mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-08 05:51:09 +00:00
52e5f8b8e1
SVN r558 (trunk)
537 lines
13 KiB
C++
537 lines
13 KiB
C++
#include "info.h"
|
|
#include "a_pickups.h"
|
|
#include "d_player.h"
|
|
#include "gstrings.h"
|
|
#include "p_local.h"
|
|
#include "p_spec.h"
|
|
#include "a_strifeglobal.h"
|
|
#include "p_lnspec.h"
|
|
#include "p_enemy.h"
|
|
#include "s_sound.h"
|
|
#include "d_event.h"
|
|
#include "a_keys.h"
|
|
#include "c_console.h"
|
|
#include "templates.h"
|
|
|
|
// Degnin Ore ---------------------------------------------------------------
|
|
|
|
void A_RemoveForceField (AActor *);
|
|
|
|
FState ADegninOre::States[] =
|
|
{
|
|
S_NORMAL (XPRK, 'A', -1, NULL, NULL),
|
|
|
|
S_NORMAL (XPRK, 'A', 1, A_RemoveForceField, &States[2]),
|
|
S_BRIGHT (BNG3, 'A', 3, A_ExplodeAndAlert, &States[3]),
|
|
S_BRIGHT (BNG3, 'B', 3, NULL, &States[4]),
|
|
S_BRIGHT (BNG3, 'C', 3, NULL, &States[5]),
|
|
S_BRIGHT (BNG3, 'D', 3, NULL, &States[6]),
|
|
S_BRIGHT (BNG3, 'E', 3, NULL, &States[7]),
|
|
S_BRIGHT (BNG3, 'F', 3, NULL, &States[8]),
|
|
S_BRIGHT (BNG3, 'G', 3, NULL, &States[9]),
|
|
S_BRIGHT (BNG3, 'H', 3, NULL, NULL),
|
|
};
|
|
|
|
IMPLEMENT_ACTOR (ADegninOre, Strife, 59, 0)
|
|
PROP_StrifeType (128)
|
|
PROP_StrifeTeaserType (124)
|
|
PROP_StrifeTeaserType2 (127)
|
|
PROP_SpawnHealth (10)
|
|
PROP_SpawnState (0)
|
|
PROP_DeathState (1)
|
|
PROP_RadiusFixed (16)
|
|
PROP_HeightFixed (16)
|
|
PROP_Inventory_MaxAmount (10)
|
|
PROP_Flags (MF_SPECIAL|MF_SOLID|MF_SHOOTABLE|MF_NOBLOOD)
|
|
PROP_Flags2 (MF2_FLOORCLIP)
|
|
PROP_Flags4 (MF4_INCOMBAT)
|
|
PROP_Inventory_FlagsSet (IF_INVBAR)
|
|
PROP_Tag ("Degnin_Ore") // "Thalite_Ore" in the Teaser
|
|
PROP_DeathSound ("ore/explode")
|
|
PROP_Inventory_Icon ("I_XPRK")
|
|
PROP_Inventory_PickupMessage("$TXT_DEGNINORE")
|
|
END_DEFAULTS
|
|
|
|
void ADegninOre::GetExplodeParms (int &damage, int &dist, bool &hurtSource)
|
|
{
|
|
damage = dist = 192;
|
|
RenderStyle = STYLE_Add; // [RH] Make the explosion glow
|
|
|
|
// Does strife automatically play the death sound on death?
|
|
S_SoundID (this, CHAN_BODY, DeathSound, 1, ATTN_NORM);
|
|
}
|
|
|
|
void A_RemoveForceField (AActor *self)
|
|
{
|
|
self->flags &= ~MF_SPECIAL;
|
|
|
|
for (int i = 0; i < self->Sector->linecount; ++i)
|
|
{
|
|
line_t *line = self->Sector->lines[i];
|
|
if (line->backsector != NULL && line->special == ForceField)
|
|
{
|
|
line->flags &= ~(ML_BLOCKING|ML_BLOCKEVERYTHING);
|
|
line->special = 0;
|
|
sides[line->sidenum[0]].midtexture = 0;
|
|
sides[line->sidenum[1]].midtexture = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool ADegninOre::Use (bool pickup)
|
|
{
|
|
if (pickup)
|
|
{
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
AInventory *drop;
|
|
|
|
// Increase the amount by one so that when DropInventory decrements it,
|
|
// the actor will have the same number of beacons that he started with.
|
|
// When we return to UseInventory, it will take care of decrementing
|
|
// Amount again and disposing of this item if there are no more.
|
|
Amount++;
|
|
drop = Owner->DropInventory (this);
|
|
if (drop == NULL)
|
|
{
|
|
Amount--;
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// Gun Training -------------------------------------------------------------
|
|
|
|
class AGunTraining : public AInventory
|
|
{
|
|
DECLARE_ACTOR (AGunTraining, AInventory)
|
|
};
|
|
|
|
FState AGunTraining::States[] =
|
|
{
|
|
S_NORMAL (GUNT, 'A', -1, NULL, NULL)
|
|
};
|
|
|
|
IMPLEMENT_ACTOR (AGunTraining, Strife, -1, 0)
|
|
PROP_StrifeType (310)
|
|
PROP_SpawnState (0)
|
|
PROP_Flags (MF_SPECIAL)
|
|
PROP_Flags2 (MF2_FLOORCLIP)
|
|
PROP_Inventory_FlagsSet (IF_INVBAR|IF_UNDROPPABLE)
|
|
PROP_Inventory_MaxAmount (100)
|
|
PROP_Tag ("Accuracy")
|
|
PROP_Inventory_Icon ("I_GUNT")
|
|
END_DEFAULTS
|
|
|
|
// Health Training ----------------------------------------------------------
|
|
|
|
class AHealthTraining : public AInventory
|
|
{
|
|
DECLARE_ACTOR (AHealthTraining, AInventory)
|
|
public:
|
|
bool TryPickup (AActor *toucher);
|
|
};
|
|
|
|
FState AHealthTraining::States[] =
|
|
{
|
|
S_NORMAL (HELT, 'A', -1, NULL, NULL)
|
|
};
|
|
|
|
IMPLEMENT_ACTOR (AHealthTraining, Strife, -1, 0)
|
|
PROP_StrifeType (309)
|
|
PROP_SpawnState (0)
|
|
PROP_Flags (MF_SPECIAL)
|
|
PROP_Flags2 (MF2_FLOORCLIP)
|
|
PROP_Inventory_FlagsSet (IF_INVBAR|IF_UNDROPPABLE)
|
|
PROP_Inventory_MaxAmount (100)
|
|
PROP_Tag ("Toughness")
|
|
PROP_Inventory_Icon ("I_HELT")
|
|
END_DEFAULTS
|
|
|
|
bool AHealthTraining::TryPickup (AActor *toucher)
|
|
{
|
|
if (Super::TryPickup (toucher))
|
|
{
|
|
toucher->GiveInventoryType (RUNTIME_CLASS(AGunTraining));
|
|
AInventory *coin = Spawn<ACoin> (0,0,0, NO_REPLACE);
|
|
if (coin != NULL)
|
|
{
|
|
coin->Amount = toucher->player->accuracy*5 + 300;
|
|
if (!coin->TryPickup (toucher))
|
|
{
|
|
coin->Destroy ();
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
// Scanner ------------------------------------------------------------------
|
|
|
|
class AScanner : public APowerupGiver
|
|
{
|
|
DECLARE_ACTOR (AScanner, APowerupGiver)
|
|
public:
|
|
bool Use (bool pickup);
|
|
};
|
|
|
|
FState AScanner::States[] =
|
|
{
|
|
S_BRIGHT (PMUP, 'A', 6, NULL, &States[1]),
|
|
S_BRIGHT (PMUP, 'B', 6, NULL, &States[0])
|
|
};
|
|
|
|
IMPLEMENT_ACTOR (AScanner, Strife, 2027, 0)
|
|
PROP_StrifeType (165)
|
|
PROP_SpawnState (0)
|
|
PROP_Flags (MF_SPECIAL)
|
|
PROP_Flags2 (MF2_FLOORCLIP)
|
|
PROP_Inventory_MaxAmount (1)
|
|
PROP_Inventory_FlagsClear (IF_FANCYPICKUPSOUND)
|
|
PROP_Tag ("scanner")
|
|
PROP_Inventory_Icon ("I_PMUP")
|
|
PROP_PowerupGiver_Powerup ("PowerScanner")
|
|
PROP_Inventory_PickupSound ("misc/i_pkup")
|
|
PROP_Inventory_PickupMessage("$TXT_SCANNER")
|
|
END_DEFAULTS
|
|
|
|
bool AScanner::Use (bool pickup)
|
|
{
|
|
if (!(level.flags & LEVEL_ALLMAP))
|
|
{
|
|
if (Owner->CheckLocalView (consoleplayer))
|
|
{
|
|
C_MidPrint(GStrings("TXT_NEEDMAP"));
|
|
}
|
|
return false;
|
|
}
|
|
return Super::Use (pickup);
|
|
}
|
|
|
|
// Prison Pass --------------------------------------------------------------
|
|
|
|
class APrisonPass : public AKey
|
|
{
|
|
DECLARE_ACTOR (APrisonPass, AKey)
|
|
public:
|
|
bool TryPickup (AActor *toucher);
|
|
bool SpecialDropAction (AActor *dropper);
|
|
};
|
|
|
|
FState APrisonPass::States[] =
|
|
{
|
|
S_NORMAL (TOKN, 'A', -1, NULL, NULL)
|
|
};
|
|
|
|
IMPLEMENT_ACTOR (APrisonPass, Strife, -1, 0)
|
|
PROP_StrifeType (304)
|
|
PROP_StrifeTeaserType (286)
|
|
PROP_StrifeTeaserType2 (303)
|
|
PROP_SpawnState (0)
|
|
PROP_Inventory_Icon ("I_TOKN")
|
|
PROP_Tag ("Prison_pass")
|
|
PROP_Inventory_PickupMessage("$TXT_PRISONPASS")
|
|
END_DEFAULTS
|
|
|
|
bool APrisonPass::TryPickup (AActor *toucher)
|
|
{
|
|
Super::TryPickup (toucher);
|
|
EV_DoDoor (DDoor::doorOpen, NULL, toucher, 223, 2*FRACUNIT, 0, 0, 0);
|
|
toucher->GiveInventoryType (QuestItemClasses[9]);
|
|
return true;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// APrisonPass :: SpecialDropAction
|
|
//
|
|
// Trying to make a monster that drops a prison pass turns it into an
|
|
// OpenDoor223 item instead. That means the only way to get it in Strife
|
|
// is through dialog, which is why it doesn't have its own sprite.
|
|
//
|
|
//============================================================================
|
|
|
|
bool APrisonPass::SpecialDropAction (AActor *dropper)
|
|
{
|
|
EV_DoDoor (DDoor::doorOpen, NULL, dropper, 223, 2*FRACUNIT, 0, 0, 0);
|
|
Destroy ();
|
|
return true;
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
// Dummy items. They are just used by Strife to perform ---------------------
|
|
// actions and cannot be held. ----------------------------------------------
|
|
//---------------------------------------------------------------------------
|
|
|
|
FState ADummyStrifeItem::States[] =
|
|
{
|
|
S_NORMAL (TOKN, 'A', -1, NULL, NULL)
|
|
};
|
|
|
|
IMPLEMENT_ACTOR (ADummyStrifeItem, Strife, -1, 0)
|
|
PROP_SpawnState (0)
|
|
PROP_Flags (MF_SPECIAL)
|
|
END_DEFAULTS
|
|
|
|
// Sound the alarm! ---------------------------------------------------------
|
|
|
|
class ARaiseAlarm : public ADummyStrifeItem
|
|
{
|
|
DECLARE_STATELESS_ACTOR (ARaiseAlarm, ADummyStrifeItem)
|
|
public:
|
|
bool TryPickup (AActor *toucher);
|
|
bool SpecialDropAction (AActor *dropper);
|
|
};
|
|
|
|
IMPLEMENT_STATELESS_ACTOR (ARaiseAlarm, Strife, -1, 0)
|
|
PROP_StrifeType (301)
|
|
PROP_StrifeTeaserType (283)
|
|
PROP_StrifeTeaserType2 (300)
|
|
PROP_Tag ("alarm")
|
|
END_DEFAULTS
|
|
|
|
bool ARaiseAlarm::TryPickup (AActor *toucher)
|
|
{
|
|
P_NoiseAlert (toucher, toucher);
|
|
// A_WakeOracleSpectre (dword312F4);
|
|
GoAwayAndDie ();
|
|
return true;
|
|
}
|
|
|
|
bool ARaiseAlarm::SpecialDropAction (AActor *dropper)
|
|
{
|
|
P_NoiseAlert (dropper->target, dropper->target);
|
|
if (dropper->target->CheckLocalView (consoleplayer))
|
|
{
|
|
Printf ("You Fool! You've set off the alarm.\n");
|
|
}
|
|
Destroy ();
|
|
return true;
|
|
}
|
|
|
|
// Open door tag 222 --------------------------------------------------------
|
|
|
|
class AOpenDoor222 : public ADummyStrifeItem
|
|
{
|
|
DECLARE_STATELESS_ACTOR (AOpenDoor222, ADummyStrifeItem)
|
|
public:
|
|
bool TryPickup (AActor *toucher);
|
|
};
|
|
|
|
IMPLEMENT_STATELESS_ACTOR (AOpenDoor222, Strife, -1, 0)
|
|
PROP_StrifeType (302)
|
|
PROP_StrifeTeaserType (284)
|
|
PROP_StrifeTeaserType2 (301)
|
|
END_DEFAULTS
|
|
|
|
bool AOpenDoor222::TryPickup (AActor *toucher)
|
|
{
|
|
EV_DoDoor (DDoor::doorOpen, NULL, toucher, 222, 2*FRACUNIT, 0, 0, 0);
|
|
GoAwayAndDie ();
|
|
return true;
|
|
}
|
|
|
|
// Close door tag 222 -------------------------------------------------------
|
|
|
|
class ACloseDoor222 : public ADummyStrifeItem
|
|
{
|
|
DECLARE_STATELESS_ACTOR (ACloseDoor222, ADummyStrifeItem)
|
|
public:
|
|
bool TryPickup (AActor *toucher);
|
|
bool SpecialDropAction (AActor *dropper);
|
|
};
|
|
|
|
IMPLEMENT_STATELESS_ACTOR (ACloseDoor222, Strife, -1, 0)
|
|
PROP_StrifeType (303)
|
|
PROP_StrifeTeaserType (285)
|
|
PROP_StrifeTeaserType2 (302)
|
|
END_DEFAULTS
|
|
|
|
bool ACloseDoor222::TryPickup (AActor *toucher)
|
|
{
|
|
EV_DoDoor (DDoor::doorClose, NULL, toucher, 222, 2*FRACUNIT, 0, 0, 0);
|
|
GoAwayAndDie ();
|
|
return true;
|
|
}
|
|
|
|
bool ACloseDoor222::SpecialDropAction (AActor *dropper)
|
|
{
|
|
EV_DoDoor (DDoor::doorClose, NULL, dropper, 222, 2*FRACUNIT, 0, 0, 0);
|
|
if (dropper->target->CheckLocalView (consoleplayer))
|
|
{
|
|
Printf ("You're dead! You set off the alarm.\n");
|
|
}
|
|
P_NoiseAlert (dropper->target, dropper->target);
|
|
Destroy ();
|
|
return true;
|
|
}
|
|
|
|
// Open door tag 224 --------------------------------------------------------
|
|
|
|
class AOpenDoor224 : public ADummyStrifeItem
|
|
{
|
|
DECLARE_STATELESS_ACTOR (AOpenDoor224, ADummyStrifeItem)
|
|
public:
|
|
bool TryPickup (AActor *toucher);
|
|
bool SpecialDropAction (AActor *dropper);
|
|
};
|
|
|
|
IMPLEMENT_STATELESS_ACTOR (AOpenDoor224, Strife, -1, 0)
|
|
PROP_StrifeType (305)
|
|
END_DEFAULTS
|
|
|
|
bool AOpenDoor224::TryPickup (AActor *toucher)
|
|
{
|
|
EV_DoDoor (DDoor::doorOpen, NULL, toucher, 224, 2*FRACUNIT, 0, 0, 0);
|
|
GoAwayAndDie ();
|
|
return true;
|
|
}
|
|
|
|
bool AOpenDoor224::SpecialDropAction (AActor *dropper)
|
|
{
|
|
EV_DoDoor (DDoor::doorOpen, NULL, dropper, 224, 2*FRACUNIT, 0, 0, 0);
|
|
Destroy ();
|
|
return true;
|
|
}
|
|
|
|
// Ammo ---------------------------------------------------------------------
|
|
|
|
class AAmmoFillup : public ADummyStrifeItem
|
|
{
|
|
DECLARE_STATELESS_ACTOR (AAmmoFillup, ADummyStrifeItem)
|
|
public:
|
|
bool TryPickup (AActor *toucher);
|
|
};
|
|
|
|
IMPLEMENT_STATELESS_ACTOR (AAmmoFillup, Strife, -1, 0)
|
|
PROP_StrifeType (298)
|
|
PROP_StrifeTeaserType (280)
|
|
PROP_StrifeTeaserType2 (297)
|
|
PROP_Tag ("Ammo")
|
|
END_DEFAULTS
|
|
|
|
bool AAmmoFillup::TryPickup (AActor *toucher)
|
|
{
|
|
const PClass * clip = PClass::FindClass(NAME_ClipOfBullets);
|
|
if (clip != NULL)
|
|
{
|
|
AInventory *item = toucher->FindInventory(clip);
|
|
if (item == NULL)
|
|
{
|
|
item = toucher->GiveInventoryType (clip);
|
|
if (item != NULL)
|
|
{
|
|
item->Amount = 50;
|
|
}
|
|
}
|
|
else if (item->Amount < 50)
|
|
{
|
|
item->Amount = 50;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
GoAwayAndDie ();
|
|
}
|
|
return true;
|
|
}
|
|
|
|
// Health -------------------------------------------------------------------
|
|
|
|
class AHealthFillup : public ADummyStrifeItem
|
|
{
|
|
DECLARE_STATELESS_ACTOR (AHealthFillup, ADummyStrifeItem)
|
|
public:
|
|
bool TryPickup (AActor *toucher);
|
|
};
|
|
|
|
IMPLEMENT_STATELESS_ACTOR (AHealthFillup, Strife, -1, 0)
|
|
PROP_StrifeType (299)
|
|
PROP_StrifeTeaserType (281)
|
|
PROP_StrifeTeaserType2 (298)
|
|
PROP_Tag ("Health")
|
|
END_DEFAULTS
|
|
|
|
bool AHealthFillup::TryPickup (AActor *toucher)
|
|
{
|
|
static const int skillhealths[5] = { -100, -75, -50, -50, -100 };
|
|
|
|
int index = clamp<int>(gameskill, 0,4);
|
|
if (!P_GiveBody (toucher, skillhealths[index]))
|
|
{
|
|
return false;
|
|
}
|
|
GoAwayAndDie ();
|
|
return true;
|
|
}
|
|
|
|
// Upgrade Stamina ----------------------------------------------------------
|
|
|
|
IMPLEMENT_STATELESS_ACTOR (AUpgradeStamina, Strife, -1, 0)
|
|
PROP_StrifeType (306)
|
|
PROP_StrifeTeaserType (287)
|
|
PROP_StrifeTeaserType2 (307)
|
|
PROP_Inventory_Amount (10)
|
|
PROP_Inventory_MaxAmount (100)
|
|
END_DEFAULTS
|
|
|
|
bool AUpgradeStamina::TryPickup (AActor *toucher)
|
|
{
|
|
if (toucher->player == NULL)
|
|
return false;
|
|
|
|
toucher->player->stamina += Amount;
|
|
if (toucher->player->stamina >= MaxAmount)
|
|
toucher->player->stamina = MaxAmount;
|
|
|
|
P_GiveBody (toucher, -100);
|
|
GoAwayAndDie ();
|
|
return true;
|
|
}
|
|
|
|
// Upgrade Accuracy ---------------------------------------------------------
|
|
|
|
IMPLEMENT_STATELESS_ACTOR (AUpgradeAccuracy, Strife, -1, 0)
|
|
PROP_StrifeType (307)
|
|
PROP_StrifeTeaserType (288)
|
|
PROP_StrifeTeaserType2 (308)
|
|
END_DEFAULTS
|
|
|
|
bool AUpgradeAccuracy::TryPickup (AActor *toucher)
|
|
{
|
|
if (toucher->player == NULL || toucher->player->accuracy >= 100)
|
|
return false;
|
|
toucher->player->accuracy += 10;
|
|
GoAwayAndDie ();
|
|
return true;
|
|
}
|
|
|
|
// Start a slideshow --------------------------------------------------------
|
|
|
|
class ASlideshowStarter : public ADummyStrifeItem
|
|
{
|
|
DECLARE_STATELESS_ACTOR (ASlideshowStarter, ADummyStrifeItem)
|
|
public:
|
|
bool TryPickup (AActor *toucher);
|
|
};
|
|
|
|
IMPLEMENT_STATELESS_ACTOR (ASlideshowStarter, Strife, -1, 0)
|
|
PROP_StrifeType (343)
|
|
END_DEFAULTS
|
|
|
|
bool ASlideshowStarter::TryPickup (AActor *toucher)
|
|
{
|
|
gameaction = ga_slideshow;
|
|
if (level.levelnum == 10)
|
|
{
|
|
toucher->GiveInventoryType (QuestItemClasses[16]);
|
|
}
|
|
GoAwayAndDie ();
|
|
return true;
|
|
}
|