qzdoom-gpl/src/g_shared/a_artifacts.h
Christoph Oelckers ab6b5e337e - Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
  railing handling and shooting lines with a non-zero but unassigned tag.)
  With UDMF such semantics have to be handled diffently. 
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.


SVN r987 (trunk)
2008-05-22 19:35:38 +00:00

273 lines
6.1 KiB
C++

#ifndef __A_ARTIFACTS_H__
#define __A_ARTIFACTS_H__
#include "farchive.h"
#include "a_pickups.h"
#define INVERSECOLOR 0x00345678
#define GOLDCOLOR 0x009abcde
// [BC] More hacks!
#define REDCOLOR 0x00beefee
#define GREENCOLOR 0x00beefad
#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;
FNameNoInit mode;
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
FNameNoInit mode; // Meaning depends on powerup - currently only of use for Invulnerability
};
class APowerInvulnerable : public APowerup
{
DECLARE_STATELESS_ACTOR (APowerInvulnerable, APowerup)
protected:
void InitEffect ();
void DoEffect ();
void EndEffect ();
int AlterWeaponSprite (vissprite_t *vis);
};
class APowerStrength : public APowerup
{
DECLARE_STATELESS_ACTOR (APowerStrength, APowerup)
public:
PalEntry GetBlend ();
protected:
void InitEffect ();
void Tick ();
bool HandlePickup (AInventory *item);
};
class APowerInvisibility : public APowerup
{
DECLARE_STATELESS_ACTOR (APowerInvisibility, APowerup)
protected:
void InitEffect ();
void DoEffect ();
void EndEffect ();
int AlterWeaponSprite (vissprite_t *vis);
};
class APowerGhost : public APowerInvisibility
{
DECLARE_STATELESS_ACTOR (APowerGhost, APowerInvisibility)
protected:
void InitEffect ();
int AlterWeaponSprite (vissprite_t *vis);
};
class APowerShadow : public APowerInvisibility
{
DECLARE_STATELESS_ACTOR (APowerShadow, APowerInvisibility)
protected:
bool HandlePickup (AInventory *item);
void InitEffect ();
int AlterWeaponSprite (vissprite_t *vis);
};
class APowerIronFeet : public APowerup
{
DECLARE_STATELESS_ACTOR (APowerIronFeet, APowerup)
public:
void AbsorbDamage (int damage, FName damageType, int &newdamage);
};
class APowerMask : public APowerIronFeet
{
DECLARE_STATELESS_ACTOR (APowerMask, APowerIronFeet)
public:
void AbsorbDamage (int damage, FName 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 Tick ();
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 DoEffect ();
fixed_t GetSpeedFactor();
};
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 APowerTimeFreezer : public APowerup
{
DECLARE_STATELESS_ACTOR( APowerTimeFreezer, APowerup )
protected:
void InitEffect( );
void DoEffect( );
void EndEffect( );
};
class APowerDamage : public APowerup
{
DECLARE_STATELESS_ACTOR( APowerDamage, APowerup )
protected:
void InitEffect ();
void EndEffect ();
virtual void ModifyDamage (int damage, FName damageType, int &newdamage, bool passive);
};
class APowerProtection : public APowerup
{
DECLARE_STATELESS_ACTOR( APowerProtection, APowerup )
protected:
void InitEffect ();
void EndEffect ();
virtual void ModifyDamage (int damage, FName damageType, int &newdamage, bool passive);
};
class APowerDrain : public APowerup
{
DECLARE_STATELESS_ACTOR( APowerDrain, APowerup )
protected:
void InitEffect( );
void EndEffect( );
};
class APowerRegeneration : public APowerup
{
DECLARE_STATELESS_ACTOR( APowerRegeneration, APowerup )
protected:
void InitEffect( );
void EndEffect( );
};
class APowerHighJump : public APowerup
{
DECLARE_STATELESS_ACTOR( APowerHighJump, APowerup )
protected:
void InitEffect( );
void EndEffect( );
};
class APowerMorph : public APowerup
{
DECLARE_STATELESS_ACTOR( APowerMorph, APowerup )
public:
void Serialize (FArchive &arc);
FNameNoInit PlayerClass, MorphFlash, UnMorphFlash;
int MorphStyle;
protected:
void InitEffect ();
void EndEffect ();
// Variables
player_s *Player;
};
#endif //__A_ARTIFACTS_H__