/* ** a_weaponpieces.cpp ** Implements generic weapon pieces ** **--------------------------------------------------------------------------- ** Copyright 2006-2016 Cheistoph Oelckers ** Copyright 2006-2016 Randy Heit ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "a_pickups.h" #include "a_weaponpiece.h" #include "doomstat.h" #include "serializer.h" IMPLEMENT_CLASS(PClassWeaponPiece, false, false) IMPLEMENT_CLASS(AWeaponHolder, false, false) DEFINE_FIELD(AWeaponHolder, PieceMask); DEFINE_FIELD(AWeaponHolder, PieceWeapon); //=========================================================================== // // // //=========================================================================== void PClassWeaponPiece::ReplaceClassRef(PClass *oldclass, PClass *newclass) { Super::ReplaceClassRef(oldclass, newclass); AWeaponPiece *def = (AWeaponPiece*)Defaults; if (def != NULL) { if (def->WeaponClass == oldclass) def->WeaponClass = static_cast(newclass); } } //=========================================================================== // // // //=========================================================================== void AWeaponHolder::Serialize(FSerializer &arc) { Super::Serialize(arc); arc("piecemask", PieceMask) ("pieceweapon", PieceWeapon); } IMPLEMENT_CLASS(AWeaponPiece, false, true) IMPLEMENT_POINTERS_START(AWeaponPiece) IMPLEMENT_POINTER(FullWeapon) IMPLEMENT_POINTERS_END //=========================================================================== // // // //=========================================================================== void AWeaponPiece::Serialize(FSerializer &arc) { Super::Serialize (arc); auto def = (AWeaponPiece*)GetDefault(); arc("weaponclass", WeaponClass, def->WeaponClass) ("fullweapon", FullWeapon) ("piecevalue", PieceValue, def->PieceValue); } //========================================================================== // // TryPickupWeaponPiece // //========================================================================== bool AWeaponPiece::TryPickupRestricted (AActor *&toucher) { // Wrong class, but try to pick up for ammo if (ShouldStay()) { // Can't pick up weapons for other classes in coop netplay return false; } AWeapon * Defaults=(AWeapon*)GetDefaultByType(WeaponClass); bool gaveSome = !!(toucher->GiveAmmo (Defaults->AmmoType1, Defaults->AmmoGive1) + toucher->GiveAmmo (Defaults->AmmoType2, Defaults->AmmoGive2)); if (gaveSome) { GoAwayAndDie (); } return gaveSome; } //========================================================================== // // TryPickupWeaponPiece // //========================================================================== bool AWeaponPiece::TryPickup (AActor *&toucher) { AInventory * inv; AWeaponHolder * hold=NULL; bool shouldStay = PrivateShouldStay (); int gaveAmmo; AWeapon * Defaults=(AWeapon*)GetDefaultByType(WeaponClass); FullWeapon=NULL; for(inv=toucher->Inventory;inv;inv=inv->Inventory) { if (inv->IsKindOf(RUNTIME_CLASS(AWeaponHolder))) { hold=static_cast(inv); if (hold->PieceWeapon==WeaponClass) break; hold=NULL; } } if (!hold) { hold=static_cast(Spawn(RUNTIME_CLASS(AWeaponHolder))); hold->BecomeItem(); hold->AttachToOwner(toucher); hold->PieceMask=0; hold->PieceWeapon=WeaponClass; } if (shouldStay) { // Cooperative net-game if (hold->PieceMask & PieceValue) { // Already has the piece return false; } toucher->GiveAmmo (Defaults->AmmoType1, Defaults->AmmoGive1); toucher->GiveAmmo (Defaults->AmmoType2, Defaults->AmmoGive2); } else { // Deathmatch or singleplayer game gaveAmmo = toucher->GiveAmmo (Defaults->AmmoType1, Defaults->AmmoGive1) + toucher->GiveAmmo (Defaults->AmmoType2, Defaults->AmmoGive2); if (hold->PieceMask & PieceValue) { // Already has the piece, check if mana needed if (!gaveAmmo) return false; GoAwayAndDie(); return true; } } hold->PieceMask |= PieceValue; // Check if weapon assembled if (hold->PieceMask== (1<health)-1) { if (!toucher->FindInventory (WeaponClass)) { FullWeapon= static_cast(Spawn(WeaponClass)); // The weapon itself should not give more ammo to the player! FullWeapon->AmmoGive1=0; FullWeapon->AmmoGive2=0; FullWeapon->AttachToOwner(toucher); FullWeapon->AmmoGive1=Defaults->AmmoGive1; FullWeapon->AmmoGive2=Defaults->AmmoGive2; } } GoAwayAndDie(); return true; } //=========================================================================== // // // //=========================================================================== bool AWeaponPiece::ShouldStay () { return PrivateShouldStay (); } //=========================================================================== // // // //=========================================================================== bool AWeaponPiece::PrivateShouldStay () { // We want a weapon piece to behave like a weapon, so follow the exact // same logic as weapons when deciding whether or not to stay. if (((multiplayer && (!deathmatch && !alwaysapplydmflags)) || (dmflags & DF_WEAPONS_STAY)) && !(flags&MF_DROPPED)) { return true; } return false; } //=========================================================================== // // PickupMessage // // Returns the message to print when this actor is picked up. // //=========================================================================== FString AWeaponPiece::PickupMessage () { if (FullWeapon) { return FullWeapon->PickupMessage(); } else { return Super::PickupMessage(); } } //=========================================================================== // // DoPlayPickupSound // // Plays a sound when this actor is picked up. // //=========================================================================== void AWeaponPiece::PlayPickupSound (AActor *toucher) { if (FullWeapon) { FullWeapon->PlayPickupSound(toucher); } else { Super::PlayPickupSound(toucher); } }