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d5563fe478
- Separated mapthing2_t into mapthinghexen_t and the internal FMapThing so that it is easier to add new features in the UDMF map format. - Added some initial code to read UDMF maps. SVN r956 (trunk)
56 lines
1.4 KiB
C++
56 lines
1.4 KiB
C++
#include "info.h"
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#include "a_pickups.h"
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#include "a_artifacts.h"
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#include "gstrings.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "s_sound.h"
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#include "c_console.h"
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IMPLEMENT_STATELESS_ACTOR (APuzzleItem, Any, -1, 0)
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PROP_Flags (MF_SPECIAL|MF_NOGRAVITY)
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PROP_Inventory_FlagsSet (IF_INVBAR)
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PROP_Inventory_DefMaxAmount
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PROP_UseSound ("PuzzleSuccess")
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PROP_Inventory_PickupSound ("misc/i_pkup")
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END_DEFAULTS
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void APuzzleItem::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << PuzzleItemNumber;
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}
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bool APuzzleItem::HandlePickup (AInventory *item)
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{
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// Can't carry more than 1 of each puzzle item in coop netplay
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if (multiplayer && !deathmatch && item->GetClass() == GetClass())
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{
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return true;
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}
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return Super::HandlePickup (item);
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}
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bool APuzzleItem::Use (bool pickup)
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{
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if (P_UsePuzzleItem (Owner, PuzzleItemNumber))
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{
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return true;
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}
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// [RH] Always play the sound if the use fails.
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S_Sound (Owner, CHAN_VOICE, "*puzzfail", 1, ATTN_IDLE);
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if (Owner != NULL && Owner->CheckLocalView (consoleplayer))
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{
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const char *message = GetClass()->Meta.GetMetaString (AIMETA_PuzzFailMessage);
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if (message != NULL && *message=='$') message = GStrings[message + 1];
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if (message == NULL) message = GStrings("TXT_USEPUZZLEFAILED");
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C_MidPrintBold (message);
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}
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return false;
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}
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bool APuzzleItem::ShouldStay ()
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{
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return !!multiplayer;
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}
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