mirror of
https://github.com/ZDoom/qzdoom.git
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063c85b157
with an FString now. - Fixed: The music strings in the default level info were never freed and caused memory leaks when used repeatedly. - Fixed: The intermusic string in the level info was never freed. - Fixed: The default fire obituary should only be printed if the damage came from the environment. If it comes from a monster the monster specific obituary should be used instead. - Added custom damage types from the floating point test release. - Changed Pain Elemental's massacre check. Now A_PainDie checks for the damage type and doesn't spawn anything if it is NAME_Massacre. A_PainDie can also be used by other actors so a more generalized approach is needed than hard coding it into the Pain Elemental. - Converted a few of Doom's monsters to DECORATE because I couldn't test the first version of the custom state code with the corpses inheriting from them. - Added custom states from last year's floating point test release and fixed some bugs I found in that code. Unfortunately it wasn't all salvageable and it was easier to recreate some parts from scratch. SVN r368 (trunk)
199 lines
4.8 KiB
C++
199 lines
4.8 KiB
C++
#ifndef __A_STRIFEGLOBAL_H__
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#define __A_STRIFEGLOBAL_H__
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#include "dobject.h"
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#include "info.h"
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#include "a_pickups.h"
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// Base class for every humanoid in Strife that can go into
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// a fire or electric death.
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class AStrifeHumanoid : public AActor
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{
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DECLARE_ACTOR (AStrifeHumanoid, AActor)
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};
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class AStrifePuff : public AActor
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{
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DECLARE_ACTOR (AStrifePuff, AActor)
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};
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class AFlameMissile : public AActor
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{
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DECLARE_ACTOR (AFlameMissile, AActor)
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};
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class AAlienSpectre1 : public AActor
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{
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DECLARE_ACTOR (AAlienSpectre1, AActor)
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public:
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void Touch (AActor *toucher);
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};
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class AAlienSpectre3 : public AAlienSpectre1
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{
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DECLARE_ACTOR (AAlienSpectre3, AAlienSpectre1)
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public:
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void NoBlockingSet ();
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};
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class ADegninOre : public AInventory
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{
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DECLARE_ACTOR (ADegninOre, AInventory)
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public:
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void GetExplodeParms (int &damage, int &dist, bool &hurtSource);
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bool Use (bool pickup);
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};
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class ACoin : public AInventory
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{
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DECLARE_ACTOR (ACoin, AInventory)
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public:
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const char *PickupMessage ();
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bool HandlePickup (AInventory *item);
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AInventory *CreateTossable ();
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AInventory *CreateCopy (AActor *other);
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};
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class AOracle : public AActor
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{
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DECLARE_ACTOR (AOracle, AActor)
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public:
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void NoBlockingSet ();
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int TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, FName damagetype);
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};
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class ADummyStrifeItem : public AInventory
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{
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DECLARE_ACTOR (ADummyStrifeItem, AInventory)
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};
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class AUpgradeStamina : public ADummyStrifeItem
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{
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DECLARE_STATELESS_ACTOR (AUpgradeStamina, ADummyStrifeItem)
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public:
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bool TryPickup (AActor *toucher);
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};
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class AUpgradeAccuracy : public ADummyStrifeItem
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{
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DECLARE_STATELESS_ACTOR (AUpgradeAccuracy, ADummyStrifeItem)
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public:
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bool TryPickup (AActor *toucher);
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};
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class AStrifeWeapon : public AWeapon
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{
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DECLARE_STATELESS_ACTOR (AStrifeWeapon, AWeapon)
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};
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class AFlameThrower : public AStrifeWeapon
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{
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DECLARE_ACTOR (AFlameThrower, AStrifeWeapon)
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};
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class ASigil : public AStrifeWeapon
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{
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DECLARE_ACTOR (ASigil, AStrifeWeapon)
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public:
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bool HandlePickup (AInventory *item);
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AInventory *CreateCopy (AActor *other);
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void Serialize (FArchive &arc);
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bool SpecialDropAction (AActor *dropper);
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static int GiveSigilPiece (AActor *daPlayer);
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int NumPieces, DownPieces;
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};
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extern const PClass *QuestItemClasses[31];
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// Sigil/Spectral projectiles -----------------------------------------------
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class ASpectralLightningBase : public AActor
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{
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DECLARE_ACTOR (ASpectralLightningBase, AActor)
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public:
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void GetExplodeParms (int &damage, int &dist, bool &hurtSource);
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};
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class ASpectralLightningDeath1 : public ASpectralLightningBase
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{
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DECLARE_STATELESS_ACTOR (ASpectralLightningDeath1, ASpectralLightningBase)
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};
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class ASpectralLightningDeath2 : public ASpectralLightningBase
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{
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DECLARE_STATELESS_ACTOR (ASpectralLightningDeath2, ASpectralLightningBase)
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};
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class ASpectralLightningDeathShort : public ASpectralLightningBase
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{
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DECLARE_STATELESS_ACTOR (ASpectralLightningDeathShort, ASpectralLightningBase)
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};
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class ASpectralLightningBall1 : public ASpectralLightningBase
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{
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DECLARE_ACTOR (ASpectralLightningBall1, ASpectralLightningBase)
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};
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class ASpectralLightningBall2 : public ASpectralLightningBall1
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{
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DECLARE_STATELESS_ACTOR (ASpectralLightningBall2, ASpectralLightningBall1)
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};
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class ASpectralLightningH1 : public ASpectralLightningBase
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{
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DECLARE_ACTOR (ASpectralLightningH1, ASpectralLightningBase)
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};
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class ASpectralLightningH2 : public ASpectralLightningH1
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{
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DECLARE_STATELESS_ACTOR (ASpectralLightningH2, ASpectralLightningH1)
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};
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class ASpectralLightningH3 : public ASpectralLightningH1
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{
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DECLARE_STATELESS_ACTOR (ASpectralLightningH3, ASpectralLightningH1)
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};
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class ASpectralLightningHTail : public AActor
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{
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DECLARE_ACTOR (ASpectralLightningHTail, AActor)
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};
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class ASpectralLightningBigBall1 : public ASpectralLightningDeath2
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{
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DECLARE_ACTOR (ASpectralLightningBigBall1, ASpectralLightningDeath2)
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};
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class ASpectralLightningBigBall2 : public ASpectralLightningBigBall1
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{
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DECLARE_STATELESS_ACTOR (ASpectralLightningBigBall2, ASpectralLightningBigBall1)
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};
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class ASpectralLightningV1 : public ASpectralLightningDeathShort
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{
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DECLARE_ACTOR (ASpectralLightningV1, ASpectralLightningDeathShort)
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};
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class ASpectralLightningV2 : public ASpectralLightningV1
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{
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DECLARE_STATELESS_ACTOR (ASpectralLightningV2, ASpectralLightningV1)
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};
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class ASpectralLightningSpot : public ASpectralLightningDeath1
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{
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DECLARE_ACTOR (ASpectralLightningSpot, ASpectralLightningDeath1)
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};
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class ASpectralLightningBigV1 : public ASpectralLightningDeath1
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{
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DECLARE_ACTOR (ASpectralLightningBigV1, ASpectralLightningDeath1)
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};
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class ASpectralLightningBigV2 : public ASpectralLightningBigV1
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{
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DECLARE_STATELESS_ACTOR (ASpectralLightningBigV2, ASpectralLightningBigV1)
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};
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#endif
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