#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); } AInventory *copy = Spawn (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; tossed = Spawn (Owner->x, Owner->y, Owner->z, NO_REPLACE); } else if (Amount >= 25) { Amount -= 25; tossed = Spawn (Owner->x, Owner->y, Owner->z, NO_REPLACE); } else if (Amount >= 10) { Amount -= 10; tossed = Spawn (Owner->x, Owner->y, Owner->z, NO_REPLACE); } else if (Amount > 1 || (ItemFlags & IF_KEEPDEPLETED)) { Amount -= 1; tossed = Spawn (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; }