Alison Watson
a22ae10d3b
* remove m_flags from VhtQuest * add detection for flame mask * add first step for quest 4 * don't serialize quest 1 step 2 line * add null check for travelled/pretravelled * move tick and describe functionality from events to questholder * fix(?) multiplayer questholder move functionality
76 lines
1.5 KiB
Plaintext
76 lines
1.5 KiB
Plaintext
class VhtFnBool abstract {
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virtual bool vhtRun() {return false;}
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}
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class VhtFnBoolFuse : VhtFnBool {
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bool m_result;
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VhtFnBool m_fInner;
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VhtFnBoolFuse vhtInit(VhtFnBool fInner) {
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m_fInner = fInner;
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return self;
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}
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override bool vhtRun() {
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if(!m_result) {
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m_result = m_fInner.vhtRun();
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}
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return m_result;
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}
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}
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class VhtFnPlayer : VhtFnBool abstract {
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int m_player;
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virtual bool vhtCall(PlayerInfo p) {return false;}
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override bool vhtRun() {
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for(int i = 0; i < MAXPLAYERS; ++i) {
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if(playerInGame[i] && vhtCall(players[i])) {
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m_player = i;
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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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class VhtFnPlayerInSector : VhtFnPlayer {
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int m_idx;
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VhtFnPlayer vhtInit(int idx) {
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m_idx = idx;
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return self;
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}
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override bool vhtCall(PlayerInfo p) {
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return p.mo.curSector.index() == m_idx;
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}
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}
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class VhtFnPlayerInv : VhtFnPlayer abstract {
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class<Inventory> m_which;
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Inventory m_result;
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override bool vhtCall(PlayerInfo p) {
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let inv = p.mo.findInventory(m_which);
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if(inv) {
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m_result = inv;
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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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class VhtFnPlayerInvExist : VhtFnPlayerInv {
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VhtFnPlayerInv vhtInit(class<Inventory> which) {
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m_which = which;
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return self;
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}
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}
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class VhtFnPlayerInvAmount : VhtFnPlayerInv {
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int m_amount;
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VhtFnPlayerInv vhtInit(class<Inventory> which, int amount) {
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m_which = which;
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m_amount = amount;
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return self;
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}
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override bool vhtCall(PlayerInfo p) {
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return super.vhtCall(p) && m_result.amount >= m_amount;
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}
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}
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