mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-14 06:11:36 +00:00
1029 lines
24 KiB
C++
1029 lines
24 KiB
C++
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#include "info.h"
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#include "a_pickups.h"
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#include "d_player.h"
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#include "gstrings.h"
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#include "p_local.h"
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#include "p_spec.h"
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#include "a_strifeglobal.h"
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#include "p_lnspec.h"
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#include "p_enemy.h"
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#include "s_sound.h"
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#include "a_strifeweaps.h"
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#include "d_event.h"
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// Med patch -----------------------------------------------------------------
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class AMedPatch : public AHealthPickup
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{
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DECLARE_ACTOR (AMedPatch, AHealthPickup);
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protected:
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const char *PickupMessage ();
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};
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FState AMedPatch::States[] =
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{
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S_NORMAL (STMP, 'A', -1, NULL, NULL)
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};
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IMPLEMENT_ACTOR (AMedPatch, Strife, 2011, 0)
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PROP_SpawnHealth (10)
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PROP_SpawnState (0)
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PROP_StrifeType (125)
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PROP_StrifeTeaserType (121)
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PROP_StrifeTeaserType2 (124)
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PROP_Flags (MF_SPECIAL)
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PROP_Flags2 (MF2_FLOORCLIP)
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PROP_Inventory_MaxAmount (20)
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PROP_Tag ("Med_patch")
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PROP_Inventory_Icon ("I_STMP")
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END_DEFAULTS
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const char *AMedPatch::PickupMessage ()
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{
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return "You picked up the Med patch.";
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}
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// Medical Kit ---------------------------------------------------------------
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class AMedicalKit : public AHealthPickup
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{
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DECLARE_ACTOR (AMedicalKit, AHealthPickup);
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protected:
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const char *PickupMessage ();
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};
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FState AMedicalKit::States[] =
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{
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S_NORMAL (MDKT, 'A', -1, NULL, NULL)
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};
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IMPLEMENT_ACTOR (AMedicalKit, Strife, 2012, 0)
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PROP_SpawnHealth (25)
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PROP_SpawnState (0)
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PROP_StrifeType (126)
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PROP_StrifeTeaserType (122)
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PROP_StrifeTeaserType2 (125)
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PROP_Flags (MF_SPECIAL)
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PROP_Flags2 (MF2_FLOORCLIP)
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PROP_Inventory_MaxAmount (15)
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PROP_Tag ("Medical_kit")
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PROP_Inventory_Icon ("I_MDKT")
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END_DEFAULTS
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const char *AMedicalKit::PickupMessage ()
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{
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return "You picked up the Medical kit.";
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}
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// Surgery Kit --------------------------------------------------------------
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class ASurgeryKit : public AHealthPickup
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{
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DECLARE_ACTOR (ASurgeryKit, AHealthPickup);
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protected:
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const char *PickupMessage ();
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bool Use (bool pickup);
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};
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FState ASurgeryKit::States[] =
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{
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S_NORMAL (FULL, 'A', 35, NULL, &States[1]),
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S_NORMAL (FULL, 'B', 35, NULL, &States[0])
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};
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IMPLEMENT_ACTOR (ASurgeryKit, Strife, 83, 0)
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PROP_SpawnState (0)
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PROP_StrifeType (127)
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PROP_StrifeTeaserType (123)
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PROP_StrifeTeaserType2 (126)
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PROP_Flags (MF_SPECIAL)
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PROP_Flags2 (MF2_FLOORCLIP)
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PROP_Inventory_MaxAmount (5)
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PROP_Tag ("Surgery_Kit") // "full_health" in the Teaser
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PROP_Inventory_Icon ("I_FULL")
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END_DEFAULTS
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const char *ASurgeryKit::PickupMessage ()
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{
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return "You picked up the Surgery Kit.";
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}
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bool ASurgeryKit::Use (bool pickup)
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{
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return P_GiveBody (Owner, -100);
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}
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// StrifeMap ----------------------------------------------------------------
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class AStrifeMap : public AMapRevealer
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{
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DECLARE_ACTOR (AStrifeMap, AMapRevealer)
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protected:
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virtual const char *PickupMessage ()
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{
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return "You picked up the map";
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}
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};
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FState AStrifeMap::States[] =
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{
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S_BRIGHT (SMAP, 'A', 6, NULL , &States[1]),
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S_BRIGHT (SMAP, 'B', 6, NULL , &States[0]),
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};
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IMPLEMENT_ACTOR (AStrifeMap, Strife, 2026, 137)
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PROP_Flags (MF_SPECIAL)
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PROP_Flags2 (MF2_FLOORCLIP)
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PROP_SpawnState (0)
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PROP_StrifeType (164)
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PROP_StrifeTeaserType (160)
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PROP_StrifeTeaserType2 (163)
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PROP_Inventory_PickupSound ("misc/p_pkup")
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END_DEFAULTS
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// Degnin Ore ---------------------------------------------------------------
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void A_RemoveForceField (AActor *);
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FState ADegninOre::States[] =
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{
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S_NORMAL (XPRK, 'A', -1, NULL, NULL),
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S_NORMAL (XPRK, 'A', 1, A_RemoveForceField, &States[2]),
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S_BRIGHT (BNG3, 'A', 3, A_ExplodeAndAlert, &States[3]),
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S_BRIGHT (BNG3, 'B', 3, NULL, &States[4]),
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S_BRIGHT (BNG3, 'C', 3, NULL, &States[5]),
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S_BRIGHT (BNG3, 'D', 3, NULL, &States[6]),
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S_BRIGHT (BNG3, 'E', 3, NULL, &States[7]),
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S_BRIGHT (BNG3, 'F', 3, NULL, &States[8]),
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S_BRIGHT (BNG3, 'G', 3, NULL, &States[9]),
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S_BRIGHT (BNG3, 'H', 3, NULL, NULL),
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};
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IMPLEMENT_ACTOR (ADegninOre, Strife, 59, 0)
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PROP_StrifeType (128)
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PROP_StrifeTeaserType (124)
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PROP_StrifeTeaserType2 (127)
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PROP_SpawnHealth (10)
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PROP_SpawnState (0)
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PROP_DeathState (1)
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PROP_RadiusFixed (16)
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PROP_HeightFixed (16)
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PROP_Inventory_MaxAmount (10)
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PROP_Flags (MF_SPECIAL|MF_SOLID|MF_SHOOTABLE|MF_NOBLOOD)
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PROP_Flags2 (MF2_FLOORCLIP)
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PROP_Flags4 (MF4_INCOMBAT)
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PROP_Inventory_FlagsSet (IF_INVBAR)
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PROP_Tag ("Degnin_Ore") // "Thalite_Ore" in the Teaser
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PROP_DeathSound ("ore/explode")
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PROP_Inventory_Icon ("I_XPRK")
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END_DEFAULTS
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const char *ADegninOre::PickupMessage ()
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{
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return "You picked up the Degnin Ore.";
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}
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void ADegninOre::GetExplodeParms (int &damage, int &dist, bool &hurtSource)
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{
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damage = dist = 192;
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RenderStyle = STYLE_Add; // [RH] Make the explosion glow
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// Does strife automatically play the death sound on death?
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S_SoundID (this, CHAN_BODY, DeathSound, 1, ATTN_NORM);
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}
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void A_RemoveForceField (AActor *self)
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{
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self->flags &= ~MF_SPECIAL;
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for (int i = 0; i < self->Sector->linecount; ++i)
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{
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line_t *line = self->Sector->lines[i];
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if (line->backsector != NULL && line->special == ForceField)
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{
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line->flags &= ~(ML_BLOCKING|ML_BLOCKEVERYTHING);
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line->special = 0;
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sides[line->sidenum[0]].midtexture = 0;
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sides[line->sidenum[1]].midtexture = 0;
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}
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}
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}
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bool ADegninOre::Use (bool pickup)
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{
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if (pickup)
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{
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return false;
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}
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else
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{
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AInventory *drop;
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// Increase the amount by one so that when DropInventory decrements it,
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// the actor will have the same number of beacons that he started with.
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// When we return to UseInventory, it will take care of decrementing
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// Amount again and disposing of this item if there are no more.
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Amount++;
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drop = Owner->DropInventory (this);
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if (drop == NULL)
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{
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Amount--;
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return false;
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}
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return true;
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}
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}
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// Beldin's Ring ------------------------------------------------------------
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class ABeldinsRing : public AInventory
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{
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DECLARE_ACTOR (ABeldinsRing, AInventory)
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public:
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bool TryPickup (AActor *toucher);
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const char *PickupMessage ();
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};
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FState ABeldinsRing::States[] =
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{
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S_NORMAL (RING, 'A', -1, NULL, NULL)
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};
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IMPLEMENT_ACTOR (ABeldinsRing, Strife, -1, 0)
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PROP_SpawnState (0)
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PROP_Flags (MF_SPECIAL|MF_NOTDMATCH)
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PROP_Flags2 (MF2_FLOORCLIP)
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PROP_StrifeType (173)
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PROP_StrifeTeaserType (165)
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PROP_StrifeTeaserType2 (169)
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PROP_Inventory_FlagsSet (IF_INVBAR)
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PROP_Tag ("ring")
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PROP_Inventory_Icon ("I_RING")
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END_DEFAULTS
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bool ABeldinsRing::TryPickup (AActor *toucher)
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{
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if (Super::TryPickup (toucher))
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{
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toucher->GiveInventoryType (QuestItemClasses[0]);
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return true;
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}
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return false;
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}
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const char *ABeldinsRing::PickupMessage ()
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{
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return "You picked up the ring.";
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}
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// Offering Chalice ---------------------------------------------------------
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class AOfferingChalice : public AInventory
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{
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DECLARE_ACTOR (AOfferingChalice, AInventory)
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public:
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bool TryPickup (AActor *toucher);
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const char *PickupMessage ();
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};
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FState AOfferingChalice::States[] =
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{
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S_BRIGHT (RELC, 'A', -1, NULL, NULL)
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};
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IMPLEMENT_ACTOR (AOfferingChalice, Strife, 205, 0)
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PROP_StrifeType (174)
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PROP_StrifeTeaserType (166)
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PROP_StrifeTeaserType2 (170)
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PROP_SpawnState (0)
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PROP_RadiusFixed (10)
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PROP_HeightFixed (16)
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PROP_Flags (MF_SPECIAL|MF_DROPPED)
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PROP_Flags2 (MF2_FLOORCLIP)
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PROP_Inventory_FlagsSet (IF_INVBAR)
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PROP_Tag ("Offering_Chalice")
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PROP_Inventory_Icon ("I_RELC")
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END_DEFAULTS
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bool AOfferingChalice::TryPickup (AActor *toucher)
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{
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if (Super::TryPickup (toucher))
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{
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toucher->GiveInventoryType (QuestItemClasses[1]);
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return true;
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}
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return false;
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}
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const char *AOfferingChalice::PickupMessage ()
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{
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return "You picked up the Offering Chalice.";
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}
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// Ear ----------------------------------------------------------------------
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class AEar : public AInventory
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{
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DECLARE_ACTOR (AEar, AInventory)
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public:
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bool TryPickup (AActor *toucher);
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const char *PickupMessage ();
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};
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FState AEar::States[] =
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{
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S_NORMAL (EARS, 'A', -1, NULL, NULL)
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};
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IMPLEMENT_ACTOR (AEar, Strife, -1, 0)
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PROP_StrifeType (175)
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PROP_StrifeTeaserType (167)
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PROP_StrifeTeaserType2 (171)
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PROP_SpawnState (0)
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PROP_Flags (MF_SPECIAL)
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PROP_Flags2 (MF2_FLOORCLIP)
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PROP_Inventory_FlagsSet (IF_INVBAR)
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PROP_Tag ("ear")
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PROP_Inventory_Icon ("I_EARS")
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END_DEFAULTS
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bool AEar::TryPickup (AActor *toucher)
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{
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if (Super::TryPickup (toucher))
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{
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toucher->GiveInventoryType (QuestItemClasses[8]);
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return true;
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}
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return false;
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}
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const char *AEar::PickupMessage ()
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{
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return "You picked up the ear.";
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}
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// Broken Power Coupling ----------------------------------------------------
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class ABrokenPowerCoupling : public AInventory
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{
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DECLARE_ACTOR (ABrokenPowerCoupling, AInventory)
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public:
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bool TryPickup (AActor *toucher);
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const char *PickupMessage ();
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};
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FState ABrokenPowerCoupling::States[] =
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{
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S_NORMAL (COUP, 'C', -1, NULL, NULL)
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};
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IMPLEMENT_ACTOR (ABrokenPowerCoupling, Strife, 226, 0)
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PROP_StrifeType (289)
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PROP_SpawnHealth (40)
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PROP_SpawnState (0)
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PROP_Inventory_FlagsSet (IF_INVBAR)
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PROP_RadiusFixed (16)
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PROP_HeightFixed (16)
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PROP_Inventory_MaxAmount (1)
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PROP_Flags (MF_SPECIAL|MF_DROPPED)
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PROP_Flags2 (MF2_FLOORCLIP)
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PROP_Tag ("BROKEN_POWER_COUPLING")
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PROP_Inventory_Icon ("I_COUP")
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END_DEFAULTS
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bool ABrokenPowerCoupling::TryPickup (AActor *toucher)
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{
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if (Super::TryPickup (toucher))
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{
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toucher->GiveInventoryType (QuestItemClasses[7]);
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return true;
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}
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return false;
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}
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const char *ABrokenPowerCoupling::PickupMessage ()
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{
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return "You picked up the broken power coupling.";
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}
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// Shadow Armor -------------------------------------------------------------
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||
|
|
||
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void A_ClearShadow (AActor *);
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void A_BeShadowyFoe (AActor *);
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void A_SetShadow (AActor *);
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class AShadowArmor : public APowerupGiver
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{
|
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DECLARE_ACTOR (AShadowArmor, APowerupGiver)
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public:
|
||
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const char *PickupMessage ();
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};
|
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|
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FState AShadowArmor::States[] =
|
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{
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S_BRIGHT (SHD1, 'A', 17, A_ClearShadow, &States[1]),
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S_BRIGHT (SHD1, 'A', 17, A_BeShadowyFoe, &States[2]),
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S_BRIGHT (SHD1, 'A', 17, A_SetShadow, &States[3]),
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S_BRIGHT (SHD1, 'A', 17, A_BeShadowyFoe, &States[0])
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};
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||
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IMPLEMENT_ACTOR (AShadowArmor, Strife, 2024, 135)
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PROP_StrifeType (160)
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||
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PROP_StrifeTeaserType (156)
|
||
|
PROP_StrifeTeaserType2 (159)
|
||
|
PROP_Flags (MF_SPECIAL)
|
||
|
PROP_Flags2 (MF2_FLOORCLIP)
|
||
|
PROP_SpawnState (0)
|
||
|
PROP_Inventory_MaxAmount (2)
|
||
|
PROP_Inventory_FlagsClear (IF_FANCYPICKUPSOUND)
|
||
|
PROP_PowerupGiver_Powerup ("PowerShadow")
|
||
|
PROP_Tag ("Shadow_armor")
|
||
|
PROP_Inventory_Icon ("I_SHD1")
|
||
|
PROP_Inventory_PickupSound ("misc/i_pkup")
|
||
|
END_DEFAULTS
|
||
|
|
||
|
const char *AShadowArmor::PickupMessage ()
|
||
|
{
|
||
|
return "You picked up the Shadow armor.";
|
||
|
}
|
||
|
|
||
|
// Environmental suit -------------------------------------------------------
|
||
|
|
||
|
class AEnvironmentalSuit : public APowerupGiver
|
||
|
{
|
||
|
DECLARE_ACTOR (AEnvironmentalSuit, APowerupGiver)
|
||
|
public:
|
||
|
const char *PickupMessage ();
|
||
|
};
|
||
|
|
||
|
FState AEnvironmentalSuit::States[] =
|
||
|
{
|
||
|
S_BRIGHT (MASK, 'A', -1, NULL , NULL)
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_ACTOR (AEnvironmentalSuit, Strife, 2025, 136)
|
||
|
PROP_StrifeType (161)
|
||
|
PROP_StrifeTeaserType (157)
|
||
|
PROP_StrifeTeaserType2 (160)
|
||
|
PROP_Flags (MF_SPECIAL)
|
||
|
PROP_Flags2 (MF2_FLOORCLIP)
|
||
|
PROP_SpawnState (0)
|
||
|
PROP_Inventory_MaxAmount (5)
|
||
|
PROP_Inventory_FlagsClear (IF_FANCYPICKUPSOUND)
|
||
|
PROP_PowerupGiver_Powerup ("PowerMask")
|
||
|
PROP_Tag ("Environmental_Suit")
|
||
|
PROP_Inventory_Icon ("I_MASK")
|
||
|
PROP_Inventory_PickupSound ("misc/i_pkup")
|
||
|
END_DEFAULTS
|
||
|
|
||
|
const char *AEnvironmentalSuit::PickupMessage ()
|
||
|
{
|
||
|
return "You picked up the Environmental Suit.";
|
||
|
}
|
||
|
|
||
|
// Guard Uniform ------------------------------------------------------------
|
||
|
|
||
|
class AGuardUniform : public AInventory
|
||
|
{
|
||
|
DECLARE_ACTOR (AGuardUniform, AInventory)
|
||
|
public:
|
||
|
bool TryPickup (AActor *toucher);
|
||
|
const char *PickupMessage ();
|
||
|
};
|
||
|
|
||
|
FState AGuardUniform::States[] =
|
||
|
{
|
||
|
S_NORMAL (UNIF, 'A', -1, NULL, NULL)
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_ACTOR (AGuardUniform, Strife, 90, 0)
|
||
|
PROP_StrifeType (162)
|
||
|
PROP_StrifeTeaserType (158)
|
||
|
PROP_StrifeTeaserType2 (161)
|
||
|
PROP_SpawnState (0)
|
||
|
PROP_Flags (MF_SPECIAL)
|
||
|
PROP_Flags2 (MF2_FLOORCLIP)
|
||
|
PROP_Inventory_FlagsSet (IF_INVBAR)
|
||
|
PROP_Tag ("Guard_Uniform")
|
||
|
PROP_Inventory_Icon ("I_UNIF")
|
||
|
END_DEFAULTS
|
||
|
|
||
|
bool AGuardUniform::TryPickup (AActor *toucher)
|
||
|
{
|
||
|
if (Super::TryPickup (toucher))
|
||
|
{
|
||
|
toucher->GiveInventoryType (QuestItemClasses[14]);
|
||
|
return true;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
const char *AGuardUniform::PickupMessage ()
|
||
|
{
|
||
|
return "You picked up the Guard Uniform.";
|
||
|
}
|
||
|
|
||
|
// Officer's Uniform --------------------------------------------------------
|
||
|
|
||
|
class AOfficersUniform : public AInventory
|
||
|
{
|
||
|
DECLARE_ACTOR (AOfficersUniform, AInventory)
|
||
|
public:
|
||
|
const char *PickupMessage ();
|
||
|
};
|
||
|
|
||
|
FState AOfficersUniform::States[] =
|
||
|
{
|
||
|
S_NORMAL (OFIC, 'A', -1, NULL, NULL)
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_ACTOR (AOfficersUniform, Strife, 52, 0)
|
||
|
PROP_StrifeType (163)
|
||
|
PROP_StrifeTeaserType (159)
|
||
|
PROP_StrifeTeaserType2 (162)
|
||
|
PROP_SpawnState (0)
|
||
|
PROP_Flags (MF_SPECIAL)
|
||
|
PROP_Flags2 (MF2_FLOORCLIP)
|
||
|
PROP_Inventory_FlagsSet (IF_INVBAR)
|
||
|
PROP_Tag ("Officer's_Uniform")
|
||
|
PROP_Inventory_Icon ("I_OFIC")
|
||
|
END_DEFAULTS
|
||
|
|
||
|
const char *AOfficersUniform::PickupMessage ()
|
||
|
{
|
||
|
return "You picked up the Officer's Uniform.";
|
||
|
}
|
||
|
|
||
|
// InterrogatorReport -------------------------------------------------------
|
||
|
// SCRIPT32 in strife0.wad has an Acolyte that drops this, but I couldn't
|
||
|
// find that Acolyte in the map. It seems to be totally unused in the
|
||
|
// final game.
|
||
|
|
||
|
class AInterrogatorReport : public AInventory
|
||
|
{
|
||
|
DECLARE_ACTOR (AInterrogatorReport, AInventory)
|
||
|
public:
|
||
|
const char *PickupMessage ();
|
||
|
};
|
||
|
|
||
|
FState AInterrogatorReport::States[] =
|
||
|
{
|
||
|
S_NORMAL (TOKN, 'A', -1, NULL, NULL)
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_ACTOR (AInterrogatorReport, Strife, -1, 0)
|
||
|
PROP_StrifeType (308)
|
||
|
PROP_StrifeTeaserType (289)
|
||
|
PROP_StrifeTeaserType2 (306)
|
||
|
PROP_Flags (MF_SPECIAL)
|
||
|
PROP_Flags2 (MF2_FLOORCLIP)
|
||
|
PROP_Tag ("report")
|
||
|
END_DEFAULTS
|
||
|
|
||
|
const char *AInterrogatorReport::PickupMessage ()
|
||
|
{
|
||
|
return "You picked up the report.";
|
||
|
}
|
||
|
|
||
|
// Gun Training -------------------------------------------------------------
|
||
|
|
||
|
class AGunTraining : public AInventory
|
||
|
{
|
||
|
DECLARE_ACTOR (AGunTraining, AInventory)
|
||
|
};
|
||
|
|
||
|
FState AGunTraining::States[] =
|
||
|
{
|
||
|
S_NORMAL (GUNT, 'A', -1, NULL, NULL)
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_ACTOR (AGunTraining, Strife, -1, 0)
|
||
|
PROP_StrifeType (310)
|
||
|
PROP_SpawnState (0)
|
||
|
PROP_Flags (MF_SPECIAL)
|
||
|
PROP_Flags2 (MF2_FLOORCLIP)
|
||
|
PROP_Inventory_FlagsSet (IF_INVBAR|IF_UNDROPPABLE)
|
||
|
PROP_Inventory_MaxAmount (100)
|
||
|
PROP_Tag ("Accuracy")
|
||
|
PROP_Inventory_Icon ("I_GUNT")
|
||
|
END_DEFAULTS
|
||
|
|
||
|
// Health Training ----------------------------------------------------------
|
||
|
|
||
|
class AHealthTraining : public AInventory
|
||
|
{
|
||
|
DECLARE_ACTOR (AHealthTraining, AInventory)
|
||
|
public:
|
||
|
bool TryPickup (AActor *toucher);
|
||
|
};
|
||
|
|
||
|
FState AHealthTraining::States[] =
|
||
|
{
|
||
|
S_NORMAL (HELT, 'A', -1, NULL, NULL)
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_ACTOR (AHealthTraining, Strife, -1, 0)
|
||
|
PROP_StrifeType (309)
|
||
|
PROP_SpawnState (0)
|
||
|
PROP_Flags (MF_SPECIAL)
|
||
|
PROP_Flags2 (MF2_FLOORCLIP)
|
||
|
PROP_Inventory_FlagsSet (IF_INVBAR|IF_UNDROPPABLE)
|
||
|
PROP_Inventory_MaxAmount (100)
|
||
|
PROP_Tag ("Toughness")
|
||
|
PROP_Inventory_Icon ("I_HELT")
|
||
|
END_DEFAULTS
|
||
|
|
||
|
bool AHealthTraining::TryPickup (AActor *toucher)
|
||
|
{
|
||
|
if (Super::TryPickup (toucher))
|
||
|
{
|
||
|
toucher->GiveInventoryType (RUNTIME_CLASS(AGunTraining));
|
||
|
AInventory *coin = Spawn<ACoin> (0,0,0);
|
||
|
if (coin != NULL)
|
||
|
{
|
||
|
coin->Amount = toucher->player->accuracy*5 + 300;
|
||
|
if (!coin->TryPickup (toucher))
|
||
|
{
|
||
|
coin->Destroy ();
|
||
|
}
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// Info ---------------------------------------------------------------------
|
||
|
|
||
|
class AInfo : public AInventory
|
||
|
{
|
||
|
DECLARE_ACTOR (AInfo, AInventory)
|
||
|
public:
|
||
|
const char *PickupMessage ();
|
||
|
};
|
||
|
|
||
|
FState AInfo::States[] =
|
||
|
{
|
||
|
S_NORMAL (TOKN, 'A', -1, NULL, NULL)
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_ACTOR (AInfo, Strife, -1, 0)
|
||
|
PROP_StrifeType (300)
|
||
|
PROP_StrifeTeaserType (282)
|
||
|
PROP_StrifeTeaserType2 (299)
|
||
|
PROP_SpawnState (0)
|
||
|
PROP_Flags (MF_SPECIAL)
|
||
|
PROP_Flags2 (MF2_FLOORCLIP)
|
||
|
PROP_Inventory_FlagsSet (IF_INVBAR)
|
||
|
PROP_Tag ("info")
|
||
|
PROP_Inventory_Icon ("I_TOKN")
|
||
|
END_DEFAULTS
|
||
|
|
||
|
const char *AInfo::PickupMessage ()
|
||
|
{
|
||
|
return "You picked up the info.";
|
||
|
}
|
||
|
|
||
|
// Targeter -----------------------------------------------------------------
|
||
|
|
||
|
class ATargeter : public APowerupGiver
|
||
|
{
|
||
|
DECLARE_ACTOR (ATargeter, APowerupGiver)
|
||
|
public:
|
||
|
const char *PickupMessage ();
|
||
|
};
|
||
|
|
||
|
FState ATargeter::States[] =
|
||
|
{
|
||
|
S_NORMAL (TARG, 'A', -1, NULL, NULL)
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_ACTOR (ATargeter, Strife, 207, 0)
|
||
|
PROP_StrifeType (167)
|
||
|
PROP_StrifeTeaserType (169)
|
||
|
PROP_StrifeTeaserType2 (173)
|
||
|
PROP_SpawnState (0)
|
||
|
PROP_Flags (MF_SPECIAL)
|
||
|
PROP_Flags2 (MF2_FLOORCLIP)
|
||
|
PROP_Inventory_MaxAmount (5)
|
||
|
PROP_Inventory_FlagsClear (IF_FANCYPICKUPSOUND)
|
||
|
PROP_Tag ("Targeter")
|
||
|
PROP_Inventory_Icon ("I_TARG")
|
||
|
PROP_PowerupGiver_Powerup ("PowerTargeter")
|
||
|
PROP_Inventory_PickupSound ("misc/i_pkup")
|
||
|
END_DEFAULTS
|
||
|
|
||
|
const char *ATargeter::PickupMessage ()
|
||
|
{
|
||
|
return "You picked up the Targeter.";
|
||
|
}
|
||
|
|
||
|
// Scanner ------------------------------------------------------------------
|
||
|
|
||
|
class AScanner : public APowerupGiver
|
||
|
{
|
||
|
DECLARE_ACTOR (AScanner, APowerupGiver)
|
||
|
public:
|
||
|
const char *PickupMessage ();
|
||
|
bool Use (bool pickup);
|
||
|
};
|
||
|
|
||
|
FState AScanner::States[] =
|
||
|
{
|
||
|
S_BRIGHT (PMUP, 'A', 6, NULL, &States[1]),
|
||
|
S_BRIGHT (PMUP, 'B', 6, NULL, &States[0])
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_ACTOR (AScanner, Strife, 2027, 0)
|
||
|
PROP_StrifeType (165)
|
||
|
PROP_SpawnState (0)
|
||
|
PROP_Flags (MF_SPECIAL)
|
||
|
PROP_Flags2 (MF2_FLOORCLIP)
|
||
|
PROP_Inventory_MaxAmount (1)
|
||
|
PROP_Inventory_FlagsClear (IF_FANCYPICKUPSOUND)
|
||
|
PROP_Tag ("scanner")
|
||
|
PROP_Inventory_Icon ("I_PMUP")
|
||
|
PROP_PowerupGiver_Powerup ("PowerScanner")
|
||
|
PROP_Inventory_PickupSound ("misc/i_pkup")
|
||
|
END_DEFAULTS
|
||
|
|
||
|
const char *AScanner::PickupMessage ()
|
||
|
{
|
||
|
return "You picked up the scanner.";
|
||
|
}
|
||
|
|
||
|
bool AScanner::Use (bool pickup)
|
||
|
{
|
||
|
if (!(level.flags & LEVEL_ALLMAP))
|
||
|
{
|
||
|
if (Owner->CheckLocalView (consoleplayer))
|
||
|
{
|
||
|
Printf ("The scanner won't work without a map!\n");
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
return Super::Use (pickup);
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------------------------
|
||
|
// Dummy items. They are just used by Strife to perform ---------------------
|
||
|
// actions and cannot be held. ----------------------------------------------
|
||
|
//---------------------------------------------------------------------------
|
||
|
|
||
|
FState ADummyStrifeItem::States[] =
|
||
|
{
|
||
|
S_NORMAL (TOKN, 'A', -1, NULL, NULL)
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_ACTOR (ADummyStrifeItem, Strife, -1, 0)
|
||
|
PROP_SpawnState (0)
|
||
|
PROP_Flags (MF_SPECIAL)
|
||
|
END_DEFAULTS
|
||
|
|
||
|
// Sound the alarm! ---------------------------------------------------------
|
||
|
|
||
|
class ARaiseAlarm : public ADummyStrifeItem
|
||
|
{
|
||
|
DECLARE_STATELESS_ACTOR (ARaiseAlarm, ADummyStrifeItem)
|
||
|
public:
|
||
|
bool TryPickup (AActor *toucher);
|
||
|
bool SpecialDropAction (AActor *dropper);
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_STATELESS_ACTOR (ARaiseAlarm, Strife, -1, 0)
|
||
|
PROP_StrifeType (301)
|
||
|
PROP_StrifeTeaserType (283)
|
||
|
PROP_StrifeTeaserType2 (300)
|
||
|
PROP_Tag ("alarm")
|
||
|
END_DEFAULTS
|
||
|
|
||
|
bool ARaiseAlarm::TryPickup (AActor *toucher)
|
||
|
{
|
||
|
P_NoiseAlert (toucher, toucher);
|
||
|
// A_WakeOracleSpectre (dword312F4);
|
||
|
GoAwayAndDie ();
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
bool ARaiseAlarm::SpecialDropAction (AActor *dropper)
|
||
|
{
|
||
|
P_NoiseAlert (dropper->target, dropper->target);
|
||
|
if (dropper->target->CheckLocalView (consoleplayer))
|
||
|
{
|
||
|
Printf ("You Fool! You've set off the alarm.\n");
|
||
|
}
|
||
|
Destroy ();
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// Open door tag 222 --------------------------------------------------------
|
||
|
|
||
|
class AOpenDoor222 : public ADummyStrifeItem
|
||
|
{
|
||
|
DECLARE_STATELESS_ACTOR (AOpenDoor222, ADummyStrifeItem)
|
||
|
public:
|
||
|
bool TryPickup (AActor *toucher);
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_STATELESS_ACTOR (AOpenDoor222, Strife, -1, 0)
|
||
|
PROP_StrifeType (302)
|
||
|
PROP_StrifeTeaserType (284)
|
||
|
PROP_StrifeTeaserType2 (301)
|
||
|
END_DEFAULTS
|
||
|
|
||
|
bool AOpenDoor222::TryPickup (AActor *toucher)
|
||
|
{
|
||
|
EV_DoDoor (DDoor::doorOpen, NULL, toucher, 222, 2*FRACUNIT, 0, 0, 0);
|
||
|
GoAwayAndDie ();
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// Close door tag 222 -------------------------------------------------------
|
||
|
|
||
|
class ACloseDoor222 : public ADummyStrifeItem
|
||
|
{
|
||
|
DECLARE_STATELESS_ACTOR (ACloseDoor222, ADummyStrifeItem)
|
||
|
public:
|
||
|
bool TryPickup (AActor *toucher);
|
||
|
bool SpecialDropAction (AActor *dropper);
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_STATELESS_ACTOR (ACloseDoor222, Strife, -1, 0)
|
||
|
PROP_StrifeType (303)
|
||
|
PROP_StrifeTeaserType (285)
|
||
|
PROP_StrifeTeaserType2 (302)
|
||
|
END_DEFAULTS
|
||
|
|
||
|
bool ACloseDoor222::TryPickup (AActor *toucher)
|
||
|
{
|
||
|
EV_DoDoor (DDoor::doorClose, NULL, toucher, 222, 2*FRACUNIT, 0, 0, 0);
|
||
|
GoAwayAndDie ();
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
bool ACloseDoor222::SpecialDropAction (AActor *dropper)
|
||
|
{
|
||
|
EV_DoDoor (DDoor::doorClose, NULL, dropper, 222, 2*FRACUNIT, 0, 0, 0);
|
||
|
if (dropper->target->CheckLocalView (consoleplayer))
|
||
|
{
|
||
|
Printf ("You're dead! You set off the alarm.\n");
|
||
|
}
|
||
|
P_NoiseAlert (dropper->target, dropper->target);
|
||
|
Destroy ();
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// Open door tag 224 --------------------------------------------------------
|
||
|
|
||
|
class AOpenDoor224 : public ADummyStrifeItem
|
||
|
{
|
||
|
DECLARE_STATELESS_ACTOR (AOpenDoor224, ADummyStrifeItem)
|
||
|
public:
|
||
|
bool TryPickup (AActor *toucher);
|
||
|
bool SpecialDropAction (AActor *dropper);
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_STATELESS_ACTOR (AOpenDoor224, Strife, -1, 0)
|
||
|
PROP_StrifeType (305)
|
||
|
END_DEFAULTS
|
||
|
|
||
|
bool AOpenDoor224::TryPickup (AActor *toucher)
|
||
|
{
|
||
|
EV_DoDoor (DDoor::doorOpen, NULL, toucher, 224, 2*FRACUNIT, 0, 0, 0);
|
||
|
GoAwayAndDie ();
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
bool AOpenDoor224::SpecialDropAction (AActor *dropper)
|
||
|
{
|
||
|
EV_DoDoor (DDoor::doorOpen, NULL, dropper, 224, 2*FRACUNIT, 0, 0, 0);
|
||
|
Destroy ();
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// Ammo ---------------------------------------------------------------------
|
||
|
|
||
|
class AAmmoFillup : public ADummyStrifeItem
|
||
|
{
|
||
|
DECLARE_STATELESS_ACTOR (AAmmoFillup, ADummyStrifeItem)
|
||
|
public:
|
||
|
bool TryPickup (AActor *toucher);
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_STATELESS_ACTOR (AAmmoFillup, Strife, -1, 0)
|
||
|
PROP_StrifeType (298)
|
||
|
PROP_StrifeTeaserType (280)
|
||
|
PROP_StrifeTeaserType2 (297)
|
||
|
PROP_Tag ("Ammo")
|
||
|
END_DEFAULTS
|
||
|
|
||
|
bool AAmmoFillup::TryPickup (AActor *toucher)
|
||
|
{
|
||
|
AInventory *item = toucher->FindInventory<AClipOfBullets>();
|
||
|
if (item == NULL)
|
||
|
{
|
||
|
item = toucher->GiveInventoryType (RUNTIME_CLASS(AClipOfBullets));
|
||
|
if (item != NULL)
|
||
|
{
|
||
|
item->Amount = 50;
|
||
|
}
|
||
|
}
|
||
|
else if (item->Amount < 50)
|
||
|
{
|
||
|
item->Amount = 50;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
GoAwayAndDie ();
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// Health -------------------------------------------------------------------
|
||
|
|
||
|
class AHealthFillup : public ADummyStrifeItem
|
||
|
{
|
||
|
DECLARE_STATELESS_ACTOR (AHealthFillup, ADummyStrifeItem)
|
||
|
public:
|
||
|
bool TryPickup (AActor *toucher);
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_STATELESS_ACTOR (AHealthFillup, Strife, -1, 0)
|
||
|
PROP_StrifeType (299)
|
||
|
PROP_StrifeTeaserType (281)
|
||
|
PROP_StrifeTeaserType2 (298)
|
||
|
PROP_Tag ("Health")
|
||
|
END_DEFAULTS
|
||
|
|
||
|
bool AHealthFillup::TryPickup (AActor *toucher)
|
||
|
{
|
||
|
static const int skillhealths[5] = { -100, -75, -50, -50, -100 };
|
||
|
|
||
|
if (!P_GiveBody (toucher, skillhealths[gameskill]))
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
GoAwayAndDie ();
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// Upgrade Stamina ----------------------------------------------------------
|
||
|
|
||
|
IMPLEMENT_STATELESS_ACTOR (AUpgradeStamina, Strife, -1, 0)
|
||
|
PROP_StrifeType (306)
|
||
|
PROP_StrifeTeaserType (287)
|
||
|
PROP_StrifeTeaserType2 (307)
|
||
|
END_DEFAULTS
|
||
|
|
||
|
bool AUpgradeStamina::TryPickup (AActor *toucher)
|
||
|
{
|
||
|
if (toucher->player == NULL || toucher->player->stamina >= 100)
|
||
|
return false;
|
||
|
toucher->player->stamina += 10;
|
||
|
P_GiveBody (toucher, 200);
|
||
|
GoAwayAndDie ();
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// Upgrade Accuracy ---------------------------------------------------------
|
||
|
|
||
|
IMPLEMENT_STATELESS_ACTOR (AUpgradeAccuracy, Strife, -1, 0)
|
||
|
PROP_StrifeType (307)
|
||
|
PROP_StrifeTeaserType (288)
|
||
|
PROP_StrifeTeaserType2 (308)
|
||
|
END_DEFAULTS
|
||
|
|
||
|
bool AUpgradeAccuracy::TryPickup (AActor *toucher)
|
||
|
{
|
||
|
if (toucher->player == NULL || toucher->player->accuracy >= 100)
|
||
|
return false;
|
||
|
toucher->player->accuracy += 10;
|
||
|
GoAwayAndDie ();
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// Start a slideshow --------------------------------------------------------
|
||
|
|
||
|
class ASlideshowStarter : public ADummyStrifeItem
|
||
|
{
|
||
|
DECLARE_STATELESS_ACTOR (ASlideshowStarter, ADummyStrifeItem)
|
||
|
public:
|
||
|
bool TryPickup (AActor *toucher);
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_STATELESS_ACTOR (ASlideshowStarter, Strife, -1, 0)
|
||
|
PROP_StrifeType (343)
|
||
|
END_DEFAULTS
|
||
|
|
||
|
bool ASlideshowStarter::TryPickup (AActor *toucher)
|
||
|
{
|
||
|
gameaction = ga_slideshow;
|
||
|
if (level.levelnum == 10)
|
||
|
{
|
||
|
toucher->GiveInventoryType (QuestItemClasses[16]);
|
||
|
}
|
||
|
GoAwayAndDie ();
|
||
|
return true;
|
||
|
}
|