- Changed: Macil doesn't need the StrifeHumanoid's special death states so he might

as well inherit directly from AActor.
- Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved
  the burning hand states to StrifePlayer where they really belong.


SVN r1125 (trunk)
This commit is contained in:
Christoph Oelckers 2008-08-07 17:45:35 +00:00
commit 0e009ff18a
16 changed files with 312 additions and 422 deletions

View file

@ -4,24 +4,7 @@
// Coin ---------------------------------------------------------------------
FState ACoin::States[] =
{
S_NORMAL (COIN, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (ACoin, Strife, 93, 0)
PROP_StrifeType (168)
PROP_StrifeTeaserType (161)
PROP_StrifeTeaserType2 (165)
PROP_SpawnState (0)
PROP_Flags (MF_SPECIAL|MF_DROPPED|MF_NOTDMATCH)
PROP_Flags2 (MF2_FLOORCLIP)
PROP_Inventory_MaxAmountLong (INT_MAX)
PROP_Inventory_FlagsSet (IF_INVBAR)
PROP_Inventory_Icon ("I_COIN")
PROP_Tag ("coin")
PROP_Inventory_PickupMessage("$TXT_COIN")
END_DEFAULTS
IMPLEMENT_CLASS (ACoin)
const char *ACoin::PickupMessage ()
{
@ -76,96 +59,6 @@ AInventory *ACoin::CreateCopy (AActor *other)
return copy;
}
// 10 Gold ------------------------------------------------------------------
class AGold10 : public ACoin
{
DECLARE_ACTOR (AGold10, ACoin)
};
FState AGold10::States[] =
{
S_NORMAL (CRED, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (AGold10, Strife, 138, 0)
PROP_StrifeType (169)
PROP_StrifeTeaserType (162)
PROP_StrifeTeaserType2 (166)
PROP_SpawnState (0)
PROP_Inventory_Amount (10)
PROP_Tag ("10_gold")
END_DEFAULTS
// 25 Gold ------------------------------------------------------------------
class AGold25 : public ACoin
{
DECLARE_ACTOR (AGold25, ACoin)
};
FState AGold25::States[] =
{
S_NORMAL (SACK, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (AGold25, Strife, 139, 0)
PROP_StrifeType (170)
PROP_StrifeTeaserType (163)
PROP_StrifeTeaserType2 (167)
PROP_SpawnState (0)
PROP_Inventory_Amount (25)
PROP_Tag ("25_gold")
END_DEFAULTS
// 50 Gold ------------------------------------------------------------------
class AGold50 : public ACoin
{
DECLARE_ACTOR (AGold50, ACoin)
};
FState AGold50::States[] =
{
S_NORMAL (CHST, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (AGold50, Strife, 140, 0)
PROP_StrifeType (171)
PROP_StrifeTeaserType (164)
PROP_StrifeTeaserType2 (168)
PROP_SpawnState (0)
PROP_Inventory_Amount (50)
PROP_Tag ("50_gold")
END_DEFAULTS
// 300 Gold ------------------------------------------------------------------
class AGold300 : public ACoin
{
DECLARE_ACTOR (AGold300, ACoin)
public:
bool TryPickup (AActor *toucher);
};
FState AGold300::States[] =
{
S_NORMAL (TOKN, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (AGold300, Strife, -1, 0)
PROP_StrifeType (172)
PROP_SpawnState (0)
PROP_Inventory_AmountWord (300)
PROP_Tag ("300_gold")
END_DEFAULTS
bool AGold300::TryPickup (AActor *toucher)
{
toucher->GiveInventoryType (QuestItemClasses[2]);
return Super::TryPickup (toucher);
}
//===========================================================================
//
// ACoin :: CreateTossable
@ -185,22 +78,22 @@ AInventory *ACoin::CreateTossable ()
if (Amount >= 50)
{
Amount -= 50;
tossed = Spawn<AGold50> (Owner->x, Owner->y, Owner->z, NO_REPLACE);
tossed = static_cast<ACoin*>(Spawn("Gold50", Owner->x, Owner->y, Owner->z, NO_REPLACE));
}
else if (Amount >= 25)
{
Amount -= 25;
tossed = Spawn<AGold25> (Owner->x, Owner->y, Owner->z, NO_REPLACE);
tossed = static_cast<ACoin*>(Spawn("Gold25", Owner->x, Owner->y, Owner->z, NO_REPLACE));
}
else if (Amount >= 10)
{
Amount -= 10;
tossed = Spawn<AGold10> (Owner->x, Owner->y, Owner->z, NO_REPLACE);
tossed = static_cast<ACoin*>(Spawn("Gold10", Owner->x, Owner->y, Owner->z, NO_REPLACE));
}
else if (Amount > 1 || (ItemFlags & IF_KEEPDEPLETED))
{
Amount -= 1;
tossed = Spawn<ACoin> (Owner->x, Owner->y, Owner->z, NO_REPLACE);
tossed = static_cast<ACoin*>(Spawn("Coin", Owner->x, Owner->y, Owner->z, NO_REPLACE));
}
else // Amount == 1 && !(ItemFlags & IF_KEEPDEPLETED)
{