- Added custom fail messages to the puzzle items.

SVN r299 (trunk)
This commit is contained in:
Christoph Oelckers 2006-08-18 22:22:39 +00:00
parent aef5df6628
commit ab947ce16b
4 changed files with 19 additions and 2 deletions

View file

@ -1,3 +1,6 @@
August 19, 2006 (Changes by Graf Zahl)
- Added custom fail messages to the puzzle items.
August 17, 2006 (Changes by Graf Zahl) August 17, 2006 (Changes by Graf Zahl)
- Added a check to the map loader to check whether the map label - Added a check to the map loader to check whether the map label
is in the same WAD as the following lump. is in the same WAD as the following lump.

View file

@ -39,7 +39,10 @@ bool APuzzleItem::Use (bool pickup)
} }
// [RH] Always play the sound if the use fails. // [RH] Always play the sound if the use fails.
S_Sound (Owner, CHAN_VOICE, "*puzzfail", 1, ATTN_IDLE); S_Sound (Owner, CHAN_VOICE, "*puzzfail", 1, ATTN_IDLE);
C_MidPrintBold (GStrings("TXT_USEPUZZLEFAILED")); const char *message = GetClass()->Meta.GetMetaString (AIMETA_PuzzFailMessage);
if (message != NULL && *message=='$') message = GStrings[message + 1];
if (message == NULL) message = GStrings("TXT_USEPUZZLEFAILED");
C_MidPrintBold (message);
return false; return false;
} }

View file

@ -76,6 +76,7 @@ enum
AIMETA_DropAmount, // specifies the amount for a dropped ammo item AIMETA_DropAmount, // specifies the amount for a dropped ammo item
AIMETA_LowHealth, AIMETA_LowHealth,
AIMETA_LowHealthMessage, AIMETA_LowHealthMessage,
AIMETA_PuzzFailMessage,
}; };
enum enum

View file

@ -3278,7 +3278,7 @@ static void InventoryUsesound (AInventory *defaults, Baggage &bag)
//========================================================================== //==========================================================================
// //
//========================================================================== //==========================================================================
static void InventoryGiveQuest (APuzzleItem *defaults, Baggage &bag) static void InventoryGiveQuest (AInventory *defaults, Baggage &bag)
{ {
SC_MustGetNumber(); SC_MustGetNumber();
bag.Info->Class->Meta.SetMetaInt(AIMETA_GiveQuest, sc_Number); bag.Info->Class->Meta.SetMetaInt(AIMETA_GiveQuest, sc_Number);
@ -3305,6 +3305,15 @@ static void PuzzleitemNumber (APuzzleItem *defaults, Baggage &bag)
defaults->PuzzleItemNumber=sc_Number; defaults->PuzzleItemNumber=sc_Number;
} }
//==========================================================================
//
//==========================================================================
static void PuzzleitemFailMsg (APuzzleItem *defaults, Baggage &bag)
{
SC_MustGetString();
bag.Info->Class->Meta.SetMetaString(AIMETA_PuzzFailMessage, sc_String);
}
//========================================================================== //==========================================================================
// //
//========================================================================== //==========================================================================
@ -3837,6 +3846,7 @@ static const ActorProps props[] =
{ "powerup.duration", (apf)PowerupDuration, RUNTIME_CLASS(APowerupGiver) }, { "powerup.duration", (apf)PowerupDuration, RUNTIME_CLASS(APowerupGiver) },
{ "powerup.type", (apf)PowerupType, RUNTIME_CLASS(APowerupGiver) }, { "powerup.type", (apf)PowerupType, RUNTIME_CLASS(APowerupGiver) },
{ "projectile", ActorProjectile, RUNTIME_CLASS(AActor) }, { "projectile", ActorProjectile, RUNTIME_CLASS(AActor) },
{ "puzzleitem.failmessage", (apf)PuzzleitemFailMsg, RUNTIME_CLASS(APuzzleItem) },
{ "puzzleitem.number", (apf)PuzzleitemNumber, RUNTIME_CLASS(APuzzleItem) }, { "puzzleitem.number", (apf)PuzzleitemNumber, RUNTIME_CLASS(APuzzleItem) },
{ "radius", ActorRadius, RUNTIME_CLASS(AActor) }, { "radius", ActorRadius, RUNTIME_CLASS(AActor) },
{ "radiusdamagefactor", ActorRadiusDamageFactor, RUNTIME_CLASS(AActor) }, { "radiusdamagefactor", ActorRadiusDamageFactor, RUNTIME_CLASS(AActor) },