- Fixed: PowerTimeFreezer needs to use different bits to mark timefreezing initiated by different

players, or overlapping uses of PowerTimeFreezer will malfunction.

SVN r3599 (trunk)
This commit is contained in:
Randy Heit 2012-04-27 01:40:50 +00:00
parent f8e64a13af
commit fc6d55c508
5 changed files with 51 additions and 36 deletions

View file

@ -192,7 +192,6 @@ 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_WEAPONREADY = 1 << 14, // [RH] Weapon is in the ready state and can fire its primary attack
CF_TIMEFREEZE = 1 << 15, // Player has an active time freezer
CF_DRAIN = 1 << 16, // Player owns a drain powerup
CF_REGENERATION = 1 << 17, // Player owns a regeneration artifact
CF_HIGHJUMP = 1 << 18, // more Skulltag flags. Implementation not guaranteed though. ;)
@ -307,6 +306,7 @@ public:
AWeapon *PendingWeapon; // WP_NOCHANGE if not changing
int cheats; // bit flags
int timefreezer; // Player has an active time freezer
short refire; // refired shots are less accurate
short inconsistant;
int killcount, itemcount, secretcount; // for intermission

View file

@ -1356,28 +1356,29 @@ IMPLEMENT_CLASS( APowerTimeFreezer)
//
//===========================================================================
void APowerTimeFreezer::InitEffect( )
void APowerTimeFreezer::InitEffect()
{
int ulIdx;
int freezemask;
Super::InitEffect();
if (Owner== NULL || Owner->player == NULL)
if (Owner == NULL || Owner->player == NULL)
return;
// When this powerup is in effect, pause the music.
S_PauseSound( false, false );
S_PauseSound(false, false);
// Give the player and his teammates the power to move when time is frozen.
Owner->player->cheats |= CF_TIMEFREEZE;
for ( ulIdx = 0; ulIdx < MAXPLAYERS; ulIdx++ )
freezemask = 1 << (Owner->player - players);
Owner->player->timefreezer |= freezemask;
for (int i = 0; i < MAXPLAYERS; i++)
{
if ( playeringame[ulIdx] &&
players[ulIdx].mo != NULL &&
players[ulIdx].mo->IsTeammate( Owner )
if (playeringame[i] &&
players[i].mo != NULL &&
players[i].mo->IsTeammate(Owner)
)
{
players[ulIdx].cheats |= CF_TIMEFREEZE;
players[i].timefreezer |= freezemask;
}
}
@ -1405,7 +1406,7 @@ void APowerTimeFreezer::InitEffect( )
//
//===========================================================================
void APowerTimeFreezer::DoEffect( )
void APowerTimeFreezer::DoEffect()
{
Super::DoEffect();
// [RH] Do not change LEVEL_FROZEN on odd tics, or the Revenant's tracer
@ -1433,41 +1434,45 @@ void APowerTimeFreezer::DoEffect( )
//
//===========================================================================
void APowerTimeFreezer::EndEffect( )
void APowerTimeFreezer::EndEffect()
{
int ulIdx;
int i;
Super::EndEffect();
// Allow other actors to move about freely once again.
// If there is an owner, remove the timefreeze flag corresponding to
// her from all players.
if (Owner != NULL && Owner->player != NULL)
{
int freezemask = ~(1 << (Owner->player - players));
for (i = 0; i < MAXPLAYERS; ++i)
{
players[i].timefreezer &= freezemask;
}
}
// Are there any players who still have timefreezer bits set?
for (i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i] && players[i].timefreezer != 0)
{
break;
}
}
if (i == MAXPLAYERS)
{
// No, so allow other actors to move about freely once again.
level.flags2 &= ~LEVEL2_FROZEN;
// Also, turn the music back on.
S_ResumeSound( false );
// Nothing more to do if there's no owner.
if (( Owner == NULL ) || ( Owner->player == NULL ))
{
return;
}
// Take away the time freeze power, and his teammates.
Owner->player->cheats &= ~CF_TIMEFREEZE;
for ( ulIdx = 0; ulIdx < MAXPLAYERS; ulIdx++ )
{
if ( playeringame[ulIdx] &&
players[ulIdx].mo != NULL &&
players[ulIdx].mo->IsTeammate( Owner )
)
{
players[ulIdx].cheats &= ~CF_TIMEFREEZE;
}
S_ResumeSound(false);
}
}
// Damage powerup ------------------------------------------------------
IMPLEMENT_CLASS( APowerDamage)
IMPLEMENT_CLASS(APowerDamage)
//===========================================================================
//

View file

@ -2905,7 +2905,7 @@ void AActor::Tick ()
}
// Apply freeze mode.
if (( level.flags2 & LEVEL2_FROZEN ) && ( player == NULL || !( player->cheats & CF_TIMEFREEZE )))
if ((level.flags2 & LEVEL2_FROZEN) && (player == NULL || player->timefreezer == 0))
{
return;
}

View file

@ -101,7 +101,7 @@ void P_Ticker (void)
// off the music.
for (i = 0; i < MAXPLAYERS; i++ )
{
if (playeringame[i] && players[i].cheats & CF_TIMEFREEZE)
if (playeringame[i] && players[i].timefreezer != 0)
break;
}

View file

@ -247,6 +247,7 @@ player_t::player_t()
ReadyWeapon(0),
PendingWeapon(0),
cheats(0),
timefreezer(0),
refire(0),
inconsistant(0),
killcount(0),
@ -674,7 +675,7 @@ bool APlayerPawn::UseInventory (AInventory *item)
{ // You can't use items if you're totally frozen
return false;
}
if (( level.flags2 & LEVEL2_FROZEN ) && ( player == NULL || !( player->cheats & CF_TIMEFREEZE )))
if ((level.flags2 & LEVEL2_FROZEN) && (player == NULL || player->timefreezer == 0))
{
// Time frozen
return false;
@ -2685,6 +2686,15 @@ void player_t::Serialize (FArchive &arc)
poisonpaintype = poisoner->PainType != NAME_None ? poisoner->PainType : poisoner->DamageType;
}
if (SaveVersion >= 3599)
{
arc << timefreezer;
}
else
{
cheats &= ~(1 << 15); // make sure old CF_TIMEFREEZE bit is cleared
}
if (isbot)
{
arc << angle
@ -2775,5 +2785,5 @@ bool P_IsPlayerTotallyFrozen(const player_t *player)
return
gamestate == GS_TITLELEVEL ||
player->cheats & CF_TOTALLYFROZEN ||
((level.flags2 & LEVEL2_FROZEN) && !(player->cheats & CF_TIMEFREEZE));
((level.flags2 & LEVEL2_FROZEN) && player->timefreezer == 0);
}