#include "info.h" #include "a_pickups.h" #include "a_artifacts.h" #include "gstrings.h" #include "p_local.h" #include "s_sound.h" #include "c_console.h" #include "doomstat.h" #include "v_font.h" #include "farchive.h" IMPLEMENT_CLASS(PClassPuzzleItem) void PClassPuzzleItem::DeriveData(PClass *newclass) { Super::DeriveData(newclass); assert(newclass->IsKindOf(RUNTIME_CLASS(PClassPuzzleItem))); static_cast(newclass)->PuzzFailMessage = PuzzFailMessage; } IMPLEMENT_CLASS(APuzzleItem) void APuzzleItem::Serialize (FArchive &arc) { Super::Serialize (arc); arc << PuzzleItemNumber; } bool APuzzleItem::HandlePickup (AInventory *item) { // Can't carry more than 1 of each puzzle item in coop netplay if (multiplayer && !deathmatch && item->GetClass() == GetClass()) { return true; } return Super::HandlePickup (item); } bool APuzzleItem::Use (bool pickup) { if (P_UsePuzzleItem (Owner, PuzzleItemNumber)) { return true; } // [RH] Always play the sound if the use fails. S_Sound (Owner, CHAN_VOICE, "*puzzfail", 1, ATTN_IDLE); if (Owner != NULL && Owner->CheckLocalView (consoleplayer)) { FString message = GetClass()->PuzzFailMessage; if (message.IsNotEmpty() && message[0] == '$') message = GStrings[&message[1]]; if (message.IsEmpty()) message = GStrings("TXT_USEPUZZLEFAILED"); C_MidPrintBold (SmallFont, message); } return false; } bool APuzzleItem::ShouldStay () { return !!multiplayer; }