qzdoom/src/g_strife/a_strifeitems.cpp

1029 lines
24 KiB
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#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"
// Med patch -----------------------------------------------------------------
class AMedPatch : public AHealthPickup
{
DECLARE_ACTOR (AMedPatch, AHealthPickup);
protected:
const char *PickupMessage ();
};
FState AMedPatch::States[] =
{
S_NORMAL (STMP, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (AMedPatch, Strife, 2011, 0)
PROP_SpawnHealth (10)
PROP_SpawnState (0)
PROP_StrifeType (125)
PROP_StrifeTeaserType (121)
PROP_StrifeTeaserType2 (124)
PROP_Flags (MF_SPECIAL)
PROP_Flags2 (MF2_FLOORCLIP)
PROP_Inventory_MaxAmount (20)
PROP_Tag ("Med_patch")
PROP_Inventory_Icon ("I_STMP")
END_DEFAULTS
const char *AMedPatch::PickupMessage ()
{
return "You picked up the Med patch.";
}
// Medical Kit ---------------------------------------------------------------
class AMedicalKit : public AHealthPickup
{
DECLARE_ACTOR (AMedicalKit, AHealthPickup);
protected:
const char *PickupMessage ();
};
FState AMedicalKit::States[] =
{
S_NORMAL (MDKT, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (AMedicalKit, Strife, 2012, 0)
PROP_SpawnHealth (25)
PROP_SpawnState (0)
PROP_StrifeType (126)
PROP_StrifeTeaserType (122)
PROP_StrifeTeaserType2 (125)
PROP_Flags (MF_SPECIAL)
PROP_Flags2 (MF2_FLOORCLIP)
PROP_Inventory_MaxAmount (15)
PROP_Tag ("Medical_kit")
PROP_Inventory_Icon ("I_MDKT")
END_DEFAULTS
const char *AMedicalKit::PickupMessage ()
{
return "You picked up the Medical kit.";
}
// Surgery Kit --------------------------------------------------------------
class ASurgeryKit : public AHealthPickup
{
DECLARE_ACTOR (ASurgeryKit, AHealthPickup);
protected:
const char *PickupMessage ();
bool Use (bool pickup);
};
FState ASurgeryKit::States[] =
{
S_NORMAL (FULL, 'A', 35, NULL, &States[1]),
S_NORMAL (FULL, 'B', 35, NULL, &States[0])
};
IMPLEMENT_ACTOR (ASurgeryKit, Strife, 83, 0)
PROP_SpawnState (0)
PROP_StrifeType (127)
PROP_StrifeTeaserType (123)
PROP_StrifeTeaserType2 (126)
PROP_Flags (MF_SPECIAL)
PROP_Flags2 (MF2_FLOORCLIP)
PROP_Inventory_MaxAmount (5)
PROP_Tag ("Surgery_Kit") // "full_health" in the Teaser
PROP_Inventory_Icon ("I_FULL")
END_DEFAULTS
const char *ASurgeryKit::PickupMessage ()
{
return "You picked up the Surgery Kit.";
}
bool ASurgeryKit::Use (bool pickup)
{
return P_GiveBody (Owner, -100);
}
// StrifeMap ----------------------------------------------------------------
class AStrifeMap : public AMapRevealer
{
DECLARE_ACTOR (AStrifeMap, AMapRevealer)
protected:
virtual const char *PickupMessage ()
{
return "You picked up the map";
}
};
FState AStrifeMap::States[] =
{
S_BRIGHT (SMAP, 'A', 6, NULL , &States[1]),
S_BRIGHT (SMAP, 'B', 6, NULL , &States[0]),
};
IMPLEMENT_ACTOR (AStrifeMap, Strife, 2026, 137)
PROP_Flags (MF_SPECIAL)
PROP_Flags2 (MF2_FLOORCLIP)
PROP_SpawnState (0)
PROP_StrifeType (164)
PROP_StrifeTeaserType (160)
PROP_StrifeTeaserType2 (163)
PROP_Inventory_PickupSound ("misc/p_pkup")
END_DEFAULTS
// 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;
}
}
// Beldin's Ring ------------------------------------------------------------
class ABeldinsRing : public AInventory
{
DECLARE_ACTOR (ABeldinsRing, AInventory)
public:
bool TryPickup (AActor *toucher);
const char *PickupMessage ();
};
FState ABeldinsRing::States[] =
{
S_NORMAL (RING, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ABeldinsRing, Strife, -1, 0)
PROP_SpawnState (0)
PROP_Flags (MF_SPECIAL|MF_NOTDMATCH)
PROP_Flags2 (MF2_FLOORCLIP)
PROP_StrifeType (173)
PROP_StrifeTeaserType (165)
PROP_StrifeTeaserType2 (169)
PROP_Inventory_FlagsSet (IF_INVBAR)
PROP_Tag ("ring")
PROP_Inventory_Icon ("I_RING")
END_DEFAULTS
bool ABeldinsRing::TryPickup (AActor *toucher)
{
if (Super::TryPickup (toucher))
{
toucher->GiveInventoryType (QuestItemClasses[0]);
return true;
}
return false;
}
const char *ABeldinsRing::PickupMessage ()
{
return "You picked up the ring.";
}
// Offering Chalice ---------------------------------------------------------
class AOfferingChalice : public AInventory
{
DECLARE_ACTOR (AOfferingChalice, AInventory)
public:
bool TryPickup (AActor *toucher);
const char *PickupMessage ();
};
FState AOfferingChalice::States[] =
{
S_BRIGHT (RELC, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (AOfferingChalice, Strife, 205, 0)
PROP_StrifeType (174)
PROP_StrifeTeaserType (166)
PROP_StrifeTeaserType2 (170)
PROP_SpawnState (0)
PROP_RadiusFixed (10)
PROP_HeightFixed (16)
PROP_Flags (MF_SPECIAL|MF_DROPPED)
PROP_Flags2 (MF2_FLOORCLIP)
PROP_Inventory_FlagsSet (IF_INVBAR)
PROP_Tag ("Offering_Chalice")
PROP_Inventory_Icon ("I_RELC")
END_DEFAULTS
bool AOfferingChalice::TryPickup (AActor *toucher)
{
if (Super::TryPickup (toucher))
{
toucher->GiveInventoryType (QuestItemClasses[1]);
return true;
}
return false;
}
const char *AOfferingChalice::PickupMessage ()
{
return "You picked up the Offering Chalice.";
}
// Ear ----------------------------------------------------------------------
class AEar : public AInventory
{
DECLARE_ACTOR (AEar, AInventory)
public:
bool TryPickup (AActor *toucher);
const char *PickupMessage ();
};
FState AEar::States[] =
{
S_NORMAL (EARS, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (AEar, Strife, -1, 0)
PROP_StrifeType (175)
PROP_StrifeTeaserType (167)
PROP_StrifeTeaserType2 (171)
PROP_SpawnState (0)
PROP_Flags (MF_SPECIAL)
PROP_Flags2 (MF2_FLOORCLIP)
PROP_Inventory_FlagsSet (IF_INVBAR)
PROP_Tag ("ear")
PROP_Inventory_Icon ("I_EARS")
END_DEFAULTS
bool AEar::TryPickup (AActor *toucher)
{
if (Super::TryPickup (toucher))
{
toucher->GiveInventoryType (QuestItemClasses[8]);
return true;
}
return false;
}
const char *AEar::PickupMessage ()
{
return "You picked up the ear.";
}
// Broken Power Coupling ----------------------------------------------------
class ABrokenPowerCoupling : public AInventory
{
DECLARE_ACTOR (ABrokenPowerCoupling, AInventory)
public:
bool TryPickup (AActor *toucher);
const char *PickupMessage ();
};
FState ABrokenPowerCoupling::States[] =
{
S_NORMAL (COUP, 'C', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ABrokenPowerCoupling, Strife, 226, 0)
PROP_StrifeType (289)
PROP_SpawnHealth (40)
PROP_SpawnState (0)
PROP_Inventory_FlagsSet (IF_INVBAR)
PROP_RadiusFixed (16)
PROP_HeightFixed (16)
PROP_Inventory_MaxAmount (1)
PROP_Flags (MF_SPECIAL|MF_DROPPED)
PROP_Flags2 (MF2_FLOORCLIP)
PROP_Tag ("BROKEN_POWER_COUPLING")
PROP_Inventory_Icon ("I_COUP")
END_DEFAULTS
bool ABrokenPowerCoupling::TryPickup (AActor *toucher)
{
if (Super::TryPickup (toucher))
{
toucher->GiveInventoryType (QuestItemClasses[7]);
return true;
}
return false;
}
const char *ABrokenPowerCoupling::PickupMessage ()
{
return "You picked up the broken power coupling.";
}
// Shadow Armor -------------------------------------------------------------
void A_ClearShadow (AActor *);
void A_BeShadowyFoe (AActor *);
void A_SetShadow (AActor *);
class AShadowArmor : public APowerupGiver
{
DECLARE_ACTOR (AShadowArmor, APowerupGiver)
public:
const char *PickupMessage ();
};
FState AShadowArmor::States[] =
{
S_BRIGHT (SHD1, 'A', 17, A_ClearShadow, &States[1]),
S_BRIGHT (SHD1, 'A', 17, A_BeShadowyFoe, &States[2]),
S_BRIGHT (SHD1, 'A', 17, A_SetShadow, &States[3]),
S_BRIGHT (SHD1, 'A', 17, A_BeShadowyFoe, &States[0])
};
IMPLEMENT_ACTOR (AShadowArmor, Strife, 2024, 135)
PROP_StrifeType (160)
PROP_StrifeTeaserType (156)
PROP_StrifeTeaserType2 (159)
PROP_Flags (MF_SPECIAL)
PROP_Flags2 (MF2_FLOORCLIP)
PROP_SpawnState (0)
PROP_Inventory_MaxAmount (2)
PROP_Inventory_FlagsClear (IF_FANCYPICKUPSOUND)
PROP_PowerupGiver_Powerup ("PowerShadow")
PROP_Tag ("Shadow_armor")
PROP_Inventory_Icon ("I_SHD1")
PROP_Inventory_PickupSound ("misc/i_pkup")
END_DEFAULTS
const char *AShadowArmor::PickupMessage ()
{
return "You picked up the Shadow armor.";
}
// Environmental suit -------------------------------------------------------
class AEnvironmentalSuit : public APowerupGiver
{
DECLARE_ACTOR (AEnvironmentalSuit, APowerupGiver)
public:
const char *PickupMessage ();
};
FState AEnvironmentalSuit::States[] =
{
S_BRIGHT (MASK, 'A', -1, NULL , NULL)
};
IMPLEMENT_ACTOR (AEnvironmentalSuit, Strife, 2025, 136)
PROP_StrifeType (161)
PROP_StrifeTeaserType (157)
PROP_StrifeTeaserType2 (160)
PROP_Flags (MF_SPECIAL)
PROP_Flags2 (MF2_FLOORCLIP)
PROP_SpawnState (0)
PROP_Inventory_MaxAmount (5)
PROP_Inventory_FlagsClear (IF_FANCYPICKUPSOUND)
PROP_PowerupGiver_Powerup ("PowerMask")
PROP_Tag ("Environmental_Suit")
PROP_Inventory_Icon ("I_MASK")
PROP_Inventory_PickupSound ("misc/i_pkup")
END_DEFAULTS
const char *AEnvironmentalSuit::PickupMessage ()
{
return "You picked up the Environmental Suit.";
}
// Guard Uniform ------------------------------------------------------------
class AGuardUniform : public AInventory
{
DECLARE_ACTOR (AGuardUniform, AInventory)
public:
bool TryPickup (AActor *toucher);
const char *PickupMessage ();
};
FState AGuardUniform::States[] =
{
S_NORMAL (UNIF, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (AGuardUniform, Strife, 90, 0)
PROP_StrifeType (162)
PROP_StrifeTeaserType (158)
PROP_StrifeTeaserType2 (161)
PROP_SpawnState (0)
PROP_Flags (MF_SPECIAL)
PROP_Flags2 (MF2_FLOORCLIP)
PROP_Inventory_FlagsSet (IF_INVBAR)
PROP_Tag ("Guard_Uniform")
PROP_Inventory_Icon ("I_UNIF")
END_DEFAULTS
bool AGuardUniform::TryPickup (AActor *toucher)
{
if (Super::TryPickup (toucher))
{
toucher->GiveInventoryType (QuestItemClasses[14]);
return true;
}
return false;
}
const char *AGuardUniform::PickupMessage ()
{
return "You picked up the Guard Uniform.";
}
// Officer's Uniform --------------------------------------------------------
class AOfficersUniform : public AInventory
{
DECLARE_ACTOR (AOfficersUniform, AInventory)
public:
const char *PickupMessage ();
};
FState AOfficersUniform::States[] =
{
S_NORMAL (OFIC, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (AOfficersUniform, Strife, 52, 0)
PROP_StrifeType (163)
PROP_StrifeTeaserType (159)
PROP_StrifeTeaserType2 (162)
PROP_SpawnState (0)
PROP_Flags (MF_SPECIAL)
PROP_Flags2 (MF2_FLOORCLIP)
PROP_Inventory_FlagsSet (IF_INVBAR)
PROP_Tag ("Officer's_Uniform")
PROP_Inventory_Icon ("I_OFIC")
END_DEFAULTS
const char *AOfficersUniform::PickupMessage ()
{
return "You picked up the Officer's Uniform.";
}
// InterrogatorReport -------------------------------------------------------
// SCRIPT32 in strife0.wad has an Acolyte that drops this, but I couldn't
// find that Acolyte in the map. It seems to be totally unused in the
// final game.
class AInterrogatorReport : public AInventory
{
DECLARE_ACTOR (AInterrogatorReport, AInventory)
public:
const char *PickupMessage ();
};
FState AInterrogatorReport::States[] =
{
S_NORMAL (TOKN, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (AInterrogatorReport, Strife, -1, 0)
PROP_StrifeType (308)
PROP_StrifeTeaserType (289)
PROP_StrifeTeaserType2 (306)
PROP_Flags (MF_SPECIAL)
PROP_Flags2 (MF2_FLOORCLIP)
PROP_Tag ("report")
END_DEFAULTS
const char *AInterrogatorReport::PickupMessage ()
{
return "You picked up the report.";
}
// 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;
}
// Info ---------------------------------------------------------------------
class AInfo : public AInventory
{
DECLARE_ACTOR (AInfo, AInventory)
public:
const char *PickupMessage ();
};
FState AInfo::States[] =
{
S_NORMAL (TOKN, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (AInfo, Strife, -1, 0)
PROP_StrifeType (300)
PROP_StrifeTeaserType (282)
PROP_StrifeTeaserType2 (299)
PROP_SpawnState (0)
PROP_Flags (MF_SPECIAL)
PROP_Flags2 (MF2_FLOORCLIP)
PROP_Inventory_FlagsSet (IF_INVBAR)
PROP_Tag ("info")
PROP_Inventory_Icon ("I_TOKN")
END_DEFAULTS
const char *AInfo::PickupMessage ()
{
return "You picked up the info.";
}
// Targeter -----------------------------------------------------------------
class ATargeter : public APowerupGiver
{
DECLARE_ACTOR (ATargeter, APowerupGiver)
public:
const char *PickupMessage ();
};
FState ATargeter::States[] =
{
S_NORMAL (TARG, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ATargeter, Strife, 207, 0)
PROP_StrifeType (167)
PROP_StrifeTeaserType (169)
PROP_StrifeTeaserType2 (173)
PROP_SpawnState (0)
PROP_Flags (MF_SPECIAL)
PROP_Flags2 (MF2_FLOORCLIP)
PROP_Inventory_MaxAmount (5)
PROP_Inventory_FlagsClear (IF_FANCYPICKUPSOUND)
PROP_Tag ("Targeter")
PROP_Inventory_Icon ("I_TARG")
PROP_PowerupGiver_Powerup ("PowerTargeter")
PROP_Inventory_PickupSound ("misc/i_pkup")
END_DEFAULTS
const char *ATargeter::PickupMessage ()
{
return "You picked up the Targeter.";
}
// 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);
}
//---------------------------------------------------------------------------
// 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)
END_DEFAULTS
bool AUpgradeStamina::TryPickup (AActor *toucher)
{
if (toucher->player == NULL || toucher->player->stamina >= 100)
return false;
toucher->player->stamina += 10;
P_GiveBody (toucher, 200);
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;
}