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https://github.com/ZDoom/gzdoom-gles.git
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b0f3121bec
- moved health items to their own file. - scriptified ScoreItem and MapRevealer whose entire functionality was a small TryPickup method. - fixed: bit fields in global variables were not correctly written. This should conclude the inventory cleanup. It is now possible again to find things in there.
48 lines
940 B
C++
48 lines
940 B
C++
#ifndef A_KEYS_H
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#define A_KEYS_H
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#include "a_pickups.h"
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class AKey : public AInventory
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{
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DECLARE_CLASS (AKey, AInventory)
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public:
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virtual bool HandlePickup (AInventory *item);
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BYTE KeyNumber;
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protected:
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virtual bool ShouldStay ();
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};
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bool P_CheckKeys (AActor *owner, int keynum, bool remote);
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void P_InitKeyMessages ();
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void P_DeinitKeyMessages ();
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int P_GetMapColorForLock (int lock);
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int P_GetMapColorForKey (AInventory *key);
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// PuzzleItems work in conjunction with the UsePuzzleItem special
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class PClassPuzzleItem : public PClassInventory
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{
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DECLARE_CLASS(PClassPuzzleItem, PClassInventory);
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protected:
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public:
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virtual void DeriveData(PClass *newclass);
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FString PuzzFailMessage;
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};
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class APuzzleItem : public AInventory
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{
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DECLARE_CLASS_WITH_META(APuzzleItem, AInventory, PClassPuzzleItem)
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public:
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bool ShouldStay ();
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bool Use (bool pickup);
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bool HandlePickup (AInventory *item);
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int PuzzleItemNumber;
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};
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#endif
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