qzdoom-gpl/src/g_shared/a_artifacts.h

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#ifndef __A_ARTIFACTS_H__
#define __A_ARTIFACTS_H__
#include "farchive.h"
#include "a_pickups.h"
May 3, 2006 (Changes by Graf Zahl) - Removed doom.x, heretic.x and strife.x from the SVN repository. These are generated files. - Fixed: A_PainDie has to check whether a valid target exists before calling IsFriend. - Fixed: FDecalLib::FindAnimator needs a signed counter to work properly. May 1, 2006 (Changes by Graf Zahl) - Added support for game specific pickup messages, if only to be able to define Raven's invulnerability item in DECORATE. - Removed A_TreeDeath because it is no longer used. - Fixed: When picking up a PowerupGiver for an active powerup the blend color and the duration were transferred to a temorary item and never took effect. They have to be trnasferred to the newly created powerup item before trying to give it to the player, not afterward. - Made the colormap of the InvulnerabilitySphere item specific. The base power class still needs to have its color adjusted per game though and since Raven's invulnerability item is used in both Hexen and Heretic it can't define its own colormap/blend. - Separated the invulnerability colormaps from the game being played and made them item specific. They can also be specified as regular blend colors in DECORATE now. - Converted a_hereticarmor.cpp and most of a_doomartifacts.cpp, a_hereticartifacts.cpp and a_heretickeys.cpp to DECORATE. - Changed the Soulsphere to be a real health item with the Dehacked modifications made in d_dehacked.cpp as for most other items which need to be adjusted. - Added IF_BIGPOWERUP flag to AInventory to expose the RESPAWN_SUPER dmflag to DECORATE. Also removed the now obsolete ShouldRespawn methods from AInvulnerabilitySphere and ABlurSphere. - Converted a_splashes.cpp to DECORATE. - Converted most of a_debris.cpp to DECORATE. SVN r73 (trunk)
2006-05-03 14:54:48 +00:00
#define INVERSECOLOR 0x00345678
#define GOLDCOLOR 0x009abcde
#define STREAM_ENUM(e) \
inline FArchive &operator<< (FArchive &arc, e &i) \
{ \
BYTE val = (BYTE)i; \
arc << val; \
i = (e)val; \
return arc; \
}
class player_s;
// A powerup is a pseudo-inventory item that applies an effect to its
// owner while it is present.
class APowerup : public AInventory
{
DECLARE_STATELESS_ACTOR (APowerup, AInventory)
public:
virtual void Tick ();
virtual void Destroy ();
virtual bool HandlePickup (AInventory *item);
virtual AInventory *CreateCopy (AActor *other);
virtual AInventory *CreateTossable ();
virtual void Serialize (FArchive &arc);
virtual void OwnerDied ();
virtual PalEntry GetBlend ();
virtual bool DrawPowerup (int x, int y);
int EffectTics;
PalEntry BlendColor;
protected:
virtual void InitEffect ();
virtual void DoEffect ();
virtual void EndEffect ();
};
// An artifact is an item that gives the player a powerup when activated.
class APowerupGiver : public AInventory
{
DECLARE_STATELESS_ACTOR (APowerupGiver, AInventory)
public:
virtual bool Use (bool pickup);
virtual void Serialize (FArchive &arc);
const PClass *PowerupType;
int EffectTics; // Non-0 to override the powerup's default tics
PalEntry BlendColor; // Non-0 to override the powerup's default blend
};
class APowerInvulnerable : public APowerup
{
DECLARE_STATELESS_ACTOR (APowerInvulnerable, APowerup)
protected:
void InitEffect ();
void DoEffect ();
void EndEffect ();
void AlterWeaponSprite (vissprite_t *vis);
};
class APowerStrength : public APowerup
{
DECLARE_STATELESS_ACTOR (APowerStrength, APowerup)
public:
PalEntry GetBlend ();
protected:
void InitEffect ();
void DoEffect ();
bool HandlePickup (AInventory *item);
};
class APowerInvisibility : public APowerup
{
DECLARE_STATELESS_ACTOR (APowerInvisibility, APowerup)
protected:
void InitEffect ();
void EndEffect ();
void AlterWeaponSprite (vissprite_t *vis);
};
class APowerGhost : public APowerInvisibility
{
DECLARE_STATELESS_ACTOR (APowerGhost, APowerInvisibility)
protected:
void InitEffect ();
};
class APowerShadow : public APowerInvisibility
{
DECLARE_STATELESS_ACTOR (APowerShadow, APowerInvisibility)
protected:
void InitEffect ();
};
class APowerIronFeet : public APowerup
{
DECLARE_STATELESS_ACTOR (APowerIronFeet, APowerup)
public:
void AbsorbDamage (int damage, int damageType, int &newdamage);
};
class APowerMask : public APowerIronFeet
{
DECLARE_STATELESS_ACTOR (APowerMask, APowerIronFeet)
public:
void AbsorbDamage (int damage, int damageType, int &newdamage);
void DoEffect ();
};
class APowerLightAmp : public APowerup
{
DECLARE_STATELESS_ACTOR (APowerLightAmp, APowerup)
protected:
void DoEffect ();
void EndEffect ();
};
class APowerTorch : public APowerLightAmp
{
DECLARE_STATELESS_ACTOR (APowerTorch, APowerLightAmp)
public:
void Serialize (FArchive &arc);
protected:
void DoEffect ();
int NewTorch, NewTorchDelta;
};
class APowerFlight : public APowerup
{
DECLARE_STATELESS_ACTOR (APowerFlight, APowerup)
public:
bool DrawPowerup (int x, int y);
void Serialize (FArchive &arc);
protected:
void InitEffect ();
void DoEffect ();
void EndEffect ();
bool HitCenterFrame;
};
class APowerWeaponLevel2 : public APowerup
{
DECLARE_STATELESS_ACTOR (APowerWeaponLevel2, APowerup)
protected:
void InitEffect ();
void EndEffect ();
};
class APowerSpeed : public APowerup
{
DECLARE_STATELESS_ACTOR (APowerSpeed, APowerup)
protected:
void InitEffect ();
void DoEffect ();
void EndEffect ();
};
class APowerMinotaur : public APowerup
{
DECLARE_STATELESS_ACTOR (APowerMinotaur, APowerup)
};
class APowerScanner : public APowerup
{
DECLARE_STATELESS_ACTOR (APowerScanner, APowerup)
};
class APowerTargeter : public APowerup
{
DECLARE_ACTOR (APowerTargeter, APowerup)
protected:
void InitEffect ();
void DoEffect ();
void EndEffect ();
void PositionAccuracy ();
void Travelled ();
};
class APowerFrightener : public APowerup
{
DECLARE_STATELESS_ACTOR (APowerFrightener, APowerup)
protected:
void InitEffect ();
void EndEffect ();
};
class player_s;
#endif //__A_ARTIFACTS_H__