mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 23:11:58 +00:00
- added some flexibility to some Skulltag powerups.
- handle these powerups by actual item checks instead of cheat flags. (The same should also be done for the Frightener and Buddha but those are a bit more complex because they are also real cheats.)
This commit is contained in:
parent
c7668952d9
commit
e6b31dde27
7 changed files with 58 additions and 110 deletions
|
@ -209,13 +209,7 @@ typedef enum
|
|||
CF_TOTALLYFROZEN = 1 << 12, // [RH] All players can do is press +use
|
||||
CF_PREDICTING = 1 << 13, // [RH] Player movement is being predicted
|
||||
CF_INTERPVIEW = 1 << 14, // [RH] view was changed outside of input, so interpolate one frame
|
||||
CF_DRAIN = 1 << 16, // Player owns a drain powerup
|
||||
CF_HIGHJUMP = 1 << 18, // more Skulltag flags. Implementation not guaranteed though. ;)
|
||||
CF_REFLECTION = 1 << 19,
|
||||
CF_PROSPERITY = 1 << 20,
|
||||
CF_DOUBLEFIRINGSPEED= 1 << 21, // Player owns a double firing speed artifact
|
||||
CF_EXTREMELYDEAD = 1 << 22, // [RH] Reliably let the status bar know about extreme deaths.
|
||||
CF_INFINITEAMMO = 1 << 23, // Player owns an infinite ammo artifact
|
||||
CF_BUDDHA2 = 1 << 24, // [MC] Absolute buddha. No voodoo can kill it either.
|
||||
CF_GODMODE2 = 1 << 25, // [MC] Absolute godmode. No voodoo can kill it either.
|
||||
CF_BUDDHA = 1 << 27, // [SP] Buddha mode - take damage, but don't die
|
||||
|
|
|
@ -197,7 +197,9 @@ xx(PowerWeaponLevel2)
|
|||
xx(PowerFlight)
|
||||
xx(PowerSpeed)
|
||||
xx(PowerTorch)
|
||||
xx(PowerHighJump)
|
||||
xx(PowerReflection)
|
||||
xx(PowerDrain)
|
||||
xx(Reflection)
|
||||
xx(CustomInventory)
|
||||
xx(Inventory)
|
||||
|
|
|
@ -1164,18 +1164,28 @@ static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int da
|
|||
}
|
||||
|
||||
|
||||
AInventory *reflect;
|
||||
//[RC] Backported from the Zandronum source.. Mostly.
|
||||
if( target->player &&
|
||||
damage > 0 &&
|
||||
source &&
|
||||
(reflect = target->FindInventory(NAME_PowerReflection)) &&
|
||||
mod != NAME_Reflection)
|
||||
mod != NAME_Reflection &&
|
||||
target != source)
|
||||
|
||||
{
|
||||
if ( target != source )
|
||||
int reflectdamage = 0;
|
||||
for (auto p = target->player->mo->Inventory; p != nullptr; p = p->Inventory)
|
||||
{
|
||||
// This picks the reflection item with the maximum efficiency for the given damage type.
|
||||
if (p->IsKindOf(NAME_PowerReflection))
|
||||
{
|
||||
int mydamage = p->ApplyDamageFactor(mod, damage);
|
||||
if (mydamage > reflectdamage) reflectdamage = mydamage;
|
||||
}
|
||||
}
|
||||
|
||||
if (reflectdamage > 0)
|
||||
{
|
||||
// use the reflect item's damage factors to get the final value here.
|
||||
int reflectdamage = reflect->ApplyDamageFactor(mod, damage);
|
||||
P_DamageMobj(source, nullptr, target, reflectdamage, NAME_Reflection );
|
||||
|
||||
// Reset means of death flag.
|
||||
|
@ -1439,13 +1449,24 @@ static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int da
|
|||
|
||||
// If the damaging player has the power of drain, give the player 50% of the damage
|
||||
// done in health.
|
||||
if ( source && source->player && source->player->cheats & CF_DRAIN && !(target->flags5 & MF5_DONTDRAIN))
|
||||
if ( source && source->player && !(target->flags5 & MF5_DONTDRAIN))
|
||||
{
|
||||
if (!target->player || target->player != source->player)
|
||||
{
|
||||
if ( P_GiveBody( source, damage / 2 ))
|
||||
double draindamage = 0;
|
||||
for (auto p = source->player->mo->Inventory; p != nullptr; p = p->Inventory)
|
||||
{
|
||||
S_Sound( source, CHAN_ITEM, "*drainhealth", 1, ATTN_NORM );
|
||||
// This picks the item with the maximum efficiency.
|
||||
if (p->IsKindOf(NAME_PowerDrain))
|
||||
{
|
||||
double mydamage = p->FloatVar(NAME_Strength);
|
||||
if (mydamage > draindamage) draindamage = mydamage;
|
||||
}
|
||||
}
|
||||
|
||||
if ( P_GiveBody( source, int(draindamage * damage)))
|
||||
{
|
||||
S_Sound(source, CHAN_ITEM, "*drainhealth", 1, ATTN_NORM );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -902,8 +902,7 @@ bool AActor::TakeInventory(PClassActor *itemclass, int amount, bool fromdecorate
|
|||
// Do not take ammo if the "no take infinite/take as ammo depletion" flag is set
|
||||
// and infinite ammo is on
|
||||
if (notakeinfinite &&
|
||||
((dmflags & DF_INFINITE_AMMO) || (player && player->cheats & CF_INFINITEAMMO)) &&
|
||||
item->IsKindOf(NAME_Ammo))
|
||||
((dmflags & DF_INFINITE_AMMO) || (player && FindInventory(NAME_PowerInfiniteAmmo))) && item->IsKindOf(NAME_Ammo))
|
||||
{
|
||||
// Nothing to do here, except maybe res = false;? Would it make sense?
|
||||
result = false;
|
||||
|
|
|
@ -2689,9 +2689,19 @@ void P_PlayerThink (player_t *player)
|
|||
else if (level.IsJumpingAllowed() && player->onground && player->jumpTics == 0)
|
||||
{
|
||||
double jumpvelz = player->mo->JumpZ * 35 / TICRATE;
|
||||
double jumpfac = 0;
|
||||
|
||||
// [BC] If the player has the high jump power, double his jump velocity.
|
||||
if ( player->cheats & CF_HIGHJUMP ) jumpvelz *= 2;
|
||||
// (actually, pick the best factors from all active items.)
|
||||
for (auto p = player->mo->Inventory; p != nullptr; p = p->Inventory)
|
||||
{
|
||||
if (p->IsKindOf(NAME_PowerHighJump))
|
||||
{
|
||||
double f = p->FloatVar(NAME_Strength);
|
||||
if (f > jumpfac) jumpfac = f;
|
||||
}
|
||||
}
|
||||
if (jumpfac > 0) jumpvelz *= jumpfac;
|
||||
|
||||
player->mo->Vel.Z += jumpvelz;
|
||||
player->mo->flags2 &= ~MF2_ONMOBJ;
|
||||
|
|
|
@ -1088,17 +1088,21 @@ enum EPlayerCheats
|
|||
CF_TOTALLYFROZEN = 1 << 12, // [RH] All players can do is press +use
|
||||
CF_PREDICTING = 1 << 13, // [RH] Player movement is being predicted
|
||||
CF_INTERPVIEW = 1 << 14, // [RH] view was changed outside of input, so interpolate one frame
|
||||
CF_DRAIN = 1 << 16, // Player owns a drain powerup
|
||||
CF_HIGHJUMP = 1 << 18, // more Skulltag flags. Implementation not guaranteed though. ;)
|
||||
CF_REFLECTION = 1 << 19,
|
||||
CF_PROSPERITY = 1 << 20,
|
||||
CF_DOUBLEFIRINGSPEED= 1 << 21, // Player owns a double firing speed artifact
|
||||
|
||||
CF_EXTREMELYDEAD = 1 << 22, // [RH] Reliably let the status bar know about extreme deaths.
|
||||
CF_INFINITEAMMO = 1 << 23, // Player owns an infinite ammo artifact
|
||||
|
||||
CF_BUDDHA2 = 1 << 24, // [MC] Absolute buddha. No voodoo can kill it either.
|
||||
CF_GODMODE2 = 1 << 25, // [MC] Absolute godmode. No voodoo can kill it either.
|
||||
CF_BUDDHA = 1 << 27, // [SP] Buddha mode - take damage, but don't die
|
||||
CF_NOCLIP2 = 1 << 30, // [RH] More Quake-like noclip
|
||||
|
||||
// These flags no longer exist, but keep the names for some stray mod that might have used them.
|
||||
CF_DRAIN = 0,
|
||||
CF_HIGHJUMP = 0,
|
||||
CF_REFLECTION = 0,
|
||||
CF_PROSPERITY = 0,
|
||||
CF_DOUBLEFIRINGSPEED= 0,
|
||||
CF_INFINITEAMMO = 0,
|
||||
};
|
||||
|
||||
const TEXTCOLOR_BRICK = "\034A";
|
||||
|
|
|
@ -1783,32 +1783,9 @@ class PowerDrain : Powerup
|
|||
{
|
||||
Default
|
||||
{
|
||||
Powerup.Strength 0.5;
|
||||
Powerup.Duration -60;
|
||||
}
|
||||
|
||||
override void InitEffect()
|
||||
{
|
||||
Super.InitEffect();
|
||||
|
||||
if (Owner!= null && Owner.player != null)
|
||||
{
|
||||
// Give the player the power to drain life from opponents when he damages them.
|
||||
Owner.player.cheats |= CF_DRAIN;
|
||||
}
|
||||
}
|
||||
|
||||
override void EndEffect()
|
||||
{
|
||||
Super.EndEffect();
|
||||
|
||||
// Nothing to do if there's no owner.
|
||||
if (Owner!= null && Owner.player != null)
|
||||
{
|
||||
// Take away the drain power.
|
||||
Owner.player.cheats &= ~CF_DRAIN;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
|
@ -1846,27 +1823,9 @@ class PowerRegeneration : Powerup
|
|||
|
||||
class PowerHighJump : Powerup
|
||||
{
|
||||
override void InitEffect()
|
||||
Default
|
||||
{
|
||||
Super.InitEffect();
|
||||
|
||||
if (Owner!= null && Owner.player != null)
|
||||
{
|
||||
// Give the player the power to jump much higher.
|
||||
Owner.player.cheats |= CF_HIGHJUMP;
|
||||
}
|
||||
}
|
||||
|
||||
override void EndEffect()
|
||||
{
|
||||
Super.EndEffect();
|
||||
|
||||
// Nothing to do if there's no owner.
|
||||
if (Owner!= null && Owner.player != null)
|
||||
{
|
||||
// Take away the high jump power.
|
||||
Owner.player.cheats &= ~CF_HIGHJUMP;
|
||||
}
|
||||
Powerup.Strength 2;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1878,27 +1837,9 @@ class PowerHighJump : Powerup
|
|||
|
||||
class PowerDoubleFiringSpeed : Powerup
|
||||
{
|
||||
override void InitEffect()
|
||||
Default
|
||||
{
|
||||
Super.InitEffect();
|
||||
|
||||
if (Owner!= null && Owner.player != null)
|
||||
{
|
||||
// Give the player the power to shoot twice as fast.
|
||||
Owner.player.cheats |= CF_DOUBLEFIRINGSPEED;
|
||||
}
|
||||
}
|
||||
|
||||
override void EndEffect()
|
||||
{
|
||||
Super.EndEffect();
|
||||
|
||||
// Nothing to do if there's no owner.
|
||||
if (Owner!= null && Owner.player != null)
|
||||
{
|
||||
// Take away the shooting twice as fast power.
|
||||
Owner.player.cheats &= ~CF_DOUBLEFIRINGSPEED;
|
||||
}
|
||||
Powerup.Duration -40;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1914,29 +1855,6 @@ class PowerInfiniteAmmo : Powerup
|
|||
{
|
||||
Powerup.Duration -30;
|
||||
}
|
||||
|
||||
override void InitEffect()
|
||||
{
|
||||
Super.InitEffect();
|
||||
|
||||
if (Owner!= null && Owner.player != null)
|
||||
{
|
||||
// Give the player infinite ammo
|
||||
Owner.player.cheats |= CF_INFINITEAMMO;
|
||||
}
|
||||
}
|
||||
|
||||
override void EndEffect()
|
||||
{
|
||||
Super.EndEffect();
|
||||
|
||||
// Nothing to do if there's no owner.
|
||||
if (Owner!= null && Owner.player != null)
|
||||
{
|
||||
// Take away the limitless ammo
|
||||
Owner.player.cheats &= ~CF_INFINITEAMMO;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
Loading…
Reference in a new issue