#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 "d_event.h" #include "a_keys.h" #include "c_console.h" // 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") PROP_Inventory_PickupMessage("$TXT_DEGNINORE") END_DEFAULTS 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; } } // 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 (0,0,0); if (coin != NULL) { coin->Amount = toucher->player->accuracy*5 + 300; if (!coin->TryPickup (toucher)) { coin->Destroy (); } } return true; } return false; } // Scanner ------------------------------------------------------------------ class AScanner : public APowerupGiver { DECLARE_ACTOR (AScanner, APowerupGiver) public: 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") PROP_Inventory_PickupMessage("$TXT_SCANNER") END_DEFAULTS bool AScanner::Use (bool pickup) { if (!(level.flags & LEVEL_ALLMAP)) { if (Owner->CheckLocalView (consoleplayer)) { C_MidPrint(GStrings("TXT_NEEDMAP")); } return false; } return Super::Use (pickup); } // Prison Pass -------------------------------------------------------------- class APrisonPass : public AKey { DECLARE_ACTOR (APrisonPass, AKey) public: bool TryPickup (AActor *toucher); bool SpecialDropAction (AActor *dropper); }; FState APrisonPass::States[] = { S_NORMAL (TOKN, 'A', -1, NULL, NULL) }; IMPLEMENT_ACTOR (APrisonPass, Strife, -1, 0) PROP_StrifeType (304) PROP_StrifeTeaserType (286) PROP_StrifeTeaserType2 (303) PROP_SpawnState (0) PROP_Inventory_Icon ("I_TOKN") PROP_Tag ("Prison_pass") PROP_Inventory_PickupMessage("$TXT_PRISONPASS") END_DEFAULTS bool APrisonPass::TryPickup (AActor *toucher) { Super::TryPickup (toucher); EV_DoDoor (DDoor::doorOpen, NULL, toucher, 223, 2*FRACUNIT, 0, 0, 0); toucher->GiveInventoryType (QuestItemClasses[9]); return true; } //============================================================================ // // APrisonPass :: SpecialDropAction // // Trying to make a monster that drops a prison pass turns it into an // OpenDoor223 item instead. That means the only way to get it in Strife // is through dialog, which is why it doesn't have its own sprite. // //============================================================================ bool APrisonPass::SpecialDropAction (AActor *dropper) { EV_DoDoor (DDoor::doorOpen, NULL, dropper, 223, 2*FRACUNIT, 0, 0, 0); Destroy (); return true; } //--------------------------------------------------------------------------- // 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) { const PClass * clip = PClass::FindClass(NAME_ClipOfBullets); if (clip != NULL) { AInventory *item = toucher->FindInventory(clip); if (item == NULL) { item = toucher->GiveInventoryType (clip); 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) PROP_Inventory_Amount (10) PROP_Inventory_MaxAmount (100) END_DEFAULTS bool AUpgradeStamina::TryPickup (AActor *toucher) { if (toucher->player == NULL) return false; toucher->player->stamina += Amount; if (toucher->player->stamina >= MaxAmount) toucher->player->stamina = MaxAmount; P_GiveBody (toucher, -100); 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; }