qzdoom/src/g_shared/a_artifacts.h
Christoph Oelckers 7527141ad4 - fixed: The morph actors stored their required classes as names, not as class pointers.
This prevented any kind of error check on them.
Unfortunately, due to backwards compatibility needs, on DECORATE the missing class may not be fatal so a workaround had to be added to clear those bogus pointers later if they are discovered to be broken.
For ZScript, though, this will result in a compile error, which was the intention behind this change.
2016-11-23 22:34:17 +01:00

297 lines
6.1 KiB
C++

#ifndef __A_ARTIFACTS_H__
#define __A_ARTIFACTS_H__
#include "a_pickups.h"
class player_t;
// A powerup is a pseudo-inventory item that applies an effect to its
// owner while it is present.
class APowerup : public AInventory
{
DECLARE_CLASS (APowerup, AInventory)
public:
virtual void Tick ();
virtual void Destroy ();
virtual bool HandlePickup (AInventory *item);
virtual AInventory *CreateCopy (AActor *other);
virtual AInventory *CreateTossable ();
virtual void Serialize(FSerializer &arc);
virtual void OwnerDied ();
virtual bool GetNoTeleportFreeze();
virtual PalEntry GetBlend ();
virtual bool DrawPowerup (int x, int y);
int EffectTics;
PalEntry BlendColor;
FNameNoInit Mode;
double Strength;
protected:
virtual void InitEffect ();
virtual void DoEffect ();
virtual void EndEffect ();
friend void EndAllPowerupEffects(AInventory *item);
friend void InitAllPowerupEffects(AInventory *item);
};
class PClassPowerupGiver: public PClassInventory
{
DECLARE_CLASS(PClassPowerupGiver, PClassInventory)
protected:
public:
virtual void ReplaceClassRef(PClass *oldclass, PClass *newclass);
};
// An artifact is an item that gives the player a powerup when activated.
class APowerupGiver : public AInventory
{
DECLARE_CLASS_WITH_META (APowerupGiver, AInventory, PClassPowerupGiver)
public:
virtual bool Use (bool pickup);
virtual void Serialize(FSerializer &arc);
PClassActor *PowerupType;
int EffectTics; // Non-0 to override the powerup's default tics
PalEntry BlendColor; // Non-0 to override the powerup's default blend
FNameNoInit Mode; // Meaning depends on powerup - used for Invulnerability and Invisibility
double Strength; // Meaning depends on powerup - currently used only by Invisibility
};
class APowerInvulnerable : public APowerup
{
DECLARE_CLASS (APowerInvulnerable, APowerup)
protected:
void InitEffect ();
void DoEffect ();
void EndEffect ();
int AlterWeaponSprite (visstyle_t *vis);
};
class APowerStrength : public APowerup
{
DECLARE_CLASS (APowerStrength, APowerup)
public:
PalEntry GetBlend ();
protected:
void InitEffect ();
void Tick ();
bool HandlePickup (AInventory *item);
};
class APowerInvisibility : public APowerup
{
DECLARE_CLASS (APowerInvisibility, APowerup)
protected:
bool HandlePickup (AInventory *item);
void InitEffect ();
void DoEffect ();
void EndEffect ();
int AlterWeaponSprite (visstyle_t *vis);
};
class APowerIronFeet : public APowerup
{
DECLARE_CLASS (APowerIronFeet, APowerup)
public:
void AbsorbDamage (int damage, FName damageType, int &newdamage);
void DoEffect ();
};
class APowerMask : public APowerIronFeet
{
DECLARE_CLASS (APowerMask, APowerIronFeet)
public:
void AbsorbDamage (int damage, FName damageType, int &newdamage);
void DoEffect ();
};
class APowerLightAmp : public APowerup
{
DECLARE_CLASS (APowerLightAmp, APowerup)
protected:
void DoEffect ();
void EndEffect ();
};
class APowerTorch : public APowerLightAmp
{
DECLARE_CLASS (APowerTorch, APowerLightAmp)
public:
virtual void Serialize(FSerializer &arc);
protected:
void DoEffect ();
int NewTorch, NewTorchDelta;
};
class APowerFlight : public APowerup
{
DECLARE_CLASS (APowerFlight, APowerup)
public:
bool DrawPowerup (int x, int y);
virtual void Serialize(FSerializer &arc);
protected:
void InitEffect ();
void Tick ();
void EndEffect ();
private:
bool HitCenterFrame;
};
class APowerWeaponLevel2 : public APowerup
{
DECLARE_CLASS (APowerWeaponLevel2, APowerup)
protected:
void InitEffect ();
void EndEffect ();
};
class APowerSpeed : public APowerup
{
DECLARE_CLASS (APowerSpeed, APowerup)
protected:
void DoEffect ();
virtual void Serialize(FSerializer &arc);
double GetSpeedFactor();
public:
int SpeedFlags;
};
#define PSF_NOTRAIL 1
class APowerMinotaur : public APowerup
{
DECLARE_CLASS (APowerMinotaur, APowerup)
};
class APowerScanner : public APowerup
{
DECLARE_CLASS (APowerScanner, APowerup)
};
class APowerTargeter : public APowerup
{
DECLARE_CLASS (APowerTargeter, APowerup)
protected:
void InitEffect ();
void DoEffect ();
void EndEffect ();
void PositionAccuracy ();
void Travelled ();
void AttachToOwner(AActor *other);
bool HandlePickup(AInventory *item);
};
class APowerFrightener : public APowerup
{
DECLARE_CLASS (APowerFrightener, APowerup)
protected:
void InitEffect ();
void EndEffect ();
};
class APowerBuddha : public APowerup
{
DECLARE_CLASS (APowerBuddha, APowerup)
protected:
void InitEffect ();
void EndEffect ();
};
class APowerTimeFreezer : public APowerup
{
DECLARE_CLASS( APowerTimeFreezer, APowerup )
protected:
void InitEffect( );
void DoEffect( );
void EndEffect( );
};
class APowerDamage : public APowerup
{
DECLARE_CLASS( APowerDamage, APowerup )
protected:
void InitEffect ();
void EndEffect ();
virtual void ModifyDamage (int damage, FName damageType, int &newdamage, bool passive);
};
class APowerProtection : public APowerup
{
DECLARE_CLASS( APowerProtection, APowerup )
protected:
void InitEffect ();
void EndEffect ();
virtual void ModifyDamage (int damage, FName damageType, int &newdamage, bool passive);
};
class APowerDrain : public APowerup
{
DECLARE_CLASS( APowerDrain, APowerup )
protected:
void InitEffect( );
void EndEffect( );
};
class APowerRegeneration : public APowerup
{
DECLARE_CLASS( APowerRegeneration, APowerup )
protected:
void DoEffect();
};
class APowerHighJump : public APowerup
{
DECLARE_CLASS( APowerHighJump, APowerup )
protected:
void InitEffect( );
void EndEffect( );
};
class APowerDoubleFiringSpeed : public APowerup
{
DECLARE_CLASS( APowerDoubleFiringSpeed, APowerup )
protected:
void InitEffect( );
void EndEffect( );
};
class APowerInfiniteAmmo : public APowerup
{
DECLARE_CLASS( APowerInfiniteAmmo, APowerup )
protected:
void InitEffect( );
void EndEffect( );
};
class APowerMorph : public APowerup
{
DECLARE_CLASS( APowerMorph, APowerup )
public:
virtual void Serialize(FSerializer &arc);
void SetNoCallUndoMorph() { bInUndoMorph = true; }
// Variables
PClassPlayerPawn *PlayerClass;
PClassActor *MorphFlash, *UnMorphFlash;
int MorphStyle;
player_t *Player;
bool bInUndoMorph; // Because P_UndoPlayerMorph() can call EndEffect recursively
protected:
void InitEffect ();
void EndEffect ();
};
#endif //__A_ARTIFACTS_H__