mirror of
https://github.com/ZDoom/gzdoom.git
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6b2a7b8b03
- Added support for defining composite textures in HIRESTEX. It is not fully tested and right now can't do much more than the old TEXTUREx method. - Added a few NULL pointer checks to the texture code. - Made duplicate class names in DECORATE non-fatal. There is really no stability concern here and the worst that can happen is that the wrong actor is spawned. This was a constant hassle when testing with WADs that contain duplicate resources. SVN r905 (trunk)
128 lines
3.2 KiB
C++
128 lines
3.2 KiB
C++
#include "info.h"
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#include "a_pickups.h"
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#include "a_artifacts.h"
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#include "gstrings.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "s_sound.h"
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// Tome of power ------------------------------------------------------------
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class AArtiTomeOfPower : public APowerupGiver
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{
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DECLARE_ACTOR (AArtiTomeOfPower, APowerupGiver)
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public:
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bool Use (bool pickup);
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};
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FState AArtiTomeOfPower::States[] =
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{
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S_NORMAL (PWBK, 'A', 350, NULL, &States[0])
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};
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IMPLEMENT_ACTOR (AArtiTomeOfPower, Heretic, 86, 134)
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PROP_Flags (MF_SPECIAL|MF_COUNTITEM)
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PROP_Flags2 (MF2_FLOATBOB)
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PROP_SpawnState (0)
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PROP_Inventory_PickupFlash (1)
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PROP_Inventory_Icon ("ARTIPWBK")
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PROP_PowerupGiver_Powerup ("PowerWeaponLevel2")
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PROP_Inventory_PickupMessage("$TXT_ARTITOMEOFPOWER")
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END_DEFAULTS
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bool AArtiTomeOfPower::Use (bool pickup)
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{
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if (Owner->player->morphTics && (Owner->player->MorphStyle & MORPH_UNDOBYTOMEOFPOWER))
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{ // Attempt to undo chicken
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if (!P_UndoPlayerMorph (Owner->player))
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{ // Failed
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if (!(Owner->player->MorphStyle & MORPH_FAILNOTELEFRAG))
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{
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P_DamageMobj (Owner, NULL, NULL, 1000000, NAME_Telefrag);
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}
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}
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else
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{ // Succeeded
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S_Sound (Owner, CHAN_VOICE, "*evillaugh", 1, ATTN_IDLE);
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}
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return true;
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}
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else
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{
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return Super::Use (pickup);
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}
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}
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// Time bomb ----------------------------------------------------------------
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class AActivatedTimeBomb : public AActor
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{
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DECLARE_ACTOR (AActivatedTimeBomb, AActor)
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public:
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void PreExplode ()
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{
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z += 32*FRACUNIT;
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alpha = OPAQUE;
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}
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};
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FState AActivatedTimeBomb::States[] =
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{
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S_NORMAL (FBMB, 'A', 10, NULL , &States[1]),
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S_NORMAL (FBMB, 'B', 10, NULL , &States[2]),
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S_NORMAL (FBMB, 'C', 10, NULL , &States[3]),
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S_NORMAL (FBMB, 'D', 10, NULL , &States[4]),
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S_NORMAL (FBMB, 'E', 6, A_Scream , &States[5]),
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S_BRIGHT (XPL1, 'A', 4, A_Explode, &States[6]),
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S_BRIGHT (XPL1, 'B', 4, NULL , &States[7]),
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S_BRIGHT (XPL1, 'C', 4, NULL , &States[8]),
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S_BRIGHT (XPL1, 'D', 4, NULL , &States[9]),
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S_BRIGHT (XPL1, 'E', 4, NULL , &States[10]),
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S_BRIGHT (XPL1, 'F', 4, NULL , NULL)
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};
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IMPLEMENT_ACTOR (AActivatedTimeBomb, Heretic, -1, 72)
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PROP_Flags (MF_NOGRAVITY)
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PROP_RenderStyle (STYLE_Translucent)
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PROP_Alpha (HR_SHADOW)
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PROP_SpawnState (0)
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PROP_DeathSound ("misc/timebomb")
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END_DEFAULTS
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class AArtiTimeBomb : public AInventory
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{
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DECLARE_ACTOR (AArtiTimeBomb, AInventory)
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public:
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bool Use (bool pickup);
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};
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FState AArtiTimeBomb::States[] =
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{
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S_NORMAL (FBMB, 'E', 350, NULL, &States[0]),
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};
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IMPLEMENT_ACTOR (AArtiTimeBomb, Heretic, 34, 72)
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PROP_Flags (MF_SPECIAL|MF_COUNTITEM)
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PROP_Flags2 (MF2_FLOATBOB)
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PROP_SpawnState (0)
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PROP_Inventory_DefMaxAmount
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PROP_Inventory_PickupFlash (1)
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PROP_Inventory_FlagsSet (IF_INVBAR|IF_FANCYPICKUPSOUND)
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PROP_Inventory_Icon ("ARTIFBMB")
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PROP_Inventory_PickupSound ("misc/p_pkup")
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PROP_Inventory_PickupMessage("$TXT_ARTIFIREBOMB")
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END_DEFAULTS
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bool AArtiTimeBomb::Use (bool pickup)
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{
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angle_t angle = Owner->angle >> ANGLETOFINESHIFT;
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AActor *mo = Spawn<AActivatedTimeBomb> (
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Owner->x + 24*finecosine[angle],
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Owner->y + 24*finesine[angle],
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Owner->z - Owner->floorclip, ALLOW_REPLACE);
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mo->target = Owner;
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return true;
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}
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