qzdoom-gpl/wadsrc/static/zscript/inventory/inventory.txt
Christoph Oelckers 42f3ccc602 - scriptified a few parts of p_pspr.cpp.
- added a speed parameter to A_Lower and A_Raise in the process.
2017-01-19 13:26:46 +01:00

204 lines
5.6 KiB
Text

struct VisStyle
{
bool Invert;
float Alpha;
int RenderStyle;
}
class Inventory : Actor native
{
const BLINKTHRESHOLD = (4*32);
native Actor Owner; // Who owns this item? NULL if it's still a pickup.
native int Amount; // Amount of item this instance has
native int MaxAmount; // Max amount of item this instance can have
native int InterHubAmount; // Amount of item that can be kept between hubs or levels
native int RespawnTics; // Tics from pickup time to respawn time
native TextureID Icon; // Icon to show on status bar or HUD
native int DropTime; // Countdown after dropping
native Class<Actor> SpawnPointClass; // For respawning like Heretic's mace
native Class<Actor> PickupFlash; // actor to spawn as pickup flash
native Sound PickupSound;
native bool bPickupGood;
native bool bCreateCopyMoved;
native bool bInitEffectFailed;
Default
{
Inventory.Amount 1;
Inventory.MaxAmount 1;
Inventory.InterHubAmount 1;
Inventory.UseSound "misc/invuse";
Inventory.PickupSound "misc/i_pkup";
Inventory.PickupMessage "$TXT_DEFAULTPICKUPMSG";
}
virtual native bool Use (bool pickup);
virtual native color GetBlend ();
virtual native bool HandlePickup(Inventory item);
virtual native Inventory CreateCopy(Actor other);
virtual native Inventory CreateTossable();
virtual native bool SpecialDropAction (Actor dropper);
virtual native String PickupMessage();
virtual native bool ShouldStay();
virtual native void PlayPickupSound(Actor user);
virtual native void AttachToOwner(Actor user);
virtual native void DetachFromOwner();
virtual native bool DrawPowerup(int x, int y);
virtual native void AbsorbDamage (int damage, Name damageType, out int newdamage);
native bool DoRespawn();
native bool GoAway();
native void GoAwayAndDie();
native void BecomeItem();
native void BecomePickup();
// In this case the caller function is more than a simple wrapper around the virtual method and
// is what must be actually called to pick up an item.
virtual protected native bool TryPickup(in out Actor toucher);
virtual protected native bool TryPickupRestricted(in out Actor toucher);
native bool, Actor CallTryPickup(Actor toucher);
States(Actor, Overlay, Weapon, Item)
{
HideDoomish:
TNT1 A 1050;
TNT1 A 0 A_RestoreSpecialPosition;
TNT1 A 1 A_RestoreSpecialDoomThing;
Stop;
HideSpecial:
ACLO E 1400;
ACLO A 0 A_RestoreSpecialPosition;
ACLO A 4 A_RestoreSpecialThing1;
ACLO BABCBCDC 4;
ACLO D 4 A_RestoreSpecialThing2;
Stop;
Held:
TNT1 A -1;
Stop;
HoldAndDestroy:
TNT1 A 1;
Stop;
}
// These are regular functions for the item itself.
//---------------------------------------------------------------------------
//
// PROC A_RestoreSpecialThing1
//
// Make a special thing visible again.
//
//---------------------------------------------------------------------------
void A_RestoreSpecialThing1()
{
bInvisible = false;
if (DoRespawn ())
{
A_PlaySound ("misc/spawn", CHAN_VOICE);
}
}
//---------------------------------------------------------------------------
//
// PROC A_RestoreSpecialThing2
//
//---------------------------------------------------------------------------
void A_RestoreSpecialThing2()
{
bSpecial = true;
if (!Default.bNoGravity)
{
bNoGravity = false;
}
SetState (SpawnState);
}
//---------------------------------------------------------------------------
//
// PROC A_RestoreSpecialDoomThing
//
//---------------------------------------------------------------------------
void A_RestoreSpecialDoomThing()
{
bInvisible = false;
bSpecial = true;
if (!Default.bNoGravity)
{
bNoGravity = false;
}
if (DoRespawn ())
{
SetState (SpawnState);
A_PlaySound ("misc/spawn", CHAN_VOICE);
Spawn ("ItemFog", Pos, ALLOW_REPLACE);
}
}
//===========================================================================
//
// AInventory :: DepleteOrDestroy
//
// If the item is depleted, just change its amount to 0, otherwise it's destroyed.
//
//===========================================================================
virtual void DepleteOrDestroy ()
{
// If it's not ammo or an internal armor, destroy it.
// Ammo needs to stick around, even when it's zero for the benefit
// of the weapons that use it and to maintain the maximum ammo
// amounts a backpack might have given.
// Armor shouldn't be removed because they only work properly when
// they are the last items in the inventory.
if (bKeepDepleted)
{
Amount = 0;
}
else
{
Destroy();
}
}
//===========================================================================
//
// AInventory :: Travelled
//
// Called when an item in somebody's inventory is carried over to another
// map, in case it needs to do special reinitialization.
//
//===========================================================================
virtual void Travelled() {}
//===========================================================================
//
// AInventory :: DoEffect
//
// Handles any effect an item might apply to its owner
// Normally only used by subclasses of Powerup
//
//===========================================================================
virtual void DoEffect() {}
virtual double GetSpeedFactor() { return 1; }
virtual bool GetNoTeleportFreeze() { return false; }
virtual void ModifyDamage(int damage, Name damageType, out int newdamage, bool passive) {}
virtual void AlterWeaponSprite(VisStyle vis, in out int changed) {}
virtual void OwnerDied() {}
}
class DehackedPickup : Inventory native
{
}
class FakeInventory : Inventory native
{
native bool Respawnable;
}