mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-01 08:31:14 +00:00
- scriptified a_strifeitems.cpp and a_debris.cpp.
- Changed the glass shards so that they do not have to override FloorBounceMissile. It was the only place where this was virtually overridden and provided little usefulness. - made 'out' variables work. - fixed virtual call handling for HandlePickup.
This commit is contained in:
parent
55b549c0c6
commit
3af9232fca
29 changed files with 374 additions and 528 deletions
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@ -861,7 +861,6 @@ set( NOT_COMPILED_SOURCE_FILES
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sc_man_scanner.re
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g_hexen/a_heresiarch.cpp
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g_hexen/a_spike.cpp
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g_strife/a_strifeitems.cpp
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g_strife/a_strifeweapons.cpp
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g_shared/sbarinfo_commands.cpp
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xlat/xlat_parser.y
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@ -1119,7 +1118,6 @@ set (PCH_SOURCES
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g_shared/a_artifacts.cpp
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g_shared/a_bridge.cpp
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g_shared/a_camera.cpp
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g_shared/a_debris.cpp
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g_shared/a_decals.cpp
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g_shared/a_fastprojectile.cpp
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g_shared/a_flashfader.cpp
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@ -648,7 +648,7 @@ public:
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void PlayBounceSound(bool onfloor);
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// Called when an actor with MF_MISSILE and MF2_FLOORBOUNCE hits the floor
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virtual bool FloorBounceMissile (secplane_t &plane);
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bool FloorBounceMissile (secplane_t &plane);
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// Called when an actor is to be reflected by a disc of repulsion.
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// Returns true to continue normal blast processing.
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@ -682,7 +682,7 @@ public:
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// Give an item to the actor and pick it up.
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// Returns true if the item pickup succeeded.
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virtual bool GiveInventory (PClassInventory *type, int amount, bool givecheat = false);
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bool GiveInventory (PClassInventory *type, int amount, bool givecheat = false);
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// Removes the item from the inventory list.
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virtual void RemoveInventory (AInventory *item);
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@ -693,8 +693,7 @@ public:
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virtual bool TakeInventory (PClassActor *itemclass, int amount, bool fromdecorate = false, bool notakeinfinite = false);
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// Uses an item and removes it from the inventory.
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virtual bool DoUseInventory (AInventory *item);
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bool UseInventory(AInventory *item);
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virtual bool UseInventory (AInventory *item);
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// Tosses an item out of the inventory.
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AInventory *DropInventory (AInventory *item);
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@ -109,7 +109,7 @@ public:
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virtual void Tick();
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virtual void AddInventory (AInventory *item);
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virtual void RemoveInventory (AInventory *item);
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virtual bool DoUseInventory (AInventory *item);
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virtual bool UseInventory (AInventory *item);
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virtual void MarkPrecacheSounds () const;
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virtual void PlayIdle ();
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@ -79,7 +79,6 @@
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#include "v_palette.h"
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#include "menu/menu.h"
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#include "a_sharedglobal.h"
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#include "a_strifeglobal.h"
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#include "r_data/colormaps.h"
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#include "r_renderer.h"
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#include "r_utility.h"
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@ -1,27 +0,0 @@
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#include "actor.h"
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#include "info.h"
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#include "m_random.h"
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#include "m_fixed.h"
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// Stained glass ------------------------------------------------------------
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class AGlassShard : public AActor
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{
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DECLARE_CLASS (AGlassShard, AActor)
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public:
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bool FloorBounceMissile (secplane_t &plane)
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{
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if (!Super::FloorBounceMissile (plane))
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{
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if (fabs (Vel.Z) < 0.5)
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{
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Destroy ();
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}
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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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IMPLEMENT_CLASS(AGlassShard, false, false)
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@ -11,7 +11,6 @@
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#include "c_dispatch.h"
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#include "gstrings.h"
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#include "templates.h"
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#include "a_strifeglobal.h"
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#include "a_morph.h"
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#include "a_specialspot.h"
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#include "g_level.h"
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@ -751,7 +750,7 @@ bool AInventory::CallHandlePickup(AInventory *item)
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auto self = this;
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while (self != nullptr)
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{
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IFVIRTUAL(AInventory, HandlePickup)
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IFVIRTUALPTR(self, AInventory, HandlePickup)
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{
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// Without the type cast this picks the 'void *' assignment...
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VMValue params[2] = { (DObject*)self, (DObject*)item };
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@ -1684,6 +1683,13 @@ bool AInventory::TryPickup (AActor *&toucher)
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return true;
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}
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DEFINE_ACTION_FUNCTION(AInventory, TryPickup)
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{
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PARAM_SELF_PROLOGUE(AInventory);
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PARAM_POINTER(toucher, AActor*);
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ACTION_RETURN_BOOL(self->TryPickup(*toucher));
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}
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//===========================================================================
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//
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// AInventory :: TryPickupRestricted
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@ -1710,7 +1716,20 @@ bool AInventory::CallTryPickup (AActor *toucher, AActor **toucher_return)
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bool res;
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if (CanPickup(toucher))
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res = TryPickup(toucher);
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{
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bool res;
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IFVIRTUAL(AInventory, TryPickup)
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{
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VMValue params[2] = { (DObject*)this, (void*)&toucher };
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VMReturn ret;
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VMFrameStack stack;
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int retval;
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ret.IntAt(&retval);
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stack.Call(func, params, 2, &ret, 1, nullptr);
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res = !!retval;
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}
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else res = TryPickup(toucher);
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}
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else if (!(ItemFlags & IF_RESTRICTABSOLUTELY))
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res = TryPickupRestricted(toucher); // let an item decide for itself how it will handle this
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else
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@ -222,9 +222,9 @@ public:
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virtual PalEntry GetBlend ();
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PalEntry CallGetBlend();
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protected:
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virtual bool TryPickup (AActor *&toucher);
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virtual bool TryPickupRestricted (AActor *&toucher);
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protected:
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bool CanPickup(AActor * toucher);
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void GiveQuest(AActor * toucher);
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@ -600,5 +600,7 @@ public:
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bool TryPickup(AActor *&toucher);
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};
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extern PClassActor *QuestItemClasses[31];
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#endif //__A_PICKUPS_H__
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@ -52,7 +52,6 @@
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#include "r_data/r_translate.h"
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#include "a_artifacts.h"
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#include "a_weaponpiece.h"
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#include "a_strifeglobal.h"
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#include "g_level.h"
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#include "v_palette.h"
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#include "p_acs.h"
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@ -4,42 +4,4 @@
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#include "info.h"
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#include "a_pickups.h"
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// Base class for every humanoid in Strife that can go into
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// a fire or electric death.
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class ADegninOre : public AInventory
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{
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DECLARE_CLASS (ADegninOre, AInventory)
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public:
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bool Use (bool pickup);
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};
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class ADummyStrifeItem : public AInventory
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{
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DECLARE_CLASS (ADummyStrifeItem, AInventory)
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};
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class AUpgradeStamina : public ADummyStrifeItem
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{
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DECLARE_CLASS (AUpgradeStamina, ADummyStrifeItem)
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public:
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bool TryPickup (AActor *&toucher);
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};
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class AUpgradeAccuracy : public ADummyStrifeItem
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{
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DECLARE_CLASS (AUpgradeAccuracy, ADummyStrifeItem)
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public:
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bool TryPickup (AActor *&toucher);
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};
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class ASlideshowStarter : public ADummyStrifeItem
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{
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DECLARE_CLASS (ASlideshowStarter, ADummyStrifeItem)
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public:
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bool TryPickup (AActor *&toucher);
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};
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extern PClassActor *QuestItemClasses[31];
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#endif
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@ -1,377 +0,0 @@
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/*
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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 "d_event.h"
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#include "a_keys.h"
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#include "c_console.h"
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#include "templates.h"
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#include "vm.h"
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#include "g_level.h"
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#include "doomstat.h"
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*/
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// Degnin Ore ---------------------------------------------------------------
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IMPLEMENT_CLASS(ADegninOre, false, false)
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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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// Health Training ----------------------------------------------------------
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class AHealthTraining : public AInventory
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{
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DECLARE_CLASS (AHealthTraining, AInventory)
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public:
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bool TryPickup (AActor *&toucher);
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};
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IMPLEMENT_CLASS(AHealthTraining, false, false)
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bool AHealthTraining::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 (PClass::FindActor("GunTraining"));
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AInventory *coin = (AInventory*)Spawn("Coin");
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if (coin != NULL)
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{
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coin->Amount = toucher->player->mo->accuracy*5 + 300;
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if (!coin->CallTryPickup (toucher))
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{
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coin->Destroy ();
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}
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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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// Scanner ------------------------------------------------------------------
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class AScanner : public APowerupGiver
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{
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DECLARE_CLASS (AScanner, APowerupGiver)
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public:
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bool Use (bool pickup);
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};
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IMPLEMENT_CLASS(AScanner, false, false)
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bool AScanner::Use (bool pickup)
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{
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if (!(level.flags2 & LEVEL2_ALLMAP))
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{
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if (Owner->CheckLocalView (consoleplayer))
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{
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C_MidPrint(SmallFont, GStrings("TXT_NEEDMAP"));
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}
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return false;
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}
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return Super::Use (pickup);
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}
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// Prison Pass --------------------------------------------------------------
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class APrisonPass : public AKey
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{
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DECLARE_CLASS (APrisonPass, AKey)
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public:
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bool TryPickup (AActor *&toucher);
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bool SpecialDropAction (AActor *dropper);
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};
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IMPLEMENT_CLASS(APrisonPass, false, false)
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bool APrisonPass::TryPickup (AActor *&toucher)
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{
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Super::TryPickup (toucher);
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EV_DoDoor (DDoor::doorOpen, NULL, toucher, 223, 2., 0, 0, 0);
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toucher->GiveInventoryType (QuestItemClasses[9]);
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return true;
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}
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//============================================================================
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//
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// APrisonPass :: SpecialDropAction
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//
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// Trying to make a monster that drops a prison pass turns it into an
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// OpenDoor223 item instead. That means the only way to get it in Strife
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// is through dialog, which is why it doesn't have its own sprite.
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//
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//============================================================================
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bool APrisonPass::SpecialDropAction (AActor *dropper)
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{
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EV_DoDoor (DDoor::doorOpen, NULL, dropper, 223, 2., 0, 0, 0);
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Destroy ();
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return true;
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}
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//---------------------------------------------------------------------------
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// Dummy items. They are just used by Strife to perform ---------------------
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// actions and cannot be held. ----------------------------------------------
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//---------------------------------------------------------------------------
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IMPLEMENT_CLASS(ADummyStrifeItem, false, false)
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// Sound the alarm! ---------------------------------------------------------
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class ARaiseAlarm : public ADummyStrifeItem
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{
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DECLARE_CLASS (ARaiseAlarm, ADummyStrifeItem)
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public:
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bool TryPickup (AActor *&toucher);
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bool SpecialDropAction (AActor *dropper);
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};
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IMPLEMENT_CLASS(ARaiseAlarm, false, false)
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bool ARaiseAlarm::TryPickup (AActor *&toucher)
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{
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P_NoiseAlert (toucher, toucher);
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/*
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ThinkerIterator it = ThinkerIterator.Create("AlienSpectre3");
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Actor spectre = Actor(it.Next());
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if (spectre != NULL && spectre.health > 0 && toucher != spectre)
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{
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spectre.CurSector.SoundTarget = spectre.LastHeard = toucher;
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spectre.target = toucher;
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spectre.SetState (spectre.SeeState);
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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 ARaiseAlarm::SpecialDropAction (AActor *dropper)
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{
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if (dropper->target != nullptr)
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{
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P_NoiseAlert(dropper->target, dropper->target);
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if (dropper->target->CheckLocalView(consoleplayer))
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{
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Printf("You Fool! You've set off the alarm.\n");
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}
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}
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Destroy ();
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return true;
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}
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// Open door tag 222 --------------------------------------------------------
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class AOpenDoor222 : public ADummyStrifeItem
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{
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DECLARE_CLASS (AOpenDoor222, ADummyStrifeItem)
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public:
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bool TryPickup (AActor *&toucher);
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};
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IMPLEMENT_CLASS(AOpenDoor222, false, false)
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bool AOpenDoor222::TryPickup (AActor *&toucher)
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{
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EV_DoDoor (DDoor::doorOpen, NULL, toucher, 222, 2., 0, 0, 0);
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GoAwayAndDie ();
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return true;
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}
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// Close door tag 222 -------------------------------------------------------
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class ACloseDoor222 : public ADummyStrifeItem
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{
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DECLARE_CLASS (ACloseDoor222, ADummyStrifeItem)
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public:
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bool TryPickup (AActor *&toucher);
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bool SpecialDropAction (AActor *dropper);
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};
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IMPLEMENT_CLASS(ACloseDoor222, false, false)
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bool ACloseDoor222::TryPickup (AActor *&toucher)
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{
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EV_DoDoor (DDoor::doorClose, NULL, toucher, 222, 2., 0, 0, 0);
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GoAwayAndDie ();
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return true;
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}
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bool ACloseDoor222::SpecialDropAction (AActor *dropper)
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{
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EV_DoDoor (DDoor::doorClose, NULL, dropper, 222, 2., 0, 0, 0);
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if (dropper->target != nullptr)
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{
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if (dropper->target->CheckLocalView(consoleplayer))
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{
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Printf("You're dead! You set off the alarm.\n");
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}
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P_NoiseAlert(dropper->target, dropper->target);
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}
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Destroy ();
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return true;
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}
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// Open door tag 224 --------------------------------------------------------
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class AOpenDoor224 : public ADummyStrifeItem
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{
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DECLARE_CLASS (AOpenDoor224, ADummyStrifeItem)
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public:
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bool TryPickup (AActor *&toucher);
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bool SpecialDropAction (AActor *dropper);
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};
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IMPLEMENT_CLASS(AOpenDoor224, false, false)
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bool AOpenDoor224::TryPickup (AActor *&toucher)
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{
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EV_DoDoor (DDoor::doorOpen, NULL, toucher, 224, 2., 0, 0, 0);
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GoAwayAndDie ();
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return true;
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}
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bool AOpenDoor224::SpecialDropAction (AActor *dropper)
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{
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EV_DoDoor (DDoor::doorOpen, NULL, dropper, 224, 2., 0, 0, 0);
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Destroy ();
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return true;
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}
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// Ammo ---------------------------------------------------------------------
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class AAmmoFillup : public ADummyStrifeItem
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{
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DECLARE_CLASS (AAmmoFillup, ADummyStrifeItem)
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public:
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bool TryPickup (AActor *&toucher);
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};
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IMPLEMENT_CLASS(AAmmoFillup, false, false)
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|
||||
bool AAmmoFillup::TryPickup (AActor *&toucher)
|
||||
{
|
||||
PClassActor *clip = PClass::FindActor(NAME_ClipOfBullets);
|
||||
if (clip != NULL)
|
||||
{
|
||||
AInventory *item = toucher->FindInventory(clip);
|
||||
if (item == NULL)
|
||||
{
|
||||
item = toucher->GiveInventoryType (clip);
|
||||
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_CLASS (AHealthFillup, ADummyStrifeItem)
|
||||
public:
|
||||
bool TryPickup (AActor *&toucher);
|
||||
};
|
||||
|
||||
IMPLEMENT_CLASS(AHealthFillup, false, false)
|
||||
|
||||
bool AHealthFillup::TryPickup (AActor *&toucher)
|
||||
{
|
||||
static const int skillhealths[5] = { -100, -75, -50, -50, -100 };
|
||||
|
||||
int index = clamp<int>(gameskill, 0,4);
|
||||
if (!P_GiveBody (toucher, skillhealths[index]))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
GoAwayAndDie ();
|
||||
return true;
|
||||
}
|
||||
|
||||
// Upgrade Stamina ----------------------------------------------------------
|
||||
|
||||
IMPLEMENT_CLASS(AUpgradeStamina, false, false)
|
||||
|
||||
bool AUpgradeStamina::TryPickup (AActor *&toucher)
|
||||
{
|
||||
if (toucher->player == NULL)
|
||||
return false;
|
||||
|
||||
toucher->player->mo->stamina += Amount;
|
||||
if (toucher->player->mo->stamina >= MaxAmount)
|
||||
toucher->player->mo->stamina = MaxAmount;
|
||||
|
||||
P_GiveBody (toucher, -100);
|
||||
GoAwayAndDie ();
|
||||
return true;
|
||||
}
|
||||
|
||||
// Upgrade Accuracy ---------------------------------------------------------
|
||||
|
||||
IMPLEMENT_CLASS(AUpgradeAccuracy, false, false)
|
||||
|
||||
bool AUpgradeAccuracy::TryPickup (AActor *&toucher)
|
||||
{
|
||||
if (toucher->player == NULL || toucher->player->mo->accuracy >= 100)
|
||||
return false;
|
||||
toucher->player->mo->accuracy += 10;
|
||||
GoAwayAndDie ();
|
||||
return true;
|
||||
}
|
||||
|
||||
// Start a slideshow --------------------------------------------------------
|
||||
|
||||
IMPLEMENT_CLASS(ASlideshowStarter, false, false)
|
||||
|
||||
bool ASlideshowStarter::TryPickup (AActor *&toucher)
|
||||
{
|
||||
gameaction = ga_slideshow;
|
||||
if (level.levelnum == 10)
|
||||
{
|
||||
toucher->GiveInventoryType (QuestItemClasses[16]);
|
||||
}
|
||||
GoAwayAndDie ();
|
||||
return true;
|
||||
}
|
|
@ -6,7 +6,6 @@
|
|||
#include "d_player.h"
|
||||
#include "a_action.h"
|
||||
#include "p_local.h"
|
||||
#include "a_strifeglobal.h"
|
||||
#include "p_enemy.h"
|
||||
#include "p_lnspec.h"
|
||||
#include "c_console.h"
|
||||
|
@ -24,7 +23,6 @@
|
|||
#include "vm.h"
|
||||
|
||||
// Include all the other Strife stuff here to reduce compile time
|
||||
#include "a_strifeitems.cpp"
|
||||
#include "a_strifeweapons.cpp"
|
||||
|
||||
// Notes so I don't forget them:
|
||||
|
|
|
@ -12,7 +12,6 @@
|
|||
#include "m_swap.h"
|
||||
#include "templates.h"
|
||||
#include "a_keys.h"
|
||||
#include "a_strifeglobal.h"
|
||||
#include "gi.h"
|
||||
#include "g_level.h"
|
||||
#include "colormatcher.h"
|
||||
|
|
|
@ -30,7 +30,6 @@
|
|||
#include "doomstat.h"
|
||||
#include "gstrings.h"
|
||||
#include "p_local.h"
|
||||
#include "a_strifeglobal.h"
|
||||
#include "gi.h"
|
||||
#include "p_enemy.h"
|
||||
#include "sbar.h"
|
||||
|
|
|
@ -58,7 +58,6 @@
|
|||
#include "sbar.h"
|
||||
#include "m_swap.h"
|
||||
#include "a_sharedglobal.h"
|
||||
#include "a_strifeglobal.h"
|
||||
#include "v_video.h"
|
||||
#include "w_wad.h"
|
||||
#include "r_sky.h"
|
||||
|
|
|
@ -44,7 +44,6 @@
|
|||
#include "m_random.h"
|
||||
#include "gi.h"
|
||||
#include "templates.h"
|
||||
#include "a_strifeglobal.h"
|
||||
#include "a_keys.h"
|
||||
#include "p_enemy.h"
|
||||
#include "gstrings.h"
|
||||
|
@ -1357,7 +1356,7 @@ static void HandleReply(player_t *player, bool isconsole, int nodenum, int reply
|
|||
}
|
||||
}
|
||||
|
||||
if (reply->GiveType->IsDescendantOf(RUNTIME_CLASS(ASlideshowStarter)))
|
||||
if (reply->GiveType->IsDescendantOf(PClass::FindActor("SlideshowStarter")))
|
||||
gameaction = ga_slideshow;
|
||||
}
|
||||
else
|
||||
|
|
|
@ -50,7 +50,6 @@
|
|||
#include "gi.h"
|
||||
#include "m_random.h"
|
||||
#include "p_conversation.h"
|
||||
#include "a_strifeglobal.h"
|
||||
#include "r_data/r_translate.h"
|
||||
#include "p_3dmidtex.h"
|
||||
#include "d_net.h"
|
||||
|
@ -3220,8 +3219,8 @@ FUNC(LS_GlassBreak)
|
|||
if (it != NULL)
|
||||
{
|
||||
it->GiveInventoryType (QuestItemClasses[28]);
|
||||
it->GiveInventoryType (RUNTIME_CLASS(AUpgradeAccuracy));
|
||||
it->GiveInventoryType (RUNTIME_CLASS(AUpgradeStamina));
|
||||
it->GiveInventoryType (PClass::FindActor("UpgradeAccuracy"));
|
||||
it->GiveInventoryType (PClass::FindActor("UpgradeStamina"));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -942,7 +942,7 @@ AInventory *AActor::FirstInv ()
|
|||
//
|
||||
//============================================================================
|
||||
|
||||
bool AActor::DoUseInventory (AInventory *item)
|
||||
bool AActor::UseInventory (AInventory *item)
|
||||
{
|
||||
// No using items if you're dead.
|
||||
if (health <= 0)
|
||||
|
@ -973,23 +973,7 @@ DEFINE_ACTION_FUNCTION(AActor, UseInventory)
|
|||
{
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
PARAM_OBJECT(item, AInventory);
|
||||
ACTION_RETURN_BOOL(self->DoUseInventory(item));
|
||||
}
|
||||
|
||||
bool AActor::UseInventory(AInventory *item)
|
||||
{
|
||||
IFVIRTUAL(AActor, UseInventory)
|
||||
{
|
||||
// Without the type cast this picks the 'void *' assignment...
|
||||
VMValue params[2] = { (DObject*)this, (DObject*)item };
|
||||
VMReturn ret;
|
||||
VMFrameStack stack;
|
||||
int retval;
|
||||
ret.IntAt(&retval);
|
||||
stack.Call(func, params, 2, &ret, 1, nullptr);
|
||||
return !!retval;
|
||||
}
|
||||
else return DoUseInventory(item);
|
||||
ACTION_RETURN_BOOL(self->UseInventory(item));
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
|
@ -1304,6 +1288,13 @@ bool AActor::CheckLocalView (int playernum) const
|
|||
return false;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AActor, CheckLocalView)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
PARAM_INT(cp);
|
||||
ACTION_RETURN_BOOL(self->CheckLocalView(cp));
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// AActor :: IsInsideVisibleAngles
|
||||
|
|
|
@ -901,7 +901,7 @@ void APlayerPawn::RemoveInventory (AInventory *item)
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
bool APlayerPawn::DoUseInventory (AInventory *item)
|
||||
bool APlayerPawn::UseInventory (AInventory *item)
|
||||
{
|
||||
const PClass *itemtype = item->GetClass();
|
||||
|
||||
|
@ -915,7 +915,7 @@ bool APlayerPawn::DoUseInventory (AInventory *item)
|
|||
return false;
|
||||
}
|
||||
|
||||
if (!Super::DoUseInventory (item))
|
||||
if (!Super::UseInventory (item))
|
||||
{
|
||||
// Heretic and Hexen advance the inventory cursor if the use failed.
|
||||
// Should this behavior be retained?
|
||||
|
|
|
@ -5822,10 +5822,30 @@ bool FxLocalVariable::RequestAddress(FCompileContext &ctx, bool *writable)
|
|||
|
||||
ExpEmit FxLocalVariable::Emit(VMFunctionBuilder *build)
|
||||
{
|
||||
ExpEmit ret(Variable->RegNum + RegOffset, Variable->ValueType->GetRegType(), false, true);
|
||||
ret.RegCount = ValueType->GetRegCount();
|
||||
if (AddressRequested) ret.Target = true;
|
||||
return ret;
|
||||
// 'Out' variables are actually pointers but this fact must be hidden to the script.
|
||||
if (Variable->VarFlags & VARF_Out)
|
||||
{
|
||||
if (!AddressRequested)
|
||||
{
|
||||
ExpEmit reg(build, ValueType->GetRegType(), ValueType->GetRegCount());
|
||||
build->Emit(ValueType->GetLoadOp(), reg.RegNum, Variable->RegNum, build->GetConstantInt(RegOffset));
|
||||
return reg;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (RegOffset == 0) return ExpEmit(Variable->RegNum, REGT_POINTER, false, true);
|
||||
ExpEmit reg(build, REGT_POINTER);
|
||||
build->Emit(OP_ADDA_RK, reg.RegNum, Variable->RegNum, build->GetConstantInt(RegOffset));
|
||||
return reg;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ExpEmit ret(Variable->RegNum + RegOffset, Variable->ValueType->GetRegType(), false, true);
|
||||
ret.RegCount = ValueType->GetRegCount();
|
||||
if (AddressRequested) ret.Target = true;
|
||||
return ret;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
@ -7781,7 +7801,7 @@ FxExpression *FxVMFunctionCall::Resolve(FCompileContext& ctx)
|
|||
}
|
||||
|
||||
FxExpression *x;
|
||||
if (!(flag & VARF_Ref))
|
||||
if (!(flag & (VARF_Ref|VARF_Out)))
|
||||
{
|
||||
x = new FxTypeCast(ArgList[i], type, false);
|
||||
x = x->Resolve(ctx);
|
||||
|
@ -7793,7 +7813,7 @@ FxExpression *FxVMFunctionCall::Resolve(FCompileContext& ctx)
|
|||
if (ArgList[i] != nullptr && ArgList[i]->ValueType != TypeNullPtr)
|
||||
{
|
||||
ArgList[i]->RequestAddress(ctx, &writable);
|
||||
ArgList[i]->ValueType = NewPointer(ArgList[i]->ValueType);
|
||||
if (flag & VARF_Ref) ArgList[i]->ValueType = NewPointer(ArgList[i]->ValueType);
|
||||
// For a reference argument the types must match 100%.
|
||||
if (type != ArgList[i]->ValueType)
|
||||
{
|
||||
|
@ -9917,10 +9937,15 @@ ExpEmit FxLocalVariableDeclaration::Emit(VMFunctionBuilder *build)
|
|||
{
|
||||
if (Init == nullptr)
|
||||
{
|
||||
if (RegNum == -1) RegNum = build->Registers[ValueType->GetRegType()].Get(RegCount);
|
||||
if (RegNum == -1)
|
||||
{
|
||||
if (!(VarFlags & VARF_Out)) RegNum = build->Registers[ValueType->GetRegType()].Get(RegCount);
|
||||
else RegNum = build->Registers[REGT_POINTER].Get(1);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
assert(!(VarFlags & VARF_Out)); // 'out' variables should never be initialized, they can only exist as function parameters.
|
||||
ExpEmit emitval = Init->Emit(build);
|
||||
|
||||
int regtype = emitval.RegType;
|
||||
|
|
|
@ -48,6 +48,7 @@
|
|||
#include "p_terrain.h"
|
||||
#include "gstrings.h"
|
||||
#include "zstring.h"
|
||||
#include "d_event.h"
|
||||
|
||||
static TArray<FPropertyInfo*> properties;
|
||||
static TArray<AFuncDesc> AFTable;
|
||||
|
@ -743,6 +744,12 @@ void InitThingdef()
|
|||
playerf = new PField("playeringame", parray, VARF_Native | VARF_Static | VARF_ReadOnly, (intptr_t)&playeringame);
|
||||
GlobalSymbols.AddSymbol(playerf);
|
||||
|
||||
playerf = new PField("gameaction", TypeUInt8, VARF_Native | VARF_Static, (intptr_t)&gameaction);
|
||||
GlobalSymbols.AddSymbol(playerf);
|
||||
|
||||
playerf = new PField("consoleplayer", TypeSInt32, VARF_Native | VARF_Static | VARF_ReadOnly, (intptr_t)&consoleplayer);
|
||||
GlobalSymbols.AddSymbol(playerf);
|
||||
|
||||
// Argh. It sucks when bad hacks need to be supported. WP_NOCHANGE is just a bogus pointer but it used everywhere as a special flag.
|
||||
// It cannot be defined as constant because constants can either be numbers or strings but nothing else, so the only 'solution'
|
||||
// is to create a static variable from it and reference that in the script. Yuck!!!
|
||||
|
|
|
@ -2169,17 +2169,16 @@ void ZCCCompiler::CompileFunction(ZCC_StructWork *c, ZCC_FuncDeclarator *f, bool
|
|||
{
|
||||
auto type = DetermineType(c->Type(), p, f->Name, p->Type, false, false);
|
||||
int flags = 0;
|
||||
if (p->Flags & ZCC_In) flags |= VARF_In;
|
||||
if (p->Flags & ZCC_Out) flags |= VARF_Out;
|
||||
if ((type->IsA(RUNTIME_CLASS(PStruct))) || (flags & VARF_Out))
|
||||
if (type->IsA(RUNTIME_CLASS(PStruct)) && type != TypeVector2 && type != TypeVector3)
|
||||
{
|
||||
// 'out' parameters and all structs except vectors are passed by reference
|
||||
if ((flags & VARF_Out) || (type != TypeVector2 && type != TypeVector3))
|
||||
{
|
||||
type = NewPointer(type);
|
||||
flags |= VARF_Ref;
|
||||
}
|
||||
else if (type == TypeVector2)
|
||||
// Structs are being passed by pointer, but unless marked 'out' that pointer must be readonly.
|
||||
type = NewPointer(type /*, !(p->Flags & ZCC_Out)*/);
|
||||
flags |= VARF_Ref;
|
||||
}
|
||||
else if (type->GetRegType() != REGT_NIL)
|
||||
{
|
||||
if (p->Flags & ZCC_Out) flags |= VARF_Out;
|
||||
if (type == TypeVector2)
|
||||
{
|
||||
elementcount = 2;
|
||||
}
|
||||
|
|
|
@ -7,15 +7,14 @@ inline unsigned GetVirtualIndex(PClass *cls, const char *funcname)
|
|||
return VIndex;
|
||||
}
|
||||
|
||||
#define IFVIRTUAL(cls, funcname) \
|
||||
#define IFVIRTUALPTR(self, cls, funcname) \
|
||||
static unsigned VIndex = ~0u; \
|
||||
if (VIndex == ~0u) { \
|
||||
VIndex = GetVirtualIndex(RUNTIME_CLASS(cls), #funcname); \
|
||||
assert(VIndex != ~0u); \
|
||||
} \
|
||||
auto clss = GetClass(); \
|
||||
auto clss = self->GetClass(); \
|
||||
VMFunction *func = clss->Virtuals.Size() > VIndex? clss->Virtuals[VIndex] : nullptr; \
|
||||
if (func != nullptr)
|
||||
|
||||
|
||||
|
||||
#define IFVIRTUAL(cls, funcname) IFVIRTUALPTR(this, cls, funcname)
|
||||
|
|
|
@ -267,7 +267,6 @@ class Actor : Thinker native
|
|||
virtual native int TakeSpecialDamage (Actor inflictor, Actor source, int damage, Name damagetype);
|
||||
virtual native void Die(Actor source, Actor inflictor, int dmgflags = 0);
|
||||
virtual native bool Slam(Actor victim);
|
||||
virtual native bool UseInventory(Inventory item);
|
||||
virtual native bool SpecialBlastHandling (Actor source, double strength);
|
||||
virtual native void Touch(Actor toucher);
|
||||
|
||||
|
@ -292,6 +291,7 @@ class Actor : Thinker native
|
|||
native void ClearBounce();
|
||||
native TerrainDef GetFloorTerrain();
|
||||
native Inventory DoDropItem(Class<Actor> type, int dropamount, int chance);
|
||||
native bool CheckLocalView(int consoleplayer);
|
||||
|
||||
native void ExplodeMissile(line lin = null, Actor target = null);
|
||||
native void RestoreDamage();
|
||||
|
@ -378,6 +378,7 @@ class Actor : Thinker native
|
|||
native Inventory FindInventory(class<Inventory> itemtype, bool subclass = false);
|
||||
native Inventory GiveInventoryType(class<Inventory> itemtype);
|
||||
native Inventory DropInventory (Inventory item);
|
||||
native bool UseInventory(Inventory item);
|
||||
native bool GiveAmmo (Class<Ammo> type, int amount);
|
||||
|
||||
// DECORATE compatible functions
|
||||
|
|
|
@ -1015,3 +1015,25 @@ enum PaletteFlashFlags
|
|||
PF_ICE = 4,
|
||||
PF_HAZARD = 8,
|
||||
};
|
||||
|
||||
enum EGameAction
|
||||
{
|
||||
ga_nothing,
|
||||
ga_loadlevel,
|
||||
ga_newgame,
|
||||
ga_newgame2,
|
||||
ga_recordgame,
|
||||
ga_loadgame,
|
||||
ga_loadgamehidecon,
|
||||
ga_loadgameplaydemo,
|
||||
ga_autoloadgame,
|
||||
ga_savegame,
|
||||
ga_autosave,
|
||||
ga_playdemo,
|
||||
ga_completed,
|
||||
ga_slideshow,
|
||||
ga_worlddone,
|
||||
ga_screenshot,
|
||||
ga_togglemap,
|
||||
ga_fullconsole,
|
||||
};
|
||||
|
|
|
@ -175,7 +175,7 @@ class ScriptedMarine : Actor
|
|||
//
|
||||
//============================================================================
|
||||
|
||||
private bool GetWeaponStates(int weap, WeaponStates wstates)
|
||||
private bool GetWeaponStates(int weap, out WeaponStates wstates)
|
||||
{
|
||||
static const statelabel MeleeNames[] =
|
||||
{
|
||||
|
|
|
@ -187,7 +187,7 @@ class Dirt6 : Actor
|
|||
|
||||
// Stained glass ------------------------------------------------------------
|
||||
|
||||
class GlassShard : Actor native
|
||||
class GlassShard : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
|
@ -199,6 +199,16 @@ class GlassShard : Actor native
|
|||
BounceType "HexenCompat";
|
||||
BounceFactor 0.3;
|
||||
}
|
||||
|
||||
override void Tick()
|
||||
{
|
||||
Super.Tick();
|
||||
if (Vel.Z > 0 && Vel.Z < 0.5 && pos.z < floorz + 1)
|
||||
{
|
||||
Destroy ();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
class SGShard1 : GlassShard
|
||||
|
|
|
@ -41,7 +41,8 @@ class Inventory : Actor native
|
|||
private native void A_RestoreSpecialDoomThing();
|
||||
private native void A_RestoreSpecialThing1();
|
||||
private native void A_RestoreSpecialThing2();
|
||||
|
||||
|
||||
virtual native bool TryPickup(in out Actor toucher);
|
||||
native bool, Actor CallTryPickup(Actor toucher);
|
||||
|
||||
States(Actor, Overlay, Weapon, Item)
|
||||
|
|
|
@ -97,8 +97,8 @@ class Acolyte : StrifeHumanoid
|
|||
if (i == MAXPLAYERS)
|
||||
return;
|
||||
|
||||
// Make sure all the other blue acolytes are dead.
|
||||
if (CheckBossDeath())
|
||||
// Make sure all the other blue acolytes are dead, but do this only once in case of simultaneous kills.
|
||||
if (CheckBossDeath() && !players[i].mo.FindInventory("QuestItem7"))
|
||||
{
|
||||
players[i].mo.GiveInventoryType ("QuestItem7");
|
||||
players[i].SetLogNumber (14);
|
||||
|
|
|
@ -389,7 +389,7 @@ class Communicator : Inventory
|
|||
|
||||
// Degnin Ore ---------------------------------------------------------------
|
||||
|
||||
class DegninOre : Inventory native
|
||||
class DegninOre : Inventory
|
||||
{
|
||||
Default
|
||||
{
|
||||
|
@ -421,6 +421,32 @@ class DegninOre : Inventory native
|
|||
BNG3 BCDEFGH 3 Bright;
|
||||
Stop;
|
||||
}
|
||||
|
||||
override bool Use (bool pickup)
|
||||
{
|
||||
if (pickup)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
Inventory drop;
|
||||
|
||||
// Increase the amount by one so that when DropInventory decrements it,
|
||||
// the actor will have the same number of beacons that he started with.
|
||||
// When we return to UseInventory, it will take care of decrementing
|
||||
// Amount again and disposing of this item if there are no more.
|
||||
Amount++;
|
||||
drop = Owner.DropInventory (self);
|
||||
if (drop == NULL)
|
||||
{
|
||||
Amount--;
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Gun Training -------------------------------------------------------------
|
||||
|
@ -446,7 +472,7 @@ class GunTraining : Inventory
|
|||
|
||||
// Health Training ----------------------------------------------------------
|
||||
|
||||
class HealthTraining : Inventory native
|
||||
class HealthTraining : Inventory
|
||||
{
|
||||
Default
|
||||
{
|
||||
|
@ -463,13 +489,23 @@ class HealthTraining : Inventory native
|
|||
HELT A -1;
|
||||
Stop;
|
||||
}
|
||||
|
||||
override bool TryPickup (in out Actor toucher)
|
||||
{
|
||||
if (Super.TryPickup(toucher))
|
||||
{
|
||||
toucher.GiveInventoryType ("GunTraining");
|
||||
toucher.A_GiveInventory("Coin", toucher.player.mo.accuracy*5 + 300);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Scanner ------------------------------------------------------------------
|
||||
|
||||
class Scanner : PowerupGiver native
|
||||
class Scanner : PowerupGiver
|
||||
{
|
||||
Default
|
||||
{
|
||||
|
@ -488,11 +524,25 @@ class Scanner : PowerupGiver native
|
|||
PMUP AB 6;
|
||||
Loop;
|
||||
}
|
||||
|
||||
override bool Use (bool pickup)
|
||||
{
|
||||
if (!level.AllMap)
|
||||
{
|
||||
if (Owner.CheckLocalView (consoleplayer))
|
||||
{
|
||||
C_MidPrint("SmallFont", "$TXT_NEEDMAP");
|
||||
}
|
||||
return false;
|
||||
}
|
||||
return Super.Use (pickup);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Prison Pass --------------------------------------------------------------
|
||||
|
||||
class PrisonPass : Key native
|
||||
class PrisonPass : Key
|
||||
{
|
||||
Default
|
||||
{
|
||||
|
@ -506,6 +556,32 @@ class PrisonPass : Key native
|
|||
TOKN A -1;
|
||||
Stop;
|
||||
}
|
||||
|
||||
override bool TryPickup (in out Actor toucher)
|
||||
{
|
||||
Super.TryPickup (toucher);
|
||||
Door_Open(223, 16);
|
||||
toucher.GiveInventoryType ("QuestItem10");
|
||||
return true;
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// APrisonPass :: SpecialDropAction
|
||||
//
|
||||
// Trying to make a monster that drops a prison pass turns it into an
|
||||
// OpenDoor223 item instead. That means the only way to get it in Strife
|
||||
// is through dialog, which is why it doesn't have its own sprite.
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
override bool SpecialDropAction (Actor dropper)
|
||||
{
|
||||
Door_Open(223, 16);
|
||||
Destroy ();
|
||||
return true;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
@ -513,7 +589,7 @@ class PrisonPass : Key native
|
|||
// actions and cannot be held. ----------------------------------------------
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
class DummyStrifeItem : Inventory native
|
||||
class DummyStrifeItem : Inventory
|
||||
{
|
||||
States
|
||||
{
|
||||
|
@ -525,73 +601,221 @@ class DummyStrifeItem : Inventory native
|
|||
|
||||
// Sound the alarm! ---------------------------------------------------------
|
||||
|
||||
class RaiseAlarm : DummyStrifeItem native
|
||||
class RaiseAlarm : DummyStrifeItem
|
||||
{
|
||||
Default
|
||||
{
|
||||
Tag "$TAG_ALARM";
|
||||
}
|
||||
|
||||
override bool TryPickup (in out Actor toucher)
|
||||
{
|
||||
toucher.NoiseAlert (toucher);
|
||||
|
||||
ThinkerIterator it = ThinkerIterator.Create("AlienSpectre3");
|
||||
Actor spectre = Actor(it.Next());
|
||||
|
||||
if (spectre != NULL && spectre.health > 0 && toucher != spectre)
|
||||
{
|
||||
spectre.CurSector.SoundTarget = spectre.LastHeard = toucher;
|
||||
spectre.target = toucher;
|
||||
spectre.SetState (spectre.SeeState);
|
||||
}
|
||||
GoAwayAndDie ();
|
||||
return true;
|
||||
}
|
||||
|
||||
override bool SpecialDropAction (Actor dropper)
|
||||
{
|
||||
if (dropper.target != null)
|
||||
{
|
||||
dropper.target.NoiseAlert(dropper.target);
|
||||
if (dropper.target.CheckLocalView(consoleplayer))
|
||||
{
|
||||
A_Log("You Fool! You've set off the alarm.");
|
||||
}
|
||||
}
|
||||
Destroy ();
|
||||
return true;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Open door tag 222 --------------------------------------------------------
|
||||
|
||||
class OpenDoor222 : DummyStrifeItem native
|
||||
class OpenDoor222 : DummyStrifeItem
|
||||
{
|
||||
override bool TryPickup (in out Actor toucher)
|
||||
{
|
||||
Door_Open(222, 16);
|
||||
GoAwayAndDie ();
|
||||
return true;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Close door tag 222 -------------------------------------------------------
|
||||
|
||||
class CloseDoor222 : DummyStrifeItem native
|
||||
class CloseDoor222 : DummyStrifeItem
|
||||
{
|
||||
override bool TryPickup (in out Actor toucher)
|
||||
{
|
||||
Door_Close(222, 16);
|
||||
GoAwayAndDie ();
|
||||
return true;
|
||||
}
|
||||
|
||||
override bool SpecialDropAction (Actor dropper)
|
||||
{
|
||||
Door_Close(222, 16);
|
||||
if (dropper.target != null)
|
||||
{
|
||||
if (dropper.target.CheckLocalView(consoleplayer))
|
||||
{
|
||||
A_Log("You're dead! You set off the alarm.");
|
||||
}
|
||||
dropper.target.NoiseAlert(dropper.target);
|
||||
}
|
||||
Destroy ();
|
||||
return true;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Open door tag 224 --------------------------------------------------------
|
||||
|
||||
class OpenDoor224 : DummyStrifeItem native
|
||||
class OpenDoor224 : DummyStrifeItem
|
||||
{
|
||||
override bool TryPickup (in out Actor toucher)
|
||||
{
|
||||
Door_Open(224, 16);
|
||||
GoAwayAndDie ();
|
||||
return true;
|
||||
}
|
||||
|
||||
override bool SpecialDropAction (Actor dropper)
|
||||
{
|
||||
Door_Open(224, 16);
|
||||
Destroy ();
|
||||
return true;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Ammo ---------------------------------------------------------------------
|
||||
|
||||
class AmmoFillup : DummyStrifeItem native
|
||||
class AmmoFillup : DummyStrifeItem
|
||||
{
|
||||
Default
|
||||
{
|
||||
Tag "$TAG_AMMOFILLUP";
|
||||
}
|
||||
|
||||
override bool TryPickup (in out Actor toucher)
|
||||
{
|
||||
Inventory item = toucher.FindInventory("ClipOfBullets");
|
||||
if (item == NULL)
|
||||
{
|
||||
item = toucher.GiveInventoryType ("ClipOfBullets");
|
||||
if (item != NULL)
|
||||
{
|
||||
item.Amount = 50;
|
||||
}
|
||||
}
|
||||
else if (item.Amount < 50)
|
||||
{
|
||||
item.Amount = 50;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
GoAwayAndDie ();
|
||||
return true;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Health -------------------------------------------------------------------
|
||||
|
||||
class HealthFillup : DummyStrifeItem native
|
||||
class HealthFillup : DummyStrifeItem
|
||||
{
|
||||
Default
|
||||
{
|
||||
Tag "$TAG_HEALTHFILLUP";
|
||||
}
|
||||
|
||||
override bool TryPickup (in out Actor toucher)
|
||||
{
|
||||
static const int skillhealths[] = { -100, -75, -50, -50, -100 };
|
||||
|
||||
int index = clamp(skill, 0,4);
|
||||
if (!toucher.GiveBody (skillhealths[index]))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
GoAwayAndDie ();
|
||||
return true;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Upgrade Stamina ----------------------------------------------------------
|
||||
|
||||
class UpgradeStamina : DummyStrifeItem native
|
||||
class UpgradeStamina : DummyStrifeItem
|
||||
{
|
||||
Default
|
||||
{
|
||||
Inventory.Amount 10;
|
||||
Inventory.MaxAmount 100;
|
||||
}
|
||||
|
||||
override bool TryPickup (in out Actor toucher)
|
||||
{
|
||||
if (toucher.player == NULL)
|
||||
return false;
|
||||
|
||||
toucher.player.mo.stamina += Amount;
|
||||
if (toucher.player.mo.stamina >= MaxAmount)
|
||||
toucher.player.mo.stamina = MaxAmount;
|
||||
|
||||
toucher.GiveBody (-100);
|
||||
GoAwayAndDie ();
|
||||
return true;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Upgrade Accuracy ---------------------------------------------------------
|
||||
|
||||
class UpgradeAccuracy : DummyStrifeItem native
|
||||
class UpgradeAccuracy : DummyStrifeItem
|
||||
{
|
||||
override bool TryPickup (in out Actor toucher)
|
||||
{
|
||||
if (toucher.player == NULL || toucher.player.mo.accuracy >= 100)
|
||||
return false;
|
||||
toucher.player.mo.accuracy += 10;
|
||||
GoAwayAndDie ();
|
||||
return true;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Start a slideshow --------------------------------------------------------
|
||||
|
||||
class SlideshowStarter : DummyStrifeItem native
|
||||
class SlideshowStarter : DummyStrifeItem
|
||||
{
|
||||
override bool TryPickup (in out Actor toucher)
|
||||
{
|
||||
gameaction = ga_slideshow;
|
||||
if (level.levelnum == 10)
|
||||
{
|
||||
toucher.GiveInventoryType ("QuestItem17");
|
||||
}
|
||||
GoAwayAndDie ();
|
||||
return true;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
|
Loading…
Reference in a new issue