.
//
//===========================================================================
virtual void ModifyDamage(int damage, Name damageType, out int newdamage, bool passive, Actor inflictor = null, Actor source = null, int flags = 0) {}
virtual bool Use (bool pickup) { return false; }
virtual double GetSpeedFactor() { return 1; }
virtual bool GetNoTeleportFreeze() { return false; }
virtual version("2.4") ui void AlterWeaponSprite(VisStyle vis, in out int changed) {}
virtual void OwnerDied() {}
virtual Color GetBlend () { return 0; }
virtual void UseAll(Actor user)
{
if (bInvBar) user.UseInventory(self);
}
//===========================================================================
//
// Inventory :: DoPickupSpecial
//
// Executes this actor's special when it is picked up.
//
//===========================================================================
virtual void DoPickupSpecial (Actor toucher)
{
if (special)
{
toucher.A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4]);
special = 0;
}
}
//===========================================================================
//
// Inventory :: PlayPickupSound
//
//===========================================================================
virtual void PlayPickupSound (Actor toucher)
{
double atten;
int chan;
int flags = 0;
if (bNoAttenPickupSound)
{
atten = ATTN_NONE;
}
/*
else if ((ItemFlags & IF_FANCYPICKUPSOUND) &&
(toucher == NULL || toucher->CheckLocalView()))
{
atten = ATTN_NONE;
}
*/
else
{
atten = ATTN_NORM;
}
if (toucher != NULL && toucher.CheckLocalView())
{
chan = CHAN_ITEM;
flags = CHANF_NOPAUSE | CHANF_MAYBE_LOCAL;
}
else
{
chan = CHAN_ITEM;
flags = CHANF_MAYBE_LOCAL;
}
toucher.A_StartSound(PickupSound, chan, flags, 1, atten);
}
//===========================================================================
//
// Inventory :: DrawPowerup
//
// This has been deprecated because it is not how this should be done
// Use GetPowerupIcon instead!
//
//===========================================================================
virtual ui version("2.4") bool DrawPowerup(int x, int y) { return false; }
//===========================================================================
//
// Inventory :: 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.
//
//===========================================================================
virtual void AbsorbDamage (int damage, Name damageType, out int newdamage, Actor inflictor = null, Actor source = null, int flags = 0) {}
//===========================================================================
//
// Inventory :: SpecialDropAction
//
// Called by P_DropItem. Return true to prevent the standard drop tossing.
// A few Strife items that are meant to trigger actions rather than be
// picked up use this. Normal items shouldn't need it.
//
//===========================================================================
virtual bool SpecialDropAction (Actor dropper)
{
return false;
}
//===========================================================================
//
// Inventory :: NextInv
//
// Returns the next item with IF_INVBAR set.
//
//===========================================================================
clearscope Inventory NextInv () const
{
Inventory item = Inv;
while (item != NULL && !item.bInvBar)
{
item = item.Inv;
}
return item;
}
//===========================================================================
//
// Inventory :: PrevInv
//
// Returns the previous item with IF_INVBAR set.
//
//===========================================================================
clearscope Inventory PrevInv ()
{
Inventory lastgood = NULL;
Inventory item = Owner.Inv;
while (item != NULL && item != self)
{
if (item.bInvBar)
{
lastgood = item;
}
item = item.Inv;
}
return lastgood;
}
//===========================================================================
//
// Inventory :: OnDrop
//
// Called by AActor::DropInventory. Allows items to modify how they behave
// after being dropped.
//
//===========================================================================
virtual void OnDrop (Actor dropper) {}
//---------------------------------------------------------------------------
//
// Modifies the drop amount of this item according to the current skill's
// settings (also called by ADehackedPickup::TryPickup)
//
//---------------------------------------------------------------------------
virtual void ModifyDropAmount(int dropamount)
{
if (dropamount > 0)
{
Amount = dropamount;
}
}
//---------------------------------------------------------------------------
//
// Modifies the amount based on what an item should contain if given
//
//---------------------------------------------------------------------------
virtual void SetGiveAmount(Actor receiver, int amount, bool givecheat)
{
if (givecheat)
{
let haveitem = receiver.FindInventory(GetClass());
self.Amount = MIN(amount, haveitem == null? self.Default.MaxAmount : haveitem.MaxAmount);
}
else
{
self.Amount = amount;
}
}
}
//===========================================================================
//
//
//
//===========================================================================
class DehackedPickup : Inventory
{
Inventory RealPickup;
bool droppedbymonster;
private native class<Inventory> DetermineType();
override bool TryPickup (in out Actor toucher)
{
let type = DetermineType ();
if (type == NULL)
{
return false;
}
RealPickup = Inventory(Spawn (type, Pos, NO_REPLACE));
if (RealPickup != NULL)
{
// The internally spawned item should never count towards statistics.
RealPickup.ClearCounters();
if (!bDropped)
{
RealPickup.bDropped = false;
}
// If this item has been dropped by a monster the
// amount of ammo this gives must be adjusted.
if (droppedbymonster)
{
RealPickup.ModifyDropAmount(0);
}
if (!RealPickup.CallTryPickup (toucher))
{
RealPickup.Destroy ();
RealPickup = NULL;
return false;
}
GoAwayAndDie ();
return true;
}
return false;
}
override String PickupMessage ()
{
if (RealPickup != null)
return RealPickup.PickupMessage ();
else return "";
}
override bool ShouldStay ()
{
if (RealPickup != null)
return RealPickup.ShouldStay ();
else return true;
}
override bool ShouldRespawn ()
{
if (RealPickup != null)
return RealPickup.ShouldRespawn ();
else return false;
}
override void PlayPickupSound (Actor toucher)
{
if (RealPickup != null)
RealPickup.PlayPickupSound (toucher);
}
override void DoPickupSpecial (Actor toucher)
{
Super.DoPickupSpecial (toucher);
// If the real pickup hasn't joined the toucher's inventory, make sure it
// doesn't stick around.
if (RealPickup != null && RealPickup.Owner != toucher)
{
RealPickup.Destroy ();
}
RealPickup = null;
}
override void OnDestroy ()
{
if (RealPickup != null)
{
RealPickup.Destroy ();
RealPickup = null;
}
Super.OnDestroy();
}
override void ModifyDropAmount(int dropamount)
{
// Must forward the adjustment to the real item.
// dropamount is not relevant here because Dehacked cannot change it.
droppedbymonster = true;
}
}
//===========================================================================
//
//
//
//===========================================================================
class FakeInventory : Inventory
{
bool Respawnable;
property respawns: Respawnable;
override bool ShouldRespawn ()
{
return Respawnable && Super.ShouldRespawn();
}
override bool TryPickup (in out Actor toucher)
{
let success = toucher.A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4]);
if (success)
{
GoAwayAndDie ();
return true;
}
return false;
}
override void DoPickupSpecial (Actor toucher)
{
// The special was already executed by TryPickup, so do nothing here
}
}