vkdoom_m/src/g_strife/a_coin.cpp
Christoph Oelckers 1bd6ac028b - Converted a_doomhealth.cpp to DECORATE.
- Added a PickupMessage property to the internal actor parser, replaced
  most of the virtual PickupMessages with it and placed the code that
  reads the metadata into AInventory::PickupMessage. Now the
  PickupMessage method is truly virtual and I can do:
   Added a Health.LowMessage property to define double message items like
   Doom's medikit in DECORATE.
- Since defining Mana3 as an ammo type and then overriding the TryPickup
  method means that this item defeats all ammo checks in the game it might
  as well be defined as a CustomInventory item. At least this fixes the
  amount given in easy and very hard skills.
- Converted all ammo items to DECORATE.
- Changed internal property setting of ammo types and sister weapons
  to use fuglyname as for DECORATE definitions. This allows to export
  the ammo definitions into DECORATE definitions without doing it for
  the weapons themselves.
- Replaced obituary methods with actor properties.
- Fixed: The secret map check didn't work for maps inside Zips.



SVN r196 (trunk)
2006-06-17 20:29:41 +00:00

217 lines
4.4 KiB
C++

#include "a_pickups.h"
#include "a_strifeglobal.h"
#include "gstrings.h"
// 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
const char *ACoin::PickupMessage ()
{
if (Amount == 1)
{
return Super::PickupMessage();
}
else
{
static char msg[64];
sprintf (msg, GStrings("TXT_XGOLD"), Amount);
return msg;
}
}
bool ACoin::HandlePickup (AInventory *item)
{
if (item->IsKindOf (RUNTIME_CLASS(ACoin)))
{
if (Amount < MaxAmount)
{
if (MaxAmount - Amount < item->Amount)
{
Amount = MaxAmount;
}
else
{
Amount += item->Amount;
}
item->ItemFlags |= IF_PICKUPGOOD;
}
return true;
}
if (Inventory != NULL)
{
return Inventory->HandlePickup (item);
}
return false;
}
AInventory *ACoin::CreateCopy (AActor *other)
{
if (GetClass() == RUNTIME_CLASS(ACoin))
{
return Super::CreateCopy (other);
}
AInventory *copy = Spawn<ACoin> (0,0,0);
copy->Amount = Amount;
copy->BecomeItem ();
GoAwayAndDie ();
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
//
// Gold drops in increments of 50 if you have that much, less if you don't.
//
//===========================================================================
AInventory *ACoin::CreateTossable ()
{
ACoin *tossed;
if ((ItemFlags & IF_UNDROPPABLE) || Owner == NULL || Amount <= 0)
{
return NULL;
}
if (Amount >= 50)
{
Amount -= 50;
tossed = Spawn<AGold50> (Owner->x, Owner->y, Owner->z);
}
else if (Amount >= 25)
{
Amount -= 25;
tossed = Spawn<AGold25> (Owner->x, Owner->y, Owner->z);
}
else if (Amount >= 10)
{
Amount -= 10;
tossed = Spawn<AGold10> (Owner->x, Owner->y, Owner->z);
}
else if (Amount > 1)
{
Amount -= 1;
tossed = Spawn<ACoin> (Owner->x, Owner->y, Owner->z);
}
else
{
BecomePickup ();
tossed = this;
}
tossed->flags &= ~(MF_SPECIAL|MF_SOLID);
tossed->DropTime = 30;
if (tossed != this && Amount <= 0)
{
Destroy ();
}
return tossed;
}