qzdoom-gpl/src/g_strife/a_strifeitems.cpp

546 lines
14 KiB
C++
Raw Normal View History

#include "info.h"
#include "a_pickups.h"
#include "d_player.h"
#include "gstrings.h"
#include "p_local.h"
#include "p_spec.h"
#include "a_strifeglobal.h"
#include "p_lnspec.h"
#include "p_enemy.h"
#include "s_sound.h"
#include "a_strifeweaps.h"
#include "d_event.h"
May 6, 2006 (Changes by Graf Zahl) - Converted a_zombie.cpp and most of a_strifestuff.cpp to DECORATE. - Converted a_strifekeys.cpp to DECORATE and moved the pickup messages to the string table. - Removed the WIF_HITS_GHOSTS weapon flag and replaced it with MF2_THRUGHOST. There is no need to keep two flags around with virtually the same meaning. - Changed the ShadowArmor to use the VISIBILITYPULSE flag to change its translucency. It looks much better now than the cheap code pointer based blinking it used before. - Converted most of a_strifeitems.cpp to DECORATE and moved the pickup messages to the string table. - Converted a_strifearmor.cpp to DECORATE and moved the pickup messages to the string table. - Moved the messages for killing spectres to the string table. - Converted the quest items to DECORATE. Also changed A_GiveQuestItem to get the messages it prints from the string table instead of the quest item's tag string. May 5, 2006 (Changes by Graf Zahl) - Removed the hopelessly outdated thingdef_doc.txt file from the repository. - Converted a_peasant.cpp and a_ratbuddy.cpp to DECORATE. - Fixed: C_DoKey didn't treat an empty string as 'no binding' when checking for valid double bindings. - Converted a_merchants.cpp to DECORATE. - Added MF5_NODAMAGE flag to generalize the behavior of Strife's merchants which can be shot but take no damage from getting hurt. - Converted a_beggars.cpp to DECORATE. - Added an Inventory.GiveQuest property. This makes it possible to define all of Strife's original items that also give a quest item in DECORATE but it is also useful to define items like the ones in Day of the Acolyte without ugly workarounds. - Added a Tag property and Strife teaser conversation IDs to DECORATE so now it is possible to define many of Strife's items. - Added a FastSpeed property to DECORATE so that projectiles can finally be assigned a higher speed for fast mode. - Added a ACS_LockedExecuteDoor special. It is basically the same as the existing ACS_LockedExecute but it uses the 'door' message instead of 'remote'. This cannot be integrated into ACS_LockedExecute because all its arguments are already in use. - Added a fully customizable A_CustomMeleeAttack function for DECORATE. SVN r83 (trunk)
2006-05-07 00:27:22 +00:00
#include "a_keys.h"
// Degnin Ore ---------------------------------------------------------------
void A_RemoveForceField (AActor *);
FState ADegninOre::States[] =
{
S_NORMAL (XPRK, 'A', -1, NULL, NULL),
S_NORMAL (XPRK, 'A', 1, A_RemoveForceField, &States[2]),
S_BRIGHT (BNG3, 'A', 3, A_ExplodeAndAlert, &States[3]),
S_BRIGHT (BNG3, 'B', 3, NULL, &States[4]),
S_BRIGHT (BNG3, 'C', 3, NULL, &States[5]),
S_BRIGHT (BNG3, 'D', 3, NULL, &States[6]),
S_BRIGHT (BNG3, 'E', 3, NULL, &States[7]),
S_BRIGHT (BNG3, 'F', 3, NULL, &States[8]),
S_BRIGHT (BNG3, 'G', 3, NULL, &States[9]),
S_BRIGHT (BNG3, 'H', 3, NULL, NULL),
};
IMPLEMENT_ACTOR (ADegninOre, Strife, 59, 0)
PROP_StrifeType (128)
PROP_StrifeTeaserType (124)
PROP_StrifeTeaserType2 (127)
PROP_SpawnHealth (10)
PROP_SpawnState (0)
PROP_DeathState (1)
PROP_RadiusFixed (16)
PROP_HeightFixed (16)
PROP_Inventory_MaxAmount (10)
PROP_Flags (MF_SPECIAL|MF_SOLID|MF_SHOOTABLE|MF_NOBLOOD)
PROP_Flags2 (MF2_FLOORCLIP)
PROP_Flags4 (MF4_INCOMBAT)
PROP_Inventory_FlagsSet (IF_INVBAR)
PROP_Tag ("Degnin_Ore") // "Thalite_Ore" in the Teaser
PROP_DeathSound ("ore/explode")
PROP_Inventory_Icon ("I_XPRK")
END_DEFAULTS
const char *ADegninOre::PickupMessage ()
{
return "You picked up the Degnin Ore.";
}
void ADegninOre::GetExplodeParms (int &damage, int &dist, bool &hurtSource)
{
damage = dist = 192;
RenderStyle = STYLE_Add; // [RH] Make the explosion glow
// Does strife automatically play the death sound on death?
S_SoundID (this, CHAN_BODY, DeathSound, 1, ATTN_NORM);
}
void A_RemoveForceField (AActor *self)
{
self->flags &= ~MF_SPECIAL;
for (int i = 0; i < self->Sector->linecount; ++i)
{
line_t *line = self->Sector->lines[i];
if (line->backsector != NULL && line->special == ForceField)
{
line->flags &= ~(ML_BLOCKING|ML_BLOCKEVERYTHING);
line->special = 0;
sides[line->sidenum[0]].midtexture = 0;
sides[line->sidenum[1]].midtexture = 0;
}
}
}
bool ADegninOre::Use (bool pickup)
{
if (pickup)
{
return false;
}
else
{
AInventory *drop;
// Increase the amount by one so that when DropInventory decrements it,
// the actor will have the same number of beacons that he started with.
// When we return to UseInventory, it will take care of decrementing
// Amount again and disposing of this item if there are no more.
Amount++;
drop = Owner->DropInventory (this);
if (drop == NULL)
{
Amount--;
return false;
}
return true;
}
}
// Gun Training -------------------------------------------------------------
class AGunTraining : public AInventory
{
DECLARE_ACTOR (AGunTraining, AInventory)
};
FState AGunTraining::States[] =
{
S_NORMAL (GUNT, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (AGunTraining, Strife, -1, 0)
PROP_StrifeType (310)
PROP_SpawnState (0)
PROP_Flags (MF_SPECIAL)
PROP_Flags2 (MF2_FLOORCLIP)
PROP_Inventory_FlagsSet (IF_INVBAR|IF_UNDROPPABLE)
PROP_Inventory_MaxAmount (100)
PROP_Tag ("Accuracy")
PROP_Inventory_Icon ("I_GUNT")
END_DEFAULTS
// Health Training ----------------------------------------------------------
class AHealthTraining : public AInventory
{
DECLARE_ACTOR (AHealthTraining, AInventory)
public:
bool TryPickup (AActor *toucher);
};
FState AHealthTraining::States[] =
{
S_NORMAL (HELT, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (AHealthTraining, Strife, -1, 0)
PROP_StrifeType (309)
PROP_SpawnState (0)
PROP_Flags (MF_SPECIAL)
PROP_Flags2 (MF2_FLOORCLIP)
PROP_Inventory_FlagsSet (IF_INVBAR|IF_UNDROPPABLE)
PROP_Inventory_MaxAmount (100)
PROP_Tag ("Toughness")
PROP_Inventory_Icon ("I_HELT")
END_DEFAULTS
bool AHealthTraining::TryPickup (AActor *toucher)
{
if (Super::TryPickup (toucher))
{
toucher->GiveInventoryType (RUNTIME_CLASS(AGunTraining));
AInventory *coin = Spawn<ACoin> (0,0,0);
if (coin != NULL)
{
coin->Amount = toucher->player->accuracy*5 + 300;
if (!coin->TryPickup (toucher))
{
coin->Destroy ();
}
}
return true;
}
return false;
}
// Scanner ------------------------------------------------------------------
class AScanner : public APowerupGiver
{
DECLARE_ACTOR (AScanner, APowerupGiver)
public:
const char *PickupMessage ();
bool Use (bool pickup);
};
FState AScanner::States[] =
{
S_BRIGHT (PMUP, 'A', 6, NULL, &States[1]),
S_BRIGHT (PMUP, 'B', 6, NULL, &States[0])
};
IMPLEMENT_ACTOR (AScanner, Strife, 2027, 0)
PROP_StrifeType (165)
PROP_SpawnState (0)
PROP_Flags (MF_SPECIAL)
PROP_Flags2 (MF2_FLOORCLIP)
PROP_Inventory_MaxAmount (1)
PROP_Inventory_FlagsClear (IF_FANCYPICKUPSOUND)
PROP_Tag ("scanner")
PROP_Inventory_Icon ("I_PMUP")
PROP_PowerupGiver_Powerup ("PowerScanner")
PROP_Inventory_PickupSound ("misc/i_pkup")
END_DEFAULTS
const char *AScanner::PickupMessage ()
{
return "You picked up the scanner.";
}
bool AScanner::Use (bool pickup)
{
if (!(level.flags & LEVEL_ALLMAP))
{
if (Owner->CheckLocalView (consoleplayer))
{
Printf ("The scanner won't work without a map!\n");
}
return false;
}
return Super::Use (pickup);
}
May 6, 2006 (Changes by Graf Zahl) - Converted a_zombie.cpp and most of a_strifestuff.cpp to DECORATE. - Converted a_strifekeys.cpp to DECORATE and moved the pickup messages to the string table. - Removed the WIF_HITS_GHOSTS weapon flag and replaced it with MF2_THRUGHOST. There is no need to keep two flags around with virtually the same meaning. - Changed the ShadowArmor to use the VISIBILITYPULSE flag to change its translucency. It looks much better now than the cheap code pointer based blinking it used before. - Converted most of a_strifeitems.cpp to DECORATE and moved the pickup messages to the string table. - Converted a_strifearmor.cpp to DECORATE and moved the pickup messages to the string table. - Moved the messages for killing spectres to the string table. - Converted the quest items to DECORATE. Also changed A_GiveQuestItem to get the messages it prints from the string table instead of the quest item's tag string. May 5, 2006 (Changes by Graf Zahl) - Removed the hopelessly outdated thingdef_doc.txt file from the repository. - Converted a_peasant.cpp and a_ratbuddy.cpp to DECORATE. - Fixed: C_DoKey didn't treat an empty string as 'no binding' when checking for valid double bindings. - Converted a_merchants.cpp to DECORATE. - Added MF5_NODAMAGE flag to generalize the behavior of Strife's merchants which can be shot but take no damage from getting hurt. - Converted a_beggars.cpp to DECORATE. - Added an Inventory.GiveQuest property. This makes it possible to define all of Strife's original items that also give a quest item in DECORATE but it is also useful to define items like the ones in Day of the Acolyte without ugly workarounds. - Added a Tag property and Strife teaser conversation IDs to DECORATE so now it is possible to define many of Strife's items. - Added a FastSpeed property to DECORATE so that projectiles can finally be assigned a higher speed for fast mode. - Added a ACS_LockedExecuteDoor special. It is basically the same as the existing ACS_LockedExecute but it uses the 'door' message instead of 'remote'. This cannot be integrated into ACS_LockedExecute because all its arguments are already in use. - Added a fully customizable A_CustomMeleeAttack function for DECORATE. SVN r83 (trunk)
2006-05-07 00:27:22 +00:00
// Prison Pass --------------------------------------------------------------
class APrisonPass : public AKey
{
DECLARE_ACTOR (APrisonPass, AKey)
public:
bool TryPickup (AActor *toucher);
bool SpecialDropAction (AActor *dropper);
const char *PickupMessage ();
};
FState APrisonPass::States[] =
{
S_NORMAL (TOKN, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (APrisonPass, Strife, -1, 0)
PROP_StrifeType (304)
PROP_StrifeTeaserType (286)
PROP_StrifeTeaserType2 (303)
PROP_SpawnState (0)
PROP_Inventory_Icon ("I_TOKN")
PROP_Tag ("Prison_pass")
END_DEFAULTS
bool APrisonPass::TryPickup (AActor *toucher)
{
Super::TryPickup (toucher);
EV_DoDoor (DDoor::doorOpen, NULL, toucher, 223, 2*FRACUNIT, 0, 0, 0);
toucher->GiveInventoryType (QuestItemClasses[9]);
return true;
}
const char *APrisonPass::PickupMessage ()
{
return "You picked up the Prison pass.";
}
//============================================================================
//
// APrisonPass :: SpecialDropAction
//
// Trying to make a monster that drops a prison pass turns it into an
// OpenDoor223 item instead. That means the only way to get it in Strife
// is through dialog, which is why it doesn't have its own sprite.
//
//============================================================================
bool APrisonPass::SpecialDropAction (AActor *dropper)
{
EV_DoDoor (DDoor::doorOpen, NULL, dropper, 223, 2*FRACUNIT, 0, 0, 0);
Destroy ();
return true;
}
//---------------------------------------------------------------------------
// Dummy items. They are just used by Strife to perform ---------------------
// actions and cannot be held. ----------------------------------------------
//---------------------------------------------------------------------------
FState ADummyStrifeItem::States[] =
{
S_NORMAL (TOKN, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ADummyStrifeItem, Strife, -1, 0)
PROP_SpawnState (0)
PROP_Flags (MF_SPECIAL)
END_DEFAULTS
// Sound the alarm! ---------------------------------------------------------
class ARaiseAlarm : public ADummyStrifeItem
{
DECLARE_STATELESS_ACTOR (ARaiseAlarm, ADummyStrifeItem)
public:
bool TryPickup (AActor *toucher);
bool SpecialDropAction (AActor *dropper);
};
IMPLEMENT_STATELESS_ACTOR (ARaiseAlarm, Strife, -1, 0)
PROP_StrifeType (301)
PROP_StrifeTeaserType (283)
PROP_StrifeTeaserType2 (300)
PROP_Tag ("alarm")
END_DEFAULTS
bool ARaiseAlarm::TryPickup (AActor *toucher)
{
P_NoiseAlert (toucher, toucher);
// A_WakeOracleSpectre (dword312F4);
GoAwayAndDie ();
return true;
}
bool ARaiseAlarm::SpecialDropAction (AActor *dropper)
{
P_NoiseAlert (dropper->target, dropper->target);
if (dropper->target->CheckLocalView (consoleplayer))
{
Printf ("You Fool! You've set off the alarm.\n");
}
Destroy ();
return true;
}
// Open door tag 222 --------------------------------------------------------
class AOpenDoor222 : public ADummyStrifeItem
{
DECLARE_STATELESS_ACTOR (AOpenDoor222, ADummyStrifeItem)
public:
bool TryPickup (AActor *toucher);
};
IMPLEMENT_STATELESS_ACTOR (AOpenDoor222, Strife, -1, 0)
PROP_StrifeType (302)
PROP_StrifeTeaserType (284)
PROP_StrifeTeaserType2 (301)
END_DEFAULTS
bool AOpenDoor222::TryPickup (AActor *toucher)
{
EV_DoDoor (DDoor::doorOpen, NULL, toucher, 222, 2*FRACUNIT, 0, 0, 0);
GoAwayAndDie ();
return true;
}
// Close door tag 222 -------------------------------------------------------
class ACloseDoor222 : public ADummyStrifeItem
{
DECLARE_STATELESS_ACTOR (ACloseDoor222, ADummyStrifeItem)
public:
bool TryPickup (AActor *toucher);
bool SpecialDropAction (AActor *dropper);
};
IMPLEMENT_STATELESS_ACTOR (ACloseDoor222, Strife, -1, 0)
PROP_StrifeType (303)
PROP_StrifeTeaserType (285)
PROP_StrifeTeaserType2 (302)
END_DEFAULTS
bool ACloseDoor222::TryPickup (AActor *toucher)
{
EV_DoDoor (DDoor::doorClose, NULL, toucher, 222, 2*FRACUNIT, 0, 0, 0);
GoAwayAndDie ();
return true;
}
bool ACloseDoor222::SpecialDropAction (AActor *dropper)
{
EV_DoDoor (DDoor::doorClose, NULL, dropper, 222, 2*FRACUNIT, 0, 0, 0);
if (dropper->target->CheckLocalView (consoleplayer))
{
Printf ("You're dead! You set off the alarm.\n");
}
P_NoiseAlert (dropper->target, dropper->target);
Destroy ();
return true;
}
// Open door tag 224 --------------------------------------------------------
class AOpenDoor224 : public ADummyStrifeItem
{
DECLARE_STATELESS_ACTOR (AOpenDoor224, ADummyStrifeItem)
public:
bool TryPickup (AActor *toucher);
bool SpecialDropAction (AActor *dropper);
};
IMPLEMENT_STATELESS_ACTOR (AOpenDoor224, Strife, -1, 0)
PROP_StrifeType (305)
END_DEFAULTS
bool AOpenDoor224::TryPickup (AActor *toucher)
{
EV_DoDoor (DDoor::doorOpen, NULL, toucher, 224, 2*FRACUNIT, 0, 0, 0);
GoAwayAndDie ();
return true;
}
bool AOpenDoor224::SpecialDropAction (AActor *dropper)
{
EV_DoDoor (DDoor::doorOpen, NULL, dropper, 224, 2*FRACUNIT, 0, 0, 0);
Destroy ();
return true;
}
// Ammo ---------------------------------------------------------------------
class AAmmoFillup : public ADummyStrifeItem
{
DECLARE_STATELESS_ACTOR (AAmmoFillup, ADummyStrifeItem)
public:
bool TryPickup (AActor *toucher);
};
IMPLEMENT_STATELESS_ACTOR (AAmmoFillup, Strife, -1, 0)
PROP_StrifeType (298)
PROP_StrifeTeaserType (280)
PROP_StrifeTeaserType2 (297)
PROP_Tag ("Ammo")
END_DEFAULTS
bool AAmmoFillup::TryPickup (AActor *toucher)
{
AInventory *item = toucher->FindInventory<AClipOfBullets>();
if (item == NULL)
{
item = toucher->GiveInventoryType (RUNTIME_CLASS(AClipOfBullets));
if (item != NULL)
{
item->Amount = 50;
}
}
else if (item->Amount < 50)
{
item->Amount = 50;
}
else
{
return false;
}
GoAwayAndDie ();
return true;
}
// Health -------------------------------------------------------------------
class AHealthFillup : public ADummyStrifeItem
{
DECLARE_STATELESS_ACTOR (AHealthFillup, ADummyStrifeItem)
public:
bool TryPickup (AActor *toucher);
};
IMPLEMENT_STATELESS_ACTOR (AHealthFillup, Strife, -1, 0)
PROP_StrifeType (299)
PROP_StrifeTeaserType (281)
PROP_StrifeTeaserType2 (298)
PROP_Tag ("Health")
END_DEFAULTS
bool AHealthFillup::TryPickup (AActor *toucher)
{
static const int skillhealths[5] = { -100, -75, -50, -50, -100 };
if (!P_GiveBody (toucher, skillhealths[gameskill]))
{
return false;
}
GoAwayAndDie ();
return true;
}
// Upgrade Stamina ----------------------------------------------------------
IMPLEMENT_STATELESS_ACTOR (AUpgradeStamina, Strife, -1, 0)
PROP_StrifeType (306)
PROP_StrifeTeaserType (287)
PROP_StrifeTeaserType2 (307)
PROP_Inventory_Amount (10)
PROP_Inventory_MaxAmount (100)
END_DEFAULTS
bool AUpgradeStamina::TryPickup (AActor *toucher)
{
if (toucher->player == NULL)
return false;
toucher->player->stamina += Amount;
if (toucher->player->stamina >= MaxAmount)
toucher->player->stamina = MaxAmount;
P_GiveBody (toucher, -100);
GoAwayAndDie ();
return true;
}
// Upgrade Accuracy ---------------------------------------------------------
IMPLEMENT_STATELESS_ACTOR (AUpgradeAccuracy, Strife, -1, 0)
PROP_StrifeType (307)
PROP_StrifeTeaserType (288)
PROP_StrifeTeaserType2 (308)
END_DEFAULTS
bool AUpgradeAccuracy::TryPickup (AActor *toucher)
{
if (toucher->player == NULL || toucher->player->accuracy >= 100)
return false;
toucher->player->accuracy += 10;
GoAwayAndDie ();
return true;
}
// Start a slideshow --------------------------------------------------------
class ASlideshowStarter : public ADummyStrifeItem
{
DECLARE_STATELESS_ACTOR (ASlideshowStarter, ADummyStrifeItem)
public:
bool TryPickup (AActor *toucher);
};
IMPLEMENT_STATELESS_ACTOR (ASlideshowStarter, Strife, -1, 0)
PROP_StrifeType (343)
END_DEFAULTS
bool ASlideshowStarter::TryPickup (AActor *toucher)
{
gameaction = ga_slideshow;
if (level.levelnum == 10)
{
toucher->GiveInventoryType (QuestItemClasses[16]);
}
GoAwayAndDie ();
return true;
}