This commit is contained in:
Rachael Alexanderson 2016-12-30 19:21:51 -05:00
commit 8954efd33c
10 changed files with 251 additions and 251 deletions

View file

@ -3050,7 +3050,7 @@ void AM_Drawer ()
return; return;
bool allmap = (level.flags2 & LEVEL2_ALLMAP) != 0; bool allmap = (level.flags2 & LEVEL2_ALLMAP) != 0;
bool allthings = allmap && players[consoleplayer].mo->FindInventory(RUNTIME_CLASS(APowerScanner), true) != NULL; bool allthings = allmap && players[consoleplayer].mo->FindInventory(PClass::FindActor(NAME_PowerScanner), true) != nullptr;
if (am_portaloverlay) if (am_portaloverlay)
{ {

View file

@ -21,6 +21,7 @@
#include "v_palette.h" #include "v_palette.h"
#include "serializer.h" #include "serializer.h"
#include "r_utility.h" #include "r_utility.h"
#include "virtual.h"
#include "r_data/colormaps.h" #include "r_data/colormaps.h"
@ -182,6 +183,25 @@ void APowerup::InitEffect ()
{ {
} }
DEFINE_ACTION_FUNCTION(APowerup, InitEffect)
{
PARAM_SELF_PROLOGUE(APowerup);
self->InitEffect();
return 0;
}
void APowerup::CallInitEffect()
{
IFVIRTUAL(APowerup, InitEffect)
{
VMValue params[1] = { (DObject*)this };
VMFrameStack stack;
GlobalVMStack.Call(func, params, 1, nullptr, 0, nullptr);
}
else InitEffect();
}
//=========================================================================== //===========================================================================
// //
// APowerup :: DoEffect // APowerup :: DoEffect
@ -230,6 +250,25 @@ void APowerup::EndEffect ()
} }
} }
DEFINE_ACTION_FUNCTION(APowerup, EndEffect)
{
PARAM_SELF_PROLOGUE(APowerup);
self->EndEffect();
return 0;
}
void APowerup::CallEndEffect()
{
IFVIRTUAL(APowerup, EndEffect)
{
VMValue params[1] = { (DObject*)this };
VMFrameStack stack;
GlobalVMStack.Call(func, params, 1, nullptr, 0, nullptr);
}
else EndEffect();
}
//=========================================================================== //===========================================================================
// //
// APowerup :: Destroy // APowerup :: Destroy
@ -238,7 +277,7 @@ void APowerup::EndEffect ()
void APowerup::Destroy () void APowerup::Destroy ()
{ {
EndEffect (); CallEndEffect ();
Super::Destroy (); Super::Destroy ();
} }
@ -325,7 +364,7 @@ AInventory *APowerup::CreateCopy (AActor *other)
// properly attached to anything yet. // properly attached to anything yet.
Owner = other; Owner = other;
// Actually activate the powerup. // Actually activate the powerup.
InitEffect (); CallInitEffect ();
// Clear the Owner field, unless it was // Clear the Owner field, unless it was
// changed by the activation, for example, // changed by the activation, for example,
// if this instance is a morph powerup; // if this instance is a morph powerup;
@ -599,7 +638,7 @@ void APowerInvisibility::InitEffect ()
flags5 &= ~(Owner->flags5 & INVISIBILITY_FLAGS5); flags5 &= ~(Owner->flags5 & INVISIBILITY_FLAGS5);
Owner->flags5 |= flags5 & INVISIBILITY_FLAGS5; Owner->flags5 |= flags5 & INVISIBILITY_FLAGS5;
DoEffect(); CallDoEffect();
} }
} }
@ -1262,7 +1301,7 @@ IMPLEMENT_CLASS(APowerTargeter, false, false)
void APowerTargeter::Travelled () void APowerTargeter::Travelled ()
{ {
InitEffect (); CallInitEffect ();
} }
void APowerTargeter::InitEffect () void APowerTargeter::InitEffect ()
@ -1300,14 +1339,14 @@ void APowerTargeter::AttachToOwner(AActor *other)
Super::AttachToOwner(other); Super::AttachToOwner(other);
// Let's actually properly call this for the targeters. // Let's actually properly call this for the targeters.
InitEffect(); CallInitEffect();
} }
bool APowerTargeter::HandlePickup(AInventory *item) bool APowerTargeter::HandlePickup(AInventory *item)
{ {
if (Super::HandlePickup(item)) if (Super::HandlePickup(item))
{ {
InitEffect(); // reset the HUD sprites CallInitEffect(); // reset the HUD sprites
return true; return true;
} }
return false; return false;
@ -1443,10 +1482,6 @@ void APowerBuddha::EndEffect ()
Owner->player->cheats &= ~CF_BUDDHA; Owner->player->cheats &= ~CF_BUDDHA;
} }
// Scanner powerup ----------------------------------------------------------
IMPLEMENT_CLASS(APowerScanner, false, false)
// Time freezer powerup ----------------------------------------------------- // Time freezer powerup -----------------------------------------------------
IMPLEMENT_CLASS( APowerTimeFreezer, false, false) IMPLEMENT_CLASS( APowerTimeFreezer, false, false)
@ -1709,144 +1744,6 @@ void APowerProtection::ModifyDamage(int damage, FName damageType, int &newdamage
} }
} }
// Drain rune -------------------------------------------------------
IMPLEMENT_CLASS(APowerDrain, false, false)
//===========================================================================
//
// 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, false, false)
//===========================================================================
//
// APowerRegeneration :: DoEffect
//
//===========================================================================
void APowerRegeneration::DoEffect()
{
Super::DoEffect();
if (Owner != NULL && Owner->health > 0 && (level.time & 31) == 0)
{
if (P_GiveBody(Owner, int(Strength)))
{
S_Sound(Owner, CHAN_ITEM, "*regenerate", 1, ATTN_NORM );
}
}
}
// High jump rune -------------------------------------------------------
IMPLEMENT_CLASS(APowerHighJump, false, false)
//===========================================================================
//
// 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, false, false)
//===========================================================================
//
// 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 ------------------------------------------------------ // Morph powerup ------------------------------------------------------
IMPLEMENT_CLASS(APowerMorph, false, true) IMPLEMENT_CLASS(APowerMorph, false, true)
@ -1955,42 +1852,3 @@ void APowerMorph::EndEffect( )
MorphedPlayer = NULL; MorphedPlayer = NULL;
} }
// Infinite Ammo Powerup -----------------------------------------------------
IMPLEMENT_CLASS(APowerInfiniteAmmo, false, false)
//===========================================================================
//
// 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;
}
}

View file

@ -26,11 +26,15 @@ public:
FNameNoInit Mode; FNameNoInit Mode;
double Strength; double Strength;
protected: public:
virtual void InitEffect (); virtual void InitEffect ();
virtual void DoEffect () override; virtual void DoEffect () override;
virtual void EndEffect (); virtual void EndEffect ();
protected:
void CallInitEffect();
void CallEndEffect();
friend void EndAllPowerupEffects(AInventory *item); friend void EndAllPowerupEffects(AInventory *item);
friend void InitAllPowerupEffects(AInventory *item); friend void InitAllPowerupEffects(AInventory *item);
}; };
@ -161,11 +165,6 @@ class APowerMinotaur : public APowerup
DECLARE_CLASS (APowerMinotaur, APowerup) DECLARE_CLASS (APowerMinotaur, APowerup)
}; };
class APowerScanner : public APowerup
{
DECLARE_CLASS (APowerScanner, APowerup)
};
class APowerTargeter : public APowerup class APowerTargeter : public APowerup
{ {
DECLARE_CLASS (APowerTargeter, APowerup) DECLARE_CLASS (APowerTargeter, APowerup)
@ -222,45 +221,6 @@ protected:
virtual void ModifyDamage (int damage, FName damageType, int &newdamage, bool passive) override; virtual void ModifyDamage (int damage, FName damageType, int &newdamage, bool passive) override;
}; };
class APowerDrain : public APowerup
{
DECLARE_CLASS( APowerDrain, APowerup )
protected:
virtual void InitEffect() override;
virtual void EndEffect() override;
};
class APowerRegeneration : public APowerup
{
DECLARE_CLASS( APowerRegeneration, APowerup )
protected:
virtual void DoEffect() override;
};
class APowerHighJump : public APowerup
{
DECLARE_CLASS( APowerHighJump, APowerup )
protected:
virtual void InitEffect() override;
virtual void EndEffect() override;
};
class APowerDoubleFiringSpeed : public APowerup
{
DECLARE_CLASS( APowerDoubleFiringSpeed, APowerup )
protected:
virtual void InitEffect() override;
virtual void EndEffect() override;
};
class APowerInfiniteAmmo : public APowerup
{
DECLARE_CLASS( APowerInfiniteAmmo, APowerup )
protected:
virtual void InitEffect() override;
virtual void EndEffect() override;
};
class APowerMorph : public APowerup class APowerMorph : public APowerup
{ {
DECLARE_CLASS( APowerMorph, APowerup ) DECLARE_CLASS( APowerMorph, APowerup )

View file

@ -585,7 +585,7 @@ void EndAllPowerupEffects(AInventory *item)
{ {
if (item->IsKindOf(RUNTIME_CLASS(APowerup))) if (item->IsKindOf(RUNTIME_CLASS(APowerup)))
{ {
static_cast<APowerup *>(item)->EndEffect(); static_cast<APowerup *>(item)->CallEndEffect();
} }
item = item->Inventory; item = item->Inventory;
} }
@ -605,7 +605,7 @@ void InitAllPowerupEffects(AInventory *item)
{ {
if (item->IsKindOf(RUNTIME_CLASS(APowerup))) if (item->IsKindOf(RUNTIME_CLASS(APowerup)))
{ {
static_cast<APowerup *>(item)->InitEffect(); static_cast<APowerup *>(item)->CallInitEffect();
} }
item = item->Inventory; item = item->Inventory;
} }

View file

@ -354,6 +354,7 @@ xx(MapSpot)
xx(PatrolPoint) xx(PatrolPoint)
xx(PatrolSpecial) xx(PatrolSpecial)
xx(Communicator) xx(Communicator)
xx(PowerScanner)
// Textmap properties // Textmap properties
//xx(X) //xx(X)

View file

@ -1545,7 +1545,7 @@ dopain:
target->SetState (target->SeeState); target->SetState (target->SeeState);
} }
} }
else if ((damage > 0 || fakedPain) && source != target->target && target->OkayToSwitchTarget (source)) else if (source != target->target && target->OkayToSwitchTarget (source))
{ {
// Target actor is not intent on another actor, // Target actor is not intent on another actor,
// so make him chase after source // so make him chase after source

View file

@ -1298,7 +1298,7 @@ bool PIT_CheckThing(FMultiBlockThingsIterator &it, FMultiBlockThingsIterator::Ch
if ((tm.thing->Z() >= topz) || (tm.thing->Top() <= thing->Z())) if ((tm.thing->Z() >= topz) || (tm.thing->Top() <= thing->Z()))
return true; return true;
} }
// If they are not allowed to overlap, the rest of this function still needs to be executed. else return unblocking; // This may not really make sense, but Heretic depends on the broken implementation.
} }
} }

View file

@ -3801,7 +3801,7 @@ void AActor::Tick ()
// by the order in the inventory, not the order in the thinker table // by the order in the inventory, not the order in the thinker table
while (item != NULL && item->Owner == this) while (item != NULL && item->Owner == this)
{ {
item->DoEffect(); item->CallDoEffect();
item = item->Inventory; item = item->Inventory;
} }

View file

@ -1059,3 +1059,32 @@ enum EPuffFlags
PF_HITTHINGBLEED = 8, PF_HITTHINGBLEED = 8,
PF_NORANDOMZ = 16 PF_NORANDOMZ = 16
}; };
enum EPlayerCheats
{
CF_NOCLIP = 1 << 0, // No clipping, walk through barriers.
CF_GODMODE = 1 << 1, // No damage, no health loss.
CF_NOVELOCITY = 1 << 2, // Not really a cheat, just a debug aid.
CF_NOTARGET = 1 << 3, // [RH] Monsters don't target
CF_FLY = 1 << 4, // [RH] Flying player
CF_CHASECAM = 1 << 5, // [RH] Put camera behind player
CF_FROZEN = 1 << 6, // [RH] Don't let the player move
CF_REVERTPLEASE = 1 << 7, // [RH] Stick camera in player's head if (s)he moves
CF_STEPLEFT = 1 << 9, // [RH] Play left footstep sound next time
CF_FRIGHTENING = 1 << 10, // [RH] Scare monsters away
CF_INSTANTWEAPSWITCH= 1 << 11, // [RH] Switch weapons instantly
CF_TOTALLYFROZEN = 1 << 12, // [RH] All players can do is press +use
CF_PREDICTING = 1 << 13, // [RH] Player movement is being predicted
CF_INTERPVIEW = 1 << 14, // [RH] view was changed outside of input, so interpolate one frame
CF_DRAIN = 1 << 16, // Player owns a drain powerup
CF_HIGHJUMP = 1 << 18, // more Skulltag flags. Implementation not guaranteed though. ;)
CF_REFLECTION = 1 << 19,
CF_PROSPERITY = 1 << 20,
CF_DOUBLEFIRINGSPEED= 1 << 21, // Player owns a double firing speed artifact
CF_EXTREMELYDEAD = 1 << 22, // [RH] Reliably let the status bar know about extreme deaths.
CF_INFINITEAMMO = 1 << 23, // Player owns an infinite ammo artifact
CF_BUDDHA2 = 1 << 24, // [MC] Absolute buddha. No voodoo can kill it either.
CF_GODMODE2 = 1 << 25, // [MC] Absolute godmode. No voodoo can kill it either.
CF_BUDDHA = 1 << 27, // [SP] Buddha mode - take damage, but don't die
CF_NOCLIP2 = 1 << 30, // [RH] More Quake-like noclip
};

View file

@ -25,6 +25,9 @@ class Powerup : Inventory native
// Note, that while this is an inventory flag, it only has meaning on an active powerup. // Note, that while this is an inventory flag, it only has meaning on an active powerup.
override bool GetNoTeleportFreeze() { return bNoTeleportFreeze; } override bool GetNoTeleportFreeze() { return bNoTeleportFreeze; }
native virtual void InitEffect();
native virtual void EndEffect();
} }
@ -210,7 +213,13 @@ class PowerBuddha : Powerup native
} }
} }
class PowerScanner : Powerup native //===========================================================================
//
// Scanner (this is active just by being present)
//
//===========================================================================
class PowerScanner : Powerup
{ {
Default Default
{ {
@ -243,26 +252,177 @@ class PowerProtection : Powerup native
} }
} }
class PowerDrain : Powerup native //===========================================================================
//
// Drain
//
//===========================================================================
class PowerDrain : Powerup
{ {
Default Default
{ {
Powerup.Duration -60; Powerup.Duration -60;
} }
override void InitEffect()
{
Super.InitEffect();
if (Owner!= null && Owner.player != null)
{
// Give the player the power to drain life from opponents when he damages them.
Owner.player.cheats |= CF_DRAIN;
}
}
override void EndEffect()
{
Super.EndEffect();
// Nothing to do if there's no owner.
if (Owner!= null && Owner.player != null)
{
// Take away the drain power.
Owner.player.cheats &= ~CF_DRAIN;
}
}
} }
class PowerRegeneration : Powerup native //===========================================================================
//
// Regeneration
//
//===========================================================================
class PowerRegeneration : Powerup
{ {
Default Default
{ {
Powerup.Duration -120; Powerup.Duration -120;
Powerup.Strength 5; Powerup.Strength 5;
} }
override void DoEffect()
{
Super.DoEffect();
if (Owner != null && Owner.health > 0 && (level.time & 31) == 0)
{
if (Owner.GiveBody(int(Strength)))
{
Owner.A_PlaySound("*regenerate", CHAN_ITEM);
}
}
}
} }
class PowerHighJump : Powerup native {} //===========================================================================
//
// HighJump
//
//===========================================================================
class PowerDoubleFiringSpeed : Powerup native {} class PowerHighJump : Powerup
{
override void InitEffect()
{
Super.InitEffect();
if (Owner!= null && Owner.player != null)
{
// Give the player the power to jump much higher.
Owner.player.cheats |= CF_HIGHJUMP;
}
}
override void EndEffect()
{
Super.EndEffect();
// Nothing to do if there's no owner.
if (Owner!= null && Owner.player != null)
{
// Take away the high jump power.
Owner.player.cheats &= ~CF_HIGHJUMP;
}
}
}
//===========================================================================
//
// DoubleFiringSpeed
//
//===========================================================================
class PowerDoubleFiringSpeed : Powerup
{
override void InitEffect()
{
Super.InitEffect();
if (Owner!= null && Owner.player != null)
{
// Give the player the power to shoot twice as fast.
Owner.player.cheats |= CF_DOUBLEFIRINGSPEED;
}
}
override void EndEffect()
{
Super.EndEffect();
// Nothing to do if there's no owner.
if (Owner!= null && Owner.player != null)
{
// Take away the shooting twice as fast power.
Owner.player.cheats &= ~CF_DOUBLEFIRINGSPEED;
}
}
}
//===========================================================================
//
// InfiniteAmmo
//
//===========================================================================
class PowerInfiniteAmmo : Powerup
{
Default
{
Powerup.Duration -30;
}
override void InitEffect()
{
Super.InitEffect();
if (Owner!= null && Owner.player != null)
{
// Give the player infinite ammo
Owner.player.cheats |= CF_INFINITEAMMO;
}
}
override void EndEffect()
{
Super.EndEffect();
// Nothing to do if there's no owner.
if (Owner!= null && Owner.player != null)
{
// Take away the limitless ammo
Owner.player.cheats &= ~CF_INFINITEAMMO;
}
}
}
//===========================================================================
//
// PowerMorph
//
//===========================================================================
class PowerMorph : Powerup native class PowerMorph : Powerup native
{ {
@ -278,11 +438,3 @@ class PowerMorph : Powerup native
} }
} }
class PowerInfiniteAmmo : Powerup native
{
Default
{
Powerup.Duration -30;
}
}