gzdoom-gles/src/g_shared/a_artifacts.h
Christoph Oelckers 2d58a28cc3 - fixed: In Heretic an active Tome of Power should not freeze a teleporting player.
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.
2015-08-16 08:50:22 +02:00

280 lines
6.2 KiB
C++

#ifndef __A_ARTIFACTS_H__
#define __A_ARTIFACTS_H__
#include "a_pickups.h"
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 bool GetNoTeleportFreeze();
virtual PalEntry GetBlend ();
virtual bool DrawPowerup (int x, int y);
int EffectTics;
PalEntry BlendColor;
FNameNoInit Mode;
fixed_t Strength;
protected:
virtual void InitEffect ();
virtual void DoEffect ();
virtual void EndEffect ();
friend void EndAllPowerupEffects(AInventory *item);
friend void InitAllPowerupEffects(AInventory *item);
};
// 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 - used for Invulnerability and Invisibility
fixed_t Strength; // Meaning depends on powerup - currently used only by Invisibility
};
class APowerInvulnerable : public APowerup
{
DECLARE_CLASS (APowerInvulnerable, APowerup)
protected:
void InitEffect ();
void DoEffect ();
void EndEffect ();
int AlterWeaponSprite (visstyle_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:
bool HandlePickup (AInventory *item);
void InitEffect ();
void DoEffect ();
void EndEffect ();
int AlterWeaponSprite (visstyle_t *vis);
// FRenderStyle OwnersNormalStyle;
// fixed_t OwnersNormalAlpha;
};
class APowerIronFeet : public APowerup
{
DECLARE_CLASS (APowerIronFeet, APowerup)
public:
void AbsorbDamage (int damage, FName damageType, int &newdamage);
void DoEffect ();
};
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 ();
void Serialize(FArchive &arc);
fixed_t GetSpeedFactor();
public:
int SpeedFlags;
};
#define PSF_NOTRAIL 1
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 ();
bool HandlePickup(AInventory *item);
};
class APowerFrightener : public APowerup
{
DECLARE_CLASS (APowerFrightener, APowerup)
protected:
void InitEffect ();
void EndEffect ();
};
class APowerBuddha : public APowerup
{
DECLARE_CLASS (APowerBuddha, 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 DoEffect();
};
class APowerHighJump : public APowerup
{
DECLARE_CLASS( APowerHighJump, APowerup )
protected:
void InitEffect( );
void EndEffect( );
};
class APowerDoubleFiringSpeed : public APowerup
{
DECLARE_CLASS( APowerDoubleFiringSpeed, APowerup )
protected:
void InitEffect( );
void EndEffect( );
};
class APowerInfiniteAmmo : public APowerup
{
DECLARE_CLASS( APowerInfiniteAmmo, APowerup )
protected:
void InitEffect( );
void EndEffect( );
};
class APowerMorph : public APowerup
{
DECLARE_CLASS( APowerMorph, APowerup )
public:
void Serialize (FArchive &arc);
void SetNoCallUndoMorph() { bNoCallUndoMorph = true; }
FNameNoInit PlayerClass, MorphFlash, UnMorphFlash;
int MorphStyle;
protected:
void InitEffect ();
void EndEffect ();
// Variables
player_t *Player;
bool bNoCallUndoMorph; // Because P_UndoPlayerMorph() can call EndEffect recursively
};
#endif //__A_ARTIFACTS_H__