mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-15 23:12:14 +00:00
ddab2c3e78
This was always used with 'consoleplayer' which really is the only thing making sense here. But this is a part of the global state which should be avoided in play code. In particular, this makes no real sense in case of secondary maps where it should always return false.
145 lines
2.9 KiB
Text
145 lines
2.9 KiB
Text
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
class ScoreItem : Inventory
|
|
{
|
|
Default
|
|
{
|
|
Height 10;
|
|
+COUNTITEM
|
|
Inventory.Amount 1;
|
|
+Inventory.ALWAYSPICKUP
|
|
}
|
|
|
|
override bool TryPickup (in out Actor toucher)
|
|
{
|
|
toucher.Score += Amount;
|
|
GoAwayAndDie();
|
|
return true;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
class Key : Inventory
|
|
{
|
|
Default
|
|
{
|
|
+DONTGIB; // Don't disappear due to a crusher
|
|
Inventory.InterHubAmount 0;
|
|
Inventory.PickupSound "misc/k_pkup";
|
|
}
|
|
|
|
static native clearscope int GetKeyTypeCount();
|
|
static native clearscope class<Key> GetKeyType(int index);
|
|
|
|
override bool HandlePickup (Inventory item)
|
|
{
|
|
// In single player, you can pick up an infinite number of keys
|
|
// even though you can only hold one of each.
|
|
if (multiplayer)
|
|
{
|
|
return Super.HandlePickup (item);
|
|
}
|
|
if (GetClass() == item.GetClass())
|
|
{
|
|
item.bPickupGood = true;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
override bool ShouldStay ()
|
|
{
|
|
return !!multiplayer;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AMapRevealer
|
|
//
|
|
// A MapRevealer reveals the whole map for the player who picks it up.
|
|
// The MapRevealer doesn't actually go in your inventory. Instead, it sets
|
|
// a flag on the level.
|
|
//
|
|
//===========================================================================
|
|
|
|
class MapRevealer : Inventory
|
|
{
|
|
override bool TryPickup (in out Actor toucher)
|
|
{
|
|
level.allmap = true;
|
|
GoAwayAndDie ();
|
|
return true;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
class PuzzleItem : Inventory
|
|
{
|
|
meta int PuzzleItemNumber;
|
|
meta String PuzzFailMessage;
|
|
|
|
property Number: PuzzleItemNumber;
|
|
property FailMessage: PuzzFailMessage;
|
|
|
|
Default
|
|
{
|
|
+NOGRAVITY
|
|
+INVENTORY.INVBAR
|
|
Inventory.DefMaxAmount;
|
|
Inventory.UseSound "PuzzleSuccess";
|
|
Inventory.PickupSound "misc/i_pkup";
|
|
PuzzleItem.FailMessage("$TXT_USEPUZZLEFAILED");
|
|
}
|
|
|
|
override bool HandlePickup (Inventory 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);
|
|
}
|
|
|
|
override bool Use (bool pickup)
|
|
{
|
|
if (Owner == NULL) return false;
|
|
if (Owner.UsePuzzleItem (PuzzleItemNumber))
|
|
{
|
|
return true;
|
|
}
|
|
// [RH] Always play the sound if the use fails.
|
|
Owner.A_PlaySound ("*puzzfail", CHAN_VOICE);
|
|
if (Owner.CheckLocalView())
|
|
{
|
|
Console.MidPrint ("SmallFont", PuzzFailMessage, true);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
override void UseAll(Actor user)
|
|
{
|
|
}
|
|
|
|
override bool ShouldStay ()
|
|
{
|
|
return !!multiplayer;
|
|
}
|
|
|
|
}
|
|
|