qzdoom/src/g_shared/a_artifacts.cpp
2016-01-19 13:26:05 +01:00

1997 lines
51 KiB
C++

#include "info.h"
#include "a_pickups.h"
#include "d_player.h"
#include "p_local.h"
#include "c_dispatch.h"
#include "gi.h"
#include "s_sound.h"
#include "p_local.h"
#include "p_spec.h"
#include "p_lnspec.h"
#include "p_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"
#include "farchive.h"
#include "r_data/colormaps.h"
static FRandom pr_torch ("Torch");
/* Those are no longer needed, except maybe as reference?
* They're not used anywhere in the code anymore, except
* MAULATORTICS as redefined in a_minotaur.cpp...
#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 )
*/
IMPLEMENT_CLASS (APowerup)
// Powerup-Giver -------------------------------------------------------------
//===========================================================================
//
// APowerupGiver :: Use
//
//===========================================================================
bool APowerupGiver::Use (bool pickup)
{
if (PowerupType == NULL) return true; // item is useless
APowerup *power = static_cast<APowerup *> (Spawn (PowerupType, 0, 0, 0, NO_REPLACE));
if (EffectTics != 0)
{
power->EffectTics = EffectTics;
}
if (BlendColor != 0)
{
if (BlendColor != MakeSpecialColormap(65535)) power->BlendColor = BlendColor;
else power->BlendColor = 0;
}
if (Mode != NAME_None)
{
power->Mode = Mode;
}
if (Strength != 0)
{
power->Strength = Strength;
}
power->ItemFlags |= ItemFlags & (IF_ALWAYSPICKUP|IF_ADDITIVETIME|IF_NOTELEPORTFREEZE);
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;
arc << Strength;
}
// 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;
arc << Strength;
}
//===========================================================================
//
// APowerup :: GetBlend
//
//===========================================================================
PalEntry APowerup::GetBlend ()
{
if (EffectTics <= BLINKTHRESHOLD && !(EffectTics & 8))
return 0;
if (IsSpecialColormap(BlendColor)) 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 Colormap = GetSpecialColormap(BlendColor);
if (Colormap != NOFIXEDCOLORMAP)
{
if (EffectTics > BLINKTHRESHOLD || (EffectTics & 8))
{
Owner->player->fixedcolormap = Colormap;
}
else if (Owner->player->fixedcolormap == Colormap)
{
// only unset if the fixed colormap comes from this item
Owner->player->fixedcolormap = NOFIXEDCOLORMAP;
}
}
}
}
//===========================================================================
//
// APowerup :: EndEffect
//
//===========================================================================
void APowerup::EndEffect ()
{
int colormap = GetSpecialColormap(BlendColor);
if (colormap != NOFIXEDCOLORMAP && Owner && Owner->player && Owner->player->fixedcolormap == colormap)
{ // only unset if the fixed colormap comes from this item
Owner->player->fixedcolormap = NOFIXEDCOLORMAP;
}
}
//===========================================================================
//
// APowerup :: Destroy
//
//===========================================================================
void APowerup::Destroy ()
{
EndEffect ();
Super::Destroy ();
}
//===========================================================================
//
// APowerup :: DrawPowerup
//
//===========================================================================
bool APowerup::DrawPowerup (int x, int y)
{
if (!Icon.isValid())
{
return false;
}
if (EffectTics > BLINKTHRESHOLD || !(EffectTics & 16))
{
FTexture *pic = TexMan(Icon);
screen->DrawTexture (pic, x, y,
DTA_HUDRules, HUD_Normal,
// DTA_TopOffset, pic->GetHeight()/2,
// DTA_LeftOffset, pic->GetWidth()/2,
TAG_DONE);
}
return true;
}
//===========================================================================
//
// APowerup :: HandlePickup
//
//===========================================================================
bool APowerup::HandlePickup (AInventory *item)
{
if (item->GetClass() == GetClass())
{
APowerup *power = static_cast<APowerup*>(item);
if (power->EffectTics == 0)
{
power->ItemFlags |= IF_PICKUPGOOD;
return true;
}
// Color gets transferred if the new item has an effect.
// Increase the effect's duration.
if (power->ItemFlags & IF_ADDITIVETIME)
{
EffectTics += power->EffectTics;
BlendColor = power->BlendColor;
}
// If it's not blinking yet, you can't replenish the power unless the
// powerup is required to be picked up.
else if (EffectTics > BLINKTHRESHOLD && !(power->ItemFlags & IF_ALWAYSPICKUP))
{
return true;
}
// Reset the effect duration.
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 ();
}
//===========================================================================
//
// AInventory :: GetNoTeleportFreeze
//
//===========================================================================
bool APowerup::GetNoTeleportFreeze ()
{
if (ItemFlags & IF_NOTELEPORTFREEZE) return true;
return Super::GetNoTeleportFreeze();
}
// Invulnerability Powerup ---------------------------------------------------
IMPLEMENT_CLASS (APowerInvulnerable)
//===========================================================================
//
// APowerInvulnerable :: InitEffect
//
//===========================================================================
void APowerInvulnerable::InitEffect ()
{
Super::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 ()
{
Super::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 = NOFIXEDCOLORMAP;
}
}
//===========================================================================
//
// APowerInvulnerable :: AlterWeaponSprite
//
//===========================================================================
int APowerInvulnerable::AlterWeaponSprite (visstyle_t *vis)
{
int changed = Inventory == NULL ? false : Inventory->AlterWeaponSprite(vis);
if (Owner != NULL)
{
if (Mode == NAME_Ghost && !(Owner->flags & MF_SHADOW))
{
fixed_t wp_alpha = MIN<fixed_t>(FRACUNIT/4 + Owner->alpha*3/4, FRACUNIT);
if (wp_alpha != FIXED_MAX) vis->alpha = wp_alpha;
}
}
return changed;
}
// Strength (aka Berserk) Powerup --------------------------------------------
IMPLEMENT_CLASS (APowerStrength)
//===========================================================================
//
// APowerStrength :: HandlePickup
//
//===========================================================================
bool APowerStrength::HandlePickup (AInventory *item)
{
if (item->GetClass() == GetClass())
{ // Setting EffectTics to 0 will force Powerup's HandlePickup()
// method to reset the tic count so you get the red flash again.
EffectTics = 0;
}
return Super::HandlePickup (item);
}
//===========================================================================
//
// APowerStrength :: InitEffect
//
//===========================================================================
void APowerStrength::InitEffect ()
{
Super::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 berserk 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)
// Invisibility flag combos
#define INVISIBILITY_FLAGS1 (MF_SHADOW)
#define INVISIBILITY_FLAGS3 (MF3_GHOST)
#define INVISIBILITY_FLAGS5 (MF5_CANTSEEK)
//===========================================================================
//
// APowerInvisibility :: InitEffect
//
//===========================================================================
void APowerInvisibility::InitEffect ()
{
Super::InitEffect();
// This used to call CommonInit(), which used to contain all the code that's repeated every
// tic, plus the following code that needs to happen once and only once.
// The CommonInit() code has been moved to DoEffect(), so this now ends with a call to DoEffect(),
// and DoEffect() no longer needs to call InitEffect(). CommonInit() has been removed for being redundant.
if (Owner != NULL)
{
flags &= ~(Owner->flags & INVISIBILITY_FLAGS1);
Owner->flags |= flags & INVISIBILITY_FLAGS1;
flags3 &= ~(Owner->flags3 & INVISIBILITY_FLAGS3);
Owner->flags3 |= flags3 & INVISIBILITY_FLAGS3;
flags5 &= ~(Owner->flags5 & INVISIBILITY_FLAGS5);
Owner->flags5 |= flags5 & INVISIBILITY_FLAGS5;
DoEffect();
}
}
//===========================================================================
//
// APowerInvisibility :: DoEffect
//
//===========================================================================
void APowerInvisibility::DoEffect ()
{
Super::DoEffect();
// Due to potential interference with other PowerInvisibility items
// the effect has to be refreshed each tic.
fixed_t ts = (Strength/100) * (special1 + 1); if (ts > FRACUNIT) ts = FRACUNIT;
Owner->alpha = clamp<fixed_t>((OPAQUE - ts), 0, OPAQUE);
switch (Mode)
{
case (NAME_Fuzzy):
Owner->RenderStyle = STYLE_OptFuzzy;
break;
case (NAME_Opaque):
Owner->RenderStyle = STYLE_Normal;
break;
case (NAME_Additive):
Owner->RenderStyle = STYLE_Add;
break;
case (NAME_Stencil):
Owner->RenderStyle = STYLE_Stencil;
break;
case (NAME_AddStencil) :
Owner->RenderStyle = STYLE_AddStencil;
break;
case (NAME_TranslucentStencil) :
Owner->RenderStyle = STYLE_TranslucentStencil;
break;
case (NAME_None) :
case (NAME_Cumulative):
case (NAME_Translucent):
Owner->RenderStyle = STYLE_Translucent;
break;
default: // Something's wrong
Owner->RenderStyle = STYLE_Normal;
Owner->alpha = OPAQUE;
break;
}
}
//===========================================================================
//
// APowerInvisibility :: EndEffect
//
//===========================================================================
void APowerInvisibility::EndEffect ()
{
Super::EndEffect();
if (Owner != NULL)
{
Owner->flags &= ~(flags & INVISIBILITY_FLAGS1);
Owner->flags3 &= ~(flags3 & INVISIBILITY_FLAGS3);
Owner->flags5 &= ~(flags5 & INVISIBILITY_FLAGS5);
Owner->RenderStyle = STYLE_Normal;
Owner->alpha = OPAQUE;
// Check whether there are other invisibility items and refresh their effect.
// If this isn't done there will be one incorrectly drawn frame when this
// item expires.
AInventory *item = Owner->Inventory;
while (item != NULL)
{
if (item->IsKindOf(RUNTIME_CLASS(APowerInvisibility)) && item != this)
{
static_cast<APowerInvisibility*>(item)->DoEffect();
}
item = item->Inventory;
}
}
}
//===========================================================================
//
// APowerInvisibility :: AlterWeaponSprite
//
//===========================================================================
int APowerInvisibility::AlterWeaponSprite (visstyle_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;
vis->alpha = OPAQUE;
return 1;
}
else if (changed == 1)
{
// something else set the weapon sprite back to opaque but this item is still active.
fixed_t ts = (Strength/100) * (special1 + 1); if (ts > FRACUNIT) ts = FRACUNIT;
vis->alpha = clamp<fixed_t>((OPAQUE - ts), 0, OPAQUE);
switch (Mode)
{
case (NAME_Fuzzy):
vis->RenderStyle = STYLE_OptFuzzy;
break;
case (NAME_Opaque):
vis->RenderStyle = STYLE_Normal;
break;
case (NAME_Additive):
vis->RenderStyle = STYLE_Add;
break;
case (NAME_Stencil):
vis->RenderStyle = STYLE_Stencil;
break;
case (NAME_TranslucentStencil) :
vis->RenderStyle = STYLE_TranslucentStencil;
break;
case (NAME_AddStencil) :
vis->RenderStyle = STYLE_AddStencil;
break;
case (NAME_None) :
case (NAME_Cumulative):
case (NAME_Translucent):
default:
vis->RenderStyle = STYLE_Translucent;
break;
}
}
// Handling of Strife-like cumulative invisibility powerups, the weapon itself shouldn't become invisible
if ((vis->alpha < TRANSLUC25 && special1 > 0) || (vis->alpha == 0))
{
vis->alpha = clamp<fixed_t>((OPAQUE - (Strength/100)), 0, OPAQUE);
vis->colormap = SpecialColormaps[INVERSECOLORMAP].Colormap;
}
return -1; // This item is valid so another one shouldn't reset the translucency
}
//===========================================================================
//
// APowerInvisibility :: HandlePickup
//
// If the player already has the first stage of a cumulative powerup, getting
// it again increases the player's alpha. (But shouldn't this be in Use()?)
//
//===========================================================================
bool APowerInvisibility::HandlePickup (AInventory *item)
{
if (Mode == NAME_Cumulative && ((Strength * special1) < FRACUNIT) && item->GetClass() == GetClass())
{
APowerup *power = static_cast<APowerup *>(item);
if (power->EffectTics == 0)
{
power->ItemFlags |= IF_PICKUPGOOD;
return true;
}
// Only increase the EffectTics, not decrease it.
// Color also gets transferred only when the new item has an effect.
if (power->EffectTics > EffectTics)
{
EffectTics = power->EffectTics;
BlendColor = power->BlendColor;
}
special1++; // increases power
power->ItemFlags |= IF_PICKUPGOOD;
return true;
}
return Super::HandlePickup (item);
}
// Ironfeet Powerup ----------------------------------------------------------
IMPLEMENT_CLASS (APowerIronFeet)
//===========================================================================
//
// APowerIronFeet :: AbsorbDamage
//
//===========================================================================
void APowerIronFeet::AbsorbDamage (int damage, FName damageType, int &newdamage)
{
if (damageType == NAME_Drowning)
{
newdamage = 0;
}
else if (Inventory != NULL)
{
Inventory->AbsorbDamage (damage, damageType, newdamage);
}
}
//===========================================================================
//
// APowerIronFeet :: DoEffect
//
//===========================================================================
void APowerIronFeet::DoEffect ()
{
if (Owner->player != NULL)
{
Owner->player->mo->ResetAirSupply ();
}
}
// 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->fixedlightlevel = 1;
}
else
{
Owner->player->fixedlightlevel = -1;
}
}
}
//===========================================================================
//
// APowerLightAmp :: EndEffect
//
//===========================================================================
void APowerLightAmp::EndEffect ()
{
Super::EndEffect();
if (Owner != NULL && Owner->player != NULL && Owner->player->fixedcolormap < NUMCOLORMAPS)
{
Owner->player->fixedlightlevel = -1;
}
}
// 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->fixedlightlevel + NewTorchDelta > 7
|| Owner->player->fixedlightlevel + NewTorchDelta < 0
|| NewTorch == Owner->player->fixedlightlevel)
{
NewTorch = 0;
}
else
{
Owner->player->fixedlightlevel += NewTorchDelta;
}
}
else
{
NewTorch = (pr_torch() & 7) + 1;
NewTorchDelta = (NewTorch == Owner->player->fixedlightlevel) ?
0 : ((NewTorch > Owner->player->fixedlightlevel) ? 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 ()
{
Super::InitEffect();
Owner->flags2 |= MF2_FLY;
Owner->flags |= MF_NOGRAVITY;
if (Owner->Z() <= Owner->floorz)
{
Owner->velz = 4*FRACUNIT; // thrust the player in the air a bit
}
if (Owner->velz <= -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.flags2 & LEVEL2_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 ()
{
Super::EndEffect();
if (Owner == NULL || Owner->player == NULL)
{
return;
}
if (!(Owner->flags7 & MF7_FLYCHEAT))
{
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 this item got a valid icon use that instead of the default spinning wings.
if (Icon.isValid())
{
return Super::DrawPowerup(x, 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;
Super::InitEffect();
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;
Super::EndEffect();
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 :: Serialize
//
//===========================================================================
void APowerSpeed::Serialize(FArchive &arc)
{
Super::Serialize (arc);
if (SaveVersion < 4146)
{
SpeedFlags = 0;
}
else
{
arc << SpeedFlags;
}
}
//===========================================================================
//
// 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 (SpeedFlags & PSF_NOTRAIL)
return;
if (level.time & 1)
return;
// Check if another speed item is present to avoid multiple drawing of the speed trail.
// Only the last PowerSpeed without PSF_NOTRAIL set will actually draw the trail.
for (AInventory *item = Inventory; item != NULL; item = item->Inventory)
{
if (item->IsKindOf(RUNTIME_CLASS(APowerSpeed)) &&
!(static_cast<APowerSpeed *>(item)->SpeedFlags & PSF_NOTRAIL))
{
return;
}
}
if (P_AproxDistance (Owner->velx, Owner->vely) <= 12*FRACUNIT)
return;
AActor *speedMo = Spawn<APlayerSpeedTrail> (Owner->Pos(), 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;
Super::InitEffect();
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 ();
}
bool APowerTargeter::HandlePickup(AInventory *item)
{
if (Super::HandlePickup(item))
{
InitEffect(); // reset the HUD sprites
return true;
}
return false;
}
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 ()
{
Super::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->mo->accuracy) << FRACBITS);
player->psprites[ps_targetright].sx = (160-3)*FRACUNIT + ((100 - player->mo->accuracy) << FRACBITS);
}
}
// Frightener Powerup --------------------------------
IMPLEMENT_CLASS (APowerFrightener)
//===========================================================================
//
// APowerFrightener :: InitEffect
//
//===========================================================================
void APowerFrightener::InitEffect ()
{
Super::InitEffect();
if (Owner== NULL || Owner->player == NULL)
return;
Owner->player->cheats |= CF_FRIGHTENING;
}
//===========================================================================
//
// APowerFrightener :: EndEffect
//
//===========================================================================
void APowerFrightener::EndEffect ()
{
Super::EndEffect();
if (Owner== NULL || Owner->player == NULL)
return;
Owner->player->cheats &= ~CF_FRIGHTENING;
}
// Buddha Powerup --------------------------------
IMPLEMENT_CLASS (APowerBuddha)
//===========================================================================
//
// APowerBuddha :: InitEffect
//
//===========================================================================
void APowerBuddha::InitEffect ()
{
Super::InitEffect();
if (Owner== NULL || Owner->player == NULL)
return;
Owner->player->cheats |= CF_BUDDHA;
}
//===========================================================================
//
// APowerBuddha :: EndEffect
//
//===========================================================================
void APowerBuddha::EndEffect ()
{
Super::EndEffect();
if (Owner== NULL || Owner->player == NULL)
return;
Owner->player->cheats &= ~CF_BUDDHA;
}
// Scanner powerup ----------------------------------------------------------
IMPLEMENT_CLASS (APowerScanner)
// Time freezer powerup -----------------------------------------------------
IMPLEMENT_CLASS( APowerTimeFreezer)
//===========================================================================
//
// APowerTimeFreezer :: InitEffect
//
//===========================================================================
void APowerTimeFreezer::InitEffect()
{
int freezemask;
Super::InitEffect();
if (Owner == NULL || Owner->player == NULL)
return;
// 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->player - players);
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.flags2 |= LEVEL2_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.
// [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.
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.flags2 |= LEVEL2_FROZEN;
else
level.flags2 &= ~LEVEL2_FROZEN;
}
//===========================================================================
//
// APowerTimeFreezer :: EndEffect
//
//===========================================================================
void APowerTimeFreezer::EndEffect()
{
int i;
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->player - players));
for (i = 0; i < MAXPLAYERS; ++i)
{
players[i].timefreezer &= freezemask;
}
}
// Are there any players who still have timefreezer bits set?
for (i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i] && players[i].timefreezer != 0)
{
break;
}
}
if (i == MAXPLAYERS)
{
// No, so allow other actors to move about freely once again.
level.flags2 &= ~LEVEL2_FROZEN;
// Also, turn the music back on.
S_ResumeSound(false);
}
}
// Damage powerup ------------------------------------------------------
IMPLEMENT_CLASS(APowerDamage)
//===========================================================================
//
// APowerDamage :: InitEffect
//
//===========================================================================
void APowerDamage::InitEffect( )
{
Super::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( )
{
Super::EndEffect();
// Use sound channel 5 to avoid interference with other actions.
if (Owner != NULL) S_Sound(Owner, 5, DeathSound, 1.0f, ATTN_NONE);
}
//===========================================================================
//
// APowerDamage :: ModifyDamage
//
//===========================================================================
void APowerDamage::ModifyDamage(int damage, FName damageType, int &newdamage, bool passive)
{
static const fixed_t def = 4*FRACUNIT;
if (!passive && damage > 0)
{
const fixed_t * pdf = NULL;
DmgFactors * df = GetClass()->ActorInfo->DamageFactors;
if (df != NULL && df->CountUsed() != 0)
{
pdf = df->CheckFactor(damageType);
}
else
{
pdf = &def;
}
if (pdf != NULL)
{
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)
#define PROTECTION_FLAGS3 (MF3_NORADIUSDMG | MF3_DONTMORPH | MF3_DONTSQUASH | MF3_DONTBLAST | MF3_NOTELEOTHER)
#define PROTECTION_FLAGS5 (MF5_NOPAIN | MF5_DONTRIP)
//===========================================================================
//
// APowerProtection :: InitEffect
//
//===========================================================================
void APowerProtection::InitEffect( )
{
Super::InitEffect();
if (Owner != NULL)
{
S_Sound(Owner, CHAN_AUTO, SeeSound, 1.0f, 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.
flags3 &= ~(Owner->flags3 & PROTECTION_FLAGS3);
Owner->flags3 |= flags3 & PROTECTION_FLAGS3;
flags5 &= ~(Owner->flags5 & PROTECTION_FLAGS5);
Owner->flags5 |= flags5 & PROTECTION_FLAGS5;
}
}
//===========================================================================
//
// APowerProtection :: EndEffect
//
//===========================================================================
void APowerProtection::EndEffect( )
{
Super::EndEffect();
if (Owner != NULL)
{
S_Sound(Owner, CHAN_AUTO, DeathSound, 1.0f, ATTN_NONE);
Owner->flags3 &= ~(flags3 & PROTECTION_FLAGS3);
Owner->flags5 &= ~(flags5 & PROTECTION_FLAGS5);
}
}
//===========================================================================
//
// APowerProtection :: AbsorbDamage
//
//===========================================================================
void APowerProtection::ModifyDamage(int damage, FName damageType, int &newdamage, bool passive)
{
static const fixed_t def = FRACUNIT/4;
if (passive && damage > 0)
{
const fixed_t *pdf = NULL;
DmgFactors *df = GetClass()->ActorInfo->DamageFactors;
if (df != NULL && df->CountUsed() != 0)
{
pdf = df->CheckFactor(damageType);
}
else pdf = &def;
if (pdf != NULL)
{
damage = newdamage = FixedMul(damage, *pdf);
if (Owner != NULL && *pdf < FRACUNIT) S_Sound(Owner, CHAN_AUTO, ActiveSound, 1.0f, ATTN_NONE);
}
}
if (Inventory != NULL)
{
Inventory->ModifyDamage(damage, damageType, newdamage, passive);
}
}
// Drain rune -------------------------------------------------------
IMPLEMENT_CLASS(APowerDrain)
//===========================================================================
//
// ARuneDrain :: InitEffect
//
//===========================================================================
void APowerDrain::InitEffect( )
{
Super::InitEffect();
if (Owner== NULL || Owner->player == NULL)
return;
// Give the player the power to drain life from opponents when he damages them.
Owner->player->cheats |= CF_DRAIN;
}
//===========================================================================
//
// ARuneDrain :: EndEffect
//
//===========================================================================
void APowerDrain::EndEffect( )
{
Super::EndEffect();
// Nothing to do if there's no owner.
if (Owner != NULL && Owner->player != NULL)
{
// Take away the drain power.
Owner->player->cheats &= ~CF_DRAIN;
}
}
// Regeneration rune -------------------------------------------------------
IMPLEMENT_CLASS(APowerRegeneration)
//===========================================================================
//
// APowerRegeneration :: DoEffect
//
//===========================================================================
void APowerRegeneration::DoEffect()
{
Super::DoEffect();
if (Owner != NULL && Owner->health > 0 && (level.time & 31) == 0)
{
if (P_GiveBody(Owner, Strength/FRACUNIT))
{
S_Sound(Owner, CHAN_ITEM, "*regenerate", 1, ATTN_NORM );
}
}
}
// High jump rune -------------------------------------------------------
IMPLEMENT_CLASS(APowerHighJump)
//===========================================================================
//
// ARuneHighJump :: InitEffect
//
//===========================================================================
void APowerHighJump::InitEffect( )
{
Super::InitEffect();
if (Owner== NULL || Owner->player == NULL)
return;
// Give the player the power to jump much higher.
Owner->player->cheats |= CF_HIGHJUMP;
}
//===========================================================================
//
// ARuneHighJump :: EndEffect
//
//===========================================================================
void APowerHighJump::EndEffect( )
{
Super::EndEffect();
// Nothing to do if there's no owner.
if (Owner != NULL && Owner->player != NULL)
{
// Take away the high jump power.
Owner->player->cheats &= ~CF_HIGHJUMP;
}
}
// Double firing speed rune ---------------------------------------------
IMPLEMENT_CLASS(APowerDoubleFiringSpeed)
//===========================================================================
//
// APowerDoubleFiringSpeed :: InitEffect
//
//===========================================================================
void APowerDoubleFiringSpeed::InitEffect( )
{
Super::InitEffect();
if (Owner== NULL || Owner->player == NULL)
return;
// Give the player the power to shoot twice as fast.
Owner->player->cheats |= CF_DOUBLEFIRINGSPEED;
}
//===========================================================================
//
// APowerDoubleFiringSpeed :: EndEffect
//
//===========================================================================
void APowerDoubleFiringSpeed::EndEffect( )
{
Super::EndEffect();
// Nothing to do if there's no owner.
if (Owner != NULL && Owner->player != NULL)
{
// Take away the shooting twice as fast power.
Owner->player->cheats &= ~CF_DOUBLEFIRINGSPEED;
}
}
// Morph powerup ------------------------------------------------------
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( )
{
Super::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( )
{
Super::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
if (!bNoCallUndoMorph)
{
int savedMorphTics = Player->morphTics;
P_UndoPlayerMorph (Player, Player, 0, !!(Player->MorphStyle & MORPH_UNDOALWAYS));
// Abort if unmorph failed; in that case,
// set the usual retry timer and return.
if (Player != NULL && 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;
}
// Infinite Ammo Powerup -----------------------------------------------------
IMPLEMENT_CLASS(APowerInfiniteAmmo)
//===========================================================================
//
// APowerInfiniteAmmo :: InitEffect
//
//===========================================================================
void APowerInfiniteAmmo::InitEffect( )
{
Super::InitEffect();
if (Owner== NULL || Owner->player == NULL)
return;
// Give the player infinite ammo
Owner->player->cheats |= CF_INFINITEAMMO;
}
//===========================================================================
//
// APowerInfiniteAmmo :: EndEffect
//
//===========================================================================
void APowerInfiniteAmmo::EndEffect( )
{
Super::EndEffect();
// Nothing to do if there's no owner.
if (Owner != NULL && Owner->player != NULL)
{
// Take away the limitless ammo
Owner->player->cheats &= ~CF_INFINITEAMMO;
}
}