mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-27 22:33:17 +00:00
Merge branch 'master' of https://github.com/raa-eruanna/qzdoom into qzdoom
This commit is contained in:
commit
38280b9315
7 changed files with 209 additions and 249 deletions
|
@ -1890,16 +1890,16 @@ static int PatchMisc (int dummy)
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"Minotaur",
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NULL
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};
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static const PClass * const *types[] =
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static const char *const types[] =
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{
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&RUNTIME_CLASS_CASTLESS(APowerInvulnerable),
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&RUNTIME_CLASS_CASTLESS(APowerStrength),
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&RUNTIME_CLASS_CASTLESS(APowerInvisibility),
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&RUNTIME_CLASS_CASTLESS(APowerIronFeet),
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&RUNTIME_CLASS_CASTLESS(APowerLightAmp),
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&RUNTIME_CLASS_CASTLESS(APowerWeaponLevel2),
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&RUNTIME_CLASS_CASTLESS(APowerSpeed),
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&RUNTIME_CLASS_CASTLESS(APowerMinotaur)
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"PowerInvulnerable",
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"PowerStrength",
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"PowerInvisibility",
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"PowerIronFeet",
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"PowerLightAmp",
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"PowerWeaponLevel2",
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"PowerSpeed",
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"PowerMinotaur"
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};
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int i;
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|
@ -1925,7 +1925,7 @@ static int PatchMisc (int dummy)
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}
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else if (a > 0)
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{
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static_cast<APowerup *>(GetDefaultByType (*types[i]))->BlendColor = PalEntry(
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static_cast<APowerup *>(GetDefaultByName (types[i]))->BlendColor = PalEntry(
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BYTE(clamp(a,0.f,1.f)*255.f),
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clamp(r,0,255),
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clamp(g,0,255),
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|
@ -1933,7 +1933,7 @@ static int PatchMisc (int dummy)
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}
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else
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{
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static_cast<APowerup *>(GetDefaultByType (*types[i]))->BlendColor = 0;
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static_cast<APowerup *>(GetDefaultByName (types[i]))->BlendColor = 0;
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}
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}
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}
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|
|
|
@ -1291,10 +1291,6 @@ void APowerSpeed::DoEffect ()
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}
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}
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// Minotaur (aka Dark Servant) powerup ---------------------------------------
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IMPLEMENT_CLASS(APowerMinotaur, false, false)
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// Targeter powerup ---------------------------------------------------------
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IMPLEMENT_CLASS(APowerTargeter, false, false)
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@ -1410,206 +1406,6 @@ void APowerTargeter::PositionAccuracy ()
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}
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}
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// Frightener Powerup --------------------------------
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IMPLEMENT_CLASS(APowerFrightener, false, false)
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//===========================================================================
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//
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// APowerFrightener :: InitEffect
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//
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//===========================================================================
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void APowerFrightener::InitEffect ()
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{
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Super::InitEffect();
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if (Owner== NULL || Owner->player == NULL)
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return;
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Owner->player->cheats |= CF_FRIGHTENING;
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}
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//===========================================================================
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//
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// APowerFrightener :: EndEffect
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//
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//===========================================================================
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void APowerFrightener::EndEffect ()
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{
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Super::EndEffect();
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if (Owner== NULL || Owner->player == NULL)
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return;
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Owner->player->cheats &= ~CF_FRIGHTENING;
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}
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// Buddha Powerup --------------------------------
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IMPLEMENT_CLASS(APowerBuddha, false, false)
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//===========================================================================
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//
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// APowerBuddha :: InitEffect
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//
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//===========================================================================
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void APowerBuddha::InitEffect ()
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{
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Super::InitEffect();
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if (Owner== NULL || Owner->player == NULL)
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return;
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Owner->player->cheats |= CF_BUDDHA;
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}
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//===========================================================================
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//
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// APowerBuddha :: EndEffect
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//
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//===========================================================================
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void APowerBuddha::EndEffect ()
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{
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Super::EndEffect();
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if (Owner== NULL || Owner->player == NULL)
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return;
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|
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Owner->player->cheats &= ~CF_BUDDHA;
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}
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// Time freezer powerup -----------------------------------------------------
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IMPLEMENT_CLASS( APowerTimeFreezer, false, false)
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//===========================================================================
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//
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// APowerTimeFreezer :: InitEffect
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//
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//===========================================================================
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void APowerTimeFreezer::InitEffect()
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{
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int freezemask;
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Super::InitEffect();
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if (Owner == NULL || Owner->player == NULL)
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return;
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// When this powerup is in effect, pause the music.
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S_PauseSound(false, false);
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// Give the player and his teammates the power to move when time is frozen.
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freezemask = 1 << (Owner->player - players);
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Owner->player->timefreezer |= freezemask;
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for (int i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i] &&
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players[i].mo != NULL &&
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players[i].mo->IsTeammate(Owner)
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)
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{
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players[i].timefreezer |= freezemask;
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}
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}
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|
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// [RH] The effect ends one tic after the counter hits zero, so make
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// sure we start at an odd count.
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EffectTics += !(EffectTics & 1);
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if ((EffectTics & 1) == 0)
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{
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EffectTics++;
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}
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// Make sure the effect starts and ends on an even tic.
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if ((level.time & 1) == 0)
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{
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level.flags2 |= LEVEL2_FROZEN;
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}
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else
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{
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// Compensate for skipped tic, but beware of overflow.
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if(EffectTics < INT_MAX)
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EffectTics++;
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}
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}
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//===========================================================================
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//
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// APowerTimeFreezer :: DoEffect
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//
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//===========================================================================
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void APowerTimeFreezer::DoEffect()
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{
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Super::DoEffect();
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// [RH] Do not change LEVEL_FROZEN on odd tics, or the Revenant's tracer
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// will get thrown off.
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// [ED850] Don't change it if the player is predicted either.
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if (level.time & 1 || (Owner != NULL && Owner->player != NULL && Owner->player->cheats & CF_PREDICTING))
|
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{
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return;
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}
|
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// [RH] The "blinking" can't check against EffectTics exactly or it will
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// never happen, because InitEffect ensures that EffectTics will always
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// be odd when level.time is even.
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if ( EffectTics > 4*32
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|| (( EffectTics > 3*32 && EffectTics <= 4*32 ) && ((EffectTics + 1) & 15) != 0 )
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|| (( EffectTics > 2*32 && EffectTics <= 3*32 ) && ((EffectTics + 1) & 7) != 0 )
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|| (( EffectTics > 32 && EffectTics <= 2*32 ) && ((EffectTics + 1) & 3) != 0 )
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|| (( EffectTics > 0 && EffectTics <= 1*32 ) && ((EffectTics + 1) & 1) != 0 ))
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level.flags2 |= LEVEL2_FROZEN;
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else
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level.flags2 &= ~LEVEL2_FROZEN;
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}
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//===========================================================================
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||||
//
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// APowerTimeFreezer :: EndEffect
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//
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||||
//===========================================================================
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||||
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||||
void APowerTimeFreezer::EndEffect()
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{
|
||||
int i;
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||||
|
||||
Super::EndEffect();
|
||||
|
||||
// If there is an owner, remove the timefreeze flag corresponding to
|
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// her from all players.
|
||||
if (Owner != NULL && Owner->player != NULL)
|
||||
{
|
||||
int freezemask = ~(1 << (Owner->player - players));
|
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for (i = 0; i < MAXPLAYERS; ++i)
|
||||
{
|
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players[i].timefreezer &= freezemask;
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||||
}
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}
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||||
|
||||
// Are there any players who still have timefreezer bits set?
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for (i = 0; i < MAXPLAYERS; ++i)
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{
|
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if (playeringame[i] && players[i].timefreezer != 0)
|
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{
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break;
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}
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}
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|
||||
if (i == MAXPLAYERS)
|
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{
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// No, so allow other actors to move about freely once again.
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level.flags2 &= ~LEVEL2_FROZEN;
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// Also, turn the music back on.
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S_ResumeSound(false);
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}
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}
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||||
|
||||
// Morph powerup ------------------------------------------------------
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||||
IMPLEMENT_CLASS(APowerMorph, false, true)
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|
|
|
@ -160,11 +160,6 @@ public:
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|||
|
||||
#define PSF_NOTRAIL 1
|
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|
||||
class APowerMinotaur : public APowerup
|
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{
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DECLARE_CLASS (APowerMinotaur, APowerup)
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};
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|
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class APowerTargeter : public APowerup
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{
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DECLARE_CLASS (APowerTargeter, APowerup)
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|
@ -178,31 +173,6 @@ protected:
|
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virtual bool HandlePickup(AInventory *item) override;
|
||||
};
|
||||
|
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class APowerFrightener : public APowerup
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{
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DECLARE_CLASS (APowerFrightener, APowerup)
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protected:
|
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virtual void InitEffect () override;
|
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virtual void EndEffect () override;
|
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};
|
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|
||||
class APowerBuddha : public APowerup
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{
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DECLARE_CLASS (APowerBuddha, APowerup)
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protected:
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virtual void InitEffect () override;
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virtual void EndEffect () override;
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};
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|
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class APowerTimeFreezer : public APowerup
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{
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DECLARE_CLASS( APowerTimeFreezer, APowerup )
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protected:
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virtual void InitEffect() override;
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virtual void DoEffect() override;
|
||||
virtual void EndEffect() override;
|
||||
};
|
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|
||||
class APowerMorph : public APowerup
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{
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DECLARE_CLASS( APowerMorph, APowerup )
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|
|
|
@ -1889,6 +1889,7 @@ DEFINE_FIELD_BIT(FLevelLocals, flags2, monsterfallingdamage, LEVEL2_MONSTERFALLI
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DEFINE_FIELD_BIT(FLevelLocals, flags2, checkswitchrange, LEVEL2_CHECKSWITCHRANGE)
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DEFINE_FIELD_BIT(FLevelLocals, flags2, polygrind, LEVEL2_POLYGRIND)
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DEFINE_FIELD_BIT(FLevelLocals, flags2, nomonsters, LEVEL2_NOMONSTERS)
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DEFINE_FIELD_BIT(FLevelLocals, flags2, frozen, LEVEL2_FROZEN)
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||||
|
||||
//==========================================================================
|
||||
//
|
||||
|
|
|
@ -1852,6 +1852,15 @@ void S_PauseSound (bool notmusic, bool notsfx)
|
|||
}
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(DObject, S_PauseSound)
|
||||
{
|
||||
PARAM_PROLOGUE;
|
||||
PARAM_BOOL(notmusic);
|
||||
PARAM_BOOL(notsfx);
|
||||
S_PauseSound(notmusic, notsfx);
|
||||
return 0;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// S_ResumeSound
|
||||
|
@ -1873,6 +1882,14 @@ void S_ResumeSound (bool notsfx)
|
|||
}
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(DObject, S_ResumeSound)
|
||||
{
|
||||
PARAM_PROLOGUE;
|
||||
PARAM_BOOL(notsfx);
|
||||
S_ResumeSound(notsfx);
|
||||
return 0;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// S_SetSoundPaused
|
||||
|
|
|
@ -9,6 +9,8 @@ class Object native
|
|||
native static vector3, int G_PickPlayerStart(int pnum, int flags = 0);
|
||||
native static int GameType();
|
||||
native static void S_Sound (Sound sound_id, int channel, float volume = 1, float attenuation = ATTN_NORM);
|
||||
native static void S_PauseSound (bool notmusic, bool notsfx);
|
||||
native static void S_ResumeSound (bool notsfx);
|
||||
native static bool S_ChangeMusic(String music_name, int order = 0, bool looping = true, bool force = false);
|
||||
native static void C_MidPrint(string fontname, string textlabel, bool bold = false); // always uses the stringtable.
|
||||
native static uint BAM(double angle);
|
||||
|
@ -138,6 +140,7 @@ struct LevelLocals native
|
|||
native bool checkswitchrange;
|
||||
native bool polygrind;
|
||||
native bool nomonsters;
|
||||
native bool frozen;
|
||||
// level_info_t *info cannot be done yet.
|
||||
}
|
||||
|
||||
|
|
|
@ -169,7 +169,7 @@ class PlayerSpeedTrail : Actor
|
|||
}
|
||||
}
|
||||
|
||||
class PowerMinotaur : Powerup native
|
||||
class PowerMinotaur : Powerup
|
||||
{
|
||||
Default
|
||||
{
|
||||
|
@ -197,20 +197,72 @@ class PowerTargeter : Powerup native
|
|||
}
|
||||
}
|
||||
|
||||
class PowerFrightener : Powerup native
|
||||
//===========================================================================
|
||||
//
|
||||
// Frightener
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
class PowerFrightener : Powerup
|
||||
{
|
||||
Default
|
||||
{
|
||||
Powerup.Duration -60;
|
||||
}
|
||||
|
||||
override void InitEffect ()
|
||||
{
|
||||
Super.InitEffect();
|
||||
|
||||
if (Owner== null || Owner.player == null)
|
||||
return;
|
||||
|
||||
Owner.player.cheats |= CF_FRIGHTENING;
|
||||
}
|
||||
|
||||
override void EndEffect ()
|
||||
{
|
||||
Super.EndEffect();
|
||||
|
||||
if (Owner== null || Owner.player == null)
|
||||
return;
|
||||
|
||||
Owner.player.cheats &= ~CF_FRIGHTENING;
|
||||
}
|
||||
}
|
||||
|
||||
class PowerBuddha : Powerup native
|
||||
//===========================================================================
|
||||
//
|
||||
// Buddha
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
class PowerBuddha : Powerup
|
||||
{
|
||||
Default
|
||||
{
|
||||
Powerup.Duration -60;
|
||||
}
|
||||
|
||||
override void InitEffect ()
|
||||
{
|
||||
Super.InitEffect();
|
||||
|
||||
if (Owner== null || Owner.player == null)
|
||||
return;
|
||||
|
||||
Owner.player.cheats |= CF_BUDDHA;
|
||||
}
|
||||
|
||||
override void EndEffect ()
|
||||
{
|
||||
Super.EndEffect();
|
||||
|
||||
if (Owner== null || Owner.player == null)
|
||||
return;
|
||||
|
||||
Owner.player.cheats &= ~CF_BUDDHA;
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
|
@ -228,12 +280,133 @@ class PowerScanner : Powerup
|
|||
}
|
||||
}
|
||||
|
||||
class PowerTimeFreezer : Powerup native
|
||||
//===========================================================================
|
||||
//
|
||||
// TimeFreezer
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
class PowerTimeFreezer : Powerup
|
||||
{
|
||||
Default
|
||||
{
|
||||
Powerup.Duration -12;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// InitEffect
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
override void 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.PlayerNumber();
|
||||
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.frozen = true;;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Compensate for skipped tic, but beware of overflow.
|
||||
if(EffectTics < 0x7fffffff)
|
||||
EffectTics++;
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// APowerTimeFreezer :: DoEffect
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
override void 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.
|
||||
level.frozen = ( 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 ));
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// APowerTimeFreezer :: EndEffect
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
override void EndEffect()
|
||||
{
|
||||
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.PlayerNumber());
|
||||
for (int i = 0; i < MAXPLAYERS; ++i)
|
||||
{
|
||||
players[i].timefreezer &= freezemask;
|
||||
}
|
||||
}
|
||||
|
||||
// Are there any players who still have timefreezer bits set?
|
||||
for (int i = 0; i < MAXPLAYERS; ++i)
|
||||
{
|
||||
if (playeringame[i] && players[i].timefreezer != 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// No, so allow other actors to move about freely once again.
|
||||
level.frozen = false;
|
||||
|
||||
// Also, turn the music back on.
|
||||
S_ResumeSound(false);
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
|
|
Loading…
Reference in a new issue