gzdoom-gles/src/g_inventory/a_keys.h
Christoph Oelckers b0f3121bec - split up zscript/shared/inventory.txt.
- 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.
2016-11-30 13:36:13 +01:00

48 lines
940 B
C++

#ifndef A_KEYS_H
#define A_KEYS_H
#include "a_pickups.h"
class AKey : public AInventory
{
DECLARE_CLASS (AKey, AInventory)
public:
virtual bool HandlePickup (AInventory *item);
BYTE KeyNumber;
protected:
virtual bool ShouldStay ();
};
bool P_CheckKeys (AActor *owner, int keynum, bool remote);
void P_InitKeyMessages ();
void P_DeinitKeyMessages ();
int P_GetMapColorForLock (int lock);
int P_GetMapColorForKey (AInventory *key);
// PuzzleItems work in conjunction with the UsePuzzleItem special
class PClassPuzzleItem : public PClassInventory
{
DECLARE_CLASS(PClassPuzzleItem, PClassInventory);
protected:
public:
virtual void DeriveData(PClass *newclass);
FString PuzzFailMessage;
};
class APuzzleItem : public AInventory
{
DECLARE_CLASS_WITH_META(APuzzleItem, AInventory, PClassPuzzleItem)
public:
bool ShouldStay ();
bool Use (bool pickup);
bool HandlePickup (AInventory *item);
int PuzzleItemNumber;
};
#endif