- copied inventory files to their own folder.
It's about time this stuff is getting cleaned up seriously. Both a_pickups.cpp and a_artifacts.cpp are so overstuffed that it has become a chore finding stuff in there.
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13 changed files with 11 additions and 9 deletions
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#include "a_pickups.h"
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#include "a_weaponpiece.h"
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#include "doomstat.h"
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#include "serializer.h"
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IMPLEMENT_CLASS(PClassWeaponPiece, false, false)
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IMPLEMENT_CLASS(AWeaponHolder, false, false)
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DEFINE_FIELD(AWeaponHolder, PieceMask);
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DEFINE_FIELD(AWeaponHolder, PieceWeapon);
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void PClassWeaponPiece::ReplaceClassRef(PClass *oldclass, PClass *newclass)
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{
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Super::ReplaceClassRef(oldclass, newclass);
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AWeaponPiece *def = (AWeaponPiece*)Defaults;
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if (def != NULL)
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{
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if (def->WeaponClass == oldclass) def->WeaponClass = static_cast<PClassWeapon *>(newclass);
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}
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}
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void AWeaponHolder::Serialize(FSerializer &arc)
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{
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Super::Serialize(arc);
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arc("piecemask", PieceMask)
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("pieceweapon", PieceWeapon);
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}
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IMPLEMENT_CLASS(AWeaponPiece, false, true)
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IMPLEMENT_POINTERS_START(AWeaponPiece)
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IMPLEMENT_POINTER(FullWeapon)
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IMPLEMENT_POINTERS_END
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void AWeaponPiece::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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auto def = (AWeaponPiece*)GetDefault();
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arc("weaponclass", WeaponClass, def->WeaponClass)
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("fullweapon", FullWeapon)
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("piecevalue", PieceValue, def->PieceValue);
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}
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//==========================================================================
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//
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// TryPickupWeaponPiece
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//
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//==========================================================================
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bool AWeaponPiece::TryPickupRestricted (AActor *&toucher)
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{
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// Wrong class, but try to pick up for ammo
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if (ShouldStay())
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{ // Can't pick up weapons for other classes in coop netplay
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return false;
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}
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AWeapon * Defaults=(AWeapon*)GetDefaultByType(WeaponClass);
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bool gaveSome = !!(toucher->GiveAmmo (Defaults->AmmoType1, Defaults->AmmoGive1) +
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toucher->GiveAmmo (Defaults->AmmoType2, Defaults->AmmoGive2));
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if (gaveSome)
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{
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GoAwayAndDie ();
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}
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return gaveSome;
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}
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//==========================================================================
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//
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// TryPickupWeaponPiece
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//
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//==========================================================================
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bool AWeaponPiece::TryPickup (AActor *&toucher)
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{
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AInventory * inv;
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AWeaponHolder * hold=NULL;
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bool shouldStay = PrivateShouldStay ();
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int gaveAmmo;
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AWeapon * Defaults=(AWeapon*)GetDefaultByType(WeaponClass);
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FullWeapon=NULL;
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for(inv=toucher->Inventory;inv;inv=inv->Inventory)
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{
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if (inv->IsKindOf(RUNTIME_CLASS(AWeaponHolder)))
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{
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hold=static_cast<AWeaponHolder*>(inv);
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if (hold->PieceWeapon==WeaponClass) break;
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hold=NULL;
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}
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}
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if (!hold)
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{
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hold=static_cast<AWeaponHolder*>(Spawn(RUNTIME_CLASS(AWeaponHolder)));
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hold->BecomeItem();
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hold->AttachToOwner(toucher);
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hold->PieceMask=0;
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hold->PieceWeapon=WeaponClass;
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}
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if (shouldStay)
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{
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// Cooperative net-game
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if (hold->PieceMask & PieceValue)
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{
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// Already has the piece
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return false;
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}
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toucher->GiveAmmo (Defaults->AmmoType1, Defaults->AmmoGive1);
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toucher->GiveAmmo (Defaults->AmmoType2, Defaults->AmmoGive2);
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}
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else
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{ // Deathmatch or singleplayer game
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gaveAmmo = toucher->GiveAmmo (Defaults->AmmoType1, Defaults->AmmoGive1) +
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toucher->GiveAmmo (Defaults->AmmoType2, Defaults->AmmoGive2);
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if (hold->PieceMask & PieceValue)
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{
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// Already has the piece, check if mana needed
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if (!gaveAmmo) return false;
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GoAwayAndDie();
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return true;
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}
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}
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hold->PieceMask |= PieceValue;
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// Check if weapon assembled
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if (hold->PieceMask== (1<<Defaults->health)-1)
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{
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if (!toucher->FindInventory (WeaponClass))
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{
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FullWeapon= static_cast<AWeapon*>(Spawn(WeaponClass));
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// The weapon itself should not give more ammo to the player!
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FullWeapon->AmmoGive1=0;
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FullWeapon->AmmoGive2=0;
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FullWeapon->AttachToOwner(toucher);
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FullWeapon->AmmoGive1=Defaults->AmmoGive1;
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FullWeapon->AmmoGive2=Defaults->AmmoGive2;
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}
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}
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GoAwayAndDie();
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return true;
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}
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bool AWeaponPiece::ShouldStay ()
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{
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return PrivateShouldStay ();
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}
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bool AWeaponPiece::PrivateShouldStay ()
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{
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// We want a weapon piece to behave like a weapon, so follow the exact
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// same logic as weapons when deciding whether or not to stay.
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if (((multiplayer &&
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(!deathmatch && !alwaysapplydmflags)) || (dmflags & DF_WEAPONS_STAY)) &&
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!(flags&MF_DROPPED))
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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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//===========================================================================
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//
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// PickupMessage
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//
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// Returns the message to print when this actor is picked up.
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//
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//===========================================================================
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FString AWeaponPiece::PickupMessage ()
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{
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if (FullWeapon)
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{
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return FullWeapon->PickupMessage();
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}
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else
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{
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return Super::PickupMessage();
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}
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}
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//===========================================================================
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//
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// DoPlayPickupSound
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//
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// Plays a sound when this actor is picked up.
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//
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//===========================================================================
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void AWeaponPiece::PlayPickupSound (AActor *toucher)
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{
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if (FullWeapon)
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{
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FullWeapon->PlayPickupSound(toucher);
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}
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else
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{
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Super::PlayPickupSound(toucher);
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}
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}
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