gzdoom/src/g_inventory/a_pickups.h
Christoph Oelckers 17a2666bd4 - moved DisplayName, the last remaining PlayerPawn meta property, to PClassActor so that PClassPlayerPawn could be removed.
Now all actors have the same metaclass and therefore it will always be the same size which will finally allow some needed changes to the type system which couldn't be done because it was occasionally necessary to replace tentatively created classes due to size mismatches.
2017-02-08 19:42:24 +01:00

106 lines
4.5 KiB
C++

#ifndef __A_PICKUPS_H__
#define __A_PICKUPS_H__
#include "actor.h"
#include "info.h"
#include "s_sound.h"
#define NUM_WEAPON_SLOTS 10
class player_t;
class FConfigFile;
struct visstyle_t;
/************************************************************************/
/* Class definitions */
/************************************************************************/
// A pickup is anything the player can pickup (i.e. weapons, ammo, powerups, etc)
enum
{
IF_ACTIVATABLE = 1<<0, // can be activated
IF_ACTIVATED = 1<<1, // is currently activated
IF_PICKUPGOOD = 1<<2, // HandlePickup wants normal pickup FX to happen
IF_QUIET = 1<<3, // Don't give feedback when picking up
IF_AUTOACTIVATE = 1<<4, // Automatically activate item on pickup
IF_UNDROPPABLE = 1<<5, // Item cannot be removed unless done explicitly with RemoveInventory
IF_INVBAR = 1<<6, // Item appears in the inventory bar
IF_HUBPOWER = 1<<7, // Powerup is kept when moving in a hub
IF_UNTOSSABLE = 1<<8, // The player cannot manually drop the item
IF_ADDITIVETIME = 1<<9, // when picked up while another item is active, time is added instead of replaced.
IF_ALWAYSPICKUP = 1<<10, // For IF_AUTOACTIVATE, MaxAmount=0 items: Always "pick up", even if it doesn't do anything
IF_FANCYPICKUPSOUND = 1<<11, // Play pickup sound in "surround" mode
IF_BIGPOWERUP = 1<<12, // Affected by RESPAWN_SUPER dmflag
IF_KEEPDEPLETED = 1<<13, // Items with this flag are retained even when they run out.
IF_IGNORESKILL = 1<<14, // Ignores any skill related multiplicators when giving this item.
IF_CREATECOPYMOVED = 1<<15, // CreateCopy changed the owner (copy's Owner field holds new owner).
IF_INITEFFECTFAILED = 1<<16, // CreateCopy tried to activate a powerup and activation failed (can happen with PowerMorph)
IF_NOATTENPICKUPSOUND = 1<<17, // Play pickup sound with ATTN_NONE
IF_PERSISTENTPOWER = 1<<18, // Powerup is kept when travelling between levels
IF_RESTRICTABSOLUTELY = 1<<19, // RestrictedTo and ForbiddenTo do not allow pickup in any form by other classes
IF_NEVERRESPAWN = 1<<20, // Never, ever respawns
IF_NOSCREENFLASH = 1<<21, // No pickup flash on the player's screen
IF_TOSSED = 1<<22, // Was spawned by P_DropItem (i.e. as a monster drop)
IF_ALWAYSRESPAWN = 1<<23, // Always respawn, regardless of dmflag
IF_TRANSFER = 1<<24, // All inventory items that the inventory item contains is also transfered to the pickuper
IF_NOTELEPORTFREEZE = 1<<25, // does not 'freeze' the player right after teleporting.
IF_NOSCREENBLINK = 1<<26, // Does not blink the screen overlay when expiring.
};
class AInventory : public AActor
{
DECLARE_CLASS(AInventory, AActor)
HAS_OBJECT_POINTERS
public:
virtual void Finalize(FStateDefinitions &statedef) override;
virtual void Serialize(FSerializer &arc) override;
virtual void MarkPrecacheSounds() const override;
virtual void OnDestroy() override;
virtual void Tick() override;
virtual bool Grind(bool items) override;
bool CallTryPickup(AActor *toucher, AActor **toucher_return = NULL); // Wrapper for script function.
void DepleteOrDestroy (); // virtual on the script side.
bool CallUse(bool pickup); // virtual on the script side.
PalEntry CallGetBlend(); // virtual on the script side.
double GetSpeedFactor(); // virtual on the script side.
bool GetNoTeleportFreeze(); // virtual on the script side.
void BecomeItem ();
void BecomePickup ();
bool DoRespawn();
AInventory *PrevItem(); // Returns the item preceding this one in the list.
AInventory *PrevInv(); // Returns the previous item with IF_INVBAR set.
AInventory *NextInv(); // Returns the next item with IF_INVBAR set.
TObjPtr<AActor> Owner; // Who owns this item? NULL if it's still a pickup.
int Amount; // Amount of item this instance has
int MaxAmount; // Max amount of item this instance can have
int InterHubAmount; // Amount of item that can be kept between hubs or levels
int RespawnTics; // Tics from pickup time to respawn time
FTextureID Icon; // Icon to show on status bar or HUD
int DropTime; // Countdown after dropping
PClassActor *SpawnPointClass; // For respawning like Heretic's mace
int GiveQuest; // Optionally give one of the quest items.
FTextureID AltHUDIcon;
DWORD ItemFlags;
PClassActor *PickupFlash; // actor to spawn as pickup flash
FSoundIDNoInit PickupSound;
};
class AStateProvider : public AInventory
{
DECLARE_CLASS (AStateProvider, AInventory)
public:
bool CallStateChain(AActor *actor, FState *state);
};
#endif //__A_PICKUPS_H__