mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-01 00:21:43 +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.
821 lines
14 KiB
Text
821 lines
14 KiB
Text
// Med patch -----------------------------------------------------------------
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class MedPatch : HealthPickup
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{
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Default
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{
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Health 10;
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+FLOORCLIP
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+INVENTORY.INVBAR
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Inventory.MaxAmount 20;
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Tag "$TAG_MEDPATCH";
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Inventory.Icon "I_STMP";
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Inventory.PickupMessage "$TXT_MEDPATCH";
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HealthPickup.Autouse 3;
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}
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States
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{
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Spawn:
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STMP A -1;
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Stop;
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}
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}
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// Medical Kit ---------------------------------------------------------------
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class MedicalKit : HealthPickup
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{
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Default
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{
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Health 25;
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+FLOORCLIP
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+INVENTORY.INVBAR
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Inventory.MaxAmount 15;
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Tag "$TAG_MEDICALKIT";
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Inventory.Icon "I_MDKT";
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Inventory.PickupMessage "$TXT_MEDICALKIT";
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HealthPickup.Autouse 3;
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}
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States
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{
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Spawn:
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MDKT A -1;
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Stop;
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}
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}
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// Surgery Kit --------------------------------------------------------------
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class SurgeryKit : HealthPickup
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{
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Default
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{
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+FLOORCLIP
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+INVENTORY.INVBAR
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Health -100;
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Inventory.MaxAmount 5;
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Tag "$TAG_SURGERYKIT";
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Inventory.Icon "I_FULL";
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Inventory.PickupMessage "$TXT_SURGERYKIT";
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}
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States
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{
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Spawn:
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FULL AB 35;
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Loop;
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}
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}
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// StrifeMap ----------------------------------------------------------------
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class StrifeMap : MapRevealer
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{
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Default
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{
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+FLOORCLIP
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Inventory.PickupSound "misc/p_pkup";
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Inventory.PickupMessage "$TXT_STRIFEMAP";
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}
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States
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{
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Spawn:
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SMAP AB 6 Bright;
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Loop;
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}
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}
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// Beldin's Ring ------------------------------------------------------------
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class BeldinsRing : Inventory
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{
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Default
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{
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+NOTDMATCH
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+FLOORCLIP
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+INVENTORY.INVBAR
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Tag "$TAG_BELDINSRING";
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Inventory.Icon "I_RING";
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Inventory.GiveQuest 1;
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Inventory.PickupMessage "$TXT_BELDINSRING";
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}
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States
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{
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Spawn:
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RING A -1;
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Stop;
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}
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}
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// Offering Chalice ---------------------------------------------------------
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class OfferingChalice : Inventory
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{
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Default
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{
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+DROPPED
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+FLOORCLIP
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+INVENTORY.INVBAR
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Radius 10;
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Height 16;
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Tag "$TAG_OFFERINGCHALICE";
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Inventory.Icon "I_RELC";
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Inventory.PickupMessage "$TXT_OFFERINGCHALICE";
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Inventory.GiveQuest 2;
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}
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States
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{
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Spawn:
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RELC A -1;
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Stop;
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}
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}
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// Ear ----------------------------------------------------------------------
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class Ear : Inventory
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{
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Default
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{
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+FLOORCLIP
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+INVENTORY.INVBAR
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Tag "$TAG_EAR";
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Inventory.Icon "I_EARS";
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Inventory.PickupMessage "$TXT_EAR";
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Inventory.GiveQuest 9;
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}
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States
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{
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Spawn:
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EARS A -1;
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Stop;
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}
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}
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// Broken Power Coupling ----------------------------------------------------
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class BrokenPowerCoupling : Inventory
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{
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Default
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{
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Health 40;
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+DROPPED
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+FLOORCLIP
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+INVENTORY.INVBAR
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Radius 16;
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Height 16;
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Tag "$TAG_BROKENCOUPLING";
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Inventory.MaxAmount 1;
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Inventory.Icon "I_COUP";
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Inventory.PickupMessage "$TXT_BROKENCOUPLING";
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Inventory.GiveQuest 8;
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}
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States
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{
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Spawn:
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COUP C -1;
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Stop;
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}
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}
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// Shadow Armor -------------------------------------------------------------
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class ShadowArmor : PowerupGiver
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{
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Default
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{
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+FLOORCLIP
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+VISIBILITYPULSE
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+INVENTORY.INVBAR
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-INVENTORY.FANCYPICKUPSOUND
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RenderStyle "Translucent";
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Tag "$TAG_SHADOWARMOR";
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Inventory.MaxAmount 2;
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Powerup.Type "PowerShadow";
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Inventory.Icon "I_SHD1";
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Inventory.PickupSound "misc/i_pkup";
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Inventory.PickupMessage "$TXT_SHADOWARMOR";
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}
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States
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{
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Spawn:
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SHD1 A -1 Bright;
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Stop;
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}
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}
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// Environmental suit -------------------------------------------------------
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class EnvironmentalSuit : PowerupGiver
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{
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Default
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{
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+FLOORCLIP
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+INVENTORY.INVBAR
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-INVENTORY.FANCYPICKUPSOUND
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Inventory.MaxAmount 5;
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Powerup.Type "PowerMask";
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Tag "$TAG_ENVSUIT";
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Inventory.Icon "I_MASK";
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Inventory.PickupSound "misc/i_pkup";
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Inventory.PickupMessage "$TXT_ENVSUIT";
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}
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States
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{
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Spawn:
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MASK A -1;
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Stop;
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}
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}
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// Guard Uniform ------------------------------------------------------------
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class GuardUniform : Inventory
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{
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Default
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{
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+FLOORCLIP
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+INVENTORY.INVBAR
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Tag "$TAG_GUARDUNIFORM";
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Inventory.Icon "I_UNIF";
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Inventory.PickupMessage "$TXT_GUARDUNIFORM";
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Inventory.GiveQuest 15;
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}
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States
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{
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Spawn:
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UNIF A -1;
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Stop;
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}
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}
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// Officer's Uniform --------------------------------------------------------
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class OfficersUniform : Inventory
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{
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Default
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{
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+FLOORCLIP
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+INVENTORY.INVBAR
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Tag "$TAG_OFFICERSUNIFORM";
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Inventory.Icon "I_OFIC";
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Inventory.PickupMessage "$TXT_OFFICERSUNIFORM";
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}
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States
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{
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Spawn:
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OFIC A -1;
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Stop;
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}
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}
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// Flame Thrower Parts ------------------------------------------------------
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class FlameThrowerParts : Inventory
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{
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Default
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{
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+FLOORCLIP
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+INVENTORY.INVBAR
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Inventory.Icon "I_BFLM";
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Tag "$TAG_FTHROWERPARTS";
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Inventory.PickupMessage "$TXT_FTHROWERPARTS";
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}
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States
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{
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Spawn:
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BFLM A -1;
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Stop;
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}
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}
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// InterrogatorReport -------------------------------------------------------
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// SCRIPT32 in strife0.wad has an Acolyte that drops this, but I couldn't
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// find that Acolyte in the map. It seems to be totally unused in the
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// final game.
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class InterrogatorReport : Inventory
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{
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Default
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{
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+FLOORCLIP
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Tag "$TAG_REPORT";
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Inventory.PickupMessage "$TXT_REPORT";
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}
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States
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{
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Spawn:
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TOKN A -1;
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Stop;
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}
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}
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// Info ---------------------------------------------------------------------
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class Info : Inventory
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{
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Default
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{
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+FLOORCLIP
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+INVENTORY.INVBAR
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Tag "$TAG_INFO";
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Inventory.Icon "I_TOKN";
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Inventory.PickupMessage "$TXT_INFO";
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}
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States
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{
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Spawn:
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TOKN A -1;
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Stop;
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}
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}
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// Targeter -----------------------------------------------------------------
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class Targeter : PowerupGiver
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{
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Default
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{
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+FLOORCLIP
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+INVENTORY.INVBAR
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-INVENTORY.FANCYPICKUPSOUND
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Tag "$TAG_TARGETER";
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Powerup.Type "PowerTargeter";
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Inventory.MaxAmount 5;
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Inventory.Icon "I_TARG";
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Inventory.PickupSound "misc/i_pkup";
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Inventory.PickupMessage "$TXT_TARGETER";
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}
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States
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{
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Spawn:
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TARG A -1;
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Stop;
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}
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}
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// Communicator -----------------------------------------------------------------
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class Communicator : Inventory
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{
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Default
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{
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+NOTDMATCH
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Tag "$TAG_COMMUNICATOR";
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Inventory.Icon "I_COMM";
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Inventory.PickupSound "misc/p_pkup";
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Inventory.PickupMessage "$TXT_COMMUNICATOR";
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}
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States
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{
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Spawn:
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COMM A -1;
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Stop;
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}
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}
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// Degnin Ore ---------------------------------------------------------------
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class DegninOre : Inventory
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{
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Default
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{
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Health 10;
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Radius 16;
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Height 16;
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Inventory.MaxAmount 10;
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+SOLID
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+SHOOTABLE
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+NOBLOOD
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+FLOORCLIP
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+INCOMBAT
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+INVENTORY.INVBAR
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Tag "$TAG_DEGNINORE";
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DeathSound "ore/explode";
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Inventory.Icon "I_XPRK";
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Inventory.PickupMessage "$TXT_DEGNINORE";
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}
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States
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{
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Spawn:
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XPRK A -1;
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Stop;
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Death:
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XPRK A 1 A_RemoveForceField;
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BNG3 A 0 A_SetRenderStyle(1, STYLE_Normal);
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BNG3 A 0 A_Scream;
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BNG3 A 3 Bright A_Explode(192, 192, alert:true);
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BNG3 BCDEFGH 3 Bright;
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Stop;
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}
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override bool Use (bool pickup)
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{
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if (pickup)
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{
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return false;
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}
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else
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{
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Inventory drop;
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// Increase the amount by one so that when DropInventory decrements it,
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// the actor will have the same number of beacons that he started with.
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// When we return to UseInventory, it will take care of decrementing
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// Amount again and disposing of this item if there are no more.
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Amount++;
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drop = Owner.DropInventory (self);
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if (drop == NULL)
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{
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Amount--;
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return false;
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}
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return true;
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}
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}
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}
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// Gun Training -------------------------------------------------------------
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class GunTraining : Inventory
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{
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Default
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{
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+FLOORCLIP
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+INVENTORY.INVBAR
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+INVENTORY.UNDROPPABLE
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Inventory.MaxAmount 100;
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Tag "$TAG_GUNTRAINING";
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Inventory.Icon "I_GUNT";
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}
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States
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{
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Spawn:
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GUNT A -1;
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Stop;
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}
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}
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// Health Training ----------------------------------------------------------
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class HealthTraining : Inventory
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{
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Default
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{
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+FLOORCLIP
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+INVENTORY.INVBAR
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+INVENTORY.UNDROPPABLE
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Inventory.MaxAmount 100;
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Tag "$TAG_HEALTHTRAINING";
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Inventory.Icon "I_HELT";
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}
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States
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{
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Spawn:
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HELT A -1;
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Stop;
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}
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override bool TryPickup (in out Actor toucher)
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{
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if (Super.TryPickup(toucher))
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{
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toucher.GiveInventoryType ("GunTraining");
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toucher.A_GiveInventory("Coin", toucher.player.mo.accuracy*5 + 300);
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return true;
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}
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return false;
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}
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}
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// Scanner ------------------------------------------------------------------
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class Scanner : PowerupGiver
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{
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Default
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{
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+FLOORCLIP
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+INVENTORY.FANCYPICKUPSOUND
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Inventory.MaxAmount 1;
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Tag "$TAG_SCANNER";
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Inventory.Icon "I_PMUP";
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Powerup.Type "PowerScanner";
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Inventory.PickupSound "misc/i_pkup";
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Inventory.PickupMessage "$TXT_SCANNER";
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}
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States
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{
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Spawn:
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PMUP AB 6;
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Loop;
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}
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override bool Use (bool pickup)
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{
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if (!level.AllMap)
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{
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if (Owner.CheckLocalView())
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{
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Console.MidPrint("SmallFont", "$TXT_NEEDMAP");
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}
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return false;
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}
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return Super.Use (pickup);
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}
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}
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// Prison Pass --------------------------------------------------------------
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class PrisonPass : Key
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{
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Default
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{
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Inventory.Icon "I_TOKN";
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Tag "$TAG_PRISONPASS";
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Inventory.PickupMessage "$TXT_PRISONPASS";
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}
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States
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{
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Spawn:
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TOKN A -1;
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Stop;
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}
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override bool TryPickup (in out Actor toucher)
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{
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Super.TryPickup (toucher);
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Door_Open(223, 16);
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toucher.GiveInventoryType ("QuestItem10");
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return true;
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}
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//============================================================================
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//
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// APrisonPass :: SpecialDropAction
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//
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// Trying to make a monster that drops a prison pass turns it into an
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// OpenDoor223 item instead. That means the only way to get it in Strife
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// is through dialog, which is why it doesn't have its own sprite.
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//
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//============================================================================
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override bool SpecialDropAction (Actor dropper)
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{
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Door_Open(223, 16);
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Destroy ();
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return true;
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}
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}
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//---------------------------------------------------------------------------
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// Dummy items. They are just used by Strife to perform ---------------------
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// actions and cannot be held. ----------------------------------------------
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//---------------------------------------------------------------------------
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class DummyStrifeItem : Inventory
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{
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States
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{
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Spawn:
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TOKN A -1;
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Stop;
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}
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}
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// Sound the alarm! ---------------------------------------------------------
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class RaiseAlarm : DummyStrifeItem
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{
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Default
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{
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Tag "$TAG_ALARM";
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}
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override bool TryPickup (in out Actor toucher)
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{
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toucher.SoundAlert (toucher);
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ThinkerIterator it = ThinkerIterator.Create("AlienSpectre3");
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Actor spectre = Actor(it.Next());
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if (spectre != NULL && spectre.health > 0 && toucher != spectre)
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{
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spectre.CurSector.SoundTarget = spectre.LastHeard = toucher;
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spectre.target = toucher;
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spectre.SetState (spectre.SeeState);
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}
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GoAwayAndDie ();
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return true;
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}
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override bool SpecialDropAction (Actor dropper)
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{
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if (dropper.target != null)
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{
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dropper.target.SoundAlert(dropper.target);
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if (dropper.target.CheckLocalView())
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{
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Console.MidPrint(SmallFont, "$TXT_YOUFOOL");
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}
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}
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|
Destroy ();
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return true;
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}
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}
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|
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// Open door tag 222 --------------------------------------------------------
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class OpenDoor222 : DummyStrifeItem
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{
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override bool TryPickup (in out Actor toucher)
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|
{
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Door_Open(222, 16);
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GoAwayAndDie ();
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return true;
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}
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}
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|
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// Close door tag 222 -------------------------------------------------------
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|
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class CloseDoor222 : DummyStrifeItem
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|
{
|
|
override bool TryPickup (in out Actor toucher)
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|
{
|
|
Door_Close(222, 16);
|
|
GoAwayAndDie ();
|
|
return true;
|
|
}
|
|
|
|
override bool SpecialDropAction (Actor dropper)
|
|
{
|
|
Door_Close(222, 16);
|
|
if (dropper.target != null)
|
|
{
|
|
if (dropper.target.CheckLocalView())
|
|
{
|
|
Console.MidPrint(SmallFont, "$TXT_YOUREDEAD");
|
|
}
|
|
dropper.target.SoundAlert(dropper.target);
|
|
}
|
|
Destroy ();
|
|
return true;
|
|
}
|
|
|
|
}
|
|
|
|
// Open door tag 224 --------------------------------------------------------
|
|
|
|
class OpenDoor224 : DummyStrifeItem
|
|
{
|
|
override bool TryPickup (in out Actor toucher)
|
|
{
|
|
Door_Open(224, 16);
|
|
GoAwayAndDie ();
|
|
return true;
|
|
}
|
|
|
|
override bool SpecialDropAction (Actor dropper)
|
|
{
|
|
Door_Open(224, 16);
|
|
Destroy ();
|
|
return true;
|
|
}
|
|
|
|
}
|
|
|
|
// Ammo ---------------------------------------------------------------------
|
|
|
|
class AmmoFillup : DummyStrifeItem
|
|
{
|
|
Default
|
|
{
|
|
Tag "$TAG_AMMOFILLUP";
|
|
}
|
|
|
|
override bool TryPickup (in out Actor toucher)
|
|
{
|
|
Inventory item = toucher.FindInventory("ClipOfBullets");
|
|
if (item == NULL)
|
|
{
|
|
item = toucher.GiveInventoryType ("ClipOfBullets");
|
|
if (item != NULL)
|
|
{
|
|
item.Amount = 50;
|
|
}
|
|
}
|
|
else if (item.Amount < 50)
|
|
{
|
|
item.Amount = 50;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
GoAwayAndDie ();
|
|
return true;
|
|
}
|
|
|
|
}
|
|
|
|
// Health -------------------------------------------------------------------
|
|
|
|
class HealthFillup : DummyStrifeItem
|
|
{
|
|
Default
|
|
{
|
|
Tag "$TAG_HEALTHFILLUP";
|
|
}
|
|
|
|
override bool TryPickup (in out Actor toucher)
|
|
{
|
|
static const int skillhealths[] = { -100, -75, -50, -50, -100 };
|
|
|
|
int index = clamp(skill, 0,4);
|
|
if (!toucher.GiveBody (skillhealths[index]))
|
|
{
|
|
return false;
|
|
}
|
|
GoAwayAndDie ();
|
|
return true;
|
|
}
|
|
|
|
}
|
|
|
|
// Upgrade Stamina ----------------------------------------------------------
|
|
|
|
class UpgradeStamina : DummyStrifeItem
|
|
{
|
|
Default
|
|
{
|
|
Inventory.Amount 10;
|
|
Inventory.MaxAmount 100;
|
|
}
|
|
|
|
override bool TryPickup (in out Actor toucher)
|
|
{
|
|
if (toucher.player == NULL)
|
|
return false;
|
|
|
|
toucher.player.mo.stamina += Amount;
|
|
if (toucher.player.mo.stamina >= MaxAmount)
|
|
toucher.player.mo.stamina = MaxAmount;
|
|
|
|
toucher.GiveBody (-100);
|
|
GoAwayAndDie ();
|
|
return true;
|
|
}
|
|
|
|
}
|
|
|
|
// Upgrade Accuracy ---------------------------------------------------------
|
|
|
|
class UpgradeAccuracy : DummyStrifeItem
|
|
{
|
|
override bool TryPickup (in out Actor toucher)
|
|
{
|
|
if (toucher.player == NULL || toucher.player.mo.accuracy >= 100)
|
|
return false;
|
|
toucher.player.mo.accuracy += 10;
|
|
GoAwayAndDie ();
|
|
return true;
|
|
}
|
|
|
|
}
|
|
|
|
// Start a slideshow --------------------------------------------------------
|
|
|
|
class SlideshowStarter : DummyStrifeItem
|
|
{
|
|
override bool TryPickup (in out Actor toucher)
|
|
{
|
|
Level.StartSlideshow();
|
|
if (level.levelnum == 10)
|
|
{
|
|
toucher.GiveInventoryType ("QuestItem17");
|
|
}
|
|
GoAwayAndDie ();
|
|
return true;
|
|
}
|
|
|
|
}
|
|
|
|
|