qzdoom-gpl/src/g_raven/a_artitele.cpp
Christoph Oelckers 1bd6ac028b - Converted a_doomhealth.cpp to DECORATE.
- Added a PickupMessage property to the internal actor parser, replaced
  most of the virtual PickupMessages with it and placed the code that
  reads the metadata into AInventory::PickupMessage. Now the
  PickupMessage method is truly virtual and I can do:
   Added a Health.LowMessage property to define double message items like
   Doom's medikit in DECORATE.
- Since defining Mana3 as an ammo type and then overriding the TryPickup
  method means that this item defeats all ammo checks in the game it might
  as well be defined as a CustomInventory item. At least this fixes the
  amount given in easy and very hard skills.
- Converted all ammo items to DECORATE.
- Changed internal property setting of ammo types and sister weapons
  to use fuglyname as for DECORATE definitions. This allows to export
  the ammo definitions into DECORATE definitions without doing it for
  the weapons themselves.
- Replaced obituary methods with actor properties.
- Fixed: The secret map check didn't work for maps inside Zips.



SVN r196 (trunk)
2006-06-17 20:29:41 +00:00

89 lines
2.4 KiB
C++

#include "info.h"
#include "a_pickups.h"
#include "a_artifacts.h"
#include "gstrings.h"
#include "p_local.h"
#include "gi.h"
#include "s_sound.h"
#include "m_random.h"
static FRandom pr_tele ("TeleportSelf");
// Teleport (self) ----------------------------------------------------------
class AArtiTeleport : public AInventory
{
DECLARE_ACTOR (AArtiTeleport, AInventory)
public:
bool Use (bool pickup);
};
FState AArtiTeleport::States[] =
{
S_NORMAL (ATLP, 'A', 4, NULL, &States[1]),
S_NORMAL (ATLP, 'B', 4, NULL, &States[2]),
S_NORMAL (ATLP, 'C', 4, NULL, &States[3]),
S_NORMAL (ATLP, 'B', 4, NULL, &States[0])
};
IMPLEMENT_ACTOR (AArtiTeleport, Raven, 36, 18)
PROP_Flags (MF_SPECIAL|MF_COUNTITEM)
PROP_Flags2 (MF2_FLOATBOB)
PROP_SpawnState (0)
PROP_Inventory_DefMaxAmount
PROP_Inventory_FlagsSet (IF_INVBAR|IF_PICKUPFLASH|IF_FANCYPICKUPSOUND)
PROP_Inventory_Icon ("ARTIATLP")
PROP_Inventory_PickupSound ("misc/p_pkup")
PROP_Inventory_PickupMessage("$TXT_ARTITELEPORT")
END_DEFAULTS
bool AArtiTeleport::Use (bool pickup)
{
fixed_t destX;
fixed_t destY;
angle_t destAngle;
if (deathmatch)
{
unsigned int selections = deathmatchstarts.Size ();
unsigned int i = pr_tele() % selections;
destX = deathmatchstarts[i].x << FRACBITS;
destY = deathmatchstarts[i].y << FRACBITS;
destAngle = ANG45 * (deathmatchstarts[i].angle/45);
}
else
{
destX = playerstarts[Owner->player - players].x << FRACBITS;
destY = playerstarts[Owner->player - players].y << FRACBITS;
destAngle = ANG45 * (playerstarts[Owner->player - players].angle/45);
}
P_Teleport (Owner, destX, destY, ONFLOORZ, destAngle, true, true, false);
if (gameinfo.gametype == GAME_Hexen && Owner->player->morphTics)
{ // Teleporting away will undo any morph effects (pig)
P_UndoPlayerMorph (Owner->player);
}
if (gameinfo.gametype == GAME_Heretic)
{ // Full volume laugh
S_Sound (Owner, CHAN_VOICE, "*evillaugh", 1, ATTN_NONE);
}
return true;
}
//---------------------------------------------------------------------------
//
// FUNC P_AutoUseChaosDevice
//
//---------------------------------------------------------------------------
bool P_AutoUseChaosDevice (player_t *player)
{
AArtiTeleport *arti = player->mo->FindInventory<AArtiTeleport> ();
if (arti != NULL)
{
player->mo->UseInventory (arti);
player->health = player->mo->health = (player->health+1)/2;
return true;
}
return false;
}