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https://github.com/ZDoom/gzdoom-gles.git
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2d58a28cc3
This was implemented by adding a new inventory flag INVENTORY.NOTELEPORTFREEZE so that the effect can both be activated for other items and deactivated for the two that currently have it.
280 lines
6.2 KiB
C++
280 lines
6.2 KiB
C++
#ifndef __A_ARTIFACTS_H__
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#define __A_ARTIFACTS_H__
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#include "a_pickups.h"
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class player_t;
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// A powerup is a pseudo-inventory item that applies an effect to its
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// owner while it is present.
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class APowerup : public AInventory
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{
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DECLARE_CLASS (APowerup, AInventory)
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public:
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virtual void Tick ();
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virtual void Destroy ();
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virtual bool HandlePickup (AInventory *item);
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virtual AInventory *CreateCopy (AActor *other);
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virtual AInventory *CreateTossable ();
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virtual void Serialize (FArchive &arc);
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virtual void OwnerDied ();
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virtual bool GetNoTeleportFreeze();
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virtual PalEntry GetBlend ();
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virtual bool DrawPowerup (int x, int y);
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int EffectTics;
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PalEntry BlendColor;
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FNameNoInit Mode;
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fixed_t Strength;
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protected:
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virtual void InitEffect ();
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virtual void DoEffect ();
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virtual void EndEffect ();
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friend void EndAllPowerupEffects(AInventory *item);
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friend void InitAllPowerupEffects(AInventory *item);
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};
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// An artifact is an item that gives the player a powerup when activated.
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class APowerupGiver : public AInventory
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{
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DECLARE_CLASS (APowerupGiver, AInventory)
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public:
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virtual bool Use (bool pickup);
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virtual void Serialize (FArchive &arc);
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const PClass *PowerupType;
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int EffectTics; // Non-0 to override the powerup's default tics
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PalEntry BlendColor; // Non-0 to override the powerup's default blend
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FNameNoInit Mode; // Meaning depends on powerup - used for Invulnerability and Invisibility
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fixed_t Strength; // Meaning depends on powerup - currently used only by Invisibility
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};
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class APowerInvulnerable : public APowerup
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{
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DECLARE_CLASS (APowerInvulnerable, APowerup)
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protected:
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void InitEffect ();
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void DoEffect ();
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void EndEffect ();
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int AlterWeaponSprite (visstyle_t *vis);
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};
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class APowerStrength : public APowerup
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{
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DECLARE_CLASS (APowerStrength, APowerup)
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public:
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PalEntry GetBlend ();
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protected:
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void InitEffect ();
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void Tick ();
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bool HandlePickup (AInventory *item);
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};
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class APowerInvisibility : public APowerup
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{
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DECLARE_CLASS (APowerInvisibility, APowerup)
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protected:
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bool HandlePickup (AInventory *item);
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void InitEffect ();
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void DoEffect ();
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void EndEffect ();
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int AlterWeaponSprite (visstyle_t *vis);
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// FRenderStyle OwnersNormalStyle;
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// fixed_t OwnersNormalAlpha;
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};
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class APowerIronFeet : public APowerup
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{
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DECLARE_CLASS (APowerIronFeet, APowerup)
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public:
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void AbsorbDamage (int damage, FName damageType, int &newdamage);
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void DoEffect ();
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};
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class APowerMask : public APowerIronFeet
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{
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DECLARE_CLASS (APowerMask, APowerIronFeet)
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public:
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void AbsorbDamage (int damage, FName damageType, int &newdamage);
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void DoEffect ();
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};
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class APowerLightAmp : public APowerup
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{
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DECLARE_CLASS (APowerLightAmp, APowerup)
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protected:
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void DoEffect ();
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void EndEffect ();
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};
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class APowerTorch : public APowerLightAmp
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{
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DECLARE_CLASS (APowerTorch, APowerLightAmp)
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public:
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void Serialize (FArchive &arc);
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protected:
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void DoEffect ();
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int NewTorch, NewTorchDelta;
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};
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class APowerFlight : public APowerup
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{
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DECLARE_CLASS (APowerFlight, APowerup)
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public:
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bool DrawPowerup (int x, int y);
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void Serialize (FArchive &arc);
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protected:
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void InitEffect ();
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void Tick ();
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void EndEffect ();
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bool HitCenterFrame;
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};
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class APowerWeaponLevel2 : public APowerup
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{
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DECLARE_CLASS (APowerWeaponLevel2, APowerup)
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protected:
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void InitEffect ();
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void EndEffect ();
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};
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class APowerSpeed : public APowerup
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{
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DECLARE_CLASS (APowerSpeed, APowerup)
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protected:
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void DoEffect ();
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void Serialize(FArchive &arc);
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fixed_t GetSpeedFactor();
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public:
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int SpeedFlags;
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};
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#define PSF_NOTRAIL 1
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class APowerMinotaur : public APowerup
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{
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DECLARE_CLASS (APowerMinotaur, APowerup)
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};
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class APowerScanner : public APowerup
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{
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DECLARE_CLASS (APowerScanner, APowerup)
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};
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class APowerTargeter : public APowerup
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{
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DECLARE_CLASS (APowerTargeter, APowerup)
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protected:
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void InitEffect ();
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void DoEffect ();
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void EndEffect ();
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void PositionAccuracy ();
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void Travelled ();
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bool HandlePickup(AInventory *item);
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};
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class APowerFrightener : public APowerup
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{
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DECLARE_CLASS (APowerFrightener, APowerup)
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protected:
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void InitEffect ();
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void EndEffect ();
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};
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class APowerBuddha : public APowerup
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{
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DECLARE_CLASS (APowerBuddha, APowerup)
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protected:
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void InitEffect ();
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void EndEffect ();
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};
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class APowerTimeFreezer : public APowerup
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{
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DECLARE_CLASS( APowerTimeFreezer, APowerup )
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protected:
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void InitEffect( );
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void DoEffect( );
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void EndEffect( );
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};
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class APowerDamage : public APowerup
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{
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DECLARE_CLASS( APowerDamage, APowerup )
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protected:
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void InitEffect ();
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void EndEffect ();
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virtual void ModifyDamage (int damage, FName damageType, int &newdamage, bool passive);
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};
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class APowerProtection : public APowerup
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{
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DECLARE_CLASS( APowerProtection, APowerup )
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protected:
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void InitEffect ();
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void EndEffect ();
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virtual void ModifyDamage (int damage, FName damageType, int &newdamage, bool passive);
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};
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class APowerDrain : public APowerup
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{
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DECLARE_CLASS( APowerDrain, APowerup )
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protected:
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void InitEffect( );
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void EndEffect( );
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};
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class APowerRegeneration : public APowerup
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{
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DECLARE_CLASS( APowerRegeneration, APowerup )
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protected:
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void DoEffect();
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};
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class APowerHighJump : public APowerup
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{
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DECLARE_CLASS( APowerHighJump, APowerup )
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protected:
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void InitEffect( );
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void EndEffect( );
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};
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class APowerDoubleFiringSpeed : public APowerup
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{
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DECLARE_CLASS( APowerDoubleFiringSpeed, APowerup )
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protected:
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void InitEffect( );
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void EndEffect( );
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};
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class APowerInfiniteAmmo : public APowerup
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{
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DECLARE_CLASS( APowerInfiniteAmmo, APowerup )
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protected:
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void InitEffect( );
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void EndEffect( );
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};
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class APowerMorph : public APowerup
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{
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DECLARE_CLASS( APowerMorph, APowerup )
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public:
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void Serialize (FArchive &arc);
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void SetNoCallUndoMorph() { bNoCallUndoMorph = true; }
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FNameNoInit PlayerClass, MorphFlash, UnMorphFlash;
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int MorphStyle;
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protected:
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void InitEffect ();
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void EndEffect ();
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// Variables
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player_t *Player;
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bool bNoCallUndoMorph; // Because P_UndoPlayerMorph() can call EndEffect recursively
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};
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#endif //__A_ARTIFACTS_H__
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