gzdoom/src/g_shared/a_artifacts.cpp

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#include "info.h"
#include "a_pickups.h"
#include "d_player.h"
#include "p_local.h"
#include "c_dispatch.h"
#include "gi.h"
#include "s_sound.h"
#include "p_local.h"
#include "p_spec.h"
#include "p_lnspec.h"
#include "p_effect.h"
#include "a_artifacts.h"
#include "sbar.h"
#include "d_player.h"
#include "m_random.h"
#include "v_video.h"
#include "templates.h"
#include "a_morph.h"
#include "g_level.h"
#include "doomstat.h"
#include "v_palette.h"
#include "farchive.h"
#include "r_data/colormaps.h"
static FRandom pr_torch ("Torch");
/* Those are no longer needed, except maybe as reference?
* They're not used anywhere in the code anymore, except
* MAULATORTICS as redefined in a_minotaur.cpp...
#define INVULNTICS (30*TICRATE)
#define INVISTICS (60*TICRATE)
#define INFRATICS (120*TICRATE)
#define IRONTICS (60*TICRATE)
#define WPNLEV2TICS (40*TICRATE)
#define FLIGHTTICS (60*TICRATE)
#define SPEEDTICS (45*TICRATE)
#define MAULATORTICS (25*TICRATE)
#define TIMEFREEZE_TICS ( 12 * TICRATE )
*/
IMPLEMENT_CLASS (APowerup)
// Powerup-Giver -------------------------------------------------------------
//===========================================================================
//
// APowerupGiver :: Use
//
//===========================================================================
bool APowerupGiver::Use (bool pickup)
{
if (PowerupType == NULL) return true; // item is useless
2006-07-16 09:10:45 +00:00
APowerup *power = static_cast<APowerup *> (Spawn (PowerupType, 0, 0, 0, NO_REPLACE));
May 3, 2006 (Changes by Graf Zahl) - Removed doom.x, heretic.x and strife.x from the SVN repository. These are generated files. - Fixed: A_PainDie has to check whether a valid target exists before calling IsFriend. - Fixed: FDecalLib::FindAnimator needs a signed counter to work properly. May 1, 2006 (Changes by Graf Zahl) - Added support for game specific pickup messages, if only to be able to define Raven's invulnerability item in DECORATE. - Removed A_TreeDeath because it is no longer used. - Fixed: When picking up a PowerupGiver for an active powerup the blend color and the duration were transferred to a temorary item and never took effect. They have to be trnasferred to the newly created powerup item before trying to give it to the player, not afterward. - Made the colormap of the InvulnerabilitySphere item specific. The base power class still needs to have its color adjusted per game though and since Raven's invulnerability item is used in both Hexen and Heretic it can't define its own colormap/blend. - Separated the invulnerability colormaps from the game being played and made them item specific. They can also be specified as regular blend colors in DECORATE now. - Converted a_hereticarmor.cpp and most of a_doomartifacts.cpp, a_hereticartifacts.cpp and a_heretickeys.cpp to DECORATE. - Changed the Soulsphere to be a real health item with the Dehacked modifications made in d_dehacked.cpp as for most other items which need to be adjusted. - Added IF_BIGPOWERUP flag to AInventory to expose the RESPAWN_SUPER dmflag to DECORATE. Also removed the now obsolete ShouldRespawn methods from AInvulnerabilitySphere and ABlurSphere. - Converted a_splashes.cpp to DECORATE. - Converted most of a_debris.cpp to DECORATE. SVN r73 (trunk)
2006-05-03 14:54:48 +00:00
if (EffectTics != 0)
{
power->EffectTics = EffectTics;
}
if (BlendColor != 0)
{
if (BlendColor != MakeSpecialColormap(65535)) power->BlendColor = BlendColor;
else power->BlendColor = 0;
May 3, 2006 (Changes by Graf Zahl) - Removed doom.x, heretic.x and strife.x from the SVN repository. These are generated files. - Fixed: A_PainDie has to check whether a valid target exists before calling IsFriend. - Fixed: FDecalLib::FindAnimator needs a signed counter to work properly. May 1, 2006 (Changes by Graf Zahl) - Added support for game specific pickup messages, if only to be able to define Raven's invulnerability item in DECORATE. - Removed A_TreeDeath because it is no longer used. - Fixed: When picking up a PowerupGiver for an active powerup the blend color and the duration were transferred to a temorary item and never took effect. They have to be trnasferred to the newly created powerup item before trying to give it to the player, not afterward. - Made the colormap of the InvulnerabilitySphere item specific. The base power class still needs to have its color adjusted per game though and since Raven's invulnerability item is used in both Hexen and Heretic it can't define its own colormap/blend. - Separated the invulnerability colormaps from the game being played and made them item specific. They can also be specified as regular blend colors in DECORATE now. - Converted a_hereticarmor.cpp and most of a_doomartifacts.cpp, a_hereticartifacts.cpp and a_heretickeys.cpp to DECORATE. - Changed the Soulsphere to be a real health item with the Dehacked modifications made in d_dehacked.cpp as for most other items which need to be adjusted. - Added IF_BIGPOWERUP flag to AInventory to expose the RESPAWN_SUPER dmflag to DECORATE. Also removed the now obsolete ShouldRespawn methods from AInvulnerabilitySphere and ABlurSphere. - Converted a_splashes.cpp to DECORATE. - Converted most of a_debris.cpp to DECORATE. SVN r73 (trunk)
2006-05-03 14:54:48 +00:00
}
if (Mode != NAME_None)
{
power->Mode = Mode;
}
if (Strength != 0)
{
power->Strength = Strength;
}
May 3, 2006 (Changes by Graf Zahl) - Removed doom.x, heretic.x and strife.x from the SVN repository. These are generated files. - Fixed: A_PainDie has to check whether a valid target exists before calling IsFriend. - Fixed: FDecalLib::FindAnimator needs a signed counter to work properly. May 1, 2006 (Changes by Graf Zahl) - Added support for game specific pickup messages, if only to be able to define Raven's invulnerability item in DECORATE. - Removed A_TreeDeath because it is no longer used. - Fixed: When picking up a PowerupGiver for an active powerup the blend color and the duration were transferred to a temorary item and never took effect. They have to be trnasferred to the newly created powerup item before trying to give it to the player, not afterward. - Made the colormap of the InvulnerabilitySphere item specific. The base power class still needs to have its color adjusted per game though and since Raven's invulnerability item is used in both Hexen and Heretic it can't define its own colormap/blend. - Separated the invulnerability colormaps from the game being played and made them item specific. They can also be specified as regular blend colors in DECORATE now. - Converted a_hereticarmor.cpp and most of a_doomartifacts.cpp, a_hereticartifacts.cpp and a_heretickeys.cpp to DECORATE. - Changed the Soulsphere to be a real health item with the Dehacked modifications made in d_dehacked.cpp as for most other items which need to be adjusted. - Added IF_BIGPOWERUP flag to AInventory to expose the RESPAWN_SUPER dmflag to DECORATE. Also removed the now obsolete ShouldRespawn methods from AInvulnerabilitySphere and ABlurSphere. - Converted a_splashes.cpp to DECORATE. - Converted most of a_debris.cpp to DECORATE. SVN r73 (trunk)
2006-05-03 14:54:48 +00:00
power->ItemFlags |= ItemFlags & (IF_ALWAYSPICKUP|IF_ADDITIVETIME);
if (power->CallTryPickup (Owner))
{
return true;
}
power->GoAwayAndDie ();
return false;
}
//===========================================================================
//
// APowerupGiver :: Serialize
//
//===========================================================================
void APowerupGiver::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << PowerupType;
arc << EffectTics << BlendColor << Mode;
arc << Strength;
}
// Powerup -------------------------------------------------------------------
//===========================================================================
//
// APowerup :: Tick
//
//===========================================================================
void APowerup::Tick ()
{
- Converted the StrifePlayer to DECORATE. Even though it requires exporting 3 new code pointers without general use it was necessary to handle GiveDefaultInventory consistently for all players without the need to subclass this function. - Added a Player.RunHealth property to expose the StrifePlayer's behavior of not being able to run when its health is below 10. - Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor and a BasicArmor item to the inventory. If these items are not the first ones added to the inventory anything else that might absorb damage is not guaranteed to work consistently because their function depends on the order in the inventory. - Changed handling of APowerup's DoEffect so that it is called from the owner's Tick function, not the item's. This is so that the order of execution is determined by the order in the inventory. When done in the item's Tick function order depends on the global thinker table which can cause problems with the order in which conflicting powerups apply their effect. Now it is guaranteed that the item that was added to the inventory first applies its effect last. - Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could cause a divide by zero. - Fixed: P_MoveThing must also set the moved actor's previous position to prevent interpolation of the move. - Fixed: APowerInvisibility and its subclasses need to constantly update the owner's translucency information in case of interference between different subclasses. Also changed Hexen's Cleric's invulnerability mode to disable the translucency effect if an invisibility powerup is active. SVN r448 (trunk)
2007-01-12 15:24:10 +00:00
// Powerups cannot exist outside an inventory
if (Owner == NULL)
{
Destroy ();
}
- Converted the StrifePlayer to DECORATE. Even though it requires exporting 3 new code pointers without general use it was necessary to handle GiveDefaultInventory consistently for all players without the need to subclass this function. - Added a Player.RunHealth property to expose the StrifePlayer's behavior of not being able to run when its health is below 10. - Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor and a BasicArmor item to the inventory. If these items are not the first ones added to the inventory anything else that might absorb damage is not guaranteed to work consistently because their function depends on the order in the inventory. - Changed handling of APowerup's DoEffect so that it is called from the owner's Tick function, not the item's. This is so that the order of execution is determined by the order in the inventory. When done in the item's Tick function order depends on the global thinker table which can cause problems with the order in which conflicting powerups apply their effect. Now it is guaranteed that the item that was added to the inventory first applies its effect last. - Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could cause a divide by zero. - Fixed: P_MoveThing must also set the moved actor's previous position to prevent interpolation of the move. - Fixed: APowerInvisibility and its subclasses need to constantly update the owner's translucency information in case of interference between different subclasses. Also changed Hexen's Cleric's invulnerability mode to disable the translucency effect if an invisibility powerup is active. SVN r448 (trunk)
2007-01-12 15:24:10 +00:00
if (EffectTics > 0 && --EffectTics == 0)
{
- Converted the StrifePlayer to DECORATE. Even though it requires exporting 3 new code pointers without general use it was necessary to handle GiveDefaultInventory consistently for all players without the need to subclass this function. - Added a Player.RunHealth property to expose the StrifePlayer's behavior of not being able to run when its health is below 10. - Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor and a BasicArmor item to the inventory. If these items are not the first ones added to the inventory anything else that might absorb damage is not guaranteed to work consistently because their function depends on the order in the inventory. - Changed handling of APowerup's DoEffect so that it is called from the owner's Tick function, not the item's. This is so that the order of execution is determined by the order in the inventory. When done in the item's Tick function order depends on the global thinker table which can cause problems with the order in which conflicting powerups apply their effect. Now it is guaranteed that the item that was added to the inventory first applies its effect last. - Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could cause a divide by zero. - Fixed: P_MoveThing must also set the moved actor's previous position to prevent interpolation of the move. - Fixed: APowerInvisibility and its subclasses need to constantly update the owner's translucency information in case of interference between different subclasses. Also changed Hexen's Cleric's invulnerability mode to disable the translucency effect if an invisibility powerup is active. SVN r448 (trunk)
2007-01-12 15:24:10 +00:00
Destroy ();
}
}
//===========================================================================
//
// APowerup :: Serialize
//
//===========================================================================
void APowerup::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << EffectTics << BlendColor << Mode;
arc << Strength;
}
//===========================================================================
//
// APowerup :: GetBlend
//
//===========================================================================
PalEntry APowerup::GetBlend ()
{
May 3, 2006 (Changes by Graf Zahl) - Removed doom.x, heretic.x and strife.x from the SVN repository. These are generated files. - Fixed: A_PainDie has to check whether a valid target exists before calling IsFriend. - Fixed: FDecalLib::FindAnimator needs a signed counter to work properly. May 1, 2006 (Changes by Graf Zahl) - Added support for game specific pickup messages, if only to be able to define Raven's invulnerability item in DECORATE. - Removed A_TreeDeath because it is no longer used. - Fixed: When picking up a PowerupGiver for an active powerup the blend color and the duration were transferred to a temorary item and never took effect. They have to be trnasferred to the newly created powerup item before trying to give it to the player, not afterward. - Made the colormap of the InvulnerabilitySphere item specific. The base power class still needs to have its color adjusted per game though and since Raven's invulnerability item is used in both Hexen and Heretic it can't define its own colormap/blend. - Separated the invulnerability colormaps from the game being played and made them item specific. They can also be specified as regular blend colors in DECORATE now. - Converted a_hereticarmor.cpp and most of a_doomartifacts.cpp, a_hereticartifacts.cpp and a_heretickeys.cpp to DECORATE. - Changed the Soulsphere to be a real health item with the Dehacked modifications made in d_dehacked.cpp as for most other items which need to be adjusted. - Added IF_BIGPOWERUP flag to AInventory to expose the RESPAWN_SUPER dmflag to DECORATE. Also removed the now obsolete ShouldRespawn methods from AInvulnerabilitySphere and ABlurSphere. - Converted a_splashes.cpp to DECORATE. - Converted most of a_debris.cpp to DECORATE. SVN r73 (trunk)
2006-05-03 14:54:48 +00:00
if (EffectTics <= BLINKTHRESHOLD && !(EffectTics & 8))
return 0;
if (IsSpecialColormap(BlendColor)) return 0;
return BlendColor;
}
//===========================================================================
//
// APowerup :: InitEffect
//
//===========================================================================
void APowerup::InitEffect ()
{
}
//===========================================================================
//
// APowerup :: DoEffect
//
//===========================================================================
void APowerup::DoEffect ()
{
if (Owner == NULL || Owner->player == NULL)
- Converted the StrifePlayer to DECORATE. Even though it requires exporting 3 new code pointers without general use it was necessary to handle GiveDefaultInventory consistently for all players without the need to subclass this function. - Added a Player.RunHealth property to expose the StrifePlayer's behavior of not being able to run when its health is below 10. - Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor and a BasicArmor item to the inventory. If these items are not the first ones added to the inventory anything else that might absorb damage is not guaranteed to work consistently because their function depends on the order in the inventory. - Changed handling of APowerup's DoEffect so that it is called from the owner's Tick function, not the item's. This is so that the order of execution is determined by the order in the inventory. When done in the item's Tick function order depends on the global thinker table which can cause problems with the order in which conflicting powerups apply their effect. Now it is guaranteed that the item that was added to the inventory first applies its effect last. - Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could cause a divide by zero. - Fixed: P_MoveThing must also set the moved actor's previous position to prevent interpolation of the move. - Fixed: APowerInvisibility and its subclasses need to constantly update the owner's translucency information in case of interference between different subclasses. Also changed Hexen's Cleric's invulnerability mode to disable the translucency effect if an invisibility powerup is active. SVN r448 (trunk)
2007-01-12 15:24:10 +00:00
{
return;
}
if (EffectTics > 0)
{
int Colormap = GetSpecialColormap(BlendColor);
if (Colormap != NOFIXEDCOLORMAP)
- Converted the StrifePlayer to DECORATE. Even though it requires exporting 3 new code pointers without general use it was necessary to handle GiveDefaultInventory consistently for all players without the need to subclass this function. - Added a Player.RunHealth property to expose the StrifePlayer's behavior of not being able to run when its health is below 10. - Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor and a BasicArmor item to the inventory. If these items are not the first ones added to the inventory anything else that might absorb damage is not guaranteed to work consistently because their function depends on the order in the inventory. - Changed handling of APowerup's DoEffect so that it is called from the owner's Tick function, not the item's. This is so that the order of execution is determined by the order in the inventory. When done in the item's Tick function order depends on the global thinker table which can cause problems with the order in which conflicting powerups apply their effect. Now it is guaranteed that the item that was added to the inventory first applies its effect last. - Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could cause a divide by zero. - Fixed: P_MoveThing must also set the moved actor's previous position to prevent interpolation of the move. - Fixed: APowerInvisibility and its subclasses need to constantly update the owner's translucency information in case of interference between different subclasses. Also changed Hexen's Cleric's invulnerability mode to disable the translucency effect if an invisibility powerup is active. SVN r448 (trunk)
2007-01-12 15:24:10 +00:00
{
if (EffectTics > BLINKTHRESHOLD || (EffectTics & 8))
- Converted the StrifePlayer to DECORATE. Even though it requires exporting 3 new code pointers without general use it was necessary to handle GiveDefaultInventory consistently for all players without the need to subclass this function. - Added a Player.RunHealth property to expose the StrifePlayer's behavior of not being able to run when its health is below 10. - Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor and a BasicArmor item to the inventory. If these items are not the first ones added to the inventory anything else that might absorb damage is not guaranteed to work consistently because their function depends on the order in the inventory. - Changed handling of APowerup's DoEffect so that it is called from the owner's Tick function, not the item's. This is so that the order of execution is determined by the order in the inventory. When done in the item's Tick function order depends on the global thinker table which can cause problems with the order in which conflicting powerups apply their effect. Now it is guaranteed that the item that was added to the inventory first applies its effect last. - Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could cause a divide by zero. - Fixed: P_MoveThing must also set the moved actor's previous position to prevent interpolation of the move. - Fixed: APowerInvisibility and its subclasses need to constantly update the owner's translucency information in case of interference between different subclasses. Also changed Hexen's Cleric's invulnerability mode to disable the translucency effect if an invisibility powerup is active. SVN r448 (trunk)
2007-01-12 15:24:10 +00:00
{
Owner->player->fixedcolormap = Colormap;
- Converted the StrifePlayer to DECORATE. Even though it requires exporting 3 new code pointers without general use it was necessary to handle GiveDefaultInventory consistently for all players without the need to subclass this function. - Added a Player.RunHealth property to expose the StrifePlayer's behavior of not being able to run when its health is below 10. - Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor and a BasicArmor item to the inventory. If these items are not the first ones added to the inventory anything else that might absorb damage is not guaranteed to work consistently because their function depends on the order in the inventory. - Changed handling of APowerup's DoEffect so that it is called from the owner's Tick function, not the item's. This is so that the order of execution is determined by the order in the inventory. When done in the item's Tick function order depends on the global thinker table which can cause problems with the order in which conflicting powerups apply their effect. Now it is guaranteed that the item that was added to the inventory first applies its effect last. - Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could cause a divide by zero. - Fixed: P_MoveThing must also set the moved actor's previous position to prevent interpolation of the move. - Fixed: APowerInvisibility and its subclasses need to constantly update the owner's translucency information in case of interference between different subclasses. Also changed Hexen's Cleric's invulnerability mode to disable the translucency effect if an invisibility powerup is active. SVN r448 (trunk)
2007-01-12 15:24:10 +00:00
}
else if (Owner->player->fixedcolormap == Colormap)
- Converted the StrifePlayer to DECORATE. Even though it requires exporting 3 new code pointers without general use it was necessary to handle GiveDefaultInventory consistently for all players without the need to subclass this function. - Added a Player.RunHealth property to expose the StrifePlayer's behavior of not being able to run when its health is below 10. - Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor and a BasicArmor item to the inventory. If these items are not the first ones added to the inventory anything else that might absorb damage is not guaranteed to work consistently because their function depends on the order in the inventory. - Changed handling of APowerup's DoEffect so that it is called from the owner's Tick function, not the item's. This is so that the order of execution is determined by the order in the inventory. When done in the item's Tick function order depends on the global thinker table which can cause problems with the order in which conflicting powerups apply their effect. Now it is guaranteed that the item that was added to the inventory first applies its effect last. - Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could cause a divide by zero. - Fixed: P_MoveThing must also set the moved actor's previous position to prevent interpolation of the move. - Fixed: APowerInvisibility and its subclasses need to constantly update the owner's translucency information in case of interference between different subclasses. Also changed Hexen's Cleric's invulnerability mode to disable the translucency effect if an invisibility powerup is active. SVN r448 (trunk)
2007-01-12 15:24:10 +00:00
{
// only unset if the fixed colormap comes from this item
Owner->player->fixedcolormap = NOFIXEDCOLORMAP;
- Converted the StrifePlayer to DECORATE. Even though it requires exporting 3 new code pointers without general use it was necessary to handle GiveDefaultInventory consistently for all players without the need to subclass this function. - Added a Player.RunHealth property to expose the StrifePlayer's behavior of not being able to run when its health is below 10. - Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor and a BasicArmor item to the inventory. If these items are not the first ones added to the inventory anything else that might absorb damage is not guaranteed to work consistently because their function depends on the order in the inventory. - Changed handling of APowerup's DoEffect so that it is called from the owner's Tick function, not the item's. This is so that the order of execution is determined by the order in the inventory. When done in the item's Tick function order depends on the global thinker table which can cause problems with the order in which conflicting powerups apply their effect. Now it is guaranteed that the item that was added to the inventory first applies its effect last. - Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could cause a divide by zero. - Fixed: P_MoveThing must also set the moved actor's previous position to prevent interpolation of the move. - Fixed: APowerInvisibility and its subclasses need to constantly update the owner's translucency information in case of interference between different subclasses. Also changed Hexen's Cleric's invulnerability mode to disable the translucency effect if an invisibility powerup is active. SVN r448 (trunk)
2007-01-12 15:24:10 +00:00
}
}
}
}
//===========================================================================
//
// APowerup :: EndEffect
//
//===========================================================================
void APowerup::EndEffect ()
{
int colormap = GetSpecialColormap(BlendColor);
if (colormap != NOFIXEDCOLORMAP && Owner && Owner->player && Owner->player->fixedcolormap == colormap)
{ // only unset if the fixed colormap comes from this item
Owner->player->fixedcolormap = NOFIXEDCOLORMAP;
}
}
//===========================================================================
//
// APowerup :: Destroy
//
//===========================================================================
void APowerup::Destroy ()
{
EndEffect ();
Super::Destroy ();
}
//===========================================================================
//
// APowerup :: DrawPowerup
//
//===========================================================================
bool APowerup::DrawPowerup (int x, int y)
{
if (!Icon.isValid())
{
return false;
}
if (EffectTics > BLINKTHRESHOLD || !(EffectTics & 16))
{
FTexture *pic = TexMan(Icon);
screen->DrawTexture (pic, x, y,
DTA_HUDRules, HUD_Normal,
// DTA_TopOffset, pic->GetHeight()/2,
// DTA_LeftOffset, pic->GetWidth()/2,
TAG_DONE);
}
return true;
}
//===========================================================================
//
// APowerup :: HandlePickup
//
//===========================================================================
bool APowerup::HandlePickup (AInventory *item)
{
if (item->GetClass() == GetClass())
{
APowerup *power = static_cast<APowerup*>(item);
if (power->EffectTics == 0)
{
power->ItemFlags |= IF_PICKUPGOOD;
return true;
}
// Color gets transferred if the new item has an effect.
// Increase the effect's duration.
if (power->ItemFlags & IF_ADDITIVETIME)
{
EffectTics += power->EffectTics;
BlendColor = power->BlendColor;
}
// If it's not blinking yet, you can't replenish the power unless the
// powerup is required to be picked up.
else if (EffectTics > BLINKTHRESHOLD && !(power->ItemFlags & IF_ALWAYSPICKUP))
{
return true;
}
// Reset the effect duration.
else if (power->EffectTics > EffectTics)
May 3, 2006 (Changes by Graf Zahl) - Removed doom.x, heretic.x and strife.x from the SVN repository. These are generated files. - Fixed: A_PainDie has to check whether a valid target exists before calling IsFriend. - Fixed: FDecalLib::FindAnimator needs a signed counter to work properly. May 1, 2006 (Changes by Graf Zahl) - Added support for game specific pickup messages, if only to be able to define Raven's invulnerability item in DECORATE. - Removed A_TreeDeath because it is no longer used. - Fixed: When picking up a PowerupGiver for an active powerup the blend color and the duration were transferred to a temorary item and never took effect. They have to be trnasferred to the newly created powerup item before trying to give it to the player, not afterward. - Made the colormap of the InvulnerabilitySphere item specific. The base power class still needs to have its color adjusted per game though and since Raven's invulnerability item is used in both Hexen and Heretic it can't define its own colormap/blend. - Separated the invulnerability colormaps from the game being played and made them item specific. They can also be specified as regular blend colors in DECORATE now. - Converted a_hereticarmor.cpp and most of a_doomartifacts.cpp, a_hereticartifacts.cpp and a_heretickeys.cpp to DECORATE. - Changed the Soulsphere to be a real health item with the Dehacked modifications made in d_dehacked.cpp as for most other items which need to be adjusted. - Added IF_BIGPOWERUP flag to AInventory to expose the RESPAWN_SUPER dmflag to DECORATE. Also removed the now obsolete ShouldRespawn methods from AInvulnerabilitySphere and ABlurSphere. - Converted a_splashes.cpp to DECORATE. - Converted most of a_debris.cpp to DECORATE. SVN r73 (trunk)
2006-05-03 14:54:48 +00:00
{
EffectTics = power->EffectTics;
BlendColor = power->BlendColor;
}
power->ItemFlags |= IF_PICKUPGOOD;
return true;
}
if (Inventory != NULL)
{
return Inventory->HandlePickup (item);
}
return false;
}
//===========================================================================
//
// APowerup :: CreateCopy
//
//===========================================================================
AInventory *APowerup::CreateCopy (AActor *other)
{
// Get the effective effect time.
EffectTics = abs (EffectTics);
// Abuse the Owner field to tell the
// InitEffect method who started it;
// this should be cleared afterwards,
// as this powerup instance is not
// properly attached to anything yet.
Owner = other;
// Actually activate the powerup.
InitEffect ();
// Clear the Owner field, unless it was
// changed by the activation, for example,
// if this instance is a morph powerup;
// the flag tells the caller that the
// ownership has changed so that they
// can properly handle the situation.
if (!(ItemFlags & IF_CREATECOPYMOVED))
{
Owner = NULL;
}
// All done.
return this;
}
//===========================================================================
//
// APowerup :: CreateTossable
//
// Powerups are never droppable, even without IF_UNDROPPABLE set.
//
//===========================================================================
AInventory *APowerup::CreateTossable ()
{
return NULL;
}
//===========================================================================
//
// APowerup :: OwnerDied
//
// Powerups don't last beyond death.
//
//===========================================================================
void APowerup::OwnerDied ()
{
Destroy ();
}
// Invulnerability Powerup ---------------------------------------------------
IMPLEMENT_CLASS (APowerInvulnerable)
//===========================================================================
//
// APowerInvulnerable :: InitEffect
//
//===========================================================================
void APowerInvulnerable::InitEffect ()
{
Super::InitEffect();
Owner->effects &= ~FX_RESPAWNINVUL;
Owner->flags2 |= MF2_INVULNERABLE;
if (Mode == NAME_None)
{
Mode = (ENamedName)RUNTIME_TYPE(Owner)->Meta.GetMetaInt(APMETA_InvulMode);
}
if (Mode == NAME_Reflective)
{
Owner->flags2 |= MF2_REFLECTIVE;
}
}
//===========================================================================
//
// APowerInvulnerable :: DoEffect
//
//===========================================================================
void APowerInvulnerable::DoEffect ()
{
- Converted the StrifePlayer to DECORATE. Even though it requires exporting 3 new code pointers without general use it was necessary to handle GiveDefaultInventory consistently for all players without the need to subclass this function. - Added a Player.RunHealth property to expose the StrifePlayer's behavior of not being able to run when its health is below 10. - Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor and a BasicArmor item to the inventory. If these items are not the first ones added to the inventory anything else that might absorb damage is not guaranteed to work consistently because their function depends on the order in the inventory. - Changed handling of APowerup's DoEffect so that it is called from the owner's Tick function, not the item's. This is so that the order of execution is determined by the order in the inventory. When done in the item's Tick function order depends on the global thinker table which can cause problems with the order in which conflicting powerups apply their effect. Now it is guaranteed that the item that was added to the inventory first applies its effect last. - Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could cause a divide by zero. - Fixed: P_MoveThing must also set the moved actor's previous position to prevent interpolation of the move. - Fixed: APowerInvisibility and its subclasses need to constantly update the owner's translucency information in case of interference between different subclasses. Also changed Hexen's Cleric's invulnerability mode to disable the translucency effect if an invisibility powerup is active. SVN r448 (trunk)
2007-01-12 15:24:10 +00:00
Super::DoEffect ();
if (Owner == NULL)
{
return;
}
if (Mode == NAME_Ghost)
{
- Converted the StrifePlayer to DECORATE. Even though it requires exporting 3 new code pointers without general use it was necessary to handle GiveDefaultInventory consistently for all players without the need to subclass this function. - Added a Player.RunHealth property to expose the StrifePlayer's behavior of not being able to run when its health is below 10. - Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor and a BasicArmor item to the inventory. If these items are not the first ones added to the inventory anything else that might absorb damage is not guaranteed to work consistently because their function depends on the order in the inventory. - Changed handling of APowerup's DoEffect so that it is called from the owner's Tick function, not the item's. This is so that the order of execution is determined by the order in the inventory. When done in the item's Tick function order depends on the global thinker table which can cause problems with the order in which conflicting powerups apply their effect. Now it is guaranteed that the item that was added to the inventory first applies its effect last. - Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could cause a divide by zero. - Fixed: P_MoveThing must also set the moved actor's previous position to prevent interpolation of the move. - Fixed: APowerInvisibility and its subclasses need to constantly update the owner's translucency information in case of interference between different subclasses. Also changed Hexen's Cleric's invulnerability mode to disable the translucency effect if an invisibility powerup is active. SVN r448 (trunk)
2007-01-12 15:24:10 +00:00
if (!(Owner->flags & MF_SHADOW))
{
- Converted the StrifePlayer to DECORATE. Even though it requires exporting 3 new code pointers without general use it was necessary to handle GiveDefaultInventory consistently for all players without the need to subclass this function. - Added a Player.RunHealth property to expose the StrifePlayer's behavior of not being able to run when its health is below 10. - Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor and a BasicArmor item to the inventory. If these items are not the first ones added to the inventory anything else that might absorb damage is not guaranteed to work consistently because their function depends on the order in the inventory. - Changed handling of APowerup's DoEffect so that it is called from the owner's Tick function, not the item's. This is so that the order of execution is determined by the order in the inventory. When done in the item's Tick function order depends on the global thinker table which can cause problems with the order in which conflicting powerups apply their effect. Now it is guaranteed that the item that was added to the inventory first applies its effect last. - Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could cause a divide by zero. - Fixed: P_MoveThing must also set the moved actor's previous position to prevent interpolation of the move. - Fixed: APowerInvisibility and its subclasses need to constantly update the owner's translucency information in case of interference between different subclasses. Also changed Hexen's Cleric's invulnerability mode to disable the translucency effect if an invisibility powerup is active. SVN r448 (trunk)
2007-01-12 15:24:10 +00:00
// Don't mess with the translucency settings if an
// invisibility powerup is active.
Owner->RenderStyle = STYLE_Translucent;
if (!(level.time & 7) && Owner->alpha > 0 && Owner->alpha < OPAQUE)
{
- Converted the StrifePlayer to DECORATE. Even though it requires exporting 3 new code pointers without general use it was necessary to handle GiveDefaultInventory consistently for all players without the need to subclass this function. - Added a Player.RunHealth property to expose the StrifePlayer's behavior of not being able to run when its health is below 10. - Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor and a BasicArmor item to the inventory. If these items are not the first ones added to the inventory anything else that might absorb damage is not guaranteed to work consistently because their function depends on the order in the inventory. - Changed handling of APowerup's DoEffect so that it is called from the owner's Tick function, not the item's. This is so that the order of execution is determined by the order in the inventory. When done in the item's Tick function order depends on the global thinker table which can cause problems with the order in which conflicting powerups apply their effect. Now it is guaranteed that the item that was added to the inventory first applies its effect last. - Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could cause a divide by zero. - Fixed: P_MoveThing must also set the moved actor's previous position to prevent interpolation of the move. - Fixed: APowerInvisibility and its subclasses need to constantly update the owner's translucency information in case of interference between different subclasses. Also changed Hexen's Cleric's invulnerability mode to disable the translucency effect if an invisibility powerup is active. SVN r448 (trunk)
2007-01-12 15:24:10 +00:00
if (Owner->alpha == HX_SHADOW)
{
Owner->alpha = HX_ALTSHADOW;
}
else
{
Owner->alpha = 0;
Owner->flags2 |= MF2_NONSHOOTABLE;
}
}
- Converted the StrifePlayer to DECORATE. Even though it requires exporting 3 new code pointers without general use it was necessary to handle GiveDefaultInventory consistently for all players without the need to subclass this function. - Added a Player.RunHealth property to expose the StrifePlayer's behavior of not being able to run when its health is below 10. - Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor and a BasicArmor item to the inventory. If these items are not the first ones added to the inventory anything else that might absorb damage is not guaranteed to work consistently because their function depends on the order in the inventory. - Changed handling of APowerup's DoEffect so that it is called from the owner's Tick function, not the item's. This is so that the order of execution is determined by the order in the inventory. When done in the item's Tick function order depends on the global thinker table which can cause problems with the order in which conflicting powerups apply their effect. Now it is guaranteed that the item that was added to the inventory first applies its effect last. - Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could cause a divide by zero. - Fixed: P_MoveThing must also set the moved actor's previous position to prevent interpolation of the move. - Fixed: APowerInvisibility and its subclasses need to constantly update the owner's translucency information in case of interference between different subclasses. Also changed Hexen's Cleric's invulnerability mode to disable the translucency effect if an invisibility powerup is active. SVN r448 (trunk)
2007-01-12 15:24:10 +00:00
if (!(level.time & 31))
{
- Converted the StrifePlayer to DECORATE. Even though it requires exporting 3 new code pointers without general use it was necessary to handle GiveDefaultInventory consistently for all players without the need to subclass this function. - Added a Player.RunHealth property to expose the StrifePlayer's behavior of not being able to run when its health is below 10. - Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor and a BasicArmor item to the inventory. If these items are not the first ones added to the inventory anything else that might absorb damage is not guaranteed to work consistently because their function depends on the order in the inventory. - Changed handling of APowerup's DoEffect so that it is called from the owner's Tick function, not the item's. This is so that the order of execution is determined by the order in the inventory. When done in the item's Tick function order depends on the global thinker table which can cause problems with the order in which conflicting powerups apply their effect. Now it is guaranteed that the item that was added to the inventory first applies its effect last. - Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could cause a divide by zero. - Fixed: P_MoveThing must also set the moved actor's previous position to prevent interpolation of the move. - Fixed: APowerInvisibility and its subclasses need to constantly update the owner's translucency information in case of interference between different subclasses. Also changed Hexen's Cleric's invulnerability mode to disable the translucency effect if an invisibility powerup is active. SVN r448 (trunk)
2007-01-12 15:24:10 +00:00
if (Owner->alpha == 0)
{
Owner->flags2 &= ~MF2_NONSHOOTABLE;
Owner->alpha = HX_ALTSHADOW;
}
else
{
Owner->alpha = HX_SHADOW;
}
}
}
- Converted the StrifePlayer to DECORATE. Even though it requires exporting 3 new code pointers without general use it was necessary to handle GiveDefaultInventory consistently for all players without the need to subclass this function. - Added a Player.RunHealth property to expose the StrifePlayer's behavior of not being able to run when its health is below 10. - Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor and a BasicArmor item to the inventory. If these items are not the first ones added to the inventory anything else that might absorb damage is not guaranteed to work consistently because their function depends on the order in the inventory. - Changed handling of APowerup's DoEffect so that it is called from the owner's Tick function, not the item's. This is so that the order of execution is determined by the order in the inventory. When done in the item's Tick function order depends on the global thinker table which can cause problems with the order in which conflicting powerups apply their effect. Now it is guaranteed that the item that was added to the inventory first applies its effect last. - Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could cause a divide by zero. - Fixed: P_MoveThing must also set the moved actor's previous position to prevent interpolation of the move. - Fixed: APowerInvisibility and its subclasses need to constantly update the owner's translucency information in case of interference between different subclasses. Also changed Hexen's Cleric's invulnerability mode to disable the translucency effect if an invisibility powerup is active. SVN r448 (trunk)
2007-01-12 15:24:10 +00:00
else
{
- Converted the StrifePlayer to DECORATE. Even though it requires exporting 3 new code pointers without general use it was necessary to handle GiveDefaultInventory consistently for all players without the need to subclass this function. - Added a Player.RunHealth property to expose the StrifePlayer's behavior of not being able to run when its health is below 10. - Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor and a BasicArmor item to the inventory. If these items are not the first ones added to the inventory anything else that might absorb damage is not guaranteed to work consistently because their function depends on the order in the inventory. - Changed handling of APowerup's DoEffect so that it is called from the owner's Tick function, not the item's. This is so that the order of execution is determined by the order in the inventory. When done in the item's Tick function order depends on the global thinker table which can cause problems with the order in which conflicting powerups apply their effect. Now it is guaranteed that the item that was added to the inventory first applies its effect last. - Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could cause a divide by zero. - Fixed: P_MoveThing must also set the moved actor's previous position to prevent interpolation of the move. - Fixed: APowerInvisibility and its subclasses need to constantly update the owner's translucency information in case of interference between different subclasses. Also changed Hexen's Cleric's invulnerability mode to disable the translucency effect if an invisibility powerup is active. SVN r448 (trunk)
2007-01-12 15:24:10 +00:00
Owner->flags2 &= ~MF2_NONSHOOTABLE;
}
}
}
//===========================================================================
//
// APowerInvulnerable :: EndEffect
//
//===========================================================================
void APowerInvulnerable::EndEffect ()
{
Super::EndEffect();
if (Owner == NULL)
{
return;
}
Owner->flags2 &= ~MF2_INVULNERABLE;
Owner->effects &= ~FX_RESPAWNINVUL;
if (Mode == NAME_Ghost)
{
Owner->flags2 &= ~MF2_NONSHOOTABLE;
- Converted the StrifePlayer to DECORATE. Even though it requires exporting 3 new code pointers without general use it was necessary to handle GiveDefaultInventory consistently for all players without the need to subclass this function. - Added a Player.RunHealth property to expose the StrifePlayer's behavior of not being able to run when its health is below 10. - Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor and a BasicArmor item to the inventory. If these items are not the first ones added to the inventory anything else that might absorb damage is not guaranteed to work consistently because their function depends on the order in the inventory. - Changed handling of APowerup's DoEffect so that it is called from the owner's Tick function, not the item's. This is so that the order of execution is determined by the order in the inventory. When done in the item's Tick function order depends on the global thinker table which can cause problems with the order in which conflicting powerups apply their effect. Now it is guaranteed that the item that was added to the inventory first applies its effect last. - Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could cause a divide by zero. - Fixed: P_MoveThing must also set the moved actor's previous position to prevent interpolation of the move. - Fixed: APowerInvisibility and its subclasses need to constantly update the owner's translucency information in case of interference between different subclasses. Also changed Hexen's Cleric's invulnerability mode to disable the translucency effect if an invisibility powerup is active. SVN r448 (trunk)
2007-01-12 15:24:10 +00:00
if (!(Owner->flags & MF_SHADOW))
{
// Don't mess with the translucency settings if an
// invisibility powerup is active.
Owner->RenderStyle = STYLE_Normal;
Owner->alpha = OPAQUE;
}
}
else if (Mode == NAME_Reflective)
{
Owner->flags2 &= ~MF2_REFLECTIVE;
}
if (Owner->player != NULL)
{
Owner->player->fixedcolormap = NOFIXEDCOLORMAP;
}
}
//===========================================================================
//
- Converted the StrifePlayer to DECORATE. Even though it requires exporting 3 new code pointers without general use it was necessary to handle GiveDefaultInventory consistently for all players without the need to subclass this function. - Added a Player.RunHealth property to expose the StrifePlayer's behavior of not being able to run when its health is below 10. - Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor and a BasicArmor item to the inventory. If these items are not the first ones added to the inventory anything else that might absorb damage is not guaranteed to work consistently because their function depends on the order in the inventory. - Changed handling of APowerup's DoEffect so that it is called from the owner's Tick function, not the item's. This is so that the order of execution is determined by the order in the inventory. When done in the item's Tick function order depends on the global thinker table which can cause problems with the order in which conflicting powerups apply their effect. Now it is guaranteed that the item that was added to the inventory first applies its effect last. - Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could cause a divide by zero. - Fixed: P_MoveThing must also set the moved actor's previous position to prevent interpolation of the move. - Fixed: APowerInvisibility and its subclasses need to constantly update the owner's translucency information in case of interference between different subclasses. Also changed Hexen's Cleric's invulnerability mode to disable the translucency effect if an invisibility powerup is active. SVN r448 (trunk)
2007-01-12 15:24:10 +00:00
// APowerInvulnerable :: AlterWeaponSprite
//
//===========================================================================
int APowerInvulnerable::AlterWeaponSprite (visstyle_t *vis)
{
int changed = Inventory == NULL ? false : Inventory->AlterWeaponSprite(vis);
if (Owner != NULL)
{
if (Mode == NAME_Ghost && !(Owner->flags & MF_SHADOW))
{
fixed_t wp_alpha = MIN<fixed_t>(FRACUNIT/4 + Owner->alpha*3/4, FRACUNIT);
if (wp_alpha != FIXED_MAX) vis->alpha = wp_alpha;
}
}
return changed;
}
// Strength (aka Berserk) Powerup --------------------------------------------
IMPLEMENT_CLASS (APowerStrength)
//===========================================================================
//
// APowerStrength :: HandlePickup
//
//===========================================================================
bool APowerStrength::HandlePickup (AInventory *item)
{
if (item->GetClass() == GetClass())
{ // Setting EffectTics to 0 will force Powerup's HandlePickup()
// method to reset the tic count so you get the red flash again.
EffectTics = 0;
}
return Super::HandlePickup (item);
}
//===========================================================================
//
// APowerStrength :: InitEffect
//
//===========================================================================
void APowerStrength::InitEffect ()
{
Super::InitEffect();
}
//===========================================================================
//
// APowerStrength :: DoEffect
//
//===========================================================================
- Converted the StrifePlayer to DECORATE. Even though it requires exporting 3 new code pointers without general use it was necessary to handle GiveDefaultInventory consistently for all players without the need to subclass this function. - Added a Player.RunHealth property to expose the StrifePlayer's behavior of not being able to run when its health is below 10. - Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor and a BasicArmor item to the inventory. If these items are not the first ones added to the inventory anything else that might absorb damage is not guaranteed to work consistently because their function depends on the order in the inventory. - Changed handling of APowerup's DoEffect so that it is called from the owner's Tick function, not the item's. This is so that the order of execution is determined by the order in the inventory. When done in the item's Tick function order depends on the global thinker table which can cause problems with the order in which conflicting powerups apply their effect. Now it is guaranteed that the item that was added to the inventory first applies its effect last. - Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could cause a divide by zero. - Fixed: P_MoveThing must also set the moved actor's previous position to prevent interpolation of the move. - Fixed: APowerInvisibility and its subclasses need to constantly update the owner's translucency information in case of interference between different subclasses. Also changed Hexen's Cleric's invulnerability mode to disable the translucency effect if an invisibility powerup is active. SVN r448 (trunk)
2007-01-12 15:24:10 +00:00
void APowerStrength::Tick ()
{
// Strength counts up to diminish the fade.
assert(EffectTics < (INT_MAX - 1)); // I can't see a game lasting nearly two years, but...
EffectTics += 2;
- Converted the StrifePlayer to DECORATE. Even though it requires exporting 3 new code pointers without general use it was necessary to handle GiveDefaultInventory consistently for all players without the need to subclass this function. - Added a Player.RunHealth property to expose the StrifePlayer's behavior of not being able to run when its health is below 10. - Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor and a BasicArmor item to the inventory. If these items are not the first ones added to the inventory anything else that might absorb damage is not guaranteed to work consistently because their function depends on the order in the inventory. - Changed handling of APowerup's DoEffect so that it is called from the owner's Tick function, not the item's. This is so that the order of execution is determined by the order in the inventory. When done in the item's Tick function order depends on the global thinker table which can cause problems with the order in which conflicting powerups apply their effect. Now it is guaranteed that the item that was added to the inventory first applies its effect last. - Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could cause a divide by zero. - Fixed: P_MoveThing must also set the moved actor's previous position to prevent interpolation of the move. - Fixed: APowerInvisibility and its subclasses need to constantly update the owner's translucency information in case of interference between different subclasses. Also changed Hexen's Cleric's invulnerability mode to disable the translucency effect if an invisibility powerup is active. SVN r448 (trunk)
2007-01-12 15:24:10 +00:00
Super::Tick();
}
//===========================================================================
//
// APowerStrength :: GetBlend
//
//===========================================================================
PalEntry APowerStrength::GetBlend ()
{
// slowly fade the berserk out
int cnt = 12 - (EffectTics >> 6);
if (cnt > 0)
{
cnt = (cnt + 7) >> 3;
return PalEntry (BlendColor.a*cnt*255/9,
BlendColor.r, BlendColor.g, BlendColor.b);
}
return 0;
}
// Invisibility Powerup ------------------------------------------------------
IMPLEMENT_CLASS (APowerInvisibility)
// Invisibility flag combos
#define INVISIBILITY_FLAGS1 (MF_SHADOW)
#define INVISIBILITY_FLAGS3 (MF3_GHOST)
#define INVISIBILITY_FLAGS5 (MF5_CANTSEEK)
//===========================================================================
//
// APowerInvisibility :: InitEffect
//
//===========================================================================
void APowerInvisibility::InitEffect ()
{
Super::InitEffect();
// This used to call CommonInit(), which used to contain all the code that's repeated every
// tic, plus the following code that needs to happen once and only once.
// The CommonInit() code has been moved to DoEffect(), so this now ends with a call to DoEffect(),
// and DoEffect() no longer needs to call InitEffect(). CommonInit() has been removed for being redundant.
if (Owner != NULL)
{
flags &= ~(Owner->flags & INVISIBILITY_FLAGS1);
Owner->flags |= flags & INVISIBILITY_FLAGS1;
flags3 &= ~(Owner->flags3 & INVISIBILITY_FLAGS3);
Owner->flags3 |= flags3 & INVISIBILITY_FLAGS3;
flags5 &= ~(Owner->flags5 & INVISIBILITY_FLAGS5);
Owner->flags5 |= flags5 & INVISIBILITY_FLAGS5;
DoEffect();
}
}
//===========================================================================
//
// APowerInvisibility :: DoEffect
//
//===========================================================================
- Converted the StrifePlayer to DECORATE. Even though it requires exporting 3 new code pointers without general use it was necessary to handle GiveDefaultInventory consistently for all players without the need to subclass this function. - Added a Player.RunHealth property to expose the StrifePlayer's behavior of not being able to run when its health is below 10. - Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor and a BasicArmor item to the inventory. If these items are not the first ones added to the inventory anything else that might absorb damage is not guaranteed to work consistently because their function depends on the order in the inventory. - Changed handling of APowerup's DoEffect so that it is called from the owner's Tick function, not the item's. This is so that the order of execution is determined by the order in the inventory. When done in the item's Tick function order depends on the global thinker table which can cause problems with the order in which conflicting powerups apply their effect. Now it is guaranteed that the item that was added to the inventory first applies its effect last. - Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could cause a divide by zero. - Fixed: P_MoveThing must also set the moved actor's previous position to prevent interpolation of the move. - Fixed: APowerInvisibility and its subclasses need to constantly update the owner's translucency information in case of interference between different subclasses. Also changed Hexen's Cleric's invulnerability mode to disable the translucency effect if an invisibility powerup is active. SVN r448 (trunk)
2007-01-12 15:24:10 +00:00
void APowerInvisibility::DoEffect ()
{
Super::DoEffect();
// Due to potential interference with other PowerInvisibility items
// the effect has to be refreshed each tic.
fixed_t ts = (Strength/100) * (special1 + 1); if (ts > FRACUNIT) ts = FRACUNIT;
Owner->alpha = clamp<fixed_t>((OPAQUE - ts), 0, OPAQUE);
switch (Mode)
{
case (NAME_Fuzzy):
Owner->RenderStyle = STYLE_OptFuzzy;
break;
case (NAME_Opaque):
Owner->RenderStyle = STYLE_Normal;
break;
case (NAME_Additive):
Owner->RenderStyle = STYLE_Add;
break;
case (NAME_Stencil):
Owner->RenderStyle = STYLE_Stencil;
break;
case (NAME_AddStencil) :
Owner->RenderStyle = STYLE_AddStencil;
break;
case (NAME_TranslucentStencil) :
Owner->RenderStyle = STYLE_TranslucentStencil;
break;
case (NAME_None) :
case (NAME_Cumulative):
case (NAME_Translucent):
Owner->RenderStyle = STYLE_Translucent;
break;
default: // Something's wrong
Owner->RenderStyle = STYLE_Normal;
Owner->alpha = OPAQUE;
break;
}
- Converted the StrifePlayer to DECORATE. Even though it requires exporting 3 new code pointers without general use it was necessary to handle GiveDefaultInventory consistently for all players without the need to subclass this function. - Added a Player.RunHealth property to expose the StrifePlayer's behavior of not being able to run when its health is below 10. - Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor and a BasicArmor item to the inventory. If these items are not the first ones added to the inventory anything else that might absorb damage is not guaranteed to work consistently because their function depends on the order in the inventory. - Changed handling of APowerup's DoEffect so that it is called from the owner's Tick function, not the item's. This is so that the order of execution is determined by the order in the inventory. When done in the item's Tick function order depends on the global thinker table which can cause problems with the order in which conflicting powerups apply their effect. Now it is guaranteed that the item that was added to the inventory first applies its effect last. - Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could cause a divide by zero. - Fixed: P_MoveThing must also set the moved actor's previous position to prevent interpolation of the move. - Fixed: APowerInvisibility and its subclasses need to constantly update the owner's translucency information in case of interference between different subclasses. Also changed Hexen's Cleric's invulnerability mode to disable the translucency effect if an invisibility powerup is active. SVN r448 (trunk)
2007-01-12 15:24:10 +00:00
}
//===========================================================================
//
// APowerInvisibility :: EndEffect
//
//===========================================================================
void APowerInvisibility::EndEffect ()
{
Super::EndEffect();
if (Owner != NULL)
{
Owner->flags &= ~(flags & INVISIBILITY_FLAGS1);
Owner->flags3 &= ~(flags3 & INVISIBILITY_FLAGS3);
Owner->flags5 &= ~(flags5 & INVISIBILITY_FLAGS5);
Owner->RenderStyle = STYLE_Normal;
Owner->alpha = OPAQUE;
// Check whether there are other invisibility items and refresh their effect.
// If this isn't done there will be one incorrectly drawn frame when this
// item expires.
AInventory *item = Owner->Inventory;
while (item != NULL)
{
if (item->IsKindOf(RUNTIME_CLASS(APowerInvisibility)) && item != this)
{
static_cast<APowerInvisibility*>(item)->DoEffect();
}
item = item->Inventory;
}
}
}
//===========================================================================
//
// APowerInvisibility :: AlterWeaponSprite
//
//===========================================================================
int APowerInvisibility::AlterWeaponSprite (visstyle_t *vis)
{
int changed = Inventory == NULL ? false : Inventory->AlterWeaponSprite(vis);
// Blink if the powerup is wearing off
if (changed == 0 && EffectTics < 4*32 && !(EffectTics & 8))
{
vis->RenderStyle = STYLE_Normal;
vis->alpha = OPAQUE;
return 1;
}
else if (changed == 1)
{
// something else set the weapon sprite back to opaque but this item is still active.
fixed_t ts = (Strength/100) * (special1 + 1); if (ts > FRACUNIT) ts = FRACUNIT;
vis->alpha = clamp<fixed_t>((OPAQUE - ts), 0, OPAQUE);
switch (Mode)
{
case (NAME_Fuzzy):
vis->RenderStyle = STYLE_OptFuzzy;
break;
case (NAME_Opaque):
vis->RenderStyle = STYLE_Normal;
break;
case (NAME_Additive):
vis->RenderStyle = STYLE_Add;
break;
case (NAME_Stencil):
vis->RenderStyle = STYLE_Stencil;
break;
case (NAME_TranslucentStencil) :
vis->RenderStyle = STYLE_TranslucentStencil;
break;
case (NAME_AddStencil) :
vis->RenderStyle = STYLE_AddStencil;
break;
case (NAME_None) :
case (NAME_Cumulative):
case (NAME_Translucent):
default:
vis->RenderStyle = STYLE_Translucent;
break;
}
}
// Handling of Strife-like cumulative invisibility powerups, the weapon itself shouldn't become invisible
if ((vis->alpha < TRANSLUC25 && special1 > 0) || (vis->alpha == 0))
{
vis->alpha = clamp<fixed_t>((OPAQUE - (Strength/100)), 0, OPAQUE);
vis->colormap = SpecialColormaps[INVERSECOLORMAP].Colormap;
}
return -1; // This item is valid so another one shouldn't reset the translucency
}
//===========================================================================
//
// APowerInvisibility :: HandlePickup
//
// If the player already has the first stage of a cumulative powerup, getting
// it again increases the player's alpha. (But shouldn't this be in Use()?)
//
//===========================================================================
bool APowerInvisibility::HandlePickup (AInventory *item)
{
if (Mode == NAME_Cumulative && ((Strength * special1) < FRACUNIT) && item->GetClass() == GetClass())
{
APowerup *power = static_cast<APowerup *>(item);
if (power->EffectTics == 0)
{
power->ItemFlags |= IF_PICKUPGOOD;
return true;
}
// Only increase the EffectTics, not decrease it.
// Color also gets transferred only when the new item has an effect.
if (power->EffectTics > EffectTics)
{
EffectTics = power->EffectTics;
BlendColor = power->BlendColor;
}
special1++; // increases power
power->ItemFlags |= IF_PICKUPGOOD;
return true;
}
return Super::HandlePickup (item);
}
// Ironfeet Powerup ----------------------------------------------------------
IMPLEMENT_CLASS (APowerIronFeet)
//===========================================================================
//
// APowerIronFeet :: AbsorbDamage
//
//===========================================================================
void APowerIronFeet::AbsorbDamage (int damage, FName damageType, int &newdamage)
{
if (damageType == NAME_Drowning)
{
newdamage = 0;
}
else if (Inventory != NULL)
{
Inventory->AbsorbDamage (damage, damageType, newdamage);
}
}
//===========================================================================
//
// APowerIronFeet :: DoEffect
//
//===========================================================================
void APowerIronFeet::DoEffect ()
{
if (Owner->player != NULL)
{
Owner->player->mo->ResetAirSupply ();
}
}
// Strife Environment Suit Powerup -------------------------------------------
IMPLEMENT_CLASS (APowerMask)
//===========================================================================
//
// APowerMask :: AbsorbDamage
//
//===========================================================================
void APowerMask::AbsorbDamage (int damage, FName damageType, int &newdamage)
{
if (damageType == NAME_Fire)
{
newdamage = 0;
}
else
{
Super::AbsorbDamage (damage, damageType, newdamage);
}
}
//===========================================================================
//
// APowerMask :: DoEffect
//
//===========================================================================
void APowerMask::DoEffect ()
{
Super::DoEffect ();
if (!(level.time & 0x3f))
{
S_Sound (Owner, CHAN_AUTO, "misc/mask", 1, ATTN_STATIC);
}
}
// Light-Amp Powerup ---------------------------------------------------------
IMPLEMENT_CLASS (APowerLightAmp)
//===========================================================================
//
// APowerLightAmp :: DoEffect
//
//===========================================================================
void APowerLightAmp::DoEffect ()
{
- Converted the StrifePlayer to DECORATE. Even though it requires exporting 3 new code pointers without general use it was necessary to handle GiveDefaultInventory consistently for all players without the need to subclass this function. - Added a Player.RunHealth property to expose the StrifePlayer's behavior of not being able to run when its health is below 10. - Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor and a BasicArmor item to the inventory. If these items are not the first ones added to the inventory anything else that might absorb damage is not guaranteed to work consistently because their function depends on the order in the inventory. - Changed handling of APowerup's DoEffect so that it is called from the owner's Tick function, not the item's. This is so that the order of execution is determined by the order in the inventory. When done in the item's Tick function order depends on the global thinker table which can cause problems with the order in which conflicting powerups apply their effect. Now it is guaranteed that the item that was added to the inventory first applies its effect last. - Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could cause a divide by zero. - Fixed: P_MoveThing must also set the moved actor's previous position to prevent interpolation of the move. - Fixed: APowerInvisibility and its subclasses need to constantly update the owner's translucency information in case of interference between different subclasses. Also changed Hexen's Cleric's invulnerability mode to disable the translucency effect if an invisibility powerup is active. SVN r448 (trunk)
2007-01-12 15:24:10 +00:00
Super::DoEffect ();
if (Owner->player != NULL && Owner->player->fixedcolormap < NUMCOLORMAPS)
{
if (EffectTics > BLINKTHRESHOLD || (EffectTics & 8))
- Converted the StrifePlayer to DECORATE. Even though it requires exporting 3 new code pointers without general use it was necessary to handle GiveDefaultInventory consistently for all players without the need to subclass this function. - Added a Player.RunHealth property to expose the StrifePlayer's behavior of not being able to run when its health is below 10. - Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor and a BasicArmor item to the inventory. If these items are not the first ones added to the inventory anything else that might absorb damage is not guaranteed to work consistently because their function depends on the order in the inventory. - Changed handling of APowerup's DoEffect so that it is called from the owner's Tick function, not the item's. This is so that the order of execution is determined by the order in the inventory. When done in the item's Tick function order depends on the global thinker table which can cause problems with the order in which conflicting powerups apply their effect. Now it is guaranteed that the item that was added to the inventory first applies its effect last. - Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could cause a divide by zero. - Fixed: P_MoveThing must also set the moved actor's previous position to prevent interpolation of the move. - Fixed: APowerInvisibility and its subclasses need to constantly update the owner's translucency information in case of interference between different subclasses. Also changed Hexen's Cleric's invulnerability mode to disable the translucency effect if an invisibility powerup is active. SVN r448 (trunk)
2007-01-12 15:24:10 +00:00
{
Owner->player->fixedlightlevel = 1;
}
else
{
Owner->player->fixedlightlevel = -1;
}
}
}
//===========================================================================
//
// APowerLightAmp :: EndEffect
//
//===========================================================================
void APowerLightAmp::EndEffect ()
{
Super::EndEffect();
- Converted the StrifePlayer to DECORATE. Even though it requires exporting 3 new code pointers without general use it was necessary to handle GiveDefaultInventory consistently for all players without the need to subclass this function. - Added a Player.RunHealth property to expose the StrifePlayer's behavior of not being able to run when its health is below 10. - Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor and a BasicArmor item to the inventory. If these items are not the first ones added to the inventory anything else that might absorb damage is not guaranteed to work consistently because their function depends on the order in the inventory. - Changed handling of APowerup's DoEffect so that it is called from the owner's Tick function, not the item's. This is so that the order of execution is determined by the order in the inventory. When done in the item's Tick function order depends on the global thinker table which can cause problems with the order in which conflicting powerups apply their effect. Now it is guaranteed that the item that was added to the inventory first applies its effect last. - Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could cause a divide by zero. - Fixed: P_MoveThing must also set the moved actor's previous position to prevent interpolation of the move. - Fixed: APowerInvisibility and its subclasses need to constantly update the owner's translucency information in case of interference between different subclasses. Also changed Hexen's Cleric's invulnerability mode to disable the translucency effect if an invisibility powerup is active. SVN r448 (trunk)
2007-01-12 15:24:10 +00:00
if (Owner != NULL && Owner->player != NULL && Owner->player->fixedcolormap < NUMCOLORMAPS)
{
Owner->player->fixedlightlevel = -1;
}
}
// Torch Powerup -------------------------------------------------------------
IMPLEMENT_CLASS (APowerTorch)
//===========================================================================
//
// APowerTorch :: Serialize
//
//===========================================================================
void APowerTorch::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << NewTorch << NewTorchDelta;
}
//===========================================================================
//
// APowerTorch :: DoEffect
//
//===========================================================================
void APowerTorch::DoEffect ()
{
- Converted the StrifePlayer to DECORATE. Even though it requires exporting 3 new code pointers without general use it was necessary to handle GiveDefaultInventory consistently for all players without the need to subclass this function. - Added a Player.RunHealth property to expose the StrifePlayer's behavior of not being able to run when its health is below 10. - Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor and a BasicArmor item to the inventory. If these items are not the first ones added to the inventory anything else that might absorb damage is not guaranteed to work consistently because their function depends on the order in the inventory. - Changed handling of APowerup's DoEffect so that it is called from the owner's Tick function, not the item's. This is so that the order of execution is determined by the order in the inventory. When done in the item's Tick function order depends on the global thinker table which can cause problems with the order in which conflicting powerups apply their effect. Now it is guaranteed that the item that was added to the inventory first applies its effect last. - Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could cause a divide by zero. - Fixed: P_MoveThing must also set the moved actor's previous position to prevent interpolation of the move. - Fixed: APowerInvisibility and its subclasses need to constantly update the owner's translucency information in case of interference between different subclasses. Also changed Hexen's Cleric's invulnerability mode to disable the translucency effect if an invisibility powerup is active. SVN r448 (trunk)
2007-01-12 15:24:10 +00:00
if (Owner == NULL || Owner->player == NULL)
{
return;
}
if (EffectTics <= BLINKTHRESHOLD || Owner->player->fixedcolormap >= NUMCOLORMAPS)
{
Super::DoEffect ();
}
- Converted the StrifePlayer to DECORATE. Even though it requires exporting 3 new code pointers without general use it was necessary to handle GiveDefaultInventory consistently for all players without the need to subclass this function. - Added a Player.RunHealth property to expose the StrifePlayer's behavior of not being able to run when its health is below 10. - Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor and a BasicArmor item to the inventory. If these items are not the first ones added to the inventory anything else that might absorb damage is not guaranteed to work consistently because their function depends on the order in the inventory. - Changed handling of APowerup's DoEffect so that it is called from the owner's Tick function, not the item's. This is so that the order of execution is determined by the order in the inventory. When done in the item's Tick function order depends on the global thinker table which can cause problems with the order in which conflicting powerups apply their effect. Now it is guaranteed that the item that was added to the inventory first applies its effect last. - Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could cause a divide by zero. - Fixed: P_MoveThing must also set the moved actor's previous position to prevent interpolation of the move. - Fixed: APowerInvisibility and its subclasses need to constantly update the owner's translucency information in case of interference between different subclasses. Also changed Hexen's Cleric's invulnerability mode to disable the translucency effect if an invisibility powerup is active. SVN r448 (trunk)
2007-01-12 15:24:10 +00:00
else
{
- Converted the StrifePlayer to DECORATE. Even though it requires exporting 3 new code pointers without general use it was necessary to handle GiveDefaultInventory consistently for all players without the need to subclass this function. - Added a Player.RunHealth property to expose the StrifePlayer's behavior of not being able to run when its health is below 10. - Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor and a BasicArmor item to the inventory. If these items are not the first ones added to the inventory anything else that might absorb damage is not guaranteed to work consistently because their function depends on the order in the inventory. - Changed handling of APowerup's DoEffect so that it is called from the owner's Tick function, not the item's. This is so that the order of execution is determined by the order in the inventory. When done in the item's Tick function order depends on the global thinker table which can cause problems with the order in which conflicting powerups apply their effect. Now it is guaranteed that the item that was added to the inventory first applies its effect last. - Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could cause a divide by zero. - Fixed: P_MoveThing must also set the moved actor's previous position to prevent interpolation of the move. - Fixed: APowerInvisibility and its subclasses need to constantly update the owner's translucency information in case of interference between different subclasses. Also changed Hexen's Cleric's invulnerability mode to disable the translucency effect if an invisibility powerup is active. SVN r448 (trunk)
2007-01-12 15:24:10 +00:00
APowerup::DoEffect ();
if (!(level.time & 16) && Owner->player != NULL)
{
- Converted the StrifePlayer to DECORATE. Even though it requires exporting 3 new code pointers without general use it was necessary to handle GiveDefaultInventory consistently for all players without the need to subclass this function. - Added a Player.RunHealth property to expose the StrifePlayer's behavior of not being able to run when its health is below 10. - Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor and a BasicArmor item to the inventory. If these items are not the first ones added to the inventory anything else that might absorb damage is not guaranteed to work consistently because their function depends on the order in the inventory. - Changed handling of APowerup's DoEffect so that it is called from the owner's Tick function, not the item's. This is so that the order of execution is determined by the order in the inventory. When done in the item's Tick function order depends on the global thinker table which can cause problems with the order in which conflicting powerups apply their effect. Now it is guaranteed that the item that was added to the inventory first applies its effect last. - Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could cause a divide by zero. - Fixed: P_MoveThing must also set the moved actor's previous position to prevent interpolation of the move. - Fixed: APowerInvisibility and its subclasses need to constantly update the owner's translucency information in case of interference between different subclasses. Also changed Hexen's Cleric's invulnerability mode to disable the translucency effect if an invisibility powerup is active. SVN r448 (trunk)
2007-01-12 15:24:10 +00:00
if (NewTorch != 0)
{
if (Owner->player->fixedlightlevel + NewTorchDelta > 7
|| Owner->player->fixedlightlevel + NewTorchDelta < 0
|| NewTorch == Owner->player->fixedlightlevel)
- Converted the StrifePlayer to DECORATE. Even though it requires exporting 3 new code pointers without general use it was necessary to handle GiveDefaultInventory consistently for all players without the need to subclass this function. - Added a Player.RunHealth property to expose the StrifePlayer's behavior of not being able to run when its health is below 10. - Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor and a BasicArmor item to the inventory. If these items are not the first ones added to the inventory anything else that might absorb damage is not guaranteed to work consistently because their function depends on the order in the inventory. - Changed handling of APowerup's DoEffect so that it is called from the owner's Tick function, not the item's. This is so that the order of execution is determined by the order in the inventory. When done in the item's Tick function order depends on the global thinker table which can cause problems with the order in which conflicting powerups apply their effect. Now it is guaranteed that the item that was added to the inventory first applies its effect last. - Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could cause a divide by zero. - Fixed: P_MoveThing must also set the moved actor's previous position to prevent interpolation of the move. - Fixed: APowerInvisibility and its subclasses need to constantly update the owner's translucency information in case of interference between different subclasses. Also changed Hexen's Cleric's invulnerability mode to disable the translucency effect if an invisibility powerup is active. SVN r448 (trunk)
2007-01-12 15:24:10 +00:00
{
NewTorch = 0;
}
else
{
Owner->player->fixedlightlevel += NewTorchDelta;
- Converted the StrifePlayer to DECORATE. Even though it requires exporting 3 new code pointers without general use it was necessary to handle GiveDefaultInventory consistently for all players without the need to subclass this function. - Added a Player.RunHealth property to expose the StrifePlayer's behavior of not being able to run when its health is below 10. - Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor and a BasicArmor item to the inventory. If these items are not the first ones added to the inventory anything else that might absorb damage is not guaranteed to work consistently because their function depends on the order in the inventory. - Changed handling of APowerup's DoEffect so that it is called from the owner's Tick function, not the item's. This is so that the order of execution is determined by the order in the inventory. When done in the item's Tick function order depends on the global thinker table which can cause problems with the order in which conflicting powerups apply their effect. Now it is guaranteed that the item that was added to the inventory first applies its effect last. - Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could cause a divide by zero. - Fixed: P_MoveThing must also set the moved actor's previous position to prevent interpolation of the move. - Fixed: APowerInvisibility and its subclasses need to constantly update the owner's translucency information in case of interference between different subclasses. Also changed Hexen's Cleric's invulnerability mode to disable the translucency effect if an invisibility powerup is active. SVN r448 (trunk)
2007-01-12 15:24:10 +00:00
}
}
else
{
- Converted the StrifePlayer to DECORATE. Even though it requires exporting 3 new code pointers without general use it was necessary to handle GiveDefaultInventory consistently for all players without the need to subclass this function. - Added a Player.RunHealth property to expose the StrifePlayer's behavior of not being able to run when its health is below 10. - Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor and a BasicArmor item to the inventory. If these items are not the first ones added to the inventory anything else that might absorb damage is not guaranteed to work consistently because their function depends on the order in the inventory. - Changed handling of APowerup's DoEffect so that it is called from the owner's Tick function, not the item's. This is so that the order of execution is determined by the order in the inventory. When done in the item's Tick function order depends on the global thinker table which can cause problems with the order in which conflicting powerups apply their effect. Now it is guaranteed that the item that was added to the inventory first applies its effect last. - Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could cause a divide by zero. - Fixed: P_MoveThing must also set the moved actor's previous position to prevent interpolation of the move. - Fixed: APowerInvisibility and its subclasses need to constantly update the owner's translucency information in case of interference between different subclasses. Also changed Hexen's Cleric's invulnerability mode to disable the translucency effect if an invisibility powerup is active. SVN r448 (trunk)
2007-01-12 15:24:10 +00:00
NewTorch = (pr_torch() & 7) + 1;
NewTorchDelta = (NewTorch == Owner->player->fixedlightlevel) ?
0 : ((NewTorch > Owner->player->fixedlightlevel) ? 1 : -1);
}
}
}
}
// Flight (aka Wings of Wrath) powerup ---------------------------------------
IMPLEMENT_CLASS (APowerFlight)
//===========================================================================
//
// APowerFlight :: Serialize
//
//===========================================================================
void APowerFlight::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << HitCenterFrame;
}
//===========================================================================
//
// APowerFlight :: InitEffect
//
//===========================================================================
void APowerFlight::InitEffect ()
{
Super::InitEffect();
Owner->flags2 |= MF2_FLY;
Owner->flags |= MF_NOGRAVITY;
if (Owner->z <= Owner->floorz)
{
Owner->velz = 4*FRACUNIT; // thrust the player in the air a bit
}
if (Owner->velz <= -35*FRACUNIT)
{ // stop falling scream
S_StopSound (Owner, CHAN_VOICE);
}
}
//===========================================================================
//
// APowerFlight :: DoEffect
//
//===========================================================================
- Converted the StrifePlayer to DECORATE. Even though it requires exporting 3 new code pointers without general use it was necessary to handle GiveDefaultInventory consistently for all players without the need to subclass this function. - Added a Player.RunHealth property to expose the StrifePlayer's behavior of not being able to run when its health is below 10. - Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor and a BasicArmor item to the inventory. If these items are not the first ones added to the inventory anything else that might absorb damage is not guaranteed to work consistently because their function depends on the order in the inventory. - Changed handling of APowerup's DoEffect so that it is called from the owner's Tick function, not the item's. This is so that the order of execution is determined by the order in the inventory. When done in the item's Tick function order depends on the global thinker table which can cause problems with the order in which conflicting powerups apply their effect. Now it is guaranteed that the item that was added to the inventory first applies its effect last. - Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could cause a divide by zero. - Fixed: P_MoveThing must also set the moved actor's previous position to prevent interpolation of the move. - Fixed: APowerInvisibility and its subclasses need to constantly update the owner's translucency information in case of interference between different subclasses. Also changed Hexen's Cleric's invulnerability mode to disable the translucency effect if an invisibility powerup is active. SVN r448 (trunk)
2007-01-12 15:24:10 +00:00
void APowerFlight::Tick ()
{
// The Wings of Wrath only expire in multiplayer and non-hub games
if (!multiplayer && (level.flags2 & LEVEL2_INFINITE_FLIGHT))
{
assert(EffectTics < INT_MAX); // I can't see a game lasting nearly two years, but...
EffectTics++;
}
- Converted the StrifePlayer to DECORATE. Even though it requires exporting 3 new code pointers without general use it was necessary to handle GiveDefaultInventory consistently for all players without the need to subclass this function. - Added a Player.RunHealth property to expose the StrifePlayer's behavior of not being able to run when its health is below 10. - Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor and a BasicArmor item to the inventory. If these items are not the first ones added to the inventory anything else that might absorb damage is not guaranteed to work consistently because their function depends on the order in the inventory. - Changed handling of APowerup's DoEffect so that it is called from the owner's Tick function, not the item's. This is so that the order of execution is determined by the order in the inventory. When done in the item's Tick function order depends on the global thinker table which can cause problems with the order in which conflicting powerups apply their effect. Now it is guaranteed that the item that was added to the inventory first applies its effect last. - Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could cause a divide by zero. - Fixed: P_MoveThing must also set the moved actor's previous position to prevent interpolation of the move. - Fixed: APowerInvisibility and its subclasses need to constantly update the owner's translucency information in case of interference between different subclasses. Also changed Hexen's Cleric's invulnerability mode to disable the translucency effect if an invisibility powerup is active. SVN r448 (trunk)
2007-01-12 15:24:10 +00:00
Super::Tick ();
// Owner->flags |= MF_NOGRAVITY;
// Owner->flags2 |= MF2_FLY;
}
//===========================================================================
//
// APowerFlight :: EndEffect
//
//===========================================================================
void APowerFlight::EndEffect ()
{
Super::EndEffect();
if (Owner == NULL || Owner->player == NULL)
{
return;
}
if (!(Owner->player->cheats & CF_FLY))
{
if (Owner->z != Owner->floorz)
{
Owner->player->centering = true;
}
Owner->flags2 &= ~MF2_FLY;
Owner->flags &= ~MF_NOGRAVITY;
}
// BorderTopRefresh = screen->GetPageCount (); //make sure the sprite's cleared out
}
//===========================================================================
//
// APowerFlight :: DrawPowerup
//
//===========================================================================
bool APowerFlight::DrawPowerup (int x, int y)
{
// If this item got a valid icon use that instead of the default spinning wings.
if (Icon.isValid())
{
return Super::DrawPowerup(x, y);
}
if (EffectTics > BLINKTHRESHOLD || !(EffectTics & 16))
{
FTextureID picnum = TexMan.CheckForTexture ("SPFLY0", FTexture::TEX_MiscPatch);
int frame = (level.time/3) & 15;
if (!picnum.isValid())
{
return false;
}
if (Owner->flags & MF_NOGRAVITY)
{
if (HitCenterFrame && (frame != 15 && frame != 0))
{
screen->DrawTexture (TexMan[picnum+15], x, y,
DTA_HUDRules, HUD_Normal, TAG_DONE);
}
else
{
screen->DrawTexture (TexMan[picnum+frame], x, y,
DTA_HUDRules, HUD_Normal, TAG_DONE);
HitCenterFrame = false;
}
}
else
{
if (!HitCenterFrame && (frame != 15 && frame != 0))
{
screen->DrawTexture (TexMan[picnum+frame], x, y,
DTA_HUDRules, HUD_Normal, TAG_DONE);
HitCenterFrame = false;
}
else
{
screen->DrawTexture (TexMan[picnum+15], x, y,
DTA_HUDRules, HUD_Normal, TAG_DONE);
HitCenterFrame = true;
}
}
}
return true;
}
// Weapon Level 2 (aka Tome of Power) Powerup --------------------------------
IMPLEMENT_CLASS (APowerWeaponLevel2)
//===========================================================================
//
// APowerWeaponLevel2 :: InitEffect
//
//===========================================================================
void APowerWeaponLevel2::InitEffect ()
{
AWeapon *weapon, *sister;
Super::InitEffect();
if (Owner->player == NULL)
return;
weapon = Owner->player->ReadyWeapon;
if (weapon == NULL)
return;
sister = weapon->SisterWeapon;
if (sister == NULL)
return;
if (!(sister->WeaponFlags & WIF_POWERED_UP))
return;
assert (sister->SisterWeapon == weapon);
Owner->player->ReadyWeapon = sister;
if (weapon->GetReadyState() != sister->GetReadyState())
{
P_SetPsprite (Owner->player, ps_weapon, sister->GetReadyState());
}
}
//===========================================================================
//
// APowerWeaponLevel2 :: EndEffect
//
//===========================================================================
void APowerWeaponLevel2::EndEffect ()
{
player_t *player = Owner != NULL ? Owner->player : NULL;
Super::EndEffect();
if (player != NULL)
{
if (player->ReadyWeapon != NULL &&
player->ReadyWeapon->WeaponFlags & WIF_POWERED_UP)
{
player->ReadyWeapon->EndPowerup ();
}
if (player->PendingWeapon != NULL && player->PendingWeapon != WP_NOCHANGE &&
player->PendingWeapon->WeaponFlags & WIF_POWERED_UP &&
player->PendingWeapon->SisterWeapon != NULL)
{
player->PendingWeapon = player->PendingWeapon->SisterWeapon;
}
}
}
// Player Speed Trail (used by the Speed Powerup) ----------------------------
class APlayerSpeedTrail : public AActor
{
DECLARE_CLASS (APlayerSpeedTrail, AActor)
public:
void Tick ();
};
IMPLEMENT_CLASS (APlayerSpeedTrail)
//===========================================================================
//
// APlayerSpeedTrail :: Tick
//
//===========================================================================
void APlayerSpeedTrail::Tick ()
{
const int fade = OPAQUE*6/10/8;
if (alpha <= fade)
{
Destroy ();
}
else
{
alpha -= fade;
}
}
// Speed Powerup -------------------------------------------------------------
IMPLEMENT_CLASS (APowerSpeed)
//===========================================================================
//
// APowerSpeed :: Serialize
//
//===========================================================================
void APowerSpeed::Serialize(FArchive &arc)
{
Super::Serialize (arc);
if (SaveVersion < 4146)
{
SpeedFlags = 0;
}
else
{
arc << SpeedFlags;
}
}
//===========================================================================
//
// APowerSpeed :: GetSpeedFactor
//
//===========================================================================
fixed_t APowerSpeed ::GetSpeedFactor ()
{
if (Inventory != NULL)
return FixedMul(Speed, Inventory->GetSpeedFactor());
else
return Speed;
}
//===========================================================================
//
// APowerSpeed :: DoEffect
//
//===========================================================================
void APowerSpeed::DoEffect ()
{
- Converted the StrifePlayer to DECORATE. Even though it requires exporting 3 new code pointers without general use it was necessary to handle GiveDefaultInventory consistently for all players without the need to subclass this function. - Added a Player.RunHealth property to expose the StrifePlayer's behavior of not being able to run when its health is below 10. - Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor and a BasicArmor item to the inventory. If these items are not the first ones added to the inventory anything else that might absorb damage is not guaranteed to work consistently because their function depends on the order in the inventory. - Changed handling of APowerup's DoEffect so that it is called from the owner's Tick function, not the item's. This is so that the order of execution is determined by the order in the inventory. When done in the item's Tick function order depends on the global thinker table which can cause problems with the order in which conflicting powerups apply their effect. Now it is guaranteed that the item that was added to the inventory first applies its effect last. - Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could cause a divide by zero. - Fixed: P_MoveThing must also set the moved actor's previous position to prevent interpolation of the move. - Fixed: APowerInvisibility and its subclasses need to constantly update the owner's translucency information in case of interference between different subclasses. Also changed Hexen's Cleric's invulnerability mode to disable the translucency effect if an invisibility powerup is active. SVN r448 (trunk)
2007-01-12 15:24:10 +00:00
Super::DoEffect ();
if (Owner == NULL || Owner->player == NULL)
return;
- Converted the StrifePlayer to DECORATE. Even though it requires exporting 3 new code pointers without general use it was necessary to handle GiveDefaultInventory consistently for all players without the need to subclass this function. - Added a Player.RunHealth property to expose the StrifePlayer's behavior of not being able to run when its health is below 10. - Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor and a BasicArmor item to the inventory. If these items are not the first ones added to the inventory anything else that might absorb damage is not guaranteed to work consistently because their function depends on the order in the inventory. - Changed handling of APowerup's DoEffect so that it is called from the owner's Tick function, not the item's. This is so that the order of execution is determined by the order in the inventory. When done in the item's Tick function order depends on the global thinker table which can cause problems with the order in which conflicting powerups apply their effect. Now it is guaranteed that the item that was added to the inventory first applies its effect last. - Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could cause a divide by zero. - Fixed: P_MoveThing must also set the moved actor's previous position to prevent interpolation of the move. - Fixed: APowerInvisibility and its subclasses need to constantly update the owner's translucency information in case of interference between different subclasses. Also changed Hexen's Cleric's invulnerability mode to disable the translucency effect if an invisibility powerup is active. SVN r448 (trunk)
2007-01-12 15:24:10 +00:00
if (Owner->player->cheats & CF_PREDICTING)
return;
if (SpeedFlags & PSF_NOTRAIL)
return;
if (level.time & 1)
return;
// Check if another speed item is present to avoid multiple drawing of the speed trail.
// Only the last PowerSpeed without PSF_NOTRAIL set will actually draw the trail.
for (AInventory *item = Inventory; item != NULL; item = item->Inventory)
{
if (item->IsKindOf(RUNTIME_CLASS(APowerSpeed)) &&
!(static_cast<APowerSpeed *>(item)->SpeedFlags & PSF_NOTRAIL))
{
return;
}
}
if (P_AproxDistance (Owner->velx, Owner->vely) <= 12*FRACUNIT)
return;
2006-07-16 09:10:45 +00:00
AActor *speedMo = Spawn<APlayerSpeedTrail> (Owner->x, Owner->y, Owner->z, NO_REPLACE);
if (speedMo)
{
speedMo->angle = Owner->angle;
speedMo->Translation = Owner->Translation;
speedMo->target = Owner;
speedMo->sprite = Owner->sprite;
speedMo->frame = Owner->frame;
speedMo->floorclip = Owner->floorclip;
// [BC] Also get the scale from the owner.
speedMo->scaleX = Owner->scaleX;
speedMo->scaleY = Owner->scaleY;
if (Owner == players[consoleplayer].camera &&
!(Owner->player->cheats & CF_CHASECAM))
{
speedMo->renderflags |= RF_INVISIBLE;
}
}
}
// Minotaur (aka Dark Servant) powerup ---------------------------------------
IMPLEMENT_CLASS (APowerMinotaur)
// Targeter powerup ---------------------------------------------------------
IMPLEMENT_CLASS (APowerTargeter)
void APowerTargeter::Travelled ()
{
InitEffect ();
}
void APowerTargeter::InitEffect ()
{
player_t *player;
Super::InitEffect();
if ((player = Owner->player) == NULL)
return;
FState *state = FindState("Targeter");
if (state != NULL)
{
P_SetPsprite (player, ps_targetcenter, state + 0);
P_SetPsprite (player, ps_targetleft, state + 1);
P_SetPsprite (player, ps_targetright, state + 2);
}
player->psprites[ps_targetcenter].sx = (160-3)*FRACUNIT;
player->psprites[ps_targetcenter].sy =
player->psprites[ps_targetleft].sy =
player->psprites[ps_targetright].sy = (100-3)*FRACUNIT;
PositionAccuracy ();
}
bool APowerTargeter::HandlePickup(AInventory *item)
{
if (Super::HandlePickup(item))
{
InitEffect(); // reset the HUD sprites
return true;
}
return false;
}
void APowerTargeter::DoEffect ()
{
- Converted the StrifePlayer to DECORATE. Even though it requires exporting 3 new code pointers without general use it was necessary to handle GiveDefaultInventory consistently for all players without the need to subclass this function. - Added a Player.RunHealth property to expose the StrifePlayer's behavior of not being able to run when its health is below 10. - Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor and a BasicArmor item to the inventory. If these items are not the first ones added to the inventory anything else that might absorb damage is not guaranteed to work consistently because their function depends on the order in the inventory. - Changed handling of APowerup's DoEffect so that it is called from the owner's Tick function, not the item's. This is so that the order of execution is determined by the order in the inventory. When done in the item's Tick function order depends on the global thinker table which can cause problems with the order in which conflicting powerups apply their effect. Now it is guaranteed that the item that was added to the inventory first applies its effect last. - Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could cause a divide by zero. - Fixed: P_MoveThing must also set the moved actor's previous position to prevent interpolation of the move. - Fixed: APowerInvisibility and its subclasses need to constantly update the owner's translucency information in case of interference between different subclasses. Also changed Hexen's Cleric's invulnerability mode to disable the translucency effect if an invisibility powerup is active. SVN r448 (trunk)
2007-01-12 15:24:10 +00:00
Super::DoEffect ();
if (Owner != NULL && Owner->player != NULL)
{
player_t *player = Owner->player;
PositionAccuracy ();
if (EffectTics < 5*TICRATE)
{
FState *state = FindState("Targeter");
if (state != NULL)
{
if (EffectTics & 32)
{
P_SetPsprite (player, ps_targetright, NULL);
P_SetPsprite (player, ps_targetleft, state+1);
}
else if (EffectTics & 16)
{
P_SetPsprite (player, ps_targetright, state+2);
P_SetPsprite (player, ps_targetleft, NULL);
}
}
}
}
}
void APowerTargeter::EndEffect ()
{
Super::EndEffect();
if (Owner != NULL && Owner->player != NULL)
{
P_SetPsprite (Owner->player, ps_targetcenter, NULL);
P_SetPsprite (Owner->player, ps_targetleft, NULL);
P_SetPsprite (Owner->player, ps_targetright, NULL);
}
}
void APowerTargeter::PositionAccuracy ()
{
player_t *player = Owner->player;
if (player != NULL)
{
player->psprites[ps_targetleft].sx = (160-3)*FRACUNIT - ((100 - player->mo->accuracy) << FRACBITS);
player->psprites[ps_targetright].sx = (160-3)*FRACUNIT + ((100 - player->mo->accuracy) << FRACBITS);
}
}
// Frightener Powerup --------------------------------
IMPLEMENT_CLASS (APowerFrightener)
//===========================================================================
//
// APowerFrightener :: InitEffect
//
//===========================================================================
void APowerFrightener::InitEffect ()
{
Super::InitEffect();
2006-06-01 00:05:03 +00:00
if (Owner== NULL || Owner->player == NULL)
return;
Owner->player->cheats |= CF_FRIGHTENING;
}
//===========================================================================
//
// APowerFrightener :: EndEffect
//
//===========================================================================
void APowerFrightener::EndEffect ()
{
Super::EndEffect();
2014-10-25 07:53:23 +00:00
if (Owner== NULL || Owner->player == NULL)
return;
Owner->player->cheats &= ~CF_FRIGHTENING;
}
// Buddha Powerup --------------------------------
IMPLEMENT_CLASS (APowerBuddha)
//===========================================================================
//
// APowerBuddha :: InitEffect
//
//===========================================================================
void APowerBuddha::InitEffect ()
{
Super::InitEffect();
if (Owner== NULL || Owner->player == NULL)
return;
Owner->player->cheats |= CF_BUDDHA;
2014-10-25 07:53:23 +00:00
}
//===========================================================================
//
// APowerBuddha :: EndEffect
//
//===========================================================================
void APowerBuddha::EndEffect ()
{
Super::EndEffect();
2006-06-01 00:05:03 +00:00
if (Owner== NULL || Owner->player == NULL)
return;
Owner->player->cheats &= ~CF_BUDDHA;
}
// Scanner powerup ----------------------------------------------------------
IMPLEMENT_CLASS (APowerScanner)
// Time freezer powerup -----------------------------------------------------
IMPLEMENT_CLASS( APowerTimeFreezer)
//===========================================================================
//
// APowerTimeFreezer :: InitEffect
//
//===========================================================================
void APowerTimeFreezer::InitEffect()
{
int freezemask;
Super::InitEffect();
if (Owner == NULL || Owner->player == NULL)
return;
// When this powerup is in effect, pause the music.
S_PauseSound(false, false);
// Give the player and his teammates the power to move when time is frozen.
freezemask = 1 << (Owner->player - players);
Owner->player->timefreezer |= freezemask;
for (int i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] &&
players[i].mo != NULL &&
players[i].mo->IsTeammate(Owner)
)
{
players[i].timefreezer |= freezemask;
}
}
// [RH] The effect ends one tic after the counter hits zero, so make
// sure we start at an odd count.
EffectTics += !(EffectTics & 1);
if ((EffectTics & 1) == 0)
{
EffectTics++;
}
// Make sure the effect starts and ends on an even tic.
if ((level.time & 1) == 0)
{
level.flags2 |= LEVEL2_FROZEN;
}
else
{
EffectTics++;
}
}
//===========================================================================
//
// APowerTimeFreezer :: DoEffect
//
//===========================================================================
void APowerTimeFreezer::DoEffect()
{
Super::DoEffect();
// [RH] Do not change LEVEL_FROZEN on odd tics, or the Revenant's tracer
// will get thrown off.
// [ED850] Don't change it if the player is predicted either.
if (level.time & 1 || (Owner != NULL && Owner->player != NULL && Owner->player->cheats & CF_PREDICTING))
{
return;
}
// [RH] The "blinking" can't check against EffectTics exactly or it will
// never happen, because InitEffect ensures that EffectTics will always
// be odd when level.time is even.
if ( EffectTics > 4*32
|| (( EffectTics > 3*32 && EffectTics <= 4*32 ) && ((EffectTics + 1) & 15) != 0 )
|| (( EffectTics > 2*32 && EffectTics <= 3*32 ) && ((EffectTics + 1) & 7) != 0 )
|| (( EffectTics > 32 && EffectTics <= 2*32 ) && ((EffectTics + 1) & 3) != 0 )
|| (( EffectTics > 0 && EffectTics <= 1*32 ) && ((EffectTics + 1) & 1) != 0 ))
level.flags2 |= LEVEL2_FROZEN;
else
level.flags2 &= ~LEVEL2_FROZEN;
}
//===========================================================================
//
// APowerTimeFreezer :: EndEffect
//
//===========================================================================
void APowerTimeFreezer::EndEffect()
{
int i;
Super::EndEffect();
// 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);
}
}
// Damage powerup ------------------------------------------------------
IMPLEMENT_CLASS(APowerDamage)
//===========================================================================
//
// APowerDamage :: InitEffect
//
//===========================================================================
void APowerDamage::InitEffect( )
{
Super::InitEffect();
// Use sound channel 5 to avoid interference with other actions.
if (Owner != NULL) S_Sound(Owner, 5, SeeSound, 1.0f, ATTN_NONE);
}
//===========================================================================
//
// APowerDamage :: EndEffect
//
//===========================================================================
void APowerDamage::EndEffect( )
{
Super::EndEffect();
// Use sound channel 5 to avoid interference with other actions.
if (Owner != NULL) S_Sound(Owner, 5, DeathSound, 1.0f, ATTN_NONE);
}
//===========================================================================
//
// APowerDamage :: ModifyDamage
//
//===========================================================================
void APowerDamage::ModifyDamage(int damage, FName damageType, int &newdamage, bool passive)
{
static const fixed_t def = 4*FRACUNIT;
if (!passive && damage > 0)
{
const fixed_t * pdf = NULL;
DmgFactors * df = GetClass()->ActorInfo->DamageFactors;
if (df != NULL && df->CountUsed() != 0)
{
pdf = df->CheckFactor(damageType);
}
else
{
pdf = &def;
}
if (pdf != NULL)
{
damage = newdamage = FixedMul(damage, *pdf);
if (*pdf > 0 && damage == 0) damage = newdamage = 1; // don't allow zero damage as result of an underflow
if (Owner != NULL && *pdf > FRACUNIT) S_Sound(Owner, 5, ActiveSound, 1.0f, ATTN_NONE);
}
}
if (Inventory != NULL) Inventory->ModifyDamage(damage, damageType, newdamage, passive);
}
// Quarter damage powerup ------------------------------------------------------
IMPLEMENT_CLASS(APowerProtection)
#define PROTECTION_FLAGS3 (MF3_NORADIUSDMG | MF3_DONTMORPH | MF3_DONTSQUASH | MF3_DONTBLAST | MF3_NOTELEOTHER)
#define PROTECTION_FLAGS5 (MF5_NOPAIN | MF5_DONTRIP)
//===========================================================================
//
// APowerProtection :: InitEffect
//
//===========================================================================
void APowerProtection::InitEffect( )
{
Super::InitEffect();
if (Owner != NULL)
{
S_Sound(Owner, CHAN_AUTO, SeeSound, 1.0f, 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.
flags3 &= ~(Owner->flags3 & PROTECTION_FLAGS3);
Owner->flags3 |= flags3 & PROTECTION_FLAGS3;
flags5 &= ~(Owner->flags5 & PROTECTION_FLAGS5);
Owner->flags5 |= flags5 & PROTECTION_FLAGS5;
}
}
//===========================================================================
//
// APowerProtection :: EndEffect
//
//===========================================================================
void APowerProtection::EndEffect( )
{
Super::EndEffect();
if (Owner != NULL)
{
S_Sound(Owner, CHAN_AUTO, DeathSound, 1.0f, ATTN_NONE);
Owner->flags3 &= ~(flags3 & PROTECTION_FLAGS3);
Owner->flags5 &= ~(flags5 & PROTECTION_FLAGS5);
}
}
//===========================================================================
//
// APowerProtection :: AbsorbDamage
//
//===========================================================================
void APowerProtection::ModifyDamage(int damage, FName damageType, int &newdamage, bool passive)
{
static const fixed_t def = FRACUNIT/4;
if (passive && damage > 0)
{
const fixed_t *pdf = NULL;
DmgFactors *df = GetClass()->ActorInfo->DamageFactors;
if (df != NULL && df->CountUsed() != 0)
{
pdf = df->CheckFactor(damageType);
}
else pdf = &def;
if (pdf != NULL)
{
damage = newdamage = FixedMul(damage, *pdf);
if (Owner != NULL && *pdf < FRACUNIT) S_Sound(Owner, CHAN_AUTO, ActiveSound, 1.0f, ATTN_NONE);
}
}
if (Inventory != NULL)
{
Inventory->ModifyDamage(damage, damageType, newdamage, passive);
}
}
// Drain rune -------------------------------------------------------
IMPLEMENT_CLASS(APowerDrain)
//===========================================================================
//
// ARuneDrain :: InitEffect
//
//===========================================================================
void APowerDrain::InitEffect( )
{
Super::InitEffect();
if (Owner== NULL || Owner->player == NULL)
return;
// Give the player the power to drain life from opponents when he damages them.
Owner->player->cheats |= CF_DRAIN;
}
//===========================================================================
//
// ARuneDrain :: EndEffect
//
//===========================================================================
void APowerDrain::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;
}
}
// Regeneration rune -------------------------------------------------------
IMPLEMENT_CLASS(APowerRegeneration)
//===========================================================================
//
// APowerRegeneration :: DoEffect
//
//===========================================================================
void APowerRegeneration::DoEffect()
{
if (Owner != NULL && Owner->health > 0 && (level.time & 31) == 0)
{
if (P_GiveBody(Owner, Strength/FRACUNIT))
{
S_Sound(Owner, CHAN_ITEM, "*regenerate", 1, ATTN_NORM );
}
}
}
// High jump rune -------------------------------------------------------
IMPLEMENT_CLASS(APowerHighJump)
//===========================================================================
//
// ARuneHighJump :: InitEffect
//
//===========================================================================
void APowerHighJump::InitEffect( )
{
Super::InitEffect();
if (Owner== NULL || Owner->player == NULL)
return;
// Give the player the power to jump much higher.
Owner->player->cheats |= CF_HIGHJUMP;
}
//===========================================================================
//
// ARuneHighJump :: EndEffect
//
//===========================================================================
void APowerHighJump::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;
}
}
// Double firing speed rune ---------------------------------------------
IMPLEMENT_CLASS(APowerDoubleFiringSpeed)
//===========================================================================
//
// APowerDoubleFiringSpeed :: InitEffect
//
//===========================================================================
void APowerDoubleFiringSpeed::InitEffect( )
{
Super::InitEffect();
if (Owner== NULL || Owner->player == NULL)
return;
// Give the player the power to shoot twice as fast.
Owner->player->cheats |= CF_DOUBLEFIRINGSPEED;
}
//===========================================================================
//
// APowerDoubleFiringSpeed :: EndEffect
//
//===========================================================================
void APowerDoubleFiringSpeed::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;
}
}
// Morph powerup ------------------------------------------------------
IMPLEMENT_CLASS(APowerMorph)
//===========================================================================
//
// APowerMorph :: Serialize
//
//===========================================================================
void APowerMorph::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << PlayerClass << MorphStyle << MorphFlash << UnMorphFlash;
arc << Player;
}
//===========================================================================
//
// APowerMorph :: InitEffect
//
//===========================================================================
void APowerMorph::InitEffect( )
{
Super::InitEffect();
if (Owner != NULL && Owner->player != NULL && PlayerClass != NAME_None)
{
player_t *realplayer = Owner->player; // Remember the identity of the player
const PClass *morph_flash = PClass::FindClass (MorphFlash);
const PClass *unmorph_flash = PClass::FindClass (UnMorphFlash);
const PClass *player_class = PClass::FindClass (PlayerClass);
if (P_MorphPlayer(realplayer, realplayer, player_class, -1/*INDEFINITELY*/, MorphStyle, morph_flash, unmorph_flash))
{
Owner = realplayer->mo; // Replace the new owner in our owner; safe because we are not attached to anything yet
ItemFlags |= IF_CREATECOPYMOVED; // Let the caller know the "real" owner has changed (to the morphed actor)
Player = 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
{
ItemFlags |= IF_INITEFFECTFAILED; // Let the caller know that the activation failed (can fail the pickup if appropriate)
}
}
}
//===========================================================================
//
// APowerMorph :: EndEffect
//
//===========================================================================
void APowerMorph::EndEffect( )
{
Super::EndEffect();
// Abort if owner already destroyed
if (Owner == NULL)
{
assert(Player == NULL);
return;
}
// Abort if owner already unmorphed
if (Player == NULL)
{
return;
}
// Abort if owner is dead; their Die() method will
// take care of any required unmorphing on death.
if (Player->health <= 0)
{
return;
}
// Unmorph if possible
if (!bNoCallUndoMorph)
{
int savedMorphTics = Player->morphTics;
P_UndoPlayerMorph (Player, Player);
// Abort if unmorph failed; in that case,
// set the usual retry timer and return.
if (Player != NULL && Player->morphTics)
{
// Transfer retry timeout
// to the powerup's timer.
EffectTics = Player->morphTics;
// Reload negative morph tics;
// use actual value; it may
// be in use for animation.
Player->morphTics = savedMorphTics;
// Try again some time later
return;
}
}
// Unmorph suceeded
Player = NULL;
}
// Infinite Ammo Powerup -----------------------------------------------------
IMPLEMENT_CLASS(APowerInfiniteAmmo)
//===========================================================================
//
// APowerInfiniteAmmo :: InitEffect
//
//===========================================================================
void APowerInfiniteAmmo::InitEffect( )
{
Super::InitEffect();
if (Owner== NULL || Owner->player == NULL)
return;
// Give the player infinite ammo
Owner->player->cheats |= CF_INFINITEAMMO;
}
//===========================================================================
//
// APowerInfiniteAmmo :: EndEffect
//
//===========================================================================
void APowerInfiniteAmmo::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;
}
}