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https://github.com/ZDoom/gzdoom.git
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189 lines
3.8 KiB
Text
189 lines
3.8 KiB
Text
class ScoreItem : Inventory
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{
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Default
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{
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Height 10;
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+COUNTITEM
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Inventory.Amount 1;
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+Inventory.ALWAYSPICKUP
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}
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override bool TryPickup (in out Actor toucher)
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{
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toucher.Score += Amount;
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GoAwayAndDie();
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return true;
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}
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}
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class Health : Inventory native
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{
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native int PrevHealth;
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native meta int LowHealth;
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native meta String LowHealthMessage;
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Default
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{
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Inventory.Amount 1;
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Inventory.MaxAmount 0;
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Inventory.PickupSound "misc/health_pkup";
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}
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//===========================================================================
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//
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// AHealth :: PickupMessage
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//
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//===========================================================================
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override String PickupMessage ()
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{
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if (PrevHealth < LowHealth)
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{
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String message = LowHealthMessage;
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if (message.Length() != 0)
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{
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return message;
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}
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}
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return Super.PickupMessage();
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}
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//===========================================================================
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//
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// TryPickup
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//
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//===========================================================================
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override bool TryPickup (in out Actor other)
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{
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PrevHealth = other.player != NULL ? other.player.health : other.health;
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// P_GiveBody adds one new feature, applied only if it is possible to pick up negative health:
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// Negative values are treated as positive percentages, ie Amount -100 means 100% health, ignoring max amount.
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if (other.GiveBody(Amount, MaxAmount))
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{
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GoAwayAndDie();
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return true;
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}
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return false;
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}
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}
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class HealthPickup : Inventory native
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{
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native int autousemode;
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Default
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{
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Inventory.DefMaxAmount;
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+INVENTORY.INVBAR
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}
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//===========================================================================
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//
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// CreateCopy
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//
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//===========================================================================
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override Inventory CreateCopy (Actor other)
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{
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Inventory copy = Super.CreateCopy (other);
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copy.health = health;
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return copy;
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}
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//===========================================================================
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//
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// CreateTossable
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//
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//===========================================================================
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override Inventory CreateTossable ()
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{
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Inventory copy = Super.CreateTossable ();
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if (copy != NULL)
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{
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copy.health = health;
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}
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return copy;
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}
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//===========================================================================
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//
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// HandlePickup
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//
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//===========================================================================
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override bool HandlePickup (Inventory item)
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{
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// HealthPickups that are the same type but have different health amounts
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// do not count as the same item.
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if (item.health == health)
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{
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return Super.HandlePickup (item);
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}
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return false;
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}
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//===========================================================================
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//
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// Use
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//
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//===========================================================================
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override bool Use (bool pickup)
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{
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return Owner.GiveBody (health, 0);
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}
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}
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class Key : Inventory native
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{
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native uint8 KeyNumber;
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Default
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{
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+DONTGIB; // Don't disappear due to a crusher
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Inventory.InterHubAmount 0;
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Inventory.PickupSound "misc/k_pkup";
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}
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}
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class MapRevealer : Inventory
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{
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//===========================================================================
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//
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// AMapRevealer . TryPickup
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//
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// A MapRevealer reveals the whole map for the player who picks it up.
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// The MapRevealer doesn't actually go in your inventory. Instead, it sets
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// a flag on the level.
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//
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//===========================================================================
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override bool TryPickup (in out Actor toucher)
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{
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level.allmap = true;
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GoAwayAndDie ();
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return true;
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}
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}
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class PuzzleItem : Inventory native
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{
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native int PuzzleItemNumber;
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Default
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{
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+NOGRAVITY
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+INVENTORY.INVBAR
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Inventory.DefMaxAmount;
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Inventory.UseSound "PuzzleSuccess";
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Inventory.PickupSound "misc/i_pkup";
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}
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}
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