/* #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" #include "templates.h" #include "thingdef/thingdef.h" #include "g_level.h" #include "doomstat.h" */ // Degnin Ore --------------------------------------------------------------- IMPLEMENT_CLASS(ADegninOre) DEFINE_ACTION_FUNCTION(AActor, A_RemoveForceField) { 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]].SetTexture(side_t::mid, FNullTextureID()); sides[line->sidenum[1]].SetTexture(side_t::mid, FNullTextureID()); } } } 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; } } // Health Training ---------------------------------------------------------- class AHealthTraining : public AInventory { DECLARE_CLASS (AHealthTraining, AInventory) public: bool TryPickup (AActor *&toucher); }; IMPLEMENT_CLASS (AHealthTraining) bool AHealthTraining::TryPickup (AActor *&toucher) { if (Super::TryPickup (toucher)) { toucher->GiveInventoryType (PClass::FindClass("GunTraining")); AInventory *coin = Spawn (0,0,0, NO_REPLACE); if (coin != NULL) { coin->Amount = toucher->player->accuracy*5 + 300; if (!coin->CallTryPickup (toucher)) { coin->Destroy (); } } return true; } return false; } // Scanner ------------------------------------------------------------------ class AScanner : public APowerupGiver { DECLARE_CLASS (AScanner, APowerupGiver) public: bool Use (bool pickup); }; IMPLEMENT_CLASS (AScanner) bool AScanner::Use (bool pickup) { if (!(level.flags2 & LEVEL2_ALLMAP)) { if (Owner->CheckLocalView (consoleplayer)) { C_MidPrint(SmallFont, GStrings("TXT_NEEDMAP")); } return false; } return Super::Use (pickup); } // Prison Pass -------------------------------------------------------------- class APrisonPass : public AKey { DECLARE_CLASS (APrisonPass, AKey) public: bool TryPickup (AActor *&toucher); bool SpecialDropAction (AActor *dropper); }; IMPLEMENT_CLASS (APrisonPass) 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. ---------------------------------------------- //--------------------------------------------------------------------------- IMPLEMENT_CLASS (ADummyStrifeItem) // Sound the alarm! --------------------------------------------------------- class ARaiseAlarm : public ADummyStrifeItem { DECLARE_CLASS (ARaiseAlarm, ADummyStrifeItem) public: bool TryPickup (AActor *&toucher); bool SpecialDropAction (AActor *dropper); }; IMPLEMENT_CLASS (ARaiseAlarm) 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_CLASS (AOpenDoor222, ADummyStrifeItem) public: bool TryPickup (AActor *&toucher); }; IMPLEMENT_CLASS (AOpenDoor222) 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_CLASS (ACloseDoor222, ADummyStrifeItem) public: bool TryPickup (AActor *&toucher); bool SpecialDropAction (AActor *dropper); }; IMPLEMENT_CLASS (ACloseDoor222) 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_CLASS (AOpenDoor224, ADummyStrifeItem) public: bool TryPickup (AActor *&toucher); bool SpecialDropAction (AActor *dropper); }; IMPLEMENT_CLASS (AOpenDoor224) 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_CLASS (AAmmoFillup, ADummyStrifeItem) public: bool TryPickup (AActor *&toucher); }; IMPLEMENT_CLASS (AAmmoFillup) 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_CLASS (AHealthFillup, ADummyStrifeItem) public: bool TryPickup (AActor *&toucher); }; IMPLEMENT_CLASS (AHealthFillup) bool AHealthFillup::TryPickup (AActor *&toucher) { static const int skillhealths[5] = { -100, -75, -50, -50, -100 }; int index = clamp(gameskill, 0,4); if (!P_GiveBody (toucher, skillhealths[index])) { return false; } GoAwayAndDie (); return true; } // Upgrade Stamina ---------------------------------------------------------- IMPLEMENT_CLASS (AUpgradeStamina) 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_CLASS (AUpgradeAccuracy) 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 -------------------------------------------------------- IMPLEMENT_CLASS (ASlideshowStarter) bool ASlideshowStarter::TryPickup (AActor *&toucher) { gameaction = ga_slideshow; if (level.levelnum == 10) { toucher->GiveInventoryType (QuestItemClasses[16]); } GoAwayAndDie (); return true; }