本文整理汇总了C++中AInventory::IsKindOf方法的典型用法代码示例。如果您正苦于以下问题:C++ AInventory::IsKindOf方法的具体用法?C++ AInventory::IsKindOf怎么用?C++ AInventory::IsKindOf使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类AInventory
的用法示例。
在下文中一共展示了AInventory::IsKindOf方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: P_PlayerOnSpecialFlat
void P_PlayerOnSpecialFlat (player_t *player, int floorType)
{
if (Terrains[floorType].DamageAmount &&
!(level.time & Terrains[floorType].DamageTimeMask))
{
AInventory *ironfeet = NULL;
if (Terrains[floorType].AllowProtection)
{
for (ironfeet = player->mo->Inventory; ironfeet != NULL; ironfeet = ironfeet->Inventory)
{
if (ironfeet->IsKindOf (RUNTIME_CLASS(APowerIronFeet)))
break;
}
}
int damage = 0;
if (ironfeet == NULL)
{
damage = P_DamageMobj (player->mo, NULL, NULL, Terrains[floorType].DamageAmount,
Terrains[floorType].DamageMOD);
}
if (damage > 0 && Terrains[floorType].Splash != -1)
{
S_Sound (player->mo, CHAN_AUTO,
Splashes[Terrains[floorType].Splash].NormalSplashSound, 1,
ATTN_IDLE);
}
}
}
示例2: DrawWeapons
static void DrawWeapons(player_t *CPlayer, int x, int y)
{
int k,j;
AInventory *inv;
// First draw all weapons in the inventory that are not assigned to a weapon slot
for(inv = CPlayer->mo->Inventory; inv; inv = inv->Inventory)
{
if (inv->IsKindOf(RUNTIME_CLASS(AWeapon)) &&
!CPlayer->weapons.LocateWeapon(static_cast<AWeapon*>(inv)->GetClass(), NULL, NULL))
{
DrawOneWeapon(CPlayer, x, y, static_cast<AWeapon*>(inv));
}
}
// And now everything in the weapon slots back to front
for (k = NUM_WEAPON_SLOTS - 1; k >= 0; k--) for(j = CPlayer->weapons.Slots[k].Size() - 1; j >= 0; j--)
{
PClassActor *weap = CPlayer->weapons.Slots[k].GetWeapon(j);
if (weap)
{
inv=CPlayer->mo->FindInventory(weap);
if (inv)
{
DrawOneWeapon(CPlayer, x, y, static_cast<AWeapon*>(inv));
}
}
}
}
示例3: SetFixedColormap
void FGLRenderer::SetFixedColormap (player_t *player)
{
gl_fixedcolormap=CM_DEFAULT;
// check for special colormaps
player_t * cplayer = player->camera->player;
if (cplayer)
{
if (cplayer->extralight == INT_MIN)
{
gl_fixedcolormap=CM_FIRSTSPECIALCOLORMAP + INVERSECOLORMAP;
extralight=0;
}
else if (cplayer->fixedcolormap != NOFIXEDCOLORMAP)
{
gl_fixedcolormap = CM_FIRSTSPECIALCOLORMAP + cplayer->fixedcolormap;
}
else if (cplayer->fixedlightlevel != -1)
{
for(AInventory * in = cplayer->mo->Inventory; in; in = in->Inventory)
{
PalEntry color = in->GetBlend ();
// Need special handling for light amplifiers
if (in->IsKindOf(RUNTIME_CLASS(APowerTorch)))
{
gl_fixedcolormap = cplayer->fixedlightlevel + CM_TORCH;
}
else if (in->IsKindOf(RUNTIME_CLASS(APowerLightAmp)))
{
gl_fixedcolormap = CM_LITE;
}
}
}
}
gl_RenderState.SetFixedColormap(gl_fixedcolormap);
}
示例4: P_AutoUseStrifeHealth
void P_AutoUseStrifeHealth (player_t *player)
{
TArray<AInventory *> Items;
for(AInventory *inv = player->mo->Inventory; inv != NULL; inv = inv->Inventory)
{
if (inv->Amount > 0 && inv->IsKindOf(RUNTIME_CLASS(AHealthPickup)))
{
int mode = static_cast<AHealthPickup*>(inv)->autousemode;
if (mode == 3) Items.Push(inv);
}
}
if (!sv_disableautohealth)
{
while (Items.Size() > 0)
{
int maxhealth = 0;
int index = -1;
// Find the largest item in the list
for(unsigned i = 0; i < Items.Size(); i++)
{
if (Items[i]->health > maxhealth)
{
index = i;
maxhealth = Items[i]->Amount;
}
}
while (player->health < 50)
{
if (!player->mo->UseInventory (Items[index]))
break;
}
if (player->health >= 50) return;
// Using all of this item was not enough so delete it and restart with the next best one
Items.Delete(index);
}
}
}
示例5: check
bool check(AActor * owner)
{
// An empty key list means that any key will do
if (!keylist.Size())
{
for (AInventory * item = owner->Inventory; item != NULL; item = item->Inventory)
{
if (item->IsKindOf (RUNTIME_CLASS(AKey)))
{
return true;
}
}
return false;
}
else for(unsigned int i=0;i<keylist.Size();i++)
{
if (!keylist[i]->check(owner)) return false;
}
return true;
}
示例6: ShowPop
void ShowPop (int popnum)
{
DBaseStatusBar::ShowPop(popnum);
if (popnum == CurrentPop)
{
if (popnum == POP_Keys)
{
AInventory *item;
int i;
KeyPopPos += 10;
KeyPopScroll = 280;
for (item = CPlayer->mo->Inventory, i = 0;
item != NULL;
item = item->Inventory)
{
if (item->IsKindOf (RUNTIME_CLASS(AKey)))
{
if (i == KeyPopPos)
{
return;
}
i++;
}
}
}
PendingPop = POP_None;
// Do not scroll keys horizontally when dropping the popscreen
KeyPopScroll = 0;
KeyPopPos -= 10;
}
else
{
KeyPopPos = 0;
PendingPop = popnum;
}
}
示例7: P_AutoUseHealth
void P_AutoUseHealth(player_t *player, int saveHealth)
{
TArray<AInventory *> NormalHealthItems;
TArray<AInventory *> LargeHealthItems;
for(AInventory *inv = player->mo->Inventory; inv != NULL; inv = inv->Inventory)
{
if (inv->Amount > 0 && inv->IsKindOf(RUNTIME_CLASS(AHealthPickup)))
{
int mode = static_cast<AHealthPickup*>(inv)->autousemode;
if (mode == 1) NormalHealthItems.Push(inv);
else if (mode == 2) LargeHealthItems.Push(inv);
}
}
int normalhealth = CountHealth(NormalHealthItems);
int largehealth = CountHealth(LargeHealthItems);
bool skilluse = !!G_SkillProperty(SKILLP_AutoUseHealth);
if (skilluse && normalhealth >= saveHealth)
{ // Use quartz flasks
player->health += UseHealthItems(NormalHealthItems, saveHealth);
}
else if (largehealth >= saveHealth)
{
// Use mystic urns
player->health += UseHealthItems(LargeHealthItems, saveHealth);
}
else if (skilluse && normalhealth + largehealth >= saveHealth)
{ // Use mystic urns and quartz flasks
player->health += UseHealthItems(NormalHealthItems, saveHealth);
if (saveHealth > 0) player->health += UseHealthItems(LargeHealthItems, saveHealth);
}
player->mo->health = player->health;
}
示例8: P_PlayerInSpecialSector
//
// P_PlayerInSpecialSector
// Called every tic frame
// that the player origin is in a special sector
//
void P_PlayerInSpecialSector (player_t *player, sector_t * sector)
{
if (sector == NULL)
{
// Falling, not all the way down yet?
sector = player->mo->Sector;
if (!player->mo->isAtZ(sector->LowestFloorAt(player->mo))
&& !player->mo->waterlevel)
{
return;
}
}
// Has hit ground.
AInventory *ironfeet;
// [RH] Apply any customizable damage
if (sector->damageamount > 0)
{
// Allow subclasses. Better would be to implement it as armor and let that reduce
// the damage as part of the normal damage procedure. Unfortunately, I don't have
// different damage types yet, so that's not happening for now.
for (ironfeet = player->mo->Inventory; ironfeet != NULL; ironfeet = ironfeet->Inventory)
{
if (ironfeet->IsKindOf (RUNTIME_CLASS(APowerIronFeet)))
break;
}
if (sector->Flags & SECF_ENDGODMODE) player->cheats &= ~CF_GODMODE;
if ((ironfeet == NULL || pr_playerinspecialsector() < sector->leakydamage))
{
if (sector->Flags & SECF_HAZARD)
{
player->hazardcount += sector->damageamount;
player->hazardtype = sector->damagetype;
player->hazardinterval = sector->damageinterval;
}
else if (level.time % sector->damageinterval == 0)
{
if (!(player->cheats & (CF_GODMODE|CF_GODMODE2))) P_DamageMobj(player->mo, NULL, NULL, sector->damageamount, sector->damagetype);
if ((sector->Flags & SECF_ENDLEVEL) && player->health <= 10 && (!deathmatch || !(dmflags & DF_NO_EXIT)))
{
G_ExitLevel(0, false);
}
if (sector->Flags & SECF_DMGTERRAINFX)
{
P_HitWater(player->mo, player->mo->Sector, player->mo->Pos(), false, true, true);
}
}
}
}
else if (sector->damageamount < 0)
{
if (level.time % sector->damageinterval == 0)
{
P_GiveBody(player->mo, -sector->damageamount, 100);
}
}
if (sector->isSecret())
{
sector->ClearSecret();
P_GiveSecret(player->mo, true, true, int(sector - sectors));
}
}
示例9: DrawAmmo
static int DrawAmmo(player_t *CPlayer, int x, int y)
{
int i,j,k;
char buf[256];
AInventory *inv;
AWeapon *wi=CPlayer->ReadyWeapon;
orderedammos.Clear();
if (0 == hud_showammo)
{
// Show ammo for current weapon if any
if (wi) AddAmmoToList(wi);
}
else
{
// Order ammo by use of weapons in the weapon slots
for (k = 0; k < NUM_WEAPON_SLOTS; k++) for(j = 0; j < CPlayer->weapons.Slots[k].Size(); j++)
{
PClassActor *weap = CPlayer->weapons.Slots[k].GetWeapon(j);
if (weap)
{
// Show ammo for available weapons if hud_showammo CVAR is 1
// or show ammo for all weapons if hud_showammo is greater than 1
if (hud_showammo > 1 || CPlayer->mo->FindInventory(weap))
{
AddAmmoToList((AWeapon*)GetDefaultByType(weap));
}
}
}
// Now check for the remaining weapons that are in the inventory but not in the weapon slots
for(inv=CPlayer->mo->Inventory;inv;inv=inv->Inventory)
{
if (inv->IsKindOf(RUNTIME_CLASS(AWeapon)))
{
AddAmmoToList((AWeapon*)inv);
}
}
}
// ok, we got all ammo types. Now draw the list back to front (bottom to top)
int def_width = ConFont->StringWidth("000/000");
x-=def_width;
int yadd = ConFont->GetHeight();
for(i=orderedammos.Size()-1;i>=0;i--)
{
PClassAmmo * type = orderedammos[i];
AAmmo * ammoitem = (AAmmo*)CPlayer->mo->FindInventory(type);
AAmmo * inv = ammoitem? ammoitem : (AAmmo*)GetDefaultByType(orderedammos[i]);
FTextureID AltIcon = GetHUDIcon(type);
FTextureID icon = !AltIcon.isNull()? AltIcon : inv->Icon;
if (!icon.isValid()) continue;
int trans= (wi && (type==wi->AmmoType1 || type==wi->AmmoType2)) ? 0xc000:0x6000;
int maxammo = inv->MaxAmount;
int ammo = ammoitem? ammoitem->Amount : 0;
mysnprintf(buf, countof(buf), "%3d/%3d", ammo, maxammo);
int tex_width= clamp<int>(ConFont->StringWidth(buf)-def_width, 0, 1000);
int fontcolor=( !maxammo ? CR_GRAY :
ammo < ( (maxammo * hud_ammo_red) / 100) ? CR_RED :
ammo < ( (maxammo * hud_ammo_yellow) / 100) ? CR_GOLD : CR_GREEN );
DrawHudText(ConFont, fontcolor, buf, x-tex_width, y+yadd, trans);
DrawImageToBox(TexMan[icon], x-20, y, 16, 8, trans);
y-=10;
}
return y;
}
示例10: DrawPopScreen
void DrawPopScreen (int bottom)
{
char buff[64];
const char *label;
int i;
AInventory *item;
int xscale, yscale, left, top;
int bars = (CurrentPop == POP_Status) ? imgINVPOP : imgINVPOP2;
int back = (CurrentPop == POP_Status) ? imgINVPBAK : imgINVPBAK2;
// Extrapolate the height of the popscreen for smoother movement
int height = clamp<int> (PopHeight + FixedMul (r_TicFrac, PopHeightChange), -POP_HEIGHT, 0);
xscale = CleanXfac;
yscale = CleanYfac;
left = screen->GetWidth()/2 - 160*CleanXfac;
top = bottom + height * yscale;
screen->DrawTexture (Images[back], left, top, DTA_CleanNoMove, true, DTA_Alpha, FRACUNIT*3/4, TAG_DONE);
screen->DrawTexture (Images[bars], left, top, DTA_CleanNoMove, true, TAG_DONE);
screen->SetFont (SmallFont2);
switch (CurrentPop)
{
case POP_Log:
// Draw the latest log message.
sprintf (buff, "%02d:%02d:%02d",
(level.time/TICRATE)/3600,
((level.time/TICRATE)%3600)/60,
(level.time/TICRATE)%60);
screen->DrawText (CR_UNTRANSLATED, left+210*xscale, top+8*yscale, buff,
DTA_CleanNoMove, true, TAG_DONE);
if (CPlayer->LogText != NULL)
{
brokenlines_t *lines = V_BreakLines (272, CPlayer->LogText);
for (i = 0; lines[i].width >= 0; ++i)
{
screen->DrawText (CR_UNTRANSLATED, left+24*xscale, top+(18+i*12)*yscale,
lines[i].string, DTA_CleanNoMove, true, TAG_DONE);
}
V_FreeBrokenLines (lines);
}
break;
case POP_Keys:
// List the keys the player has.
int pos, endpos, leftcol;
int clipleft, clipright;
pos = KeyPopPos;
endpos = pos + 10;
leftcol = 20;
clipleft = left + 17*xscale;
clipright = left + (320-17)*xscale;
if (KeyPopScroll > 0)
{
// Extrapolate the scroll position for smoother scrolling
int scroll = MAX<int> (0,KeyPopScroll - FixedMul (r_TicFrac, 280/KEY_TIME));
pos -= 10;
leftcol = leftcol - 280 + scroll;
}
for (i = 0, item = CPlayer->mo->Inventory;
i < endpos && item != NULL;
item = item->Inventory)
{
if (!item->IsKindOf (RUNTIME_CLASS(AKey)))
continue;
if (i < pos)
{
i++;
continue;
}
label = item->GetClass()->Meta.GetMetaString (AMETA_StrifeName);
if (label == NULL)
{
label = item->GetClass()->Name + 1;
}
int colnum = ((i-pos) / 5) & (KeyPopScroll > 0 ? 3 : 1);
int rownum = (i % 5) * 18;
screen->DrawTexture (TexMan(item->Icon),
left + (colnum * 140 + leftcol)*xscale,
top + (6 + rownum)*yscale,
DTA_CleanNoMove, true,
DTA_ClipLeft, clipleft,
DTA_ClipRight, clipright,
TAG_DONE);
screen->DrawText (CR_UNTRANSLATED,
left + (colnum * 140 + leftcol + 17)*xscale,
top + (11 + rownum)*yscale,
label,
DTA_CleanNoMove, true,
DTA_ClipLeft, clipleft,
DTA_ClipRight, clipright,
TAG_DONE);
i++;
//.........这里部分代码省略.........
示例11: cht_DoCheat
//.........这里部分代码省略.........
item->Destroy ();
}
}
msg = GStrings("STSTR_BEHOLDX");
break;
case CHT_MASSACRE:
{
int killcount = P_Massacre ();
// killough 3/22/98: make more intelligent about plural
// Ty 03/27/98 - string(s) *not* externalized
mysnprintf (msgbuild, countof(msgbuild), "%d Monster%s Killed", killcount, killcount==1 ? "" : "s");
msg = msgbuild;
}
break;
case CHT_HEALTH:
if (player->mo != NULL && player->playerstate == PST_LIVE)
{
player->health = player->mo->health = player->mo->GetDefault()->health;
msg = GStrings("TXT_CHEATHEALTH");
}
break;
case CHT_KEYS:
cht_Give (player, "keys");
msg = GStrings("TXT_CHEATKEYS");
break;
// [GRB]
case CHT_RESSURECT:
if (player->playerstate != PST_LIVE && player->mo != nullptr)
{
if (player->mo->IsKindOf(RUNTIME_CLASS(APlayerChunk)))
{
Printf("Unable to resurrect. Player is no longer connected to its body.\n");
}
else
{
player->playerstate = PST_LIVE;
player->health = player->mo->health = player->mo->GetDefault()->health;
player->viewheight = ((APlayerPawn *)player->mo->GetDefault())->ViewHeight;
player->mo->flags = player->mo->GetDefault()->flags;
player->mo->flags2 = player->mo->GetDefault()->flags2;
player->mo->flags3 = player->mo->GetDefault()->flags3;
player->mo->flags4 = player->mo->GetDefault()->flags4;
player->mo->flags5 = player->mo->GetDefault()->flags5;
player->mo->flags6 = player->mo->GetDefault()->flags6;
player->mo->flags7 = player->mo->GetDefault()->flags7;
player->mo->renderflags &= ~RF_INVISIBLE;
player->mo->Height = player->mo->GetDefault()->Height;
player->mo->radius = player->mo->GetDefault()->radius;
player->mo->special1 = 0; // required for the Hexen fighter's fist attack.
// This gets set by AActor::Die as flag for the wimpy death and must be reset here.
player->mo->SetState (player->mo->SpawnState);
if (!(player->mo->flags2 & MF2_DONTTRANSLATE))
{
player->mo->Translation = TRANSLATION(TRANSLATION_Players, BYTE(player-players));
}
player->mo->DamageType = NAME_None;
if (player->ReadyWeapon != nullptr)
{
P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->GetUpState());
}
if (player->morphTics > 0)
示例12: P_CheckKeys
bool P_CheckKeys (AActor *owner, int keynum, bool remote)
{
const char *failtext;
const char *failsound;
DWORD keymask;
AInventory *item;
failtext = NULL;
failsound = NULL;
switch (keynum)
{
case 0:
// Key 0 is like a psuedo-key. Everything pretends to have it, so it
// can act as a no-key-needed flag.
return true;
case OnlyInRetail:
failtext = "THIS AREA IS ONLY AVAILABLE IN THE RETAIL VERSION OF STRIFE";
break;
case ThatDoesntWork:
failtext = "That doesn't seem to work";
break;
case AllKeys:
case All3Keys:
if (gameinfo.gametype == GAME_Strife)
{
// Strife has 26 (actually 27) different keys, so I am not
// going to implement the AllKeys check for Strife.
failtext = "That doesn't seem to work";
break;
}
// Intentional fall-through
default:
keymask = 0;
// See if the owner is holding a matching key.
for (item = owner->Inventory; item != NULL; item = item->Inventory)
{
if (item->IsKindOf (RUNTIME_CLASS(AKey)))
{
AKey *key = static_cast<AKey *> (item);
if (keynum == AnyKey)
{
return true;
}
else if ((keynum & 0x7f) == AllKeys)
{
keymask |= 1 << (key->KeyNumber - 1);
}
else if (key->KeyNumber == keynum || key->AltKeyNumber == keynum)
{
return true;
}
}
}
if ((keynum & 0x7f) == AllKeys)
{
// The check for holding "all keys" is only made against the
// standard keys and not any custom user-added keys.
switch (gameinfo.gametype)
{
case GAME_Doom:
if (keynum & 0x80)
{ // Cards and skulls are treated the same
keymask |= keymask >> 3;
keymask |= keymask << 3;
}
if ((keymask & (1|2|4|8|16|32)) == (1|2|4|8|16|32))
{
return true;
}
failtext = (keynum & 0x80) ? GStrings("PD_ALL3") : GStrings("PD_ALL6");
break;
case GAME_Heretic:
if ((keymask & (1|2|4)) == (1|2|4))
{
return true;
}
failtext = GStrings("PD_ALL3");
break;
case GAME_Hexen:
if ((keymask & ((1<<11)-1)) == ((1<<11)-1))
{
return true;
}
failtext = "You need all the keys";
break;
default:
// The other enumerations won't reach this switch, but make GCC happy.
failtext = "That doesn't seem to work";
break;
//.........这里部分代码省略.........
示例13: P_MorphPlayer
bool P_MorphPlayer (player_t *activator, player_t *p, PClassPlayerPawn *spawntype, int duration, int style, PClassActor *enter_flash, PClassActor *exit_flash)
{
AInventory *item;
APlayerPawn *morphed;
APlayerPawn *actor;
actor = p->mo;
if (actor == NULL)
{
return false;
}
if (actor->flags3 & MF3_DONTMORPH)
{
return false;
}
if ((p->mo->flags2 & MF2_INVULNERABLE) && ((p != activator) || (!(style & MORPH_WHENINVULNERABLE))))
{ // Immune when invulnerable unless this is a power we activated
return false;
}
if (p->morphTics)
{ // Player is already a beast
if ((p->mo->GetClass() == spawntype)
&& (p->mo->PlayerFlags & PPF_CANSUPERMORPH)
&& (p->morphTics < (((duration) ? duration : MORPHTICS) - TICRATE))
&& (p->mo->FindInventory (RUNTIME_CLASS(APowerWeaponLevel2), true) == NULL))
{ // Make a super chicken
p->mo->GiveInventoryType (RUNTIME_CLASS(APowerWeaponLevel2));
}
return false;
}
if (p->health <= 0)
{ // Dead players cannot morph
return false;
}
if (spawntype == NULL)
{
return false;
}
if (!spawntype->IsDescendantOf (RUNTIME_CLASS(APlayerPawn)))
{
return false;
}
if (spawntype == p->mo->GetClass())
{
return false;
}
morphed = static_cast<APlayerPawn *>(Spawn (spawntype, actor->Pos(), NO_REPLACE));
EndAllPowerupEffects(actor->Inventory);
DObject::StaticPointerSubstitution (actor, morphed);
if ((actor->tid != 0) && (style & MORPH_NEWTIDBEHAVIOUR))
{
morphed->tid = actor->tid;
morphed->AddToHash ();
actor->RemoveFromHash ();
actor->tid = 0;
}
morphed->angle = actor->angle;
morphed->target = actor->target;
morphed->tracer = actor;
morphed->Score = actor->Score;
p->PremorphWeapon = p->ReadyWeapon;
morphed->special2 = actor->flags & ~MF_JUSTHIT;
morphed->player = p;
if (actor->renderflags & RF_INVISIBLE)
{
morphed->special2 |= MF_JUSTHIT;
}
if (morphed->ViewHeight > p->viewheight && p->deltaviewheight == 0)
{ // If the new view height is higher than the old one, start moving toward it.
p->deltaviewheight = p->GetDeltaViewHeight();
}
morphed->flags |= actor->flags & (MF_SHADOW|MF_NOGRAVITY);
morphed->flags2 |= actor->flags2 & MF2_FLY;
morphed->flags3 |= actor->flags3 & MF3_GHOST;
AActor *eflash = Spawn(((enter_flash) ? enter_flash : RUNTIME_CLASS(ATeleportFog)), actor->PosPlusZ(TELEFOGHEIGHT), ALLOW_REPLACE);
actor->player = NULL;
actor->flags &= ~(MF_SOLID|MF_SHOOTABLE);
actor->flags |= MF_UNMORPHED;
actor->renderflags |= RF_INVISIBLE;
p->morphTics = (duration) ? duration : MORPHTICS;
// [MH] Used by SBARINFO to speed up face drawing
p->MorphedPlayerClass = spawntype;
p->MorphStyle = style;
p->MorphExitFlash = (exit_flash) ? exit_flash : RUNTIME_CLASS(ATeleportFog);
p->health = morphed->health;
p->mo = morphed;
p->velx = p->vely = 0;
morphed->ObtainInventory (actor);
// Remove all armor
for (item = morphed->Inventory; item != NULL; )
{
AInventory *next = item->Inventory;
if (item->IsKindOf (RUNTIME_CLASS(AArmor)))
{
if (item->IsKindOf (RUNTIME_CLASS(AHexenArmor)))
{
// Set the HexenArmor slots to 0, except the class slot.
//.........这里部分代码省略.........
示例14: P_UndoPlayerMorph
bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag, bool force)
{
AWeapon *beastweap;
APlayerPawn *mo;
APlayerPawn *pmo;
angle_t angle;
pmo = player->mo;
// [MH]
// Checks pmo as well; the PowerMorph destroyer will
// try to unmorph the player; if the destroyer runs
// because the level or game is ended while morphed,
// by the time it gets executed the morphed player
// pawn instance may have already been destroyed.
if (pmo == NULL || pmo->tracer == NULL)
{
return false;
}
bool DeliberateUnmorphIsOkay = !!(MORPH_STANDARDUNDOING & unmorphflag);
if ((pmo->flags2 & MF2_INVULNERABLE) // If the player is invulnerable
&& ((player != activator) // and either did not decide to unmorph,
|| (!((player->MorphStyle & MORPH_WHENINVULNERABLE) // or the morph style does not allow it
|| (DeliberateUnmorphIsOkay))))) // (but standard morph styles always allow it),
{ // Then the player is immune to the unmorph.
return false;
}
mo = barrier_cast<APlayerPawn *>(pmo->tracer);
mo->SetOrigin (pmo->Pos(), false);
mo->flags |= MF_SOLID;
pmo->flags &= ~MF_SOLID;
if (!force && !P_TestMobjLocation (mo))
{ // Didn't fit
mo->flags &= ~MF_SOLID;
pmo->flags |= MF_SOLID;
player->morphTics = 2*TICRATE;
return false;
}
pmo->player = NULL;
// Remove the morph power if the morph is being undone prematurely.
for (AInventory *item = pmo->Inventory, *next = NULL; item != NULL; item = next)
{
next = item->Inventory;
if (item->IsKindOf(RUNTIME_CLASS(APowerMorph)))
{
static_cast<APowerMorph *>(item)->SetNoCallUndoMorph();
item->Destroy();
}
}
EndAllPowerupEffects(pmo->Inventory);
mo->ObtainInventory (pmo);
DObject::StaticPointerSubstitution (pmo, mo);
if ((pmo->tid != 0) && (player->MorphStyle & MORPH_NEWTIDBEHAVIOUR))
{
mo->tid = pmo->tid;
mo->AddToHash ();
}
mo->angle = pmo->angle;
mo->player = player;
mo->reactiontime = 18;
mo->flags = ActorFlags::FromInt (pmo->special2) & ~MF_JUSTHIT;
mo->velx = 0;
mo->vely = 0;
player->velx = 0;
player->vely = 0;
mo->velz = pmo->velz;
if (!(pmo->special2 & MF_JUSTHIT))
{
mo->renderflags &= ~RF_INVISIBLE;
}
mo->flags = (mo->flags & ~(MF_SHADOW|MF_NOGRAVITY)) | (pmo->flags & (MF_SHADOW|MF_NOGRAVITY));
mo->flags2 = (mo->flags2 & ~MF2_FLY) | (pmo->flags2 & MF2_FLY);
mo->flags3 = (mo->flags3 & ~MF3_GHOST) | (pmo->flags3 & MF3_GHOST);
mo->Score = pmo->Score;
InitAllPowerupEffects(mo->Inventory);
PClassActor *exit_flash = player->MorphExitFlash;
bool correctweapon = !!(player->MorphStyle & MORPH_LOSEACTUALWEAPON);
bool undobydeathsaves = !!(player->MorphStyle & MORPH_UNDOBYDEATHSAVES);
player->morphTics = 0;
player->MorphedPlayerClass = 0;
player->MorphStyle = 0;
player->MorphExitFlash = NULL;
player->viewheight = mo->ViewHeight;
AInventory *level2 = mo->FindInventory (RUNTIME_CLASS(APowerWeaponLevel2), true);
if (level2 != NULL)
{
level2->Destroy ();
}
if ((player->health > 0) || undobydeathsaves)
{
player->health = mo->health = mo->SpawnHealth();
}
else // killed when morphed so stay dead
{
//.........这里部分代码省略.........
示例15: TryPickup
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<AWeaponHolder*>(inv);
if (hold->PieceWeapon==WeaponClass) break;
hold=NULL;
}
}
if (!hold)
{
hold=static_cast<AWeaponHolder*>(Spawn(RUNTIME_CLASS(AWeaponHolder), 0, 0, 0, NO_REPLACE));
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<<Defaults->health)-1)
{
if (!toucher->FindInventory (WeaponClass))
{
FullWeapon= static_cast<AWeapon*>(Spawn(WeaponClass, 0, 0, 0, NO_REPLACE));
// 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;
}