mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-12-14 06:31:07 +00:00
f4c07c45ec
internal actor classes which no longer exist. - Changed the state structure so that the Tics value doesn't need to be hacked into misc1 with SF_BIGTIC anymore. - Changed sprite processing so that sprite names are converted to indices during parsing so that an additional postprocessing step is no longer needed. - Fixed: Sprite names in DECORATE were case sensitive. - Exported AActor's defaults to DECORATE and removed all code for the internal property parser which is no longer needed. SVN r1146 (trunk)
1743 lines
45 KiB
C++
1743 lines
45 KiB
C++
#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_enemy.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"
|
|
|
|
static FRandom pr_torch ("Torch");
|
|
|
|
#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 )
|
|
|
|
EXTERN_CVAR (Bool, r_drawfuzz);
|
|
|
|
IMPLEMENT_CLASS (APowerup)
|
|
|
|
// Powerup-Giver -------------------------------------------------------------
|
|
|
|
//===========================================================================
|
|
//
|
|
// APowerupGiver :: Use
|
|
//
|
|
//===========================================================================
|
|
|
|
bool APowerupGiver::Use (bool pickup)
|
|
{
|
|
APowerup *power = static_cast<APowerup *> (Spawn (PowerupType, 0, 0, 0, NO_REPLACE));
|
|
|
|
if (EffectTics != 0)
|
|
{
|
|
power->EffectTics = EffectTics;
|
|
}
|
|
if (BlendColor != 0)
|
|
{
|
|
power->BlendColor = BlendColor;
|
|
}
|
|
if (mode != NAME_None)
|
|
{
|
|
power->mode = mode;
|
|
}
|
|
|
|
power->ItemFlags |= ItemFlags & (IF_ALWAYSPICKUP|IF_ADDITIVETIME);
|
|
if (power->TryPickup (Owner))
|
|
{
|
|
return true;
|
|
}
|
|
power->GoAwayAndDie ();
|
|
return false;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// APowerupGiver :: Serialize
|
|
//
|
|
//===========================================================================
|
|
|
|
void APowerupGiver::Serialize (FArchive &arc)
|
|
{
|
|
Super::Serialize (arc);
|
|
arc << PowerupType;
|
|
arc << EffectTics << BlendColor << mode;
|
|
}
|
|
|
|
// Powerup -------------------------------------------------------------------
|
|
|
|
//===========================================================================
|
|
//
|
|
// APowerup :: Tick
|
|
//
|
|
//===========================================================================
|
|
|
|
void APowerup::Tick ()
|
|
{
|
|
// Powerups cannot exist outside an inventory
|
|
if (Owner == NULL)
|
|
{
|
|
Destroy ();
|
|
}
|
|
if (EffectTics > 0 && --EffectTics == 0)
|
|
{
|
|
Destroy ();
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// APowerup :: Serialize
|
|
//
|
|
//===========================================================================
|
|
|
|
void APowerup::Serialize (FArchive &arc)
|
|
{
|
|
Super::Serialize (arc);
|
|
arc << EffectTics << BlendColor << mode;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// APowerup :: GetBlend
|
|
//
|
|
//===========================================================================
|
|
|
|
PalEntry APowerup::GetBlend ()
|
|
{
|
|
if (EffectTics <= BLINKTHRESHOLD && !(EffectTics & 8))
|
|
return 0;
|
|
|
|
if (BlendColor == INVERSECOLOR ||
|
|
BlendColor == GOLDCOLOR ||
|
|
// [BC] HAX!
|
|
BlendColor == REDCOLOR ||
|
|
BlendColor == GREENCOLOR)
|
|
return 0;
|
|
|
|
return BlendColor;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// APowerup :: InitEffect
|
|
//
|
|
//===========================================================================
|
|
|
|
void APowerup::InitEffect ()
|
|
{
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// APowerup :: DoEffect
|
|
//
|
|
//===========================================================================
|
|
|
|
void APowerup::DoEffect ()
|
|
{
|
|
if (Owner == NULL || Owner->player == NULL)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (EffectTics > 0)
|
|
{
|
|
int oldcolormap = Owner->player->fixedcolormap;
|
|
if (EffectTics > BLINKTHRESHOLD || (EffectTics & 8))
|
|
{
|
|
if (BlendColor == INVERSECOLOR)
|
|
{
|
|
Owner->player->fixedcolormap = INVERSECOLORMAP;
|
|
}
|
|
else if (BlendColor == GOLDCOLOR)
|
|
{
|
|
Owner->player->fixedcolormap = GOLDCOLORMAP;
|
|
}
|
|
else if (BlendColor == REDCOLOR)
|
|
{
|
|
Owner->player->fixedcolormap = REDCOLORMAP;
|
|
}
|
|
else if (BlendColor == GREENCOLOR)
|
|
{
|
|
Owner->player->fixedcolormap = GREENCOLORMAP;
|
|
}
|
|
}
|
|
else if ((BlendColor == INVERSECOLOR && Owner->player->fixedcolormap == INVERSECOLORMAP) ||
|
|
(BlendColor == GOLDCOLOR && Owner->player->fixedcolormap == GOLDCOLORMAP) ||
|
|
(BlendColor == REDCOLOR && Owner->player->fixedcolormap == REDCOLORMAP) ||
|
|
(BlendColor == GREENCOLOR && Owner->player->fixedcolormap == GREENCOLORMAP))
|
|
{
|
|
Owner->player->fixedcolormap = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// APowerup :: EndEffect
|
|
//
|
|
//===========================================================================
|
|
|
|
void APowerup::EndEffect ()
|
|
{
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// 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;
|
|
}
|
|
// If it's not blinking yet, you can't replenish the power unless the
|
|
// powerup is required to be picked up.
|
|
if (EffectTics > BLINKTHRESHOLD && !(power->ItemFlags & IF_ALWAYSPICKUP))
|
|
{
|
|
return true;
|
|
}
|
|
// Only increase the EffectTics, not decrease it.
|
|
// Color also gets transferred only when the new item has an effect.
|
|
if (power->ItemFlags & IF_ADDITIVETIME)
|
|
{
|
|
EffectTics += power->EffectTics;
|
|
BlendColor = power->BlendColor;
|
|
}
|
|
else if (power->EffectTics > EffectTics)
|
|
{
|
|
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 ()
|
|
{
|
|
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 ()
|
|
{
|
|
Super::DoEffect ();
|
|
|
|
if (Owner == NULL)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (mode == NAME_Ghost)
|
|
{
|
|
if (!(Owner->flags & MF_SHADOW))
|
|
{
|
|
// 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)
|
|
{
|
|
if (Owner->alpha == HX_SHADOW)
|
|
{
|
|
Owner->alpha = HX_ALTSHADOW;
|
|
}
|
|
else
|
|
{
|
|
Owner->alpha = 0;
|
|
Owner->flags2 |= MF2_NONSHOOTABLE;
|
|
}
|
|
}
|
|
if (!(level.time & 31))
|
|
{
|
|
if (Owner->alpha == 0)
|
|
{
|
|
Owner->flags2 &= ~MF2_NONSHOOTABLE;
|
|
Owner->alpha = HX_ALTSHADOW;
|
|
}
|
|
else
|
|
{
|
|
Owner->alpha = HX_SHADOW;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Owner->flags2 &= ~MF2_NONSHOOTABLE;
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// APowerInvulnerable :: EndEffect
|
|
//
|
|
//===========================================================================
|
|
|
|
void APowerInvulnerable::EndEffect ()
|
|
{
|
|
if (Owner == NULL)
|
|
{
|
|
return;
|
|
}
|
|
|
|
Owner->flags2 &= ~MF2_INVULNERABLE;
|
|
Owner->effects &= ~FX_RESPAWNINVUL;
|
|
if (mode == NAME_Ghost)
|
|
{
|
|
Owner->flags2 &= ~MF2_NONSHOOTABLE;
|
|
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 = 0;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// APowerInvulnerable :: AlterWeaponSprite
|
|
//
|
|
//===========================================================================
|
|
|
|
int APowerInvulnerable::AlterWeaponSprite (vissprite_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 ()
|
|
{
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// APowerStrength :: DoEffect
|
|
//
|
|
//===========================================================================
|
|
|
|
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;
|
|
Super::Tick();
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// APowerStrength :: GetBlend
|
|
//
|
|
//===========================================================================
|
|
|
|
PalEntry APowerStrength::GetBlend ()
|
|
{
|
|
// slowly fade the berzerk 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)
|
|
|
|
//===========================================================================
|
|
//
|
|
// APowerInvisibility :: InitEffect
|
|
//
|
|
//===========================================================================
|
|
|
|
void APowerInvisibility::InitEffect ()
|
|
{
|
|
Owner->flags |= MF_SHADOW;
|
|
Owner->alpha = FRACUNIT/5;
|
|
Owner->RenderStyle = STYLE_OptFuzzy;
|
|
}
|
|
|
|
void APowerInvisibility::DoEffect ()
|
|
{
|
|
Super::DoEffect();
|
|
// Due to potential interference with other PowerInvisibility items
|
|
// the effect has to be refreshed each tic.
|
|
InitEffect();
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// APowerInvisibility :: EndEffect
|
|
//
|
|
//===========================================================================
|
|
|
|
void APowerInvisibility::EndEffect ()
|
|
{
|
|
if (Owner != NULL)
|
|
{
|
|
Owner->flags &= ~MF_SHADOW;
|
|
Owner->flags3 &= ~MF3_GHOST;
|
|
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)->InitEffect();
|
|
}
|
|
item = item->Inventory;
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// APowerInvisibility :: AlterWeaponSprite
|
|
//
|
|
//===========================================================================
|
|
|
|
int APowerInvisibility::AlterWeaponSprite (vissprite_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;
|
|
return 1;
|
|
}
|
|
else if (changed == 1)
|
|
{
|
|
// something else set the weapon sprite back to opaque but this item is still active.
|
|
vis->alpha = FRACUNIT/5;
|
|
vis->RenderStyle = STYLE_OptFuzzy;
|
|
}
|
|
return -1; // This item is valid so another one shouldn't reset the translucency
|
|
}
|
|
|
|
// Ghost Powerup (Heretic's version of invisibility) -------------------------
|
|
|
|
IMPLEMENT_CLASS (APowerGhost)
|
|
|
|
//===========================================================================
|
|
//
|
|
// APowerGhost :: InitEffect
|
|
//
|
|
//===========================================================================
|
|
|
|
void APowerGhost::InitEffect ()
|
|
{
|
|
Owner->flags |= MF_SHADOW;
|
|
Owner->flags3 |= MF3_GHOST;
|
|
Owner->alpha = HR_SHADOW;
|
|
Owner->RenderStyle = STYLE_Translucent;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// APowerGhost :: AlterWeaponSprite
|
|
//
|
|
//===========================================================================
|
|
|
|
int APowerGhost::AlterWeaponSprite (vissprite_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;
|
|
return 1;
|
|
}
|
|
else if (changed == 1)
|
|
{
|
|
// something else set the weapon sprite back to opaque but this item is still active.
|
|
vis->alpha = HR_SHADOW;
|
|
vis->RenderStyle = STYLE_Translucent;
|
|
}
|
|
return -1; // This item is valid so another one shouldn't reset the translucency
|
|
}
|
|
|
|
// Shadow Powerup (Strife's version of invisibility) -------------------------
|
|
|
|
IMPLEMENT_CLASS (APowerShadow)
|
|
|
|
//===========================================================================
|
|
//
|
|
// APowerShadow :: HandlePickup
|
|
//
|
|
// If the player already has the first stage of the powerup, getting it
|
|
// again makes them completely invisible. Special1 tracks which stage we
|
|
// are in, initially 0.
|
|
//
|
|
//===========================================================================
|
|
|
|
bool APowerShadow::HandlePickup (AInventory *item)
|
|
{
|
|
if (special1 == 0 && 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 = 1; // Go to stage 2.
|
|
power->ItemFlags |= IF_PICKUPGOOD;
|
|
return true;
|
|
}
|
|
return Super::HandlePickup (item);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// APowerShadow :: InitEffect
|
|
//
|
|
//===========================================================================
|
|
|
|
void APowerShadow::InitEffect ()
|
|
{
|
|
Owner->flags |= MF_SHADOW;
|
|
Owner->alpha = special1 == 0 ? TRANSLUC25 : 0;
|
|
Owner->RenderStyle = STYLE_Translucent;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// APowerShadow :: AlterWeaponSprite
|
|
//
|
|
//===========================================================================
|
|
|
|
int APowerShadow::AlterWeaponSprite (vissprite_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;
|
|
return 1;
|
|
}
|
|
else if (changed == 1)
|
|
{
|
|
// something else set the weapon sprite back to opaque but this item is still active.
|
|
vis->alpha = TRANSLUC25;
|
|
vis->RenderStyle = STYLE_Translucent;
|
|
}
|
|
if (special1 == 1)
|
|
{
|
|
vis->alpha = TRANSLUC25;
|
|
vis->colormap = InverseColormap;
|
|
}
|
|
return -1; // This item is valid so another one shouldn't reset the translucency
|
|
}
|
|
|
|
// Ironfeet Powerup ----------------------------------------------------------
|
|
|
|
IMPLEMENT_CLASS (APowerIronFeet)
|
|
|
|
//===========================================================================
|
|
//
|
|
// APowerIronFeet :: AbsorbDamage
|
|
//
|
|
//===========================================================================
|
|
|
|
void APowerIronFeet::AbsorbDamage (int damage, FName damageType, int &newdamage)
|
|
{
|
|
if (damageType == NAME_Drowning)
|
|
{
|
|
newdamage = 0;
|
|
if (Owner->player != NULL)
|
|
{
|
|
Owner->player->mo->ResetAirSupply ();
|
|
}
|
|
}
|
|
else if (Inventory != NULL)
|
|
{
|
|
Inventory->AbsorbDamage (damage, damageType, newdamage);
|
|
}
|
|
}
|
|
|
|
// 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 ()
|
|
{
|
|
Super::DoEffect ();
|
|
|
|
if (Owner->player != NULL && Owner->player->fixedcolormap < NUMCOLORMAPS)
|
|
{
|
|
if (EffectTics > BLINKTHRESHOLD || (EffectTics & 8))
|
|
{
|
|
Owner->player->fixedcolormap = 1;
|
|
}
|
|
else
|
|
{
|
|
Owner->player->fixedcolormap = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// APowerLightAmp :: EndEffect
|
|
//
|
|
//===========================================================================
|
|
|
|
void APowerLightAmp::EndEffect ()
|
|
{
|
|
if (Owner != NULL && Owner->player != NULL && Owner->player->fixedcolormap < NUMCOLORMAPS)
|
|
{
|
|
Owner->player->fixedcolormap = 0;
|
|
}
|
|
}
|
|
|
|
// Torch Powerup -------------------------------------------------------------
|
|
|
|
IMPLEMENT_CLASS (APowerTorch)
|
|
|
|
//===========================================================================
|
|
//
|
|
// APowerTorch :: Serialize
|
|
//
|
|
//===========================================================================
|
|
|
|
void APowerTorch::Serialize (FArchive &arc)
|
|
{
|
|
Super::Serialize (arc);
|
|
arc << NewTorch << NewTorchDelta;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// APowerTorch :: DoEffect
|
|
//
|
|
//===========================================================================
|
|
|
|
void APowerTorch::DoEffect ()
|
|
{
|
|
if (Owner == NULL || Owner->player == NULL)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (EffectTics <= BLINKTHRESHOLD || Owner->player->fixedcolormap >= NUMCOLORMAPS)
|
|
{
|
|
Super::DoEffect ();
|
|
}
|
|
else
|
|
{
|
|
APowerup::DoEffect ();
|
|
|
|
if (!(level.time & 16) && Owner->player != NULL)
|
|
{
|
|
if (NewTorch != 0)
|
|
{
|
|
if (Owner->player->fixedcolormap + NewTorchDelta > 7
|
|
|| Owner->player->fixedcolormap + NewTorchDelta < 1
|
|
|| NewTorch == Owner->player->fixedcolormap)
|
|
{
|
|
NewTorch = 0;
|
|
}
|
|
else
|
|
{
|
|
Owner->player->fixedcolormap += NewTorchDelta;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
NewTorch = (pr_torch() & 7) + 1;
|
|
NewTorchDelta = (NewTorch == Owner->player->fixedcolormap) ?
|
|
0 : ((NewTorch > Owner->player->fixedcolormap) ? 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 ()
|
|
{
|
|
Owner->flags2 |= MF2_FLY;
|
|
Owner->flags |= MF_NOGRAVITY;
|
|
if (Owner->z <= Owner->floorz)
|
|
{
|
|
Owner->momz = 4*FRACUNIT; // thrust the player in the air a bit
|
|
}
|
|
if (Owner->momz <= -35*FRACUNIT)
|
|
{ // stop falling scream
|
|
S_StopSound (Owner, CHAN_VOICE);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// APowerFlight :: DoEffect
|
|
//
|
|
//===========================================================================
|
|
|
|
void APowerFlight::Tick ()
|
|
{
|
|
// The Wings of Wrath only expire in multiplayer and non-hub games
|
|
if (!multiplayer && (level.flags & LEVEL_INFINITE_FLIGHT))
|
|
{
|
|
assert(EffectTics < INT_MAX); // I can't see a game lasting nearly two years, but...
|
|
EffectTics++;
|
|
}
|
|
|
|
Super::Tick ();
|
|
|
|
// Owner->flags |= MF_NOGRAVITY;
|
|
// Owner->flags2 |= MF2_FLY;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// APowerFlight :: EndEffect
|
|
//
|
|
//===========================================================================
|
|
|
|
void APowerFlight::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 (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;
|
|
|
|
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;
|
|
|
|
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 :: GetSpeedFactor
|
|
//
|
|
//===========================================================================
|
|
|
|
fixed_t APowerSpeed ::GetSpeedFactor ()
|
|
{
|
|
if (Inventory != NULL) return FixedMul(Speed, Inventory->GetSpeedFactor());
|
|
else return Speed;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// APowerSpeed :: DoEffect
|
|
//
|
|
//===========================================================================
|
|
|
|
void APowerSpeed::DoEffect ()
|
|
{
|
|
Super::DoEffect ();
|
|
|
|
if (Owner == NULL || Owner->player == NULL)
|
|
return;
|
|
|
|
if (Owner->player->cheats & CF_PREDICTING)
|
|
return;
|
|
|
|
if (level.time & 1)
|
|
return;
|
|
|
|
// check if another speed item is present to avoid multiple drawing of the speed trail.
|
|
if (Inventory != NULL && Inventory->GetSpeedFactor() > FRACUNIT)
|
|
return;
|
|
|
|
if (P_AproxDistance (Owner->momx, Owner->momy) <= 12*FRACUNIT)
|
|
return;
|
|
|
|
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;
|
|
|
|
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 ();
|
|
}
|
|
|
|
void APowerTargeter::DoEffect ()
|
|
{
|
|
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 ()
|
|
{
|
|
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->accuracy) << FRACBITS);
|
|
player->psprites[ps_targetright].sx = (160-3)*FRACUNIT + ((100 - player->accuracy) << FRACBITS);
|
|
}
|
|
}
|
|
|
|
// Frightener Powerup --------------------------------
|
|
|
|
IMPLEMENT_CLASS (APowerFrightener)
|
|
|
|
//===========================================================================
|
|
//
|
|
// APowerFrightener :: InitEffect
|
|
//
|
|
//===========================================================================
|
|
|
|
void APowerFrightener::InitEffect ()
|
|
{
|
|
if (Owner== NULL || Owner->player == NULL)
|
|
return;
|
|
|
|
Owner->player->cheats |= CF_FRIGHTENING;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// APowerFrightener :: EndEffect
|
|
//
|
|
//===========================================================================
|
|
|
|
void APowerFrightener::EndEffect ()
|
|
{
|
|
if (Owner== NULL || Owner->player == NULL)
|
|
return;
|
|
|
|
Owner->player->cheats &= ~CF_FRIGHTENING;
|
|
}
|
|
|
|
// Scanner powerup ----------------------------------------------------------
|
|
|
|
IMPLEMENT_CLASS (APowerScanner)
|
|
|
|
// Time freezer powerup -----------------------------------------------------
|
|
|
|
IMPLEMENT_CLASS( APowerTimeFreezer)
|
|
|
|
//===========================================================================
|
|
//
|
|
// APowerTimeFreezer :: InitEffect
|
|
//
|
|
//===========================================================================
|
|
|
|
void APowerTimeFreezer::InitEffect( )
|
|
{
|
|
int ulIdx;
|
|
|
|
if (Owner== NULL || Owner->player == NULL)
|
|
return;
|
|
|
|
// When this powerup is in effect, pause the music.
|
|
S_PauseSound( false );
|
|
|
|
// Give the player and his teammates the power to move when time is frozen.
|
|
Owner->player->cheats |= CF_TIMEFREEZE;
|
|
for ( ulIdx = 0; ulIdx < MAXPLAYERS; ulIdx++ )
|
|
{
|
|
if ( playeringame[ulIdx] &&
|
|
players[ulIdx].mo != NULL &&
|
|
players[ulIdx].mo->IsTeammate( Owner )
|
|
)
|
|
{
|
|
players[ulIdx].cheats |= CF_TIMEFREEZE;
|
|
}
|
|
}
|
|
|
|
// [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.flags |= LEVEL_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.
|
|
if (level.time & 1)
|
|
{
|
|
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.flags |= LEVEL_FROZEN;
|
|
else
|
|
level.flags &= ~LEVEL_FROZEN;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// APowerTimeFreezer :: EndEffect
|
|
//
|
|
//===========================================================================
|
|
|
|
void APowerTimeFreezer::EndEffect( )
|
|
{
|
|
int ulIdx;
|
|
|
|
// Allow other actors to move about freely once again.
|
|
level.flags &= ~LEVEL_FROZEN;
|
|
|
|
// Also, turn the music back on.
|
|
S_ResumeSound( );
|
|
|
|
// Nothing more to do if there's no owner.
|
|
if (( Owner == NULL ) || ( Owner->player == NULL ))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Take away the time freeze power, and his teammates.
|
|
Owner->player->cheats &= ~CF_TIMEFREEZE;
|
|
for ( ulIdx = 0; ulIdx < MAXPLAYERS; ulIdx++ )
|
|
{
|
|
if ( playeringame[ulIdx] &&
|
|
players[ulIdx].mo != NULL &&
|
|
players[ulIdx].mo->IsTeammate( Owner )
|
|
)
|
|
{
|
|
players[ulIdx].cheats &= ~CF_TIMEFREEZE;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Damage powerup ------------------------------------------------------
|
|
|
|
IMPLEMENT_CLASS( APowerDamage)
|
|
|
|
//===========================================================================
|
|
//
|
|
// APowerDamage :: InitEffect
|
|
//
|
|
//===========================================================================
|
|
|
|
void APowerDamage::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( )
|
|
{
|
|
// Use sound channel 5 to avoid interference with other actions.
|
|
if (Owner != NULL) S_Sound(Owner, 5, DeathSound, 1.0f, ATTN_NONE);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// APowerDamage :: AbsorbDamage
|
|
//
|
|
//===========================================================================
|
|
|
|
void APowerDamage::ModifyDamage(int damage, FName damageType, int &newdamage, bool passive)
|
|
{
|
|
static const fixed_t def = 4*FRACUNIT;
|
|
if (!passive && damage > 0)
|
|
{
|
|
DmgFactors * df = GetClass()->ActorInfo->DamageFactors;
|
|
if (df != NULL)
|
|
{
|
|
const fixed_t * pdf = df->CheckKey(damageType);
|
|
if (pdf== NULL && damageType != NAME_None) pdf = df->CheckKey(NAME_None);
|
|
if (pdf == NULL) pdf = &def;
|
|
|
|
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)
|
|
|
|
//===========================================================================
|
|
//
|
|
// APowerProtection :: InitEffect
|
|
//
|
|
//===========================================================================
|
|
|
|
void APowerProtection::InitEffect( )
|
|
{
|
|
// Use sound channel 5 to avoid interference with other actions.
|
|
if (Owner != NULL) S_Sound(Owner, 5, SeeSound, 1.0f, ATTN_NONE);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// APowerProtection :: EndEffect
|
|
//
|
|
//===========================================================================
|
|
|
|
void APowerProtection::EndEffect( )
|
|
{
|
|
// Use sound channel 5 to avoid interference with other actions.
|
|
if (Owner != NULL) S_Sound(Owner, 5, DeathSound, 1.0f, ATTN_NONE);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// APowerProtection :: AbsorbDamage
|
|
//
|
|
//===========================================================================
|
|
|
|
void APowerProtection::ModifyDamage(int damage, FName damageType, int &newdamage, bool passive)
|
|
{
|
|
static const fixed_t def = FRACUNIT/4;
|
|
if (passive && damage > 0)
|
|
{
|
|
DmgFactors * df = GetClass()->ActorInfo->DamageFactors;
|
|
if (df != NULL)
|
|
{
|
|
const fixed_t * pdf = df->CheckKey(damageType);
|
|
if (pdf== NULL && damageType != NAME_None) pdf = df->CheckKey(NAME_None);
|
|
if (pdf == NULL) pdf = &def;
|
|
|
|
damage = newdamage = FixedMul(damage, *pdf);
|
|
if (Owner != NULL && *pdf < FRACUNIT) S_Sound(Owner, 5, ActiveSound, 1.0f, ATTN_NONE);
|
|
}
|
|
}
|
|
if (Inventory != NULL) Inventory->ModifyDamage(damage, damageType, newdamage, passive);
|
|
}
|
|
|
|
// Drain rune -------------------------------------------------------
|
|
|
|
IMPLEMENT_CLASS( APowerDrain)
|
|
|
|
//===========================================================================
|
|
//
|
|
// ARuneDrain :: InitEffect
|
|
//
|
|
//===========================================================================
|
|
|
|
void APowerDrain::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( )
|
|
{
|
|
// 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)
|
|
|
|
//===========================================================================
|
|
//
|
|
// ARuneRegeneration :: InitEffect
|
|
//
|
|
//===========================================================================
|
|
|
|
void APowerRegeneration::InitEffect( )
|
|
{
|
|
if (Owner== NULL || Owner->player == NULL)
|
|
return;
|
|
|
|
// Give the player the power to regnerate lost life.
|
|
Owner->player->cheats |= CF_REGENERATION;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// ARuneRegeneration :: EndEffect
|
|
//
|
|
//===========================================================================
|
|
|
|
void APowerRegeneration::EndEffect( )
|
|
{
|
|
// Nothing to do if there's no owner.
|
|
if (Owner != NULL && Owner->player != NULL)
|
|
{
|
|
// Take away the regeneration power.
|
|
Owner->player->cheats &= ~CF_REGENERATION;
|
|
}
|
|
}
|
|
|
|
// High jump rune -------------------------------------------------------
|
|
|
|
IMPLEMENT_CLASS( APowerHighJump)
|
|
|
|
//===========================================================================
|
|
//
|
|
// ARuneHighJump :: InitEffect
|
|
//
|
|
//===========================================================================
|
|
|
|
void APowerHighJump::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( )
|
|
{
|
|
// 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;
|
|
}
|
|
}
|
|
|
|
// 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( )
|
|
{
|
|
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( )
|
|
{
|
|
// 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
|
|
int savedMorphTics = Player->morphTics;
|
|
P_UndoPlayerMorph (Player, Player);
|
|
|
|
// Abort if unmorph failed; in that case,
|
|
// set the usual retry timer and return.
|
|
if (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;
|
|
}
|