struct VisStyle { bool Invert; float Alpha; int RenderStyle; } class Inventory : Actor native { const BLINKTHRESHOLD = (4*32); native Actor Owner; // Who owns this item? NULL if it's still a pickup. native int Amount; // Amount of item this instance has native int MaxAmount; // Max amount of item this instance can have native int InterHubAmount; // Amount of item that can be kept between hubs or levels native int RespawnTics; // Tics from pickup time to respawn time native TextureID Icon; // Icon to show on status bar or HUD native int DropTime; // Countdown after dropping native Class SpawnPointClass; // For respawning like Heretic's mace native Class PickupFlash; // actor to spawn as pickup flash native Sound PickupSound; native bool bPickupGood; native bool bCreateCopyMoved; native bool bInitEffectFailed; Default { Inventory.Amount 1; Inventory.MaxAmount 1; Inventory.InterHubAmount 1; Inventory.UseSound "misc/invuse"; Inventory.PickupSound "misc/i_pkup"; Inventory.PickupMessage "$TXT_DEFAULTPICKUPMSG"; } virtual native bool Use (bool pickup); virtual native color GetBlend (); virtual native bool HandlePickup(Inventory item); virtual native Inventory CreateCopy(Actor other); virtual native Inventory CreateTossable(); virtual native bool SpecialDropAction (Actor dropper); virtual native String PickupMessage(); virtual native bool ShouldStay(); virtual native void PlayPickupSound(Actor user); virtual native void AttachToOwner(Actor user); virtual native void DetachFromOwner(); virtual native bool DrawPowerup(int x, int y); virtual native void AbsorbDamage (int damage, Name damageType, out int newdamage); native bool DoRespawn(); native bool GoAway(); native void GoAwayAndDie(); native void BecomeItem(); native void BecomePickup(); // In this case the caller function is more than a simple wrapper around the virtual method and // is what must be actually called to pick up an item. virtual protected native bool TryPickup(in out Actor toucher); virtual protected native bool TryPickupRestricted(in out Actor toucher); native bool, Actor CallTryPickup(Actor toucher); States(Actor, Overlay, Weapon, Item) { HideDoomish: TNT1 A 1050; TNT1 A 0 A_RestoreSpecialPosition; TNT1 A 1 A_RestoreSpecialDoomThing; Stop; HideSpecial: ACLO E 1400; ACLO A 0 A_RestoreSpecialPosition; ACLO A 4 A_RestoreSpecialThing1; ACLO BABCBCDC 4; ACLO D 4 A_RestoreSpecialThing2; Stop; Held: TNT1 A -1; Stop; HoldAndDestroy: TNT1 A 1; Stop; } // These are regular functions for the item itself. //--------------------------------------------------------------------------- // // PROC A_RestoreSpecialThing1 // // Make a special thing visible again. // //--------------------------------------------------------------------------- void A_RestoreSpecialThing1() { bInvisible = false; if (DoRespawn ()) { A_PlaySound ("misc/spawn", CHAN_VOICE); } } //--------------------------------------------------------------------------- // // PROC A_RestoreSpecialThing2 // //--------------------------------------------------------------------------- void A_RestoreSpecialThing2() { bSpecial = true; if (!Default.bNoGravity) { bNoGravity = false; } SetState (SpawnState); } //--------------------------------------------------------------------------- // // PROC A_RestoreSpecialDoomThing // //--------------------------------------------------------------------------- void A_RestoreSpecialDoomThing() { bInvisible = false; bSpecial = true; if (!Default.bNoGravity) { bNoGravity = false; } if (DoRespawn ()) { SetState (SpawnState); A_PlaySound ("misc/spawn", CHAN_VOICE); Spawn ("ItemFog", Pos, ALLOW_REPLACE); } } //=========================================================================== // // AInventory :: DepleteOrDestroy // // If the item is depleted, just change its amount to 0, otherwise it's destroyed. // //=========================================================================== virtual void DepleteOrDestroy () { // If it's not ammo or an internal armor, destroy it. // Ammo needs to stick around, even when it's zero for the benefit // of the weapons that use it and to maintain the maximum ammo // amounts a backpack might have given. // Armor shouldn't be removed because they only work properly when // they are the last items in the inventory. if (bKeepDepleted) { Amount = 0; } else { Destroy(); } } //=========================================================================== // // AInventory :: Travelled // // Called when an item in somebody's inventory is carried over to another // map, in case it needs to do special reinitialization. // //=========================================================================== virtual void Travelled() {} //=========================================================================== // // AInventory :: DoEffect // // Handles any effect an item might apply to its owner // Normally only used by subclasses of Powerup // //=========================================================================== virtual void DoEffect() {} virtual double GetSpeedFactor() { return 1; } virtual bool GetNoTeleportFreeze() { return false; } virtual void ModifyDamage(int damage, Name damageType, out int newdamage, bool passive) {} virtual void AlterWeaponSprite(VisStyle vis, in out int changed) {} virtual void OwnerDied() {} } class DehackedPickup : Inventory native { } class FakeInventory : Inventory native { native bool Respawnable; }