mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-13 05:41:10 +00:00
d60a5ee1b9
- Fixed: Resurrecting a player must restore all flags words, not just the first one. - Fixed: APowerWeaponLevel2::EndEffect must check PendingWeapon for WP_NOCHANGE. - added Skulltag's high jump rune as a powerup - Added Skulltag's Drain and Regeneration runes as powerups and used specific player sounds for their sound effects instead of using misc/i_pkup. (If I ever decide to implement runes it will be in a way that can use the regular powerups instead of having to define specific classes for them.) - Added Skulltag's PowerQuadDamage and PowerQuarterDamage as more customizable PowerDamage and PowerProtection. These new powerups allow free customization of the damage modification per damage type by inheriting from these classes and setting specific values. Such derived damage/protection powerups will be considered as separate powers so that for example a QuadDamage and a DoubleDamage item can be stacked which would result in 8x damage. - merged player_t::cheats and player_t::Powers into one variable. SVN r529 (trunk)
489 lines
13 KiB
C++
489 lines
13 KiB
C++
#include <assert.h>
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#include "info.h"
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#include "gi.h"
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#include "r_data.h"
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#include "a_pickups.h"
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#include "templates.h"
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IMPLEMENT_STATELESS_ACTOR (AArmor, Any, -1, 0)
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PROP_Inventory_PickupSound ("misc/armor_pkup")
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END_DEFAULTS
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IMPLEMENT_STATELESS_ACTOR (ABasicArmor, Any, -1, 0)
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PROP_Inventory_FlagsSet (IF_KEEPDEPLETED)
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END_DEFAULTS
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IMPLEMENT_STATELESS_ACTOR (ABasicArmorPickup, Any, -1, 0)
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PROP_Inventory_MaxAmount (0)
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PROP_Inventory_FlagsSet (IF_AUTOACTIVATE)
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END_DEFAULTS
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IMPLEMENT_STATELESS_ACTOR (ABasicArmorBonus, Any, -1, 0)
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PROP_Inventory_MaxAmount (0)
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PROP_Inventory_FlagsSet (IF_AUTOACTIVATE|IF_ALWAYSPICKUP)
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PROP_BasicArmorBonus_SavePercent (FRACUNIT/3)
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END_DEFAULTS
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IMPLEMENT_STATELESS_ACTOR (AHexenArmor, Any, -1, 0)
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PROP_Inventory_FlagsSet (IF_UNDROPPABLE | IF_KEEPDEPLETED)
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END_DEFAULTS
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//===========================================================================
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//
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// ABasicArmor :: Serialize
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//
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//===========================================================================
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void ABasicArmor::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << SavePercent << BonusCount;
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}
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//===========================================================================
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//
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// ABasicArmor :: Tick
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//
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// If BasicArmor is given to the player by means other than a
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// BasicArmorPickup, then it may not have an icon set. Fix that here.
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//
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//===========================================================================
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void ABasicArmor::Tick ()
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{
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Super::Tick ();
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if (Icon == 0)
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{
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switch (gameinfo.gametype)
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{
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case GAME_Doom:
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Icon = TexMan.CheckForTexture (SavePercent == FRACUNIT/3 ? "ARM1A0" : "ARM2A0", FTexture::TEX_Any);
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break;
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case GAME_Heretic:
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Icon = TexMan.CheckForTexture (SavePercent == FRACUNIT/2 ? "SHLDA0" : "SHD2A0", FTexture::TEX_Any);
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break;
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case GAME_Strife:
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Icon = TexMan.CheckForTexture (SavePercent == FRACUNIT/3 ? "I_ARM2" : "I_ARM1", FTexture::TEX_Any);
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break;
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default:
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break;
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}
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}
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}
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//===========================================================================
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//
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// ABasicArmor :: CreateCopy
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//
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//===========================================================================
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AInventory *ABasicArmor::CreateCopy (AActor *other)
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{
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// BasicArmor that is in use is stored in the inventory as BasicArmor.
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// BasicArmor that is in reserve is not.
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ABasicArmor *copy = Spawn<ABasicArmor> (0, 0, 0, NO_REPLACE);
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copy->SavePercent = SavePercent != 0 ? SavePercent : FRACUNIT/3;
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copy->Amount = Amount;
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copy->MaxAmount = MaxAmount;
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copy->Icon = Icon;
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copy->BonusCount = BonusCount;
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GoAwayAndDie ();
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return copy;
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}
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//===========================================================================
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//
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// ABasicArmor :: HandlePickup
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//
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//===========================================================================
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bool ABasicArmor::HandlePickup (AInventory *item)
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{
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if (item->GetClass() == RUNTIME_CLASS(ABasicArmor))
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{
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// You shouldn't be picking up BasicArmor anyway.
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return true;
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}
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if (Inventory != NULL)
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{
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return Inventory->HandlePickup (item);
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}
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return false;
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}
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//===========================================================================
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//
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// ABasicArmor :: AbsorbDamage
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//
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//===========================================================================
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void ABasicArmor::AbsorbDamage (int damage, FName damageType, int &newdamage)
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{
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if (damageType != NAME_Drowning)
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{
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int saved = FixedMul (damage, SavePercent);
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if (Amount < saved)
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{
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saved = Amount;
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}
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newdamage -= saved;
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Amount -= saved;
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if (Amount == 0)
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{
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// The armor has become useless
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SavePercent = 0;
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// Now see if the player has some more armor in their inventory
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// and use it if so. As in Strife, the best armor is used up first.
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ABasicArmorPickup *best = NULL;
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AInventory *probe = Owner->Inventory;
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while (probe != NULL)
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{
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if (probe->IsKindOf (RUNTIME_CLASS(ABasicArmorPickup)))
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{
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ABasicArmorPickup *inInv = static_cast<ABasicArmorPickup*>(probe);
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if (best == NULL || best->SavePercent < inInv->SavePercent)
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{
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best = inInv;
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}
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}
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probe = probe->Inventory;
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}
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if (best != NULL)
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{
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Owner->UseInventory (best);
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}
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}
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damage = newdamage;
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}
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if (Inventory != NULL)
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{
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Inventory->AbsorbDamage (damage, damageType, newdamage);
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}
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}
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//===========================================================================
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//
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// ABasicArmorPickup :: Serialize
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//
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//===========================================================================
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void ABasicArmorPickup::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << SavePercent << SaveAmount;
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arc << DropTime;
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}
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//===========================================================================
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//
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// ABasicArmorPickup :: CreateCopy
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//
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//===========================================================================
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AInventory *ABasicArmorPickup::CreateCopy (AActor *other)
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{
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ABasicArmorPickup *copy = static_cast<ABasicArmorPickup *> (Super::CreateCopy (other));
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copy->SavePercent = SavePercent;
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copy->SaveAmount = SaveAmount;
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return copy;
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}
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//===========================================================================
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//
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// ABasicArmorPickup :: Use
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//
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// Either gives you new armor or replaces the armor you already have (if
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// the SaveAmount is greater than the amount of armor you own). When the
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// item is auto-activated, it will only be activated if its max amount is 0
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// or if you have no armor active already.
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//
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//===========================================================================
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bool ABasicArmorPickup::Use (bool pickup)
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{
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ABasicArmor *armor = Owner->FindInventory<ABasicArmor> ();
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if (armor == NULL)
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{
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armor = Spawn<ABasicArmor> (0,0,0, NO_REPLACE);
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armor->BecomeItem ();
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Owner->AddInventory (armor);
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}
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else
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{
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// If you already have more armor than this item gives you, you can't
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// use it.
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if (armor->Amount >= SaveAmount + armor->BonusCount)
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{
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return false;
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}
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// Don't use it if you're picking it up and already have some.
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if (pickup && armor->Amount > 0 && MaxAmount > 0)
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{
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return false;
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}
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}
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armor->SavePercent = SavePercent;
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armor->Amount = SaveAmount + armor->BonusCount;
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armor->MaxAmount = SaveAmount;
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armor->Icon = Icon;
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return true;
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}
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//===========================================================================
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//
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// ABasicArmorBonus :: Serialize
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//
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//===========================================================================
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void ABasicArmorBonus::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << SavePercent << SaveAmount << MaxSaveAmount << BonusCount << BonusMax;
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}
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//===========================================================================
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//
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// ABasicArmorBonus :: CreateCopy
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//
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//===========================================================================
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AInventory *ABasicArmorBonus::CreateCopy (AActor *other)
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{
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ABasicArmorBonus *copy = static_cast<ABasicArmorBonus *> (Super::CreateCopy (other));
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copy->SavePercent = SavePercent;
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copy->SaveAmount = SaveAmount;
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copy->MaxSaveAmount = MaxSaveAmount;
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copy->BonusCount = BonusCount;
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copy->BonusMax = BonusMax;
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return copy;
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}
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//===========================================================================
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//
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// ABasicArmorBonus :: Use
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//
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// Tries to add to the amount of BasicArmor a player has.
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//
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//===========================================================================
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bool ABasicArmorBonus::Use (bool pickup)
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{
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ABasicArmor *armor = Owner->FindInventory<ABasicArmor> ();
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bool result = false;
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if (armor == NULL)
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{
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armor = Spawn<ABasicArmor> (0,0,0, NO_REPLACE);
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armor->BecomeItem ();
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armor->Amount = 0;
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armor->MaxAmount = MaxSaveAmount;
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Owner->AddInventory (armor);
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}
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if (BonusCount > 0 && armor->BonusCount < BonusMax)
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{
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armor->BonusCount = MIN (armor->BonusCount + BonusCount, BonusMax);
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result = true;
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}
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int saveAmount = MIN (SaveAmount, MaxSaveAmount);
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if (saveAmount <= 0)
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{ // If it can't give you anything, it's as good as used.
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return BonusCount > 0 ? result : true;
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}
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// If you already have more armor than this item can give you, you can't
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// use it.
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if (armor->Amount >= MaxSaveAmount + armor->BonusCount)
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{
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return result;
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}
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if (armor->Amount <= 0)
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{ // Should never be less than 0, but might as well check anyway
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armor->Amount = 0;
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armor->Icon = Icon;
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armor->SavePercent = SavePercent;
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}
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armor->Amount = MIN(armor->Amount + saveAmount, MaxSaveAmount + armor->BonusCount);
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armor->MaxAmount = MAX (armor->MaxAmount, MaxSaveAmount);
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return true;
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}
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//===========================================================================
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//
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// AHexenArmor :: Serialize
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//
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//===========================================================================
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void AHexenArmor::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << Slots[0] << Slots[1] << Slots[2] << Slots[3]
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<< Slots[4]
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<< SlotsIncrement[0] << SlotsIncrement[1] << SlotsIncrement[2]
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<< SlotsIncrement[3];
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}
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//===========================================================================
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//
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// AHexenArmor :: CreateCopy
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//
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//===========================================================================
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AInventory *AHexenArmor::CreateCopy (AActor *other)
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{
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// Like BasicArmor, HexenArmor is used in the inventory but not the map.
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// health is the slot this armor occupies.
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// Amount is the quantity to give (0 = normal max).
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AHexenArmor *copy = Spawn<AHexenArmor> (0, 0, 0, NO_REPLACE);
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copy->AddArmorToSlot (other, health, Amount);
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GoAwayAndDie ();
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return copy;
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}
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//===========================================================================
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//
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// AHexenArmor :: CreateTossable
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//
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// Since this isn't really a single item, you can't drop it. Ever.
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//
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//===========================================================================
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AInventory *AHexenArmor::CreateTossable ()
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{
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return NULL;
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}
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//===========================================================================
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//
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// AHexenArmor :: HandlePickup
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//
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//===========================================================================
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bool AHexenArmor::HandlePickup (AInventory *item)
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{
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if (item->IsKindOf (RUNTIME_CLASS(AHexenArmor)))
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{
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if (AddArmorToSlot (Owner, item->health, item->Amount))
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{
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item->ItemFlags |= IF_PICKUPGOOD;
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}
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return true;
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}
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else if (Inventory != NULL)
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{
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return Inventory->HandlePickup (item);
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}
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return false;
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}
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//===========================================================================
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//
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// AHexenArmor :: AddArmorToSlot
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//
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//===========================================================================
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bool AHexenArmor::AddArmorToSlot (AActor *actor, int slot, int amount)
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{
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APlayerPawn *ppawn;
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int hits;
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if (actor->player != NULL)
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{
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ppawn = static_cast<APlayerPawn *>(actor);
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}
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else
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{
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ppawn = NULL;
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}
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if (slot < 0 || slot > 3)
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{
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return false;
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}
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if (amount <= 0)
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{
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hits = SlotsIncrement[slot];
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if (Slots[slot] < hits)
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{
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Slots[slot] = hits;
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return true;
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}
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}
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else
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{
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hits = amount * 5 * FRACUNIT;
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fixed_t total = Slots[0]+Slots[1]+Slots[2]+Slots[3]+Slots[4];
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fixed_t max = SlotsIncrement[0]+SlotsIncrement[1]+SlotsIncrement[2]+SlotsIncrement[3]+Slots[4]+4*5*FRACUNIT;
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if (total < max)
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{
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Slots[slot] += hits;
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return true;
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}
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}
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return false;
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}
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//===========================================================================
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//
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// AHexenArmor :: AbsorbDamage
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//
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//===========================================================================
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void AHexenArmor::AbsorbDamage (int damage, FName damageType, int &newdamage)
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{
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if (damageType != NAME_Drowning)
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{
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fixed_t savedPercent = Slots[0] + Slots[1] + Slots[2] + Slots[3] + Slots[4];
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if (savedPercent)
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{ // armor absorbed some damage
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if (savedPercent > 100*FRACUNIT)
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{
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savedPercent = 100*FRACUNIT;
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}
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for (int i = 0; i < 4; i++)
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{
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if (Slots[i])
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{
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// 300 damage always wipes out the armor unless some was added
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// with the dragon skin bracers.
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if (damage < 10000)
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{
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Slots[i] -= Scale (damage, SlotsIncrement[i], 300);
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if (Slots[i] < 2*FRACUNIT)
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{
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Slots[i] = 0;
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}
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}
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else
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{
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Slots[i] = 0;
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}
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}
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}
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int saved = Scale (damage, savedPercent, 100*FRACUNIT);
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if (saved > savedPercent >> (FRACBITS-1))
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{
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saved = savedPercent >> (FRACBITS-1);
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}
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newdamage -= saved;
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damage = newdamage;
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}
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}
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if (Inventory != NULL)
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{
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Inventory->AbsorbDamage (damage, damageType, newdamage);
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}
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}
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