#include "info.h" #include "a_pickups.h" #include "a_artifacts.h" #include "gstrings.h" #include "p_local.h" #include "p_enemy.h" #include "s_sound.h" // Tome of power ------------------------------------------------------------ class AArtiTomeOfPower : public APowerupGiver { DECLARE_ACTOR (AArtiTomeOfPower, APowerupGiver) public: bool Use (bool pickup); }; FState AArtiTomeOfPower::States[] = { S_NORMAL (PWBK, 'A', 350, NULL, &States[0]) }; IMPLEMENT_ACTOR (AArtiTomeOfPower, Heretic, 86, 134) PROP_Flags (MF_SPECIAL|MF_COUNTITEM) PROP_Flags2 (MF2_FLOATBOB) PROP_SpawnState (0) PROP_Inventory_FlagsSet (IF_PICKUPFLASH) PROP_Inventory_Icon ("ARTIPWBK") PROP_PowerupGiver_Powerup ("PowerWeaponLevel2") PROP_Inventory_PickupMessage("$TXT_ARTITOMEOFPOWER") END_DEFAULTS bool AArtiTomeOfPower::Use (bool pickup) { if (Owner->player->morphTics) { // Attempt to undo chicken if (P_UndoPlayerMorph (Owner->player) == false) { // Failed P_DamageMobj (Owner, NULL, NULL, 1000000, MOD_TELEFRAG); } else { // Succeeded Owner->player->morphTics = 0; S_Sound (Owner, CHAN_VOICE, "*evillaugh", 1, ATTN_IDLE); } return true; } else { return Super::Use (pickup); } } // Time bomb ---------------------------------------------------------------- class AActivatedTimeBomb : public AActor { DECLARE_ACTOR (AActivatedTimeBomb, AActor) public: void PreExplode () { z += 32*FRACUNIT; alpha = OPAQUE; } }; FState AActivatedTimeBomb::States[] = { S_NORMAL (FBMB, 'A', 10, NULL , &States[1]), S_NORMAL (FBMB, 'B', 10, NULL , &States[2]), S_NORMAL (FBMB, 'C', 10, NULL , &States[3]), S_NORMAL (FBMB, 'D', 10, NULL , &States[4]), S_NORMAL (FBMB, 'E', 6, A_Scream , &States[5]), S_BRIGHT (XPL1, 'A', 4, A_Explode, &States[6]), S_BRIGHT (XPL1, 'B', 4, NULL , &States[7]), S_BRIGHT (XPL1, 'C', 4, NULL , &States[8]), S_BRIGHT (XPL1, 'D', 4, NULL , &States[9]), S_BRIGHT (XPL1, 'E', 4, NULL , &States[10]), S_BRIGHT (XPL1, 'F', 4, NULL , NULL) }; IMPLEMENT_ACTOR (AActivatedTimeBomb, Heretic, -1, 72) PROP_Flags (MF_NOGRAVITY) PROP_RenderStyle (STYLE_Translucent) PROP_Alpha (HR_SHADOW) PROP_SpawnState (0) PROP_DeathSound ("misc/timebomb") END_DEFAULTS class AArtiTimeBomb : public AInventory { DECLARE_ACTOR (AArtiTimeBomb, AInventory) public: bool Use (bool pickup); }; FState AArtiTimeBomb::States[] = { S_NORMAL (FBMB, 'E', 350, NULL, &States[0]), }; IMPLEMENT_ACTOR (AArtiTimeBomb, Heretic, 34, 72) PROP_Flags (MF_SPECIAL|MF_COUNTITEM) PROP_Flags2 (MF2_FLOATBOB) PROP_SpawnState (0) PROP_Inventory_DefMaxAmount PROP_Inventory_FlagsSet (IF_INVBAR|IF_PICKUPFLASH|IF_FANCYPICKUPSOUND) PROP_Inventory_Icon ("ARTIFBMB") PROP_Inventory_PickupSound ("misc/p_pkup") PROP_Inventory_PickupMessage("$TXT_ARTIFIREBOMB") END_DEFAULTS bool AArtiTimeBomb::Use (bool pickup) { angle_t angle = Owner->angle >> ANGLETOFINESHIFT; AActor *mo = Spawn ( Owner->x + 24*finecosine[angle], Owner->y + 24*finesine[angle], Owner->z - Owner->floorclip, ALLOW_REPLACE); mo->target = Owner; return true; }