gzdoom/src/g_strife/a_coin.cpp
Randy Heit e01ff5707c - Added an IF_KEEPDEPLETED flag for inventory items to keep them in the
player's inventory even when they have been used up. If the item also
  has an inventory bar icon, it will be drawn darkened when it is
  depleted.


SVN r497 (trunk)
2007-03-07 02:24:24 +00:00

217 lines
4.6 KiB
C++

#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<ACoin> (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<AGold50> (Owner->x, Owner->y, Owner->z, NO_REPLACE);
}
else if (Amount >= 25)
{
Amount -= 25;
tossed = Spawn<AGold25> (Owner->x, Owner->y, Owner->z, NO_REPLACE);
}
else if (Amount >= 10)
{
Amount -= 10;
tossed = Spawn<AGold10> (Owner->x, Owner->y, Owner->z, NO_REPLACE);
}
else if (Amount > 1 || (ItemFlags & IF_KEEPDEPLETED))
{
Amount -= 1;
tossed = Spawn<ACoin> (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;
}