#include "info.h" #include "a_pickups.h" #include "d_player.h" #include "p_local.h" #include "c_dispatch.h" #include "gi.h" #include "s_sound.h" #include "p_local.h" #include "p_spec.h" #include "p_lnspec.h" #include "p_effect.h" #include "a_artifacts.h" #include "sbar.h" #include "d_player.h" #include "m_random.h" #include "v_video.h" #include "templates.h" #include "a_morph.h" #include "g_level.h" #include "doomstat.h" #include "v_palette.h" 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 (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->CallTryPickup (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(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(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(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(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 (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; }