gzdoom-gles/src/g_shared/a_artifacts.h
Christoph Oelckers 666e40c8bb - Added MF5_CANTSEEK flag to prevent seeker missiles from homing in on
certain actors and added an option to APowerInvisibility to set this
  flag when active.
- Added map specific automap backgrounds.
- Fixed: Voodoo dolls did not play a sound when dying.
- Added colorized error messages to DECORATE and made a few more error
  conditions that do not block further parsing not immediately abort.
- Made all errors in CreateNewActor not immediately fatal so that the
  rest of the DECORATE lump can be parsed normally to look for more errors.
- Fixed: Defining classes with the same name as their immediate base class
  was legal. It should not be allowed that a class has another one with the
  same name in its ancestry.
- Fixed: Formatting of the intermission screen on Heretic, Hexen and Strife
  was broken. Changed it to use WI_Drawpercent which does it properly and
  also allows showing percentage in these games now.
- Fixed: The MAPINFO parser ignored missing terminating braces of the last
  block in the file.

SVN r1425 (trunk)
2009-02-19 14:36:37 +00:00

264 lines
5.7 KiB
C++

#ifndef __A_ARTIFACTS_H__
#define __A_ARTIFACTS_H__
#include "a_pickups.h"
#define INVERSECOLOR 0x00345678
#define GOLDCOLOR 0x009abcde
// [BC] More hacks!
#define REDCOLOR 0x00beefee
#define GREENCOLOR 0x00beefad
class player_t;
// A powerup is a pseudo-inventory item that applies an effect to its
// owner while it is present.
class APowerup : public AInventory
{
DECLARE_CLASS (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_CLASS (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_CLASS (APowerInvulnerable, APowerup)
protected:
void InitEffect ();
void DoEffect ();
void EndEffect ();
int AlterWeaponSprite (vissprite_t *vis);
};
class APowerStrength : public APowerup
{
DECLARE_CLASS (APowerStrength, APowerup)
public:
PalEntry GetBlend ();
protected:
void InitEffect ();
void Tick ();
bool HandlePickup (AInventory *item);
};
class APowerInvisibility : public APowerup
{
DECLARE_CLASS (APowerInvisibility, APowerup)
protected:
void CommonInit ();
void InitEffect ();
void DoEffect ();
void EndEffect ();
int AlterWeaponSprite (vissprite_t *vis);
};
class APowerGhost : public APowerInvisibility
{
DECLARE_CLASS (APowerGhost, APowerInvisibility)
protected:
void InitEffect ();
int AlterWeaponSprite (vissprite_t *vis);
};
class APowerShadow : public APowerInvisibility
{
DECLARE_CLASS (APowerShadow, APowerInvisibility)
protected:
bool HandlePickup (AInventory *item);
void InitEffect ();
int AlterWeaponSprite (vissprite_t *vis);
};
class APowerIronFeet : public APowerup
{
DECLARE_CLASS (APowerIronFeet, APowerup)
public:
void AbsorbDamage (int damage, FName damageType, int &newdamage);
};
class APowerMask : public APowerIronFeet
{
DECLARE_CLASS (APowerMask, APowerIronFeet)
public:
void AbsorbDamage (int damage, FName damageType, int &newdamage);
void DoEffect ();
};
class APowerLightAmp : public APowerup
{
DECLARE_CLASS (APowerLightAmp, APowerup)
protected:
void DoEffect ();
void EndEffect ();
};
class APowerTorch : public APowerLightAmp
{
DECLARE_CLASS (APowerTorch, APowerLightAmp)
public:
void Serialize (FArchive &arc);
protected:
void DoEffect ();
int NewTorch, NewTorchDelta;
};
class APowerFlight : public APowerup
{
DECLARE_CLASS (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_CLASS (APowerWeaponLevel2, APowerup)
protected:
void InitEffect ();
void EndEffect ();
};
class APowerSpeed : public APowerup
{
DECLARE_CLASS (APowerSpeed, APowerup)
protected:
void DoEffect ();
fixed_t GetSpeedFactor();
};
class APowerMinotaur : public APowerup
{
DECLARE_CLASS (APowerMinotaur, APowerup)
};
class APowerScanner : public APowerup
{
DECLARE_CLASS (APowerScanner, APowerup)
};
class APowerTargeter : public APowerup
{
DECLARE_CLASS (APowerTargeter, APowerup)
protected:
void InitEffect ();
void DoEffect ();
void EndEffect ();
void PositionAccuracy ();
void Travelled ();
};
class APowerFrightener : public APowerup
{
DECLARE_CLASS (APowerFrightener, APowerup)
protected:
void InitEffect ();
void EndEffect ();
};
class APowerTimeFreezer : public APowerup
{
DECLARE_CLASS( APowerTimeFreezer, APowerup )
protected:
void InitEffect( );
void DoEffect( );
void EndEffect( );
};
class APowerDamage : public APowerup
{
DECLARE_CLASS( APowerDamage, APowerup )
protected:
void InitEffect ();
void EndEffect ();
virtual void ModifyDamage (int damage, FName damageType, int &newdamage, bool passive);
};
class APowerProtection : public APowerup
{
DECLARE_CLASS( APowerProtection, APowerup )
protected:
void InitEffect ();
void EndEffect ();
virtual void ModifyDamage (int damage, FName damageType, int &newdamage, bool passive);
};
class APowerDrain : public APowerup
{
DECLARE_CLASS( APowerDrain, APowerup )
protected:
void InitEffect( );
void EndEffect( );
};
class APowerRegeneration : public APowerup
{
DECLARE_CLASS( APowerRegeneration, APowerup )
protected:
void InitEffect( );
void EndEffect( );
};
class APowerHighJump : public APowerup
{
DECLARE_CLASS( APowerHighJump, APowerup )
protected:
void InitEffect( );
void EndEffect( );
};
class APowerMorph : public APowerup
{
DECLARE_CLASS( APowerMorph, APowerup )
public:
void Serialize (FArchive &arc);
FNameNoInit PlayerClass, MorphFlash, UnMorphFlash;
int MorphStyle;
protected:
void InitEffect ();
void EndEffect ();
// Variables
player_t *Player;
};
#endif //__A_ARTIFACTS_H__