gzdoom/src/g_strife/a_coin.cpp

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#include "a_pickups.h"
#include "a_strifeglobal.h"
#include "gstrings.h"
// Coin ---------------------------------------------------------------------
FState ACoin::States[] =
{
S_NORMAL (COIN, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ACoin, Strife, 93, 0)
PROP_StrifeType (168)
PROP_StrifeTeaserType (161)
PROP_StrifeTeaserType2 (165)
PROP_SpawnState (0)
PROP_Flags (MF_SPECIAL|MF_DROPPED|MF_NOTDMATCH)
PROP_Flags2 (MF2_FLOORCLIP)
PROP_Inventory_MaxAmountLong (INT_MAX)
PROP_Inventory_FlagsSet (IF_INVBAR)
PROP_Inventory_Icon ("I_COIN")
PROP_Tag ("coin")
PROP_Inventory_PickupMessage("$TXT_COIN")
END_DEFAULTS
const char *ACoin::PickupMessage ()
{
if (Amount == 1)
{
return Super::PickupMessage();
}
else
{
static char msg[64];
sprintf (msg, GStrings("TXT_XGOLD"), Amount);
return msg;
}
}
bool ACoin::HandlePickup (AInventory *item)
{
if (item->IsKindOf (RUNTIME_CLASS(ACoin)))
{
if (Amount < MaxAmount)
{
if (MaxAmount - Amount < item->Amount)
{
Amount = MaxAmount;
}
else
{
Amount += item->Amount;
}
item->ItemFlags |= IF_PICKUPGOOD;
}
return true;
}
if (Inventory != NULL)
{
return Inventory->HandlePickup (item);
}
return false;
}
AInventory *ACoin::CreateCopy (AActor *other)
{
if (GetClass() == RUNTIME_CLASS(ACoin))
{
return Super::CreateCopy (other);
}
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AInventory *copy = Spawn<ACoin> (0,0,0, NO_REPLACE);
copy->Amount = Amount;
copy->BecomeItem ();
GoAwayAndDie ();
return copy;
}
// 10 Gold ------------------------------------------------------------------
class AGold10 : public ACoin
{
DECLARE_ACTOR (AGold10, ACoin)
};
FState AGold10::States[] =
{
S_NORMAL (CRED, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (AGold10, Strife, 138, 0)
PROP_StrifeType (169)
PROP_StrifeTeaserType (162)
PROP_StrifeTeaserType2 (166)
PROP_SpawnState (0)
PROP_Inventory_Amount (10)
PROP_Tag ("10_gold")
END_DEFAULTS
// 25 Gold ------------------------------------------------------------------
class AGold25 : public ACoin
{
DECLARE_ACTOR (AGold25, ACoin)
};
FState AGold25::States[] =
{
S_NORMAL (SACK, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (AGold25, Strife, 139, 0)
PROP_StrifeType (170)
PROP_StrifeTeaserType (163)
PROP_StrifeTeaserType2 (167)
PROP_SpawnState (0)
PROP_Inventory_Amount (25)
PROP_Tag ("25_gold")
END_DEFAULTS
// 50 Gold ------------------------------------------------------------------
class AGold50 : public ACoin
{
DECLARE_ACTOR (AGold50, ACoin)
};
FState AGold50::States[] =
{
S_NORMAL (CHST, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (AGold50, Strife, 140, 0)
PROP_StrifeType (171)
PROP_StrifeTeaserType (164)
PROP_StrifeTeaserType2 (168)
PROP_SpawnState (0)
PROP_Inventory_Amount (50)
PROP_Tag ("50_gold")
END_DEFAULTS
// 300 Gold ------------------------------------------------------------------
class AGold300 : public ACoin
{
DECLARE_ACTOR (AGold300, ACoin)
public:
bool TryPickup (AActor *toucher);
};
FState AGold300::States[] =
{
S_NORMAL (TOKN, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (AGold300, Strife, -1, 0)
PROP_StrifeType (172)
PROP_SpawnState (0)
PROP_Inventory_AmountWord (300)
PROP_Tag ("300_gold")
END_DEFAULTS
bool AGold300::TryPickup (AActor *toucher)
{
toucher->GiveInventoryType (QuestItemClasses[2]);
return Super::TryPickup (toucher);
}
//===========================================================================
//
// ACoin :: CreateTossable
//
// Gold drops in increments of 50 if you have that much, less if you don't.
//
//===========================================================================
AInventory *ACoin::CreateTossable ()
{
ACoin *tossed;
if ((ItemFlags & IF_UNDROPPABLE) || Owner == NULL || Amount <= 0)
{
return NULL;
}
if (Amount >= 50)
{
Amount -= 50;
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tossed = Spawn<AGold50> (Owner->x, Owner->y, Owner->z, NO_REPLACE);
}
else if (Amount >= 25)
{
Amount -= 25;
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tossed = Spawn<AGold25> (Owner->x, Owner->y, Owner->z, NO_REPLACE);
}
else if (Amount >= 10)
{
Amount -= 10;
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tossed = Spawn<AGold10> (Owner->x, Owner->y, Owner->z, NO_REPLACE);
}
else if (Amount > 1 || (ItemFlags & IF_KEEPDEPLETED))
{
Amount -= 1;
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tossed = Spawn<ACoin> (Owner->x, Owner->y, Owner->z, NO_REPLACE);
}
else // Amount == 1 && !(ItemFlags & IF_KEEPDEPLETED)
{
BecomePickup ();
tossed = this;
}
tossed->flags &= ~(MF_SPECIAL|MF_SOLID);
tossed->DropTime = 30;
if (tossed != this && Amount <= 0)
{
Destroy ();
}
return tossed;
}