gzdoom/src/g_strife/a_strifeitems.cpp

381 lines
8.6 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"
#include "thingdef/thingdef.h"
#include "g_level.h"
#include "doomstat.h"
*/
// Degnin Ore ---------------------------------------------------------------
IMPLEMENT_CLASS(ADegninOre)
DEFINE_ACTION_FUNCTION(AActor, A_RemoveForceField)
{
PARAM_ACTION_PROLOGUE;
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;
line->sidedef[0]->SetTexture(side_t::mid, FNullTextureID());
line->sidedef[1]->SetTexture(side_t::mid, FNullTextureID());
}
}
return 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;
}
}
// Health Training ----------------------------------------------------------
class AHealthTraining : public AInventory
{
DECLARE_CLASS (AHealthTraining, AInventory)
public:
bool TryPickup (AActor *&toucher);
};
IMPLEMENT_CLASS (AHealthTraining)
bool AHealthTraining::TryPickup (AActor *&toucher)
{
if (Super::TryPickup (toucher))
{
toucher->GiveInventoryType (PClass::FindActor("GunTraining"));
AInventory *coin = Spawn<ACoin> ();
if (coin != NULL)
{
coin->Amount = toucher->player->mo->accuracy*5 + 300;
if (!coin->CallTryPickup (toucher))
{
coin->Destroy ();
}
}
return true;
}
return false;
}
// Scanner ------------------------------------------------------------------
class AScanner : public APowerupGiver
{
DECLARE_CLASS (AScanner, APowerupGiver)
public:
bool Use (bool pickup);
};
IMPLEMENT_CLASS (AScanner)
bool AScanner::Use (bool pickup)
{
if (!(level.flags2 & LEVEL2_ALLMAP))
{
if (Owner->CheckLocalView (consoleplayer))
{
C_MidPrint(SmallFont, GStrings("TXT_NEEDMAP"));
}
return false;
}
return Super::Use (pickup);
}
// Prison Pass --------------------------------------------------------------
class APrisonPass : public AKey
{
DECLARE_CLASS (APrisonPass, AKey)
public:
bool TryPickup (AActor *&toucher);
bool SpecialDropAction (AActor *dropper);
};
IMPLEMENT_CLASS (APrisonPass)
bool APrisonPass::TryPickup (AActor *&toucher)
{
Super::TryPickup (toucher);
EV_DoDoor (DDoor::doorOpen, NULL, toucher, 223, 2., 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., 0, 0, 0);
Destroy ();
return true;
}
//---------------------------------------------------------------------------
// Dummy items. They are just used by Strife to perform ---------------------
// actions and cannot be held. ----------------------------------------------
//---------------------------------------------------------------------------
IMPLEMENT_CLASS (ADummyStrifeItem)
// Sound the alarm! ---------------------------------------------------------
class ARaiseAlarm : public ADummyStrifeItem
{
DECLARE_CLASS (ARaiseAlarm, ADummyStrifeItem)
public:
bool TryPickup (AActor *&toucher);
bool SpecialDropAction (AActor *dropper);
};
IMPLEMENT_CLASS (ARaiseAlarm)
bool ARaiseAlarm::TryPickup (AActor *&toucher)
{
P_NoiseAlert (toucher, toucher);
VMFrameStack stack1, *stack = &stack1;
CALL_ACTION(A_WakeOracleSpectre, toucher);
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_CLASS (AOpenDoor222, ADummyStrifeItem)
public:
bool TryPickup (AActor *&toucher);
};
IMPLEMENT_CLASS (AOpenDoor222)
bool AOpenDoor222::TryPickup (AActor *&toucher)
{
EV_DoDoor (DDoor::doorOpen, NULL, toucher, 222, 2., 0, 0, 0);
GoAwayAndDie ();
return true;
}
// Close door tag 222 -------------------------------------------------------
class ACloseDoor222 : public ADummyStrifeItem
{
DECLARE_CLASS (ACloseDoor222, ADummyStrifeItem)
public:
bool TryPickup (AActor *&toucher);
bool SpecialDropAction (AActor *dropper);
};
IMPLEMENT_CLASS (ACloseDoor222)
bool ACloseDoor222::TryPickup (AActor *&toucher)
{
EV_DoDoor (DDoor::doorClose, NULL, toucher, 222, 2., 0, 0, 0);
GoAwayAndDie ();
return true;
}
bool ACloseDoor222::SpecialDropAction (AActor *dropper)
{
EV_DoDoor (DDoor::doorClose, NULL, dropper, 222, 2., 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_CLASS (AOpenDoor224, ADummyStrifeItem)
public:
bool TryPickup (AActor *&toucher);
bool SpecialDropAction (AActor *dropper);
};
IMPLEMENT_CLASS (AOpenDoor224)
bool AOpenDoor224::TryPickup (AActor *&toucher)
{
EV_DoDoor (DDoor::doorOpen, NULL, toucher, 224, 2., 0, 0, 0);
GoAwayAndDie ();
return true;
}
bool AOpenDoor224::SpecialDropAction (AActor *dropper)
{
EV_DoDoor (DDoor::doorOpen, NULL, dropper, 224, 2., 0, 0, 0);
Destroy ();
return true;
}
// Ammo ---------------------------------------------------------------------
class AAmmoFillup : public ADummyStrifeItem
{
DECLARE_CLASS (AAmmoFillup, ADummyStrifeItem)
public:
bool TryPickup (AActor *&toucher);
};
IMPLEMENT_CLASS (AAmmoFillup)
bool AAmmoFillup::TryPickup (AActor *&toucher)
{
PClassActor *clip = PClass::FindActor(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_CLASS (AHealthFillup, ADummyStrifeItem)
public:
bool TryPickup (AActor *&toucher);
};
IMPLEMENT_CLASS (AHealthFillup)
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_CLASS (AUpgradeStamina)
bool AUpgradeStamina::TryPickup (AActor *&toucher)
{
if (toucher->player == NULL)
return false;
toucher->player->mo->stamina += Amount;
if (toucher->player->mo->stamina >= MaxAmount)
toucher->player->mo->stamina = MaxAmount;
P_GiveBody (toucher, -100);
GoAwayAndDie ();
return true;
}
// Upgrade Accuracy ---------------------------------------------------------
IMPLEMENT_CLASS (AUpgradeAccuracy)
bool AUpgradeAccuracy::TryPickup (AActor *&toucher)
{
if (toucher->player == NULL || toucher->player->mo->accuracy >= 100)
return false;
toucher->player->mo->accuracy += 10;
GoAwayAndDie ();
return true;
}
// Start a slideshow --------------------------------------------------------
IMPLEMENT_CLASS (ASlideshowStarter)
bool ASlideshowStarter::TryPickup (AActor *&toucher)
{
gameaction = ga_slideshow;
if (level.levelnum == 10)
{
toucher->GiveInventoryType (QuestItemClasses[16]);
}
GoAwayAndDie ();
return true;
}