mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-25 13:41:05 +00:00
This commit is contained in:
commit
2d1a5e6b36
16 changed files with 317 additions and 271 deletions
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@ -1609,140 +1609,6 @@ void APowerTimeFreezer::EndEffect()
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}
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}
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// Damage powerup ------------------------------------------------------
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IMPLEMENT_CLASS(APowerDamage, false, false)
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//===========================================================================
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//
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// APowerDamage :: InitEffect
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//
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//===========================================================================
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void APowerDamage::InitEffect( )
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{
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Super::InitEffect();
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// Use sound channel 5 to avoid interference with other actions.
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if (Owner != NULL) S_Sound(Owner, 5, SeeSound, 1.0f, ATTN_NONE);
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}
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//===========================================================================
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//
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// APowerDamage :: EndEffect
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//
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//===========================================================================
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void APowerDamage::EndEffect( )
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{
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Super::EndEffect();
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// Use sound channel 5 to avoid interference with other actions.
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if (Owner != NULL) S_Sound(Owner, 5, DeathSound, 1.0f, ATTN_NONE);
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}
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//===========================================================================
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//
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// APowerDamage :: ModifyDamage
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//
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//===========================================================================
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void APowerDamage::ModifyDamage(int damage, FName damageType, int &newdamage, bool passive)
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{
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if (!passive && damage > 0)
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{
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int newdam;
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DmgFactors *df = GetClass()->DamageFactors;
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if (df != NULL && df->CountUsed() != 0)
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{
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newdam = MAX(1, df->Apply(damageType, damage));// don't allow zero damage as result of an underflow
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}
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else
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{
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newdam = damage * 4;
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}
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if (Owner != NULL && newdam > damage) S_Sound(Owner, 5, ActiveSound, 1.0f, ATTN_NONE);
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newdamage = damage = newdam;
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}
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if (Inventory != NULL) Inventory->ModifyDamage(damage, damageType, newdamage, passive);
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}
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// Quarter damage powerup ------------------------------------------------------
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IMPLEMENT_CLASS(APowerProtection, false, false)
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#define PROTECTION_FLAGS3 (MF3_NORADIUSDMG | MF3_DONTMORPH | MF3_DONTSQUASH | MF3_DONTBLAST | MF3_NOTELEOTHER)
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#define PROTECTION_FLAGS5 (MF5_NOPAIN | MF5_DONTRIP)
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//===========================================================================
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//
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// APowerProtection :: InitEffect
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//
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//===========================================================================
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void APowerProtection::InitEffect( )
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{
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Super::InitEffect();
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if (Owner != NULL)
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{
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S_Sound(Owner, CHAN_AUTO, SeeSound, 1.0f, ATTN_NONE);
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// Transfer various protection flags if owner does not already have them.
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// If the owner already has the flag, clear it from the powerup.
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// If the powerup still has a flag set, add it to the owner.
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flags3 &= ~(Owner->flags3 & PROTECTION_FLAGS3);
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Owner->flags3 |= flags3 & PROTECTION_FLAGS3;
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flags5 &= ~(Owner->flags5 & PROTECTION_FLAGS5);
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Owner->flags5 |= flags5 & PROTECTION_FLAGS5;
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}
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}
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//===========================================================================
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//
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// APowerProtection :: EndEffect
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//
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//===========================================================================
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void APowerProtection::EndEffect( )
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{
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Super::EndEffect();
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if (Owner != NULL)
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{
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S_Sound(Owner, CHAN_AUTO, DeathSound, 1.0f, ATTN_NONE);
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Owner->flags3 &= ~(flags3 & PROTECTION_FLAGS3);
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Owner->flags5 &= ~(flags5 & PROTECTION_FLAGS5);
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}
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}
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//===========================================================================
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//
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// APowerProtection :: AbsorbDamage
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//
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//===========================================================================
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void APowerProtection::ModifyDamage(int damage, FName damageType, int &newdamage, bool passive)
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{
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if (passive && damage > 0)
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{
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int newdam;
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DmgFactors *df = GetClass()->DamageFactors;
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if (df != NULL && df->CountUsed() != 0)
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{
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newdam = MAX(0, df->Apply(damageType, damage));
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}
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else
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{
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newdam = damage / 4;
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}
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if (Owner != NULL && newdam < damage) S_Sound(Owner, CHAN_AUTO, ActiveSound, 1.0f, ATTN_NONE);
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newdamage = damage = newdam;
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}
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if (Inventory != NULL)
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{
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Inventory->ModifyDamage(damage, damageType, newdamage, passive);
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}
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}
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// Morph powerup ------------------------------------------------------
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@ -1760,7 +1626,6 @@ DEFINE_FIELD(APowerMorph, MorphFlash)
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DEFINE_FIELD(APowerMorph, UnMorphFlash)
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DEFINE_FIELD(APowerMorph, MorphStyle)
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DEFINE_FIELD(APowerMorph, MorphedPlayer)
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DEFINE_FIELD(APowerMorph, bInUndoMorph)
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//===========================================================================
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//
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@ -1778,77 +1643,3 @@ void APowerMorph::Serialize(FSerializer &arc)
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("morphedplayer", MorphedPlayer);
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}
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//===========================================================================
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//
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// APowerMorph :: InitEffect
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//
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//===========================================================================
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void APowerMorph::InitEffect( )
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{
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Super::InitEffect();
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if (Owner != nullptr && Owner->player != nullptr && PlayerClass != nullptr)
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{
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player_t *realplayer = Owner->player; // Remember the identity of the player
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if (P_MorphPlayer(realplayer, realplayer, PlayerClass, INT_MAX/*INDEFINITELY*/, MorphStyle, MorphFlash, UnMorphFlash))
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{
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Owner = realplayer->mo; // Replace the new owner in our owner; safe because we are not attached to anything yet
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ItemFlags |= IF_CREATECOPYMOVED; // Let the caller know the "real" owner has changed (to the morphed actor)
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MorphedPlayer = realplayer; // Store the player identity (morphing clears the unmorphed actor's "player" field)
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}
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else // morph failed - give the caller an opportunity to fail the pickup completely
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{
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ItemFlags |= IF_INITEFFECTFAILED; // Let the caller know that the activation failed (can fail the pickup if appropriate)
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}
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}
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}
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//===========================================================================
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//
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// APowerMorph :: EndEffect
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//
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//===========================================================================
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void APowerMorph::EndEffect( )
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{
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Super::EndEffect();
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// Abort if owner already destroyed or unmorphed
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if (Owner == nullptr || MorphedPlayer == nullptr)
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{
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return;
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}
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// Abort if owner is dead; their Die() method will
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// take care of any required unmorphing on death.
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if (MorphedPlayer->health <= 0)
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{
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return;
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}
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// Unmorph if possible
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if (!bInUndoMorph)
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{
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int savedMorphTics = MorphedPlayer->morphTics;
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P_UndoPlayerMorph (MorphedPlayer, MorphedPlayer, 0, !!(MorphedPlayer->MorphStyle & MORPH_UNDOALWAYS));
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// Abort if unmorph failed; in that case,
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// set the usual retry timer and return.
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if (MorphedPlayer != NULL && MorphedPlayer->morphTics)
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{
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// Transfer retry timeout
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// to the powerup's timer.
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EffectTics = MorphedPlayer->morphTics;
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// Reload negative morph tics;
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// use actual value; it may
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// be in use for animation.
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MorphedPlayer->morphTics = savedMorphTics;
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// Try again some time later
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return;
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}
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}
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// Unmorph suceeded
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MorphedPlayer = NULL;
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}
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@ -203,24 +203,6 @@ protected:
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virtual void EndEffect() override;
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};
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class APowerDamage : public APowerup
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{
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DECLARE_CLASS( APowerDamage, APowerup )
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protected:
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virtual void InitEffect () override;
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virtual void EndEffect () override;
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virtual void ModifyDamage (int damage, FName damageType, int &newdamage, bool passive) override;
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};
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class APowerProtection : public APowerup
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{
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DECLARE_CLASS( APowerProtection, APowerup )
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protected:
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virtual void InitEffect () override;
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virtual void EndEffect () override;
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virtual void ModifyDamage (int damage, FName damageType, int &newdamage, bool passive) override;
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};
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class APowerMorph : public APowerup
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{
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DECLARE_CLASS( APowerMorph, APowerup )
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@ -228,18 +210,12 @@ class APowerMorph : public APowerup
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public:
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virtual void Serialize(FSerializer &arc) override;
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void SetNoCallUndoMorph() { bInUndoMorph = true; }
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// Variables
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PClassPlayerPawn *PlayerClass;
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PClassActor *MorphFlash, *UnMorphFlash;
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int MorphStyle;
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player_t *MorphedPlayer;
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bool bInUndoMorph; // Because P_UndoPlayerMorph() can call EndEffect recursively
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protected:
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virtual void InitEffect () override;
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virtual void EndEffect () override;
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};
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#endif //__A_ARTIFACTS_H__
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@ -724,9 +724,10 @@ void AInventory::AbsorbDamage (int damage, FName damageType, int &newdamage)
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void AInventory::ModifyDamage (int damage, FName damageType, int &newdamage, bool passive)
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{
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if (Inventory != NULL)
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IFVIRTUAL(AInventory, ModifyDamage)
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{
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Inventory->ModifyDamage (damage, damageType, newdamage, passive);
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VMValue params[5] = { (DObject*)this, damage, int(damageType), &newdamage, passive };
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GlobalVMStack.Call(func, params, 5, nullptr, 0, nullptr);
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}
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}
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@ -128,7 +128,7 @@ public:
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// still need to be done.
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virtual void AbsorbDamage(int damage, FName damageType, int &newdamage);
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virtual void ModifyDamage(int damage, FName damageType, int &newdamage, bool passive);
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void ModifyDamage(int damage, FName damageType, int &newdamage, bool passive);
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// visual stuff is for later. Right now the VM has not yet access to the needed functionality.
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virtual bool DrawPowerup(int x, int y);
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@ -154,6 +154,18 @@ bool P_MorphPlayer (player_t *activator, player_t *p, PClassPlayerPawn *spawntyp
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return true;
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}
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DEFINE_ACTION_FUNCTION(_PlayerInfo, MorphPlayer)
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{
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PARAM_SELF_STRUCT_PROLOGUE(player_t);
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PARAM_POINTER(victim, player_t);
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PARAM_CLASS(spawntype, APlayerPawn);
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PARAM_INT(duration);
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PARAM_INT(style);
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PARAM_CLASS_DEF(enter_flash, AActor);
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PARAM_CLASS_DEF(exit_flash, AActor);
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ACTION_RETURN_BOOL(P_MorphPlayer(self, victim, spawntype, duration, style, enter_flash, exit_flash));
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}
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//----------------------------------------------------------------------------
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//
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// FUNC P_UndoPlayerMorph
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@ -204,14 +216,15 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag,
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mo->target = pmo->target;
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mo->tracer = pmo->tracer;
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pmo->player = nullptr;
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mo->alternative = pmo->alternative = nullptr;
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// Remove the morph power if the morph is being undone prematurely.
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auto pmtype = PClass::FindActor("PowerMorph");
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for (AInventory *item = pmo->Inventory, *next = nullptr; item != nullptr; item = next)
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{
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next = item->Inventory;
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if (item->IsKindOf(RUNTIME_CLASS(APowerMorph)))
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if (item->IsKindOf(pmtype))
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{
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static_cast<APowerMorph *>(item)->SetNoCallUndoMorph();
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item->Destroy();
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}
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}
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@ -348,8 +361,6 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag,
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beastweap->Destroy ();
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}
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}
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mo->alternative = nullptr;
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pmo->alternative = nullptr;
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pmo->Destroy ();
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// Restore playerclass armor to its normal amount.
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AHexenArmor *hxarmor = mo->FindInventory<AHexenArmor>();
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|
|
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@ -190,7 +190,7 @@ class SBarInfoCommand
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}
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EColorRange GetTranslation(FScanner &sc)
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{
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sc.MustGetToken(TK_Identifier);
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if (!sc.CheckToken(TK_Null)) sc.MustGetToken(TK_Identifier);
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EColorRange returnVal = CR_UNTRANSLATED;
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FString namedTranslation; //we must send in "[translation]"
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const BYTE *trans_ptr;
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|
|
|
@ -48,6 +48,7 @@
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#include "stats.h"
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#include "zstring.h"
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#include "d_dehacked.h"
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#include "v_text.h"
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#include "gl/dynlights/gl_dynlight.h"
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|
@ -1336,12 +1337,13 @@ void gl_DoParseDefs(FScanner &sc, int workingLump)
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//
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//==========================================================================
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void gl_LoadGLDefs(const char * defsLump)
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void gl_LoadGLDefs(const char *defsLump)
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{
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int workingLump, lastLump;
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static const char *gldefsnames[] = { "GLDEFS", defsLump, nullptr };
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lastLump = 0;
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while ((workingLump = Wads.FindLump(defsLump, &lastLump)) != -1)
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while ((workingLump = Wads.FindLumpMulti(gldefsnames, &lastLump)) != -1)
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{
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FScanner sc(workingLump);
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gl_DoParseDefs(sc, workingLump);
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|
@ -1383,8 +1385,7 @@ void gl_ParseDefs()
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break;
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}
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gl_ParseVavoomSkybox();
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if (defsLump != NULL) gl_LoadGLDefs(defsLump);
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gl_LoadGLDefs("GLDEFS");
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gl_LoadGLDefs(defsLump);
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gl_InitializeActorLights();
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}
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||||
|
|
|
@ -91,12 +91,6 @@ TArray<spechit_t> portalhit;
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION(AActor, CanCollideWith)
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{
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// No need to check the parameters, as they are not even used.
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ACTION_RETURN_BOOL(true);
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}
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bool P_CanCollideWith(AActor *tmthing, AActor *thing)
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{
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static unsigned VIndex = ~0u;
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|
|
|
@ -7420,8 +7420,12 @@ DEFINE_ACTION_FUNCTION(AActor, ClearCounters)
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int AActor::GetModifiedDamage(FName damagetype, int damage, bool passive)
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{
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if (Inventory != nullptr)
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Inventory->ModifyDamage(damage, damagetype, damage, passive);
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auto inv = Inventory;
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while (inv != nullptr)
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{
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inv->ModifyDamage(damage, damagetype, damage, passive);
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inv = inv->Inventory;
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}
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||||
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return damage;
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}
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||||
|
@ -7847,6 +7851,25 @@ DEFINE_ACTION_FUNCTION(AActor, CountsAsKill)
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ACTION_RETURN_FLOAT(self->CountsAsKill());
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}
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||||
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DEFINE_ACTION_FUNCTION(AActor, ApplyDamageFactors)
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{
|
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PARAM_PROLOGUE;
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PARAM_CLASS(itemcls, AInventory);
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PARAM_NAME(damagetype);
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PARAM_INT(damage);
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PARAM_INT(defdamage);
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||||
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||||
DmgFactors *df = itemcls->DamageFactors;
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if (df != nullptr && df->CountUsed() != 0)
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||||
{
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||||
ACTION_RETURN_INT(df->Apply(damagetype, damage));
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}
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else
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{
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ACTION_RETURN_INT(defdamage);
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||||
}
|
||||
}
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||||
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||||
//----------------------------------------------------------------------------
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||||
//
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||||
// DropItem handling
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||||
|
|
|
@ -1576,6 +1576,22 @@ public:
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|||
sec->reflect[sector_t::ceiling] = (float)CheckFloat(key);
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||||
break;
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||||
|
||||
case NAME_floorglowcolor:
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||||
sec->planes[sector_t::floor].GlowColor = CheckInt(key);
|
||||
break;
|
||||
|
||||
case NAME_floorglowheight:
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||||
sec->planes[sector_t::floor].GlowHeight = (float)CheckFloat(key);
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||||
break;
|
||||
|
||||
case NAME_ceilingglowcolor:
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sec->planes[sector_t::ceiling].GlowColor = CheckInt(key);
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||||
break;
|
||||
|
||||
case NAME_ceilingglowheight:
|
||||
sec->planes[sector_t::ceiling].GlowHeight = (float)CheckFloat(key);
|
||||
break;
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||||
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||||
case NAME_MoreIds:
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||||
// delay parsing of the tag string until parsing of the sector is complete
|
||||
// This ensures that the ID is always the first tag in the list.
|
||||
|
|
|
@ -467,15 +467,30 @@ int VMFrameStack::Call(VMFunction *func, VMValue *params, int numparams, VMRetur
|
|||
}
|
||||
else
|
||||
{
|
||||
VMCycles[0].Clock();
|
||||
VMCalls[0]++;
|
||||
AllocFrame(static_cast<VMScriptFunction *>(func));
|
||||
allocated = true;
|
||||
VMFillParams(params, TopFrame(), numparams);
|
||||
int numret = VMExec(this, static_cast<VMScriptFunction *>(func)->Code, results, numresults);
|
||||
PopFrame();
|
||||
VMCycles[0].Unclock();
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||||
return numret;
|
||||
auto code = static_cast<VMScriptFunction *>(func)->Code;
|
||||
// handle empty functions consisting of a single return explicitly so that empty virtual callbacks do not need to set up an entire VM frame.
|
||||
if (code->word == 0x0080804e)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
else if (code->word == 0x0004804e)
|
||||
{
|
||||
if (numresults == 0) return 0;
|
||||
results[0].SetInt(static_cast<VMScriptFunction *>(func)->KonstD[0]);
|
||||
return 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
VMCycles[0].Clock();
|
||||
VMCalls[0]++;
|
||||
AllocFrame(static_cast<VMScriptFunction *>(func));
|
||||
allocated = true;
|
||||
VMFillParams(params, TopFrame(), numparams);
|
||||
int numret = VMExec(this, code, results, numresults);
|
||||
PopFrame();
|
||||
VMCycles[0].Unclock();
|
||||
return numret;
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (VMException *exception)
|
||||
|
|
|
@ -733,7 +733,7 @@ void FString::StripRight (const char *charset)
|
|||
if (!strchr (charset, Chars[i]))
|
||||
break;
|
||||
}
|
||||
if (i == max-1)
|
||||
if (i == max)
|
||||
{ // Nothing to strip.
|
||||
return;
|
||||
}
|
||||
|
|
|
@ -270,16 +270,22 @@ class Actor : Thinker native
|
|||
virtual native void Die(Actor source, Actor inflictor, int dmgflags = 0);
|
||||
virtual native bool Slam(Actor victim);
|
||||
virtual native void Touch(Actor toucher);
|
||||
virtual native bool CanCollideWith(Actor other, bool passive); // This is an empty native function, it's native for the sole reason of performance as this is in a performance critical spot.
|
||||
|
||||
// Called when an actor is to be reflected by a disc of repulsion.
|
||||
// Returns true to continue normal blast processing.
|
||||
virtual bool SpecialBlastHandling (Actor source, double strength) // this is entirely on the script side with no native part at all.
|
||||
// Called by PIT_CheckThing to check if two actos actually can collide.
|
||||
virtual bool CanCollideWith(Actor other, bool passive)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
virtual int SpecialMissileHit (Actor victim) // for this no native version exists
|
||||
// Called when an actor is to be reflected by a disc of repulsion.
|
||||
// Returns true to continue normal blast processing.
|
||||
virtual bool SpecialBlastHandling (Actor source, double strength)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
// This is called before a missile gets exploded.
|
||||
virtual int SpecialMissileHit (Actor victim)
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
|
@ -288,6 +294,7 @@ class Actor : Thinker native
|
|||
native static int GetSpriteIndex(name sprt);
|
||||
native static double GetDefaultSpeed(class<Actor> type);
|
||||
native static class<Actor> GetSpawnableType(int spawnnum);
|
||||
native static int ApplyDamageFactors(class<Inventory> itemcls, Name damagetype, int damage, int defdamage);
|
||||
native void RemoveFromHash();
|
||||
native void ChangeTid(int newtid);
|
||||
native static int FindUniqueTid(int start = 0, int limit = 0);
|
||||
|
|
|
@ -40,6 +40,7 @@ class Inventory : Actor native
|
|||
|
||||
virtual double GetSpeedFactor() { return 1; }
|
||||
virtual bool GetNoTeleportFreeze() { return false; }
|
||||
virtual void ModifyDamage(int damage, Name damageType, out int newdamage, bool passive) {}
|
||||
|
||||
native void GoAwayAndDie();
|
||||
native void BecomeItem();
|
||||
|
|
|
@ -253,6 +253,7 @@ FWeaponSlots weapons;
|
|||
*/
|
||||
|
||||
|
||||
native bool MorphPlayer(playerinfo p, Class<PlayerPawn> spawntype, int duration, int style, Class<Actor> enter_flash = null, Class<Actor> exit_flash = null);
|
||||
native bool UndoPlayerMorph(playerinfo player, int unmorphflag = 0, bool force = false);
|
||||
native bool PoisonPlayer(Actor poisoner, Actor source, int poison);
|
||||
native void PoisonDamage(Actor source, int damage, bool playPainSound);
|
||||
|
|
|
@ -236,20 +236,158 @@ class PowerTimeFreezer : Powerup native
|
|||
}
|
||||
}
|
||||
|
||||
class PowerDamage : Powerup native
|
||||
//===========================================================================
|
||||
//
|
||||
// Damage
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
class PowerDamage : Powerup
|
||||
{
|
||||
Default
|
||||
{
|
||||
Powerup.Duration -25;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// InitEffect
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
override void InitEffect()
|
||||
{
|
||||
Super.InitEffect();
|
||||
|
||||
if (Owner != null)
|
||||
{
|
||||
Owner.A_PlaySound(SeeSound, CHAN_5, 1.0, false, ATTN_NONE);
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// EndEffect
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
override void EndEffect()
|
||||
{
|
||||
Super.EndEffect();
|
||||
if (Owner != null)
|
||||
{
|
||||
Owner.A_PlaySound(DeathSound, CHAN_5, 1.0, false, ATTN_NONE);
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// ModifyDamage
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
override void ModifyDamage(int damage, Name damageType, out int newdamage, bool passive)
|
||||
{
|
||||
if (!passive && damage > 0)
|
||||
{
|
||||
newdamage = max(1, ApplyDamageFactors(GetClass(), damageType, damage, damage * 4));
|
||||
if (Owner != null && newdamage > damage) Owner.A_PlaySound(ActiveSound, CHAN_AUTO, 1.0, false, ATTN_NONE);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
class PowerProtection : Powerup native
|
||||
//===========================================================================
|
||||
//
|
||||
// Protection
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
class PowerProtection : Powerup
|
||||
{
|
||||
Default
|
||||
{
|
||||
Powerup.Duration -25;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// InitEffect
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
override void InitEffect()
|
||||
{
|
||||
Super.InitEffect();
|
||||
|
||||
let o = Owner; // copy to a local variable for quicker access.
|
||||
if (o != null)
|
||||
{
|
||||
o.A_PlaySound(SeeSound, CHAN_AUTO, 1.0, false, ATTN_NONE);
|
||||
|
||||
// Transfer various protection flags if owner does not already have them.
|
||||
// If the owner already has the flag, clear it from the powerup.
|
||||
// If the powerup still has a flag set, add it to the owner.
|
||||
bNoRadiusDmg &= !o.bNoRadiusDmg;
|
||||
o.bNoRadiusDmg |= bNoRadiusDmg;
|
||||
|
||||
bDontMorph &= !o.bDontMorph;
|
||||
o.bDontMorph |= bDontMorph;
|
||||
|
||||
bDontSquash &= !o.bDontSquash;
|
||||
o.bDontSquash |= bDontSquash;
|
||||
|
||||
bDontBlast &= !o.bDontBlast;
|
||||
o.bDontBlast |= bDontBlast;
|
||||
|
||||
bNoTeleOther &= !o.bNoTeleOther;
|
||||
o.bNoTeleOther |= bNoTeleOther;
|
||||
|
||||
bNoPain &= !o.bNoPain;
|
||||
o.bNoPain |= bNoPain;
|
||||
|
||||
bDontRip &= !o.bDontRip;
|
||||
o.bDontRip |= bDontRip;
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// EndEffect
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
override void EndEffect()
|
||||
{
|
||||
Super.EndEffect();
|
||||
let o = Owner; // copy to a local variable for quicker access.
|
||||
if (o != null)
|
||||
{
|
||||
o.A_PlaySound(DeathSound, CHAN_AUTO, 1.0, false, ATTN_NONE);
|
||||
|
||||
o.bNoRadiusDmg &= !bNoRadiusDmg;
|
||||
o.bDontMorph &= !bDontMorph;
|
||||
o.bDontSquash &= !bDontSquash;
|
||||
o.bDontBlast &= !bDontBlast;
|
||||
o.bNoTeleOther &= !bNoTeleOther;
|
||||
o.bNoPain &= !bNoPain;
|
||||
o.bDontRip &= !bDontRip;
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// AbsorbDamage
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
override void ModifyDamage(int damage, Name damageType, out int newdamage, bool passive)
|
||||
{
|
||||
if (passive && damage > 0)
|
||||
{
|
||||
newdamage = max(1, ApplyDamageFactors(GetClass(), damageType, damage, damage / 4));
|
||||
if (Owner != null && newdamage < damage) Owner.A_PlaySound(ActiveSound, CHAN_AUTO, 1.0, false, ATTN_NONE);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
|
@ -430,11 +568,82 @@ class PowerMorph : Powerup native
|
|||
native Class<Actor> MorphFlash, UnMorphFlash;
|
||||
native int MorphStyle;
|
||||
native PlayerInfo MorphedPlayer;
|
||||
native bool bInUndoMorph;
|
||||
|
||||
Default
|
||||
{
|
||||
Powerup.Duration -40;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// InitEffect
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
override void InitEffect()
|
||||
{
|
||||
Super.InitEffect();
|
||||
|
||||
if (Owner != null && Owner.player != null && PlayerClass != null)
|
||||
{
|
||||
let realplayer = Owner.player; // Remember the identity of the player
|
||||
if (realplayer.MorphPlayer(realplayer, PlayerClass, 0x7fffffff/*INDEFINITELY*/, MorphStyle, MorphFlash, UnMorphFlash))
|
||||
{
|
||||
Owner = realplayer.mo; // Replace the new owner in our owner; safe because we are not attached to anything yet
|
||||
bCreateCopyMoved = true; // Let the caller know the "real" owner has changed (to the morphed actor)
|
||||
MorphedPlayer = realplayer; // Store the player identity (morphing clears the unmorphed actor's "player" field)
|
||||
}
|
||||
else // morph failed - give the caller an opportunity to fail the pickup completely
|
||||
{
|
||||
bInitEffectFailed = true; // Let the caller know that the activation failed (can fail the pickup if appropriate)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// EndEffect
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
override void EndEffect()
|
||||
{
|
||||
Super.EndEffect();
|
||||
|
||||
// Abort if owner already destroyed or unmorphed
|
||||
if (Owner == null || MorphedPlayer == null || Owner.alternative == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Abort if owner is dead; their Die() method will
|
||||
// take care of any required unmorphing on death.
|
||||
if (MorphedPlayer.health <= 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
int savedMorphTics = MorphedPlayer.morphTics;
|
||||
MorphedPlayer.UndoPlayerMorph (MorphedPlayer, 0, !!(MorphedPlayer.MorphStyle & MRF_UNDOALWAYS));
|
||||
|
||||
// Abort if unmorph failed; in that case,
|
||||
// set the usual retry timer and return.
|
||||
if (MorphedPlayer != null && MorphedPlayer.morphTics)
|
||||
{
|
||||
// Transfer retry timeout
|
||||
// to the powerup's timer.
|
||||
EffectTics = MorphedPlayer.morphTics;
|
||||
// Reload negative morph tics;
|
||||
// use actual value; it may
|
||||
// be in use for animation.
|
||||
MorphedPlayer.morphTics = savedMorphTics;
|
||||
// Try again some time later
|
||||
return;
|
||||
}
|
||||
// Unmorph suceeded
|
||||
MorphedPlayer = null;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue