mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-23 12:22:45 +00:00
9948189193
- made ModifyDamage calls iterative instead of recursive. With going through the VM they'd be too costly otherwise. - small optimization: Detect empty VM functions right when entering the VM and shortcut them. This is to reduce the overhead of virtual placeholders, which in a few cases (e.g. CanCollideWith and ModifyDamage) can be called quite frequently.
649 lines
13 KiB
Text
649 lines
13 KiB
Text
class PowerupGiver : Inventory native
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{
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native Class<Actor> PowerupType;
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native int EffectTics; // Non-0 to override the powerup's default tics
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native color BlendColor; // Non-0 to override the powerup's default blend
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native Name Mode; // Meaning depends on powerup - used for Invulnerability and Invisibility
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native double Strength; // Meaning depends on powerup - currently used only by Invisibility
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Default
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{
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Inventory.DefMaxAmount;
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+INVENTORY.INVBAR
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+INVENTORY.FANCYPICKUPSOUND
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Inventory.PickupSound "misc/p_pkup";
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}
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}
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class Powerup : Inventory native
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{
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native int EffectTics;
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native color BlendColor;
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native Name Mode; // Meaning depends on powerup - used for Invulnerability and Invisibility
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native double Strength; // Meaning depends on powerup - currently used only by Invisibility
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// Note, that while this is an inventory flag, it only has meaning on an active powerup.
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override bool GetNoTeleportFreeze() { return bNoTeleportFreeze; }
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native virtual void InitEffect();
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native virtual void EndEffect();
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}
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class PowerInvulnerable : Powerup native
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{
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Default
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{
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Powerup.Duration -30;
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inventory.icon "SPSHLD0";
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}
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}
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class PowerStrength : Powerup native
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{
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Default
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{
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Powerup.Duration 1;
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Powerup.Color "ff 00 00", 0.5;
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+INVENTORY.HUBPOWER
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}
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}
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class PowerInvisibility : Powerup native
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{
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Default
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{
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+SHADOW;
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Powerup.Duration -60;
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Powerup.Strength 80;
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Powerup.Mode "Fuzzy";
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}
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}
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class PowerGhost : PowerInvisibility
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{
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Default
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{
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+GHOST;
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Powerup.Duration -60;
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Powerup.Strength 60;
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Powerup.Mode "None";
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}
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}
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class PowerShadow : PowerInvisibility
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{
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Default
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{
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+INVENTORY.HUBPOWER
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Powerup.Duration -55;
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Powerup.Strength 75;
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Powerup.Mode "Cumulative";
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}
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}
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class PowerIronFeet : Powerup native
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{
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Default
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{
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Powerup.Duration -60;
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Powerup.Color "00 ff 00", 0.125;
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}
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}
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class PowerMask : PowerIronFeet native
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{
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Default
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{
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Powerup.Duration -80;
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Powerup.Color "00 00 00", 0;
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+INVENTORY.HUBPOWER
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Inventory.Icon "I_MASK";
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}
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}
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class PowerLightAmp : Powerup native
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{
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Default
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{
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Powerup.Duration -120;
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}
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}
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class PowerTorch : PowerLightAmp native {}
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class PowerFlight : Powerup native
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{
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Default
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{
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Powerup.Duration -60;
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+INVENTORY.HUBPOWER
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}
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}
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class PowerWeaponLevel2 : Powerup native
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{
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Default
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{
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Powerup.Duration -40;
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Inventory.Icon "SPINBK0";
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+INVENTORY.NOTELEPORTFREEZE
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}
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}
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class PowerSpeed : Powerup native
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{
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native int SpeedFlags;
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Default
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{
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Powerup.Duration -45;
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Speed 1.5;
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Inventory.Icon "SPBOOT0";
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+INVENTORY.NOTELEPORTFREEZE
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}
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override double GetSpeedFactor() { return Speed; }
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}
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// Player Speed Trail (used by the Speed Powerup) ----------------------------
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class PlayerSpeedTrail : Actor
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{
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Default
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{
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+NOBLOCKMAP
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+NOGRAVITY
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Alpha 0.6;
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RenderStyle "Translucent";
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}
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override void Tick()
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{
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Alpha -= .6 / 8;
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if (Alpha <= 0)
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{
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Destroy ();
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}
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}
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}
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class PowerMinotaur : Powerup native
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{
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Default
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{
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Powerup.Duration -25;
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Inventory.Icon "SPMINO0";
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}
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}
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class PowerTargeter : Powerup native
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{
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Default
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{
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Powerup.Duration -160;
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+INVENTORY.HUBPOWER
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}
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States
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{
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Targeter:
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TRGT A -1;
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Stop;
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TRGT B -1;
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Stop;
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TRGT C -1;
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Stop;
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}
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}
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class PowerFrightener : Powerup native
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{
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Default
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{
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Powerup.Duration -60;
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}
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}
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class PowerBuddha : Powerup native
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{
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Default
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{
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Powerup.Duration -60;
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}
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}
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//===========================================================================
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//
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// Scanner (this is active just by being present)
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//
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//===========================================================================
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class PowerScanner : Powerup
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{
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Default
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{
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Powerup.Duration -80;
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+INVENTORY.HUBPOWER
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}
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}
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class PowerTimeFreezer : Powerup native
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{
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Default
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{
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Powerup.Duration -12;
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}
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}
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//===========================================================================
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//
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// Damage
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//
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//===========================================================================
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class PowerDamage : Powerup
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{
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Default
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{
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Powerup.Duration -25;
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}
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//===========================================================================
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//
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// InitEffect
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//
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//===========================================================================
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override void InitEffect()
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{
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Super.InitEffect();
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if (Owner != null)
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{
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Owner.A_PlaySound(SeeSound, CHAN_5, 1.0, false, ATTN_NONE);
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}
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}
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//===========================================================================
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//
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// EndEffect
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//
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//===========================================================================
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override void EndEffect()
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{
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Super.EndEffect();
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if (Owner != null)
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{
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Owner.A_PlaySound(DeathSound, CHAN_5, 1.0, false, ATTN_NONE);
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}
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}
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//===========================================================================
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//
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// ModifyDamage
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//
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//===========================================================================
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override void ModifyDamage(int damage, Name damageType, out int newdamage, bool passive)
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{
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if (!passive && damage > 0)
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{
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newdamage = max(1, ApplyDamageFactors(GetClass(), damageType, damage, damage * 4));
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if (Owner != null && newdamage > damage) Owner.A_PlaySound(ActiveSound, CHAN_AUTO, 1.0, false, ATTN_NONE);
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}
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}
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}
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//===========================================================================
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//
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// Protection
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//
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//===========================================================================
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class PowerProtection : Powerup
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{
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Default
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{
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Powerup.Duration -25;
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}
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//===========================================================================
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//
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// InitEffect
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//
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//===========================================================================
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override void InitEffect()
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{
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Super.InitEffect();
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let o = Owner; // copy to a local variable for quicker access.
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if (o != null)
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{
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o.A_PlaySound(SeeSound, CHAN_AUTO, 1.0, false, ATTN_NONE);
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// Transfer various protection flags if owner does not already have them.
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// If the owner already has the flag, clear it from the powerup.
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// If the powerup still has a flag set, add it to the owner.
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bNoRadiusDmg &= !o.bNoRadiusDmg;
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o.bNoRadiusDmg |= bNoRadiusDmg;
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bDontMorph &= !o.bDontMorph;
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o.bDontMorph |= bDontMorph;
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bDontSquash &= !o.bDontSquash;
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o.bDontSquash |= bDontSquash;
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bDontBlast &= !o.bDontBlast;
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o.bDontBlast |= bDontBlast;
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bNoTeleOther &= !o.bNoTeleOther;
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o.bNoTeleOther |= bNoTeleOther;
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bNoPain &= !o.bNoPain;
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o.bNoPain |= bNoPain;
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bDontRip &= !o.bDontRip;
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o.bDontRip |= bDontRip;
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}
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}
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//===========================================================================
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//
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// EndEffect
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//
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//===========================================================================
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override void EndEffect()
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{
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Super.EndEffect();
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let o = Owner; // copy to a local variable for quicker access.
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if (o != null)
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{
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o.A_PlaySound(DeathSound, CHAN_AUTO, 1.0, false, ATTN_NONE);
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o.bNoRadiusDmg &= !bNoRadiusDmg;
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o.bDontMorph &= !bDontMorph;
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o.bDontSquash &= !bDontSquash;
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o.bDontBlast &= !bDontBlast;
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o.bNoTeleOther &= !bNoTeleOther;
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o.bNoPain &= !bNoPain;
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o.bDontRip &= !bDontRip;
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}
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}
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//===========================================================================
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//
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// AbsorbDamage
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//
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//===========================================================================
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override void ModifyDamage(int damage, Name damageType, out int newdamage, bool passive)
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{
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if (passive && damage > 0)
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{
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newdamage = max(1, ApplyDamageFactors(GetClass(), damageType, damage, damage / 4));
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if (Owner != null && newdamage < damage) Owner.A_PlaySound(ActiveSound, CHAN_AUTO, 1.0, false, ATTN_NONE);
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}
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}
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}
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//===========================================================================
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//
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// Drain
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//
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//===========================================================================
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class PowerDrain : Powerup
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{
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Default
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{
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Powerup.Duration -60;
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}
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override void InitEffect()
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{
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Super.InitEffect();
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if (Owner!= null && Owner.player != null)
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{
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// Give the player the power to drain life from opponents when he damages them.
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Owner.player.cheats |= CF_DRAIN;
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}
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}
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override void EndEffect()
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{
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Super.EndEffect();
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// Nothing to do if there's no owner.
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if (Owner!= null && Owner.player != null)
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{
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// Take away the drain power.
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Owner.player.cheats &= ~CF_DRAIN;
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}
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}
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}
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//===========================================================================
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//
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// Regeneration
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//
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//===========================================================================
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class PowerRegeneration : Powerup
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{
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Default
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{
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Powerup.Duration -120;
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Powerup.Strength 5;
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}
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override void DoEffect()
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{
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Super.DoEffect();
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if (Owner != null && Owner.health > 0 && (level.time & 31) == 0)
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{
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if (Owner.GiveBody(int(Strength)))
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{
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Owner.A_PlaySound("*regenerate", CHAN_ITEM);
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}
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}
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}
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}
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//===========================================================================
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//
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// HighJump
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//
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//===========================================================================
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class PowerHighJump : Powerup
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{
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override void InitEffect()
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{
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Super.InitEffect();
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if (Owner!= null && Owner.player != null)
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{
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// Give the player the power to jump much higher.
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Owner.player.cheats |= CF_HIGHJUMP;
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}
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}
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override void EndEffect()
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{
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Super.EndEffect();
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// Nothing to do if there's no owner.
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if (Owner!= null && Owner.player != null)
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{
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// Take away the high jump power.
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Owner.player.cheats &= ~CF_HIGHJUMP;
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}
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}
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}
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//===========================================================================
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//
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// DoubleFiringSpeed
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//
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//===========================================================================
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class PowerDoubleFiringSpeed : Powerup
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{
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override void InitEffect()
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{
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Super.InitEffect();
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if (Owner!= null && Owner.player != null)
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{
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// Give the player the power to shoot twice as fast.
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Owner.player.cheats |= CF_DOUBLEFIRINGSPEED;
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}
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}
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override void EndEffect()
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{
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Super.EndEffect();
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// Nothing to do if there's no owner.
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if (Owner!= null && Owner.player != null)
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{
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// Take away the shooting twice as fast power.
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Owner.player.cheats &= ~CF_DOUBLEFIRINGSPEED;
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}
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}
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}
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//===========================================================================
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//
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// InfiniteAmmo
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//
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//===========================================================================
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class PowerInfiniteAmmo : Powerup
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{
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Default
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{
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Powerup.Duration -30;
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}
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override void InitEffect()
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{
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Super.InitEffect();
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if (Owner!= null && Owner.player != null)
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{
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// Give the player infinite ammo
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Owner.player.cheats |= CF_INFINITEAMMO;
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}
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}
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override void EndEffect()
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{
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Super.EndEffect();
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// Nothing to do if there's no owner.
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if (Owner!= null && Owner.player != null)
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{
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// Take away the limitless ammo
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Owner.player.cheats &= ~CF_INFINITEAMMO;
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}
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}
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}
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//===========================================================================
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//
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// PowerMorph
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//
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//===========================================================================
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class PowerMorph : Powerup native
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{
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native Class<PlayerPawn> PlayerClass;
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native Class<Actor> MorphFlash, UnMorphFlash;
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native int MorphStyle;
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native PlayerInfo MorphedPlayer;
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Default
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{
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Powerup.Duration -40;
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}
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//===========================================================================
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//
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// InitEffect
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//
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//===========================================================================
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override void InitEffect()
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{
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Super.InitEffect();
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if (Owner != null && Owner.player != null && PlayerClass != null)
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{
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let realplayer = Owner.player; // Remember the identity of the player
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if (realplayer.MorphPlayer(realplayer, PlayerClass, 0x7fffffff/*INDEFINITELY*/, MorphStyle, MorphFlash, UnMorphFlash))
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{
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Owner = realplayer.mo; // Replace the new owner in our owner; safe because we are not attached to anything yet
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bCreateCopyMoved = true; // Let the caller know the "real" owner has changed (to the morphed actor)
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MorphedPlayer = realplayer; // Store the player identity (morphing clears the unmorphed actor's "player" field)
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}
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else // morph failed - give the caller an opportunity to fail the pickup completely
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{
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bInitEffectFailed = true; // Let the caller know that the activation failed (can fail the pickup if appropriate)
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}
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}
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}
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//===========================================================================
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//
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// EndEffect
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//
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//===========================================================================
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override void EndEffect()
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{
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Super.EndEffect();
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// Abort if owner already destroyed or unmorphed
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if (Owner == null || MorphedPlayer == null || Owner.alternative == null)
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{
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return;
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}
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// Abort if owner is dead; their Die() method will
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// take care of any required unmorphing on death.
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if (MorphedPlayer.health <= 0)
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{
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return;
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}
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int savedMorphTics = MorphedPlayer.morphTics;
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MorphedPlayer.UndoPlayerMorph (MorphedPlayer, 0, !!(MorphedPlayer.MorphStyle & MRF_UNDOALWAYS));
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// Abort if unmorph failed; in that case,
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// set the usual retry timer and return.
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if (MorphedPlayer != null && MorphedPlayer.morphTics)
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{
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// Transfer retry timeout
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// to the powerup's timer.
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EffectTics = MorphedPlayer.morphTics;
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// Reload negative morph tics;
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// use actual value; it may
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// be in use for animation.
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MorphedPlayer.morphTics = savedMorphTics;
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// Try again some time later
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return;
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}
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// Unmorph suceeded
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MorphedPlayer = null;
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}
|
|
|
|
|
|
}
|
|
|