qzdoom-gpl/src/g_shared/a_artifacts.h
Randy Heit c87e2252ed - Finally implemented code to keep some or all of your inventory intact when
respawning in coop. Now the new inventory code should finally be complete. :-)
- Fixed: PROP_Inventory_PickupMessage was improperly defined for non-VC++
  compilation.


SVN r197 (trunk)
2006-06-18 04:10:47 +00:00

200 lines
4.3 KiB
C++

#ifndef __A_ARTIFACTS_H__
#define __A_ARTIFACTS_H__
#include "farchive.h"
#include "a_pickups.h"
#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__