#ifndef __A_ARTIFACTS_H__ #define __A_ARTIFACTS_H__ #include "farchive.h" #include "a_pickups.h" #define INVERSECOLOR 0x00345678 #define GOLDCOLOR 0x009abcde // [BC] More hacks! #define REDCOLOR 0x00beefee #define GREENCOLOR 0x00beefad #define STREAM_ENUM(e) \ inline FArchive &operator<< (FArchive &arc, e &i) \ { \ BYTE val = (BYTE)i; \ arc << val; \ i = (e)val; \ return arc; \ } class player_s; // A powerup is a pseudo-inventory item that applies an effect to its // owner while it is present. class APowerup : public AInventory { DECLARE_STATELESS_ACTOR (APowerup, AInventory) public: virtual void Tick (); virtual void Destroy (); virtual bool HandlePickup (AInventory *item); virtual AInventory *CreateCopy (AActor *other); virtual AInventory *CreateTossable (); virtual void Serialize (FArchive &arc); virtual void OwnerDied (); virtual PalEntry GetBlend (); virtual bool DrawPowerup (int x, int y); int EffectTics; PalEntry BlendColor; FNameNoInit mode; protected: virtual void InitEffect (); virtual void DoEffect (); virtual void EndEffect (); }; // An artifact is an item that gives the player a powerup when activated. class APowerupGiver : public AInventory { DECLARE_STATELESS_ACTOR (APowerupGiver, AInventory) public: virtual bool Use (bool pickup); virtual void Serialize (FArchive &arc); const PClass *PowerupType; int EffectTics; // Non-0 to override the powerup's default tics PalEntry BlendColor; // Non-0 to override the powerup's default blend FNameNoInit mode; // Meaning depends on powerup - currently only of use for Invulnerability }; class APowerInvulnerable : public APowerup { DECLARE_STATELESS_ACTOR (APowerInvulnerable, APowerup) protected: void InitEffect (); void DoEffect (); void EndEffect (); int AlterWeaponSprite (vissprite_t *vis); }; class APowerStrength : public APowerup { DECLARE_STATELESS_ACTOR (APowerStrength, APowerup) public: PalEntry GetBlend (); protected: void InitEffect (); void Tick (); bool HandlePickup (AInventory *item); }; class APowerInvisibility : public APowerup { DECLARE_STATELESS_ACTOR (APowerInvisibility, APowerup) protected: void InitEffect (); void DoEffect (); void EndEffect (); int AlterWeaponSprite (vissprite_t *vis); }; class APowerGhost : public APowerInvisibility { DECLARE_STATELESS_ACTOR (APowerGhost, APowerInvisibility) protected: void InitEffect (); int AlterWeaponSprite (vissprite_t *vis); }; class APowerShadow : public APowerInvisibility { DECLARE_STATELESS_ACTOR (APowerShadow, APowerInvisibility) protected: bool HandlePickup (AInventory *item); void InitEffect (); int AlterWeaponSprite (vissprite_t *vis); }; class APowerIronFeet : public APowerup { DECLARE_STATELESS_ACTOR (APowerIronFeet, APowerup) public: void AbsorbDamage (int damage, FName damageType, int &newdamage); }; class APowerMask : public APowerIronFeet { DECLARE_STATELESS_ACTOR (APowerMask, APowerIronFeet) public: void AbsorbDamage (int damage, FName damageType, int &newdamage); void DoEffect (); }; class APowerLightAmp : public APowerup { DECLARE_STATELESS_ACTOR (APowerLightAmp, APowerup) protected: void DoEffect (); void EndEffect (); }; class APowerTorch : public APowerLightAmp { DECLARE_STATELESS_ACTOR (APowerTorch, APowerLightAmp) public: void Serialize (FArchive &arc); protected: void DoEffect (); int NewTorch, NewTorchDelta; }; class APowerFlight : public APowerup { DECLARE_STATELESS_ACTOR (APowerFlight, APowerup) public: bool DrawPowerup (int x, int y); void Serialize (FArchive &arc); protected: void InitEffect (); void Tick (); void EndEffect (); bool HitCenterFrame; }; class APowerWeaponLevel2 : public APowerup { DECLARE_STATELESS_ACTOR (APowerWeaponLevel2, APowerup) protected: void InitEffect (); void EndEffect (); }; class APowerSpeed : public APowerup { DECLARE_STATELESS_ACTOR (APowerSpeed, APowerup) protected: void InitEffect (); void DoEffect (); void EndEffect (); }; class APowerMinotaur : public APowerup { DECLARE_STATELESS_ACTOR (APowerMinotaur, APowerup) }; class APowerScanner : public APowerup { DECLARE_STATELESS_ACTOR (APowerScanner, APowerup) }; class APowerTargeter : public APowerup { DECLARE_ACTOR (APowerTargeter, APowerup) protected: void InitEffect (); void DoEffect (); void EndEffect (); void PositionAccuracy (); void Travelled (); }; class APowerFrightener : public APowerup { DECLARE_STATELESS_ACTOR (APowerFrightener, APowerup) protected: void InitEffect (); void EndEffect (); }; class APowerTimeFreezer : public APowerup { DECLARE_STATELESS_ACTOR( APowerTimeFreezer, APowerup ) protected: void InitEffect( ); void DoEffect( ); void EndEffect( ); }; class APowerDamage : public APowerup { DECLARE_STATELESS_ACTOR( APowerDamage, APowerup ) protected: void InitEffect (); void EndEffect (); virtual void ModifyDamage (int damage, FName damageType, int &newdamage, bool passive); }; class APowerProtection : public APowerup { DECLARE_STATELESS_ACTOR( APowerProtection, APowerup ) protected: void InitEffect (); void EndEffect (); virtual void ModifyDamage (int damage, FName damageType, int &newdamage, bool passive); }; class APowerDrain : public APowerup { DECLARE_STATELESS_ACTOR( APowerDrain, APowerup ) protected: void InitEffect( ); void EndEffect( ); }; class APowerRegeneration : public APowerup { DECLARE_STATELESS_ACTOR( APowerRegeneration, APowerup ) protected: void InitEffect( ); void EndEffect( ); }; class APowerHighJump : public APowerup { DECLARE_STATELESS_ACTOR( APowerHighJump, APowerup ) protected: void InitEffect( ); void EndEffect( ); }; class player_s; #endif //__A_ARTIFACTS_H__