2016-11-30 12:36:13 +00:00
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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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2016-11-30 14:54:01 +00:00
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// Note, that while this is an inventory flag, it only has meaning on an active powerup.
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2016-11-30 15:19:13 +00:00
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override bool GetNoTeleportFreeze() { return bNoTeleportFreeze; }
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2016-12-30 22:32:43 +00:00
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native virtual void InitEffect();
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native virtual void EndEffect();
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2017-01-10 18:57:51 +00:00
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native bool isBlinking();
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2016-11-30 14:54:01 +00:00
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2016-11-30 12:36:13 +00:00
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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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2016-11-30 14:54:01 +00:00
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override double GetSpeedFactor() { return Speed; }
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2016-11-30 12:36:13 +00:00
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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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2017-01-03 20:03:05 +00:00
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class PowerMinotaur : Powerup
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2016-11-30 12:36:13 +00:00
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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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2017-01-15 18:44:43 +00:00
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class PowerTargeter : Powerup
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2016-11-30 12:36:13 +00:00
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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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2017-01-15 18:44:43 +00:00
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override void Travelled ()
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{
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InitEffect ();
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}
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override void InitEffect ()
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{
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// Why is this called when the inventory isn't even attached yet
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// in APowerup.CreateCopy?
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if (!Owner.FindInventory(GetClass(), true))
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return;
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let player = Owner.player;
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Super.InitEffect();
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if (player == null)
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return;
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let stat = FindState("Targeter");
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if (stat != null)
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{
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player.SetPsprite(PSprite.TARGETCENTER, stat);
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player.SetPsprite(PSprite.TARGETLEFT, stat + 1);
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player.SetPsprite(PSprite.TARGETRIGHT, stat + 2);
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}
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player.GetPSprite(PSprite.TARGETCENTER).x = (160-3);
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player.GetPSprite(PSprite.TARGETCENTER).y =
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player.GetPSprite(PSprite.TARGETLEFT).y =
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player.GetPSprite(PSprite.TARGETRIGHT).y = (100-3);
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PositionAccuracy ();
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}
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override void AttachToOwner(Actor other)
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{
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Super.AttachToOwner(other);
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// Let's actually properly call this for the targeters.
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InitEffect();
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}
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override bool HandlePickup(Inventory item)
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{
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if (Super.HandlePickup(item))
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{
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InitEffect(); // reset the HUD sprites
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return true;
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}
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return false;
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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.player != null)
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{
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let player = Owner.player;
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PositionAccuracy ();
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if (EffectTics < 5*TICRATE)
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{
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let stat = FindState("Targeter");
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if (stat != null)
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{
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if (EffectTics & 32)
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{
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player.SetPsprite(PSprite.TARGETRIGHT, null);
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player.SetPsprite(PSprite.TARGETLEFT, stat + 1);
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}
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else if (EffectTics & 16)
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{
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player.SetPsprite(PSprite.TARGETRIGHT, stat + 2);
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player.SetPsprite(PSprite.TARGETLEFT, null);
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}
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}
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}
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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 && Owner.player != null)
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{
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// Calling GetPSprite here could crash if we're creating a new game.
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// This is because P_SetupLevel nulls the player's mo before destroying
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// every DThinker which in turn ends up calling this.
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// However P_SetupLevel is only called after G_NewInit which calls
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// every player's dtor which destroys all their psprites.
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let player = Owner.player;
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PSprite pspr;
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if ((pspr = player.FindPSprite(PSprite.TARGETCENTER)) != null) pspr.SetState(null);
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if ((pspr = player.FindPSprite(PSprite.TARGETLEFT)) != null) pspr.SetState(null);
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if ((pspr = player.FindPSprite(PSprite.TARGETRIGHT)) != null) pspr.SetState(null);
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}
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}
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private void PositionAccuracy ()
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{
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let player = Owner.player;
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if (player != null)
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{
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player.GetPSprite(PSprite.TARGETLEFT).x = (160-3) - ((100 - player.mo.accuracy));
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player.GetPSprite(PSprite.TARGETRIGHT).x = (160-3)+ ((100 - player.mo.accuracy));
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}
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}
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2016-11-30 12:36:13 +00:00
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}
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2017-01-03 20:03:05 +00:00
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//===========================================================================
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//
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// Frightener
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//
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//===========================================================================
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class PowerFrightener : Powerup
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2016-11-30 12:36:13 +00:00
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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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2017-01-03 20:03:05 +00:00
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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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return;
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Owner.player.cheats |= CF_FRIGHTENING;
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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 || Owner.player == null)
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return;
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Owner.player.cheats &= ~CF_FRIGHTENING;
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}
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2016-11-30 12:36:13 +00:00
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}
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2017-01-03 20:03:05 +00:00
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//===========================================================================
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//
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// Buddha
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//
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//===========================================================================
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class PowerBuddha : Powerup
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2016-11-30 12:36:13 +00:00
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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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2017-01-03 20:03:05 +00:00
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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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return;
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Owner.player.cheats |= CF_BUDDHA;
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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 || Owner.player == null)
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return;
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Owner.player.cheats &= ~CF_BUDDHA;
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}
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2016-11-30 12:36:13 +00:00
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}
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|
2016-12-31 00:08:09 +00:00
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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
|
2016-11-30 12:36:13 +00:00
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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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|
2017-01-03 19:06:20 +00:00
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//===========================================================================
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//
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// TimeFreezer
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//
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//===========================================================================
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class PowerTimeFreezer : Powerup
|
2016-11-30 12:36:13 +00:00
|
|
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{
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Default
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{
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Powerup.Duration -12;
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}
|
2017-01-03 19:06:20 +00:00
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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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int freezemask;
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Super.InitEffect();
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if (Owner == null || Owner.player == null)
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return;
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|
|
|
|
|
|
// When this powerup is in effect, pause the music.
|
|
|
|
S_PauseSound(false, false);
|
|
|
|
|
|
|
|
// Give the player and his teammates the power to move when time is frozen.
|
|
|
|
freezemask = 1 << Owner.PlayerNumber();
|
|
|
|
Owner.player.timefreezer |= freezemask;
|
|
|
|
for (int i = 0; i < MAXPLAYERS; i++)
|
|
|
|
{
|
|
|
|
if (playeringame[i] &&
|
|
|
|
players[i].mo != null &&
|
|
|
|
players[i].mo.IsTeammate(Owner)
|
|
|
|
)
|
|
|
|
{
|
|
|
|
players[i].timefreezer |= freezemask;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// [RH] The effect ends one tic after the counter hits zero, so make
|
|
|
|
// sure we start at an odd count.
|
|
|
|
EffectTics += !(EffectTics & 1);
|
|
|
|
if ((EffectTics & 1) == 0)
|
|
|
|
{
|
|
|
|
EffectTics++;
|
|
|
|
}
|
|
|
|
// Make sure the effect starts and ends on an even tic.
|
|
|
|
if ((level.time & 1) == 0)
|
|
|
|
{
|
|
|
|
level.frozen = true;;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Compensate for skipped tic, but beware of overflow.
|
|
|
|
if(EffectTics < 0x7fffffff)
|
|
|
|
EffectTics++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// APowerTimeFreezer :: DoEffect
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
override void DoEffect()
|
|
|
|
{
|
|
|
|
Super.DoEffect();
|
|
|
|
// [RH] Do not change LEVEL_FROZEN on odd tics, or the Revenant's tracer
|
|
|
|
// will get thrown off.
|
|
|
|
// [ED850] Don't change it if the player is predicted either.
|
|
|
|
if (level.time & 1 || (Owner != null && Owner.player != null && Owner.player.cheats & CF_PREDICTING))
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
// [RH] The "blinking" can't check against EffectTics exactly or it will
|
|
|
|
// never happen, because InitEffect ensures that EffectTics will always
|
|
|
|
// be odd when level.time is even.
|
|
|
|
level.frozen = ( EffectTics > 4*32
|
|
|
|
|| (( EffectTics > 3*32 && EffectTics <= 4*32 ) && ((EffectTics + 1) & 15) != 0 )
|
|
|
|
|| (( EffectTics > 2*32 && EffectTics <= 3*32 ) && ((EffectTics + 1) & 7) != 0 )
|
|
|
|
|| (( EffectTics > 32 && EffectTics <= 2*32 ) && ((EffectTics + 1) & 3) != 0 )
|
|
|
|
|| (( EffectTics > 0 && EffectTics <= 1*32 ) && ((EffectTics + 1) & 1) != 0 ));
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// APowerTimeFreezer :: EndEffect
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
override void EndEffect()
|
|
|
|
{
|
|
|
|
Super.EndEffect();
|
|
|
|
|
|
|
|
// If there is an owner, remove the timefreeze flag corresponding to
|
|
|
|
// her from all players.
|
|
|
|
if (Owner != null && Owner.player != null)
|
|
|
|
{
|
|
|
|
int freezemask = ~(1 << Owner.PlayerNumber());
|
|
|
|
for (int i = 0; i < MAXPLAYERS; ++i)
|
|
|
|
{
|
|
|
|
players[i].timefreezer &= freezemask;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Are there any players who still have timefreezer bits set?
|
|
|
|
for (int i = 0; i < MAXPLAYERS; ++i)
|
|
|
|
{
|
|
|
|
if (playeringame[i] && players[i].timefreezer != 0)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// No, so allow other actors to move about freely once again.
|
|
|
|
level.frozen = false;
|
|
|
|
|
|
|
|
// Also, turn the music back on.
|
|
|
|
S_ResumeSound(false);
|
|
|
|
}
|
2016-11-30 12:36:13 +00:00
|
|
|
}
|
|
|
|
|
2017-01-01 22:11:48 +00:00
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// Damage
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
class PowerDamage : Powerup
|
2016-11-30 12:36:13 +00:00
|
|
|
{
|
|
|
|
Default
|
|
|
|
{
|
|
|
|
Powerup.Duration -25;
|
|
|
|
}
|
2017-01-01 22:11:48 +00:00
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// InitEffect
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
override void InitEffect()
|
|
|
|
{
|
|
|
|
Super.InitEffect();
|
|
|
|
|
|
|
|
if (Owner != null)
|
|
|
|
{
|
|
|
|
Owner.A_PlaySound(SeeSound, CHAN_5, 1.0, false, ATTN_NONE);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// EndEffect
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
override void EndEffect()
|
|
|
|
{
|
|
|
|
Super.EndEffect();
|
|
|
|
if (Owner != null)
|
|
|
|
{
|
|
|
|
Owner.A_PlaySound(DeathSound, CHAN_5, 1.0, false, ATTN_NONE);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// ModifyDamage
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
override void ModifyDamage(int damage, Name damageType, out int newdamage, bool passive)
|
|
|
|
{
|
|
|
|
if (!passive && damage > 0)
|
|
|
|
{
|
|
|
|
newdamage = max(1, ApplyDamageFactors(GetClass(), damageType, damage, damage * 4));
|
|
|
|
if (Owner != null && newdamage > damage) Owner.A_PlaySound(ActiveSound, CHAN_AUTO, 1.0, false, ATTN_NONE);
|
|
|
|
}
|
|
|
|
}
|
2016-11-30 12:36:13 +00:00
|
|
|
}
|
|
|
|
|
2017-01-01 22:11:48 +00:00
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// Protection
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
class PowerProtection : Powerup
|
2016-11-30 12:36:13 +00:00
|
|
|
{
|
|
|
|
Default
|
|
|
|
{
|
|
|
|
Powerup.Duration -25;
|
|
|
|
}
|
2017-01-01 22:11:48 +00:00
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// InitEffect
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
override void InitEffect()
|
|
|
|
{
|
|
|
|
Super.InitEffect();
|
|
|
|
|
|
|
|
let o = Owner; // copy to a local variable for quicker access.
|
|
|
|
if (o != null)
|
|
|
|
{
|
|
|
|
o.A_PlaySound(SeeSound, CHAN_AUTO, 1.0, false, ATTN_NONE);
|
|
|
|
|
|
|
|
// Transfer various protection flags if owner does not already have them.
|
|
|
|
// If the owner already has the flag, clear it from the powerup.
|
|
|
|
// If the powerup still has a flag set, add it to the owner.
|
|
|
|
bNoRadiusDmg &= !o.bNoRadiusDmg;
|
|
|
|
o.bNoRadiusDmg |= bNoRadiusDmg;
|
|
|
|
|
|
|
|
bDontMorph &= !o.bDontMorph;
|
|
|
|
o.bDontMorph |= bDontMorph;
|
|
|
|
|
|
|
|
bDontSquash &= !o.bDontSquash;
|
|
|
|
o.bDontSquash |= bDontSquash;
|
|
|
|
|
|
|
|
bDontBlast &= !o.bDontBlast;
|
|
|
|
o.bDontBlast |= bDontBlast;
|
|
|
|
|
|
|
|
bNoTeleOther &= !o.bNoTeleOther;
|
|
|
|
o.bNoTeleOther |= bNoTeleOther;
|
|
|
|
|
|
|
|
bNoPain &= !o.bNoPain;
|
|
|
|
o.bNoPain |= bNoPain;
|
|
|
|
|
|
|
|
bDontRip &= !o.bDontRip;
|
|
|
|
o.bDontRip |= bDontRip;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// EndEffect
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
override void EndEffect()
|
|
|
|
{
|
|
|
|
Super.EndEffect();
|
|
|
|
let o = Owner; // copy to a local variable for quicker access.
|
|
|
|
if (o != null)
|
|
|
|
{
|
|
|
|
o.A_PlaySound(DeathSound, CHAN_AUTO, 1.0, false, ATTN_NONE);
|
|
|
|
|
|
|
|
o.bNoRadiusDmg &= !bNoRadiusDmg;
|
|
|
|
o.bDontMorph &= !bDontMorph;
|
|
|
|
o.bDontSquash &= !bDontSquash;
|
|
|
|
o.bDontBlast &= !bDontBlast;
|
|
|
|
o.bNoTeleOther &= !bNoTeleOther;
|
|
|
|
o.bNoPain &= !bNoPain;
|
|
|
|
o.bDontRip &= !bDontRip;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// AbsorbDamage
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
override void ModifyDamage(int damage, Name damageType, out int newdamage, bool passive)
|
|
|
|
{
|
|
|
|
if (passive && damage > 0)
|
|
|
|
{
|
|
|
|
newdamage = max(1, ApplyDamageFactors(GetClass(), damageType, damage, damage / 4));
|
|
|
|
if (Owner != null && newdamage < damage) Owner.A_PlaySound(ActiveSound, CHAN_AUTO, 1.0, false, ATTN_NONE);
|
|
|
|
}
|
|
|
|
}
|
2016-11-30 12:36:13 +00:00
|
|
|
}
|
|
|
|
|
2016-12-31 00:08:09 +00:00
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// Drain
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
class PowerDrain : Powerup
|
2016-11-30 12:36:13 +00:00
|
|
|
{
|
|
|
|
Default
|
|
|
|
{
|
|
|
|
Powerup.Duration -60;
|
|
|
|
}
|
2016-12-31 00:08:09 +00:00
|
|
|
|
|
|
|
override void InitEffect()
|
|
|
|
{
|
|
|
|
Super.InitEffect();
|
|
|
|
|
|
|
|
if (Owner!= null && Owner.player != null)
|
|
|
|
{
|
|
|
|
// Give the player the power to drain life from opponents when he damages them.
|
|
|
|
Owner.player.cheats |= CF_DRAIN;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
override void EndEffect()
|
|
|
|
{
|
|
|
|
Super.EndEffect();
|
|
|
|
|
|
|
|
// Nothing to do if there's no owner.
|
|
|
|
if (Owner!= null && Owner.player != null)
|
|
|
|
{
|
|
|
|
// Take away the drain power.
|
|
|
|
Owner.player.cheats &= ~CF_DRAIN;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-11-30 12:36:13 +00:00
|
|
|
}
|
|
|
|
|
2016-12-31 00:08:09 +00:00
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// Regeneration
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
class PowerRegeneration : Powerup
|
2016-11-30 12:36:13 +00:00
|
|
|
{
|
|
|
|
Default
|
|
|
|
{
|
|
|
|
Powerup.Duration -120;
|
|
|
|
Powerup.Strength 5;
|
|
|
|
}
|
2016-12-31 00:08:09 +00:00
|
|
|
|
|
|
|
override void DoEffect()
|
|
|
|
{
|
|
|
|
Super.DoEffect();
|
|
|
|
if (Owner != null && Owner.health > 0 && (level.time & 31) == 0)
|
|
|
|
{
|
|
|
|
if (Owner.GiveBody(int(Strength)))
|
|
|
|
{
|
|
|
|
Owner.A_PlaySound("*regenerate", CHAN_ITEM);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2016-11-30 12:36:13 +00:00
|
|
|
}
|
|
|
|
|
2016-12-31 00:08:09 +00:00
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// HighJump
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
class PowerHighJump : Powerup
|
|
|
|
{
|
|
|
|
override void InitEffect()
|
|
|
|
{
|
|
|
|
Super.InitEffect();
|
2016-11-30 12:36:13 +00:00
|
|
|
|
2016-12-31 00:08:09 +00:00
|
|
|
if (Owner!= null && Owner.player != null)
|
|
|
|
{
|
|
|
|
// Give the player the power to jump much higher.
|
|
|
|
Owner.player.cheats |= CF_HIGHJUMP;
|
|
|
|
}
|
|
|
|
}
|
2016-11-30 12:36:13 +00:00
|
|
|
|
2016-12-31 00:08:09 +00:00
|
|
|
override void EndEffect()
|
|
|
|
{
|
|
|
|
Super.EndEffect();
|
|
|
|
|
|
|
|
// Nothing to do if there's no owner.
|
|
|
|
if (Owner!= null && Owner.player != null)
|
|
|
|
{
|
|
|
|
// Take away the high jump power.
|
|
|
|
Owner.player.cheats &= ~CF_HIGHJUMP;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// DoubleFiringSpeed
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
class PowerDoubleFiringSpeed : Powerup
|
2016-11-30 12:36:13 +00:00
|
|
|
{
|
2016-12-31 00:08:09 +00:00
|
|
|
override void InitEffect()
|
|
|
|
{
|
|
|
|
Super.InitEffect();
|
2016-11-30 12:36:13 +00:00
|
|
|
|
2016-12-31 00:08:09 +00:00
|
|
|
if (Owner!= null && Owner.player != null)
|
|
|
|
{
|
|
|
|
// Give the player the power to shoot twice as fast.
|
|
|
|
Owner.player.cheats |= CF_DOUBLEFIRINGSPEED;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
override void EndEffect()
|
2016-11-30 12:36:13 +00:00
|
|
|
{
|
2016-12-31 00:08:09 +00:00
|
|
|
Super.EndEffect();
|
|
|
|
|
|
|
|
// Nothing to do if there's no owner.
|
|
|
|
if (Owner!= null && Owner.player != null)
|
|
|
|
{
|
|
|
|
// Take away the shooting twice as fast power.
|
|
|
|
Owner.player.cheats &= ~CF_DOUBLEFIRINGSPEED;
|
|
|
|
}
|
2016-11-30 12:36:13 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-12-30 23:20:02 +00:00
|
|
|
//===========================================================================
|
|
|
|
//
|
2016-12-31 00:08:09 +00:00
|
|
|
// InfiniteAmmo
|
2016-12-30 23:20:02 +00:00
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
class PowerInfiniteAmmo : Powerup
|
2016-11-30 12:36:13 +00:00
|
|
|
{
|
|
|
|
Default
|
|
|
|
{
|
|
|
|
Powerup.Duration -30;
|
|
|
|
}
|
2016-12-30 23:20:02 +00:00
|
|
|
|
|
|
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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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2016-11-30 12:36:13 +00:00
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}
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2016-12-31 00:08:09 +00:00
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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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}
|
2017-01-01 18:23:43 +00:00
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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()
|
|
|
|
{
|
|
|
|
Super.EndEffect();
|
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|
|
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|
|
// Abort if owner already destroyed or unmorphed
|
|
|
|
if (Owner == null || MorphedPlayer == null || Owner.alternative == null)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
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|
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|
|
// Abort if owner is dead; their Die() method will
|
|
|
|
// take care of any required unmorphing on death.
|
|
|
|
if (MorphedPlayer.health <= 0)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
int savedMorphTics = MorphedPlayer.morphTics;
|
|
|
|
MorphedPlayer.UndoPlayerMorph (MorphedPlayer, 0, !!(MorphedPlayer.MorphStyle & MRF_UNDOALWAYS));
|
|
|
|
|
|
|
|
// Abort if unmorph failed; in that case,
|
|
|
|
// set the usual retry timer and return.
|
|
|
|
if (MorphedPlayer != null && MorphedPlayer.morphTics)
|
|
|
|
{
|
|
|
|
// Transfer retry timeout
|
|
|
|
// to the powerup's timer.
|
|
|
|
EffectTics = MorphedPlayer.morphTics;
|
|
|
|
// Reload negative morph tics;
|
|
|
|
// use actual value; it may
|
|
|
|
// be in use for animation.
|
|
|
|
MorphedPlayer.morphTics = savedMorphTics;
|
|
|
|
// Try again some time later
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
// Unmorph suceeded
|
|
|
|
MorphedPlayer = null;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2016-12-31 00:08:09 +00:00
|
|
|
}
|
|
|
|
|