mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-15 00:41:57 +00:00
0770c0022c
Many uses of random() & value have been turned into random(0, value). This is not only more efficient, it also ensures better random distribution because the parameter-less variant only returns values between 0 and 255.
1940 lines
43 KiB
Text
1940 lines
43 KiB
Text
class PowerupGiver : Inventory
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{
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Class<Actor> PowerupType;
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int EffectTics; // Non-0 to override the powerup's default tics
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color BlendColor; // Non-0 to override the powerup's default blend
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Name Mode; // Meaning depends on powerup - used for Invulnerability and Invisibility
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double Strength; // Meaning depends on powerup - currently used only by Invisibility
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property prefix: Powerup;
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property Strength: Strength;
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property Mode: Mode;
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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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//
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// APowerupGiver :: Use
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//
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//===========================================================================
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override bool Use (bool pickup)
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{
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if (PowerupType == NULL) return true; // item is useless
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if (Owner == null) return true;
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let power = Powerup(Spawn (PowerupType));
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if (EffectTics != 0)
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{
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power.EffectTics = EffectTics;
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}
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if (BlendColor != 0)
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{
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if (BlendColor != Powerup.SPECIALCOLORMAP_MASK | 65535) power.BlendColor = BlendColor;
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else power.BlendColor = 0;
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}
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if (Mode != 'None')
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{
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power.Mode = Mode;
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}
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if (Strength != 0)
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{
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power.Strength = Strength;
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}
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power.bAlwaysPickup |= bAlwaysPickup;
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power.bAdditiveTime |= bAdditiveTime;
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power.bNoTeleportFreeze |= bNoTeleportFreeze;
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if (power.CallTryPickup (Owner))
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{
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return true;
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}
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power.GoAwayAndDie ();
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return false;
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}
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}
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class Powerup : Inventory
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{
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int EffectTics;
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color BlendColor;
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Name Mode; // Meaning depends on powerup - used for Invulnerability and Invisibility
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double Strength; // Meaning depends on powerup - currently used only by Invisibility
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int Colormap;
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const SPECIALCOLORMAP_MASK = 0x00b60000;
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property Strength: Strength;
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property Mode: Mode;
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// Note, that while this is an inventory flag, it only has meaning on an active powerup.
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override bool GetNoTeleportFreeze()
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{
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return bNoTeleportFreeze;
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}
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//===========================================================================
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//
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// APowerup :: Tick
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//
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//===========================================================================
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override void Tick ()
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{
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// Powerups cannot exist outside an inventory
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if (Owner == NULL)
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{
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Destroy ();
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}
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if (EffectTics == 0 || (EffectTics > 0 && --EffectTics == 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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//
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// APowerup :: HandlePickup
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//
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//===========================================================================
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override bool HandlePickup (Inventory item)
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{
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if (item.GetClass() == GetClass())
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{
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let power = Powerup(item);
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if (power.EffectTics == 0)
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{
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power.bPickupGood = true;
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return true;
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}
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// Color gets transferred if the new item has an effect.
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// Increase the effect's duration.
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if (power.bAdditiveTime)
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{
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EffectTics += power.EffectTics;
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BlendColor = power.BlendColor;
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}
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// If it's not blinking yet, you can't replenish the power unless the
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// powerup is required to be picked up.
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else if (EffectTics > BLINKTHRESHOLD && !power.bAlwaysPickup)
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{
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return true;
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}
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// Reset the effect duration.
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else if (power.EffectTics > EffectTics)
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{
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EffectTics = power.EffectTics;
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BlendColor = power.BlendColor;
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}
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power.bPickupGood = true;
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return true;
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}
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return false;
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}
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//===========================================================================
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//
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// APowerup :: CreateCopy
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//
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//===========================================================================
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override Inventory CreateCopy (Actor other)
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{
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// Get the effective effect time.
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EffectTics = abs (EffectTics);
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// Abuse the Owner field to tell the
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// InitEffect method who started it;
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// this should be cleared afterwards,
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// as this powerup instance is not
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// properly attached to anything yet.
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Owner = other;
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// Actually activate the powerup.
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InitEffect ();
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// Clear the Owner field, unless it was
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// changed by the activation, for example,
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// if this instance is a morph powerup;
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// the flag tells the caller that the
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// ownership has changed so that they
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// can properly handle the situation.
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if (!bCreateCopyMoved)
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{
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Owner = NULL;
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}
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// All done.
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return self;
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}
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//===========================================================================
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//
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// APowerup :: CreateTossable
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//
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// Powerups are never droppable, even without IF_UNDROPPABLE set.
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//
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//===========================================================================
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override Inventory CreateTossable (int amount)
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{
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return NULL;
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}
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//===========================================================================
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//
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// APowerup :: InitEffect
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//
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//===========================================================================
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virtual void InitEffect()
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{
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// initialize this only once instead of recalculating repeatedly.
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Colormap = ((BlendColor & 0xFFFF0000) == SPECIALCOLORMAP_MASK)? BlendColor & 0xffff : PlayerInfo.NOFIXEDCOLORMAP;
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}
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//===========================================================================
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//
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// APowerup :: DoEffect
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//
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//===========================================================================
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override void DoEffect ()
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{
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if (Owner == NULL || Owner.player == NULL)
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{
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return;
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}
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if (EffectTics > 0)
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{
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if (Colormap != PlayerInfo.NOFIXEDCOLORMAP)
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{
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if (!isBlinking())
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{
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Owner.player.fixedcolormap = Colormap;
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}
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else if (Owner.player.fixedcolormap == Colormap)
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{
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// only unset if the fixed colormap comes from this item
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Owner.player.fixedcolormap = PlayerInfo.NOFIXEDCOLORMAP;
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}
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}
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}
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}
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//===========================================================================
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//
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// APowerup :: EndEffect
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//
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//===========================================================================
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virtual void EndEffect ()
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{
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if (colormap != PlayerInfo.NOFIXEDCOLORMAP && Owner && Owner.player && Owner.player.fixedcolormap == colormap)
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{ // only unset if the fixed colormap comes from this item
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Owner.player.fixedcolormap = PlayerInfo.NOFIXEDCOLORMAP;
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}
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}
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//===========================================================================
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//
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// APowerup :: Destroy
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//
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//===========================================================================
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override void OnDestroy ()
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{
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EndEffect ();
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Super.OnDestroy();
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}
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//===========================================================================
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//
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// APowerup :: GetBlend
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//
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//===========================================================================
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override color GetBlend ()
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{
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if (Colormap != Player.NOFIXEDCOLORMAP) return 0;
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if (isBlinking()) return 0;
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return BlendColor;
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}
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//===========================================================================
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//
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// Inventory :: GetPowerupIcon
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//
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// Returns the icon that should be drawn for an active powerup.
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//
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//===========================================================================
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virtual clearscope version("2.5") TextureID GetPowerupIcon() const
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{
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return Icon;
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}
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//===========================================================================
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//
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// APowerup :: isBlinking
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//
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//===========================================================================
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virtual clearscope bool isBlinking() const
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{
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return (EffectTics <= BLINKTHRESHOLD && (EffectTics & 8) && !bNoScreenBlink);
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}
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//===========================================================================
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//
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// APowerup :: OwnerDied
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//
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// Powerups don't last beyond death.
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//
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//===========================================================================
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override void OwnerDied ()
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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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//
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// Invulnerable
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//
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//===========================================================================
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class PowerInvulnerable : Powerup
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{
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Default
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{
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Powerup.Duration -30;
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inventory.icon "SPSHLD0";
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}
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//===========================================================================
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//
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// APowerInvulnerable :: 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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Owner.bRespawnInvul = false;
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Owner.bInvulnerable = true;
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if (Mode == 'None' && Owner is "PlayerPawn")
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{
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Mode = PlayerPawn(Owner).InvulMode;
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}
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if (Mode == 'Reflective')
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{
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Owner.bReflective = true;
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}
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}
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//===========================================================================
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//
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// APowerInvulnerable :: DoEffect
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//
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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)
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{
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return;
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}
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if (Mode == 'Ghost')
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{
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if (!Owner.bShadow)
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{
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// Don't mess with the translucency settings if an
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// invisibility powerup is active.
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let alpha = Owner.Alpha;
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if (!(level.time & 7) && alpha > 0 && alpha < 1)
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{
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if (alpha == HX_SHADOW)
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{
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alpha = HX_ALTSHADOW;
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}
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else
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{
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alpha = 0;
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Owner.bNonShootable = true;
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}
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}
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if (!(level.time & 31))
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{
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if (alpha == 0)
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{
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Owner.bNonShootable = false;
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alpha = HX_ALTSHADOW;
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}
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else
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{
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alpha = HX_SHADOW;
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}
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}
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Owner.A_SetRenderStyle(alpha, STYLE_Translucent);
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}
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else
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{
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Owner.bNonShootable = false;
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}
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}
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}
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//===========================================================================
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//
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// APowerInvulnerable :: EndEffect
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//
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//===========================================================================
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override void EndEffect ()
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{
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Super.EndEffect();
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if (Owner == NULL)
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{
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return;
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}
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Owner.bRespawnInvul = false;
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Owner.bInvulnerable = false;
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if (Mode == 'Ghost')
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{
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Owner.bNonShootable = false;
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if (!bShadow)
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{
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// Don't mess with the translucency settings if an
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// invisibility powerup is active.
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Owner.A_SetRenderStyle(1, STYLE_Normal);
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}
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}
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else if (Mode == 'Reflective')
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{
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Owner.bReflective = false;
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}
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if (Owner.player != NULL)
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{
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Owner.player.fixedcolormap = PlayerInfo.NOFIXEDCOLORMAP;
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}
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}
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//===========================================================================
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//
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// APowerInvulnerable :: AlterWeaponSprite
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//
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//===========================================================================
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override void AlterWeaponSprite (VisStyle vis, in out int changed)
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{
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if (Owner != NULL)
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{
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if (Mode == 'Ghost' && !(Owner.bShadow))
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{
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vis.Alpha = min(0.25 + Owner.Alpha * 0.75, 1.);
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}
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}
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}
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}
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//===========================================================================
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//
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// Strength
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//
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//===========================================================================
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class PowerStrength : Powerup
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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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override bool HandlePickup (Inventory item)
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{
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if (item.GetClass() == GetClass())
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{ // Setting EffectTics to 0 will force Powerup's HandlePickup()
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// method to reset the tic count so you get the red flash again.
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EffectTics = 0;
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}
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return Super.HandlePickup (item);
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}
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//===========================================================================
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//
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// APowerStrength :: DoEffect
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//
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//===========================================================================
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override void Tick ()
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{
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// Strength counts up to diminish the fade.
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EffectTics += 2;
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Super.Tick();
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}
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//===========================================================================
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//
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// APowerStrength :: GetBlend
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//
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//===========================================================================
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override color GetBlend ()
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{
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// slowly fade the berserk out
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int cnt = 128 - (EffectTics>>3);
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if (cnt > 0)
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{
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return Color(BlendColor.a*cnt/256,
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BlendColor.r, BlendColor.g, BlendColor.b);
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}
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return 0;
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}
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}
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//===========================================================================
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//
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// Invisibility
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//
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//===========================================================================
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class PowerInvisibility : Powerup
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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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//
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// APowerInvisibility :: InitEffect
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//
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//===========================================================================
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override void InitEffect ()
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{
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Super.InitEffect();
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let Owner = self.Owner;
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if (Owner != NULL)
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{
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let savedShadow = Owner.bShadow;
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let savedGhost = Owner.bGhost;
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let savedCantSeek = Owner.bCantSeek;
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Owner.bShadow = bShadow;
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Owner.bGhost = bGhost;
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Owner.bCantSeek = bCantSeek;
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bShadow = savedShadow;
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bGhost = savedGhost;
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bCantSeek = savedCantSeek;
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DoEffect();
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}
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}
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//===========================================================================
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//
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// APowerInvisibility :: DoEffect
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//
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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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// Due to potential interference with other PowerInvisibility items
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// the effect has to be refreshed each tic.
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double ts = (Strength / 100) * (special1 + 1);
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if (ts > 1.) ts = 1.;
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let newAlpha = clamp((1. - ts), 0., 1.);
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int newStyle;
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switch (Mode)
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{
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case 'Fuzzy':
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newStyle = STYLE_OptFuzzy;
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break;
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case 'Opaque':
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newStyle = STYLE_Normal;
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break;
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case 'Additive':
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newStyle = STYLE_Add;
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break;
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case 'Stencil':
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newStyle = STYLE_Stencil;
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break;
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case 'AddStencil' :
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newStyle = STYLE_AddStencil;
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break;
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case 'TranslucentStencil':
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newStyle = STYLE_TranslucentStencil;
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break;
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case 'None' :
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case 'Cumulative':
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case 'Translucent':
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newStyle = STYLE_Translucent;
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break;
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default: // Something's wrong
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newStyle = STYLE_Normal;
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newAlpha = 1.;
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break;
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}
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Owner.A_SetRenderStyle(newAlpha, newStyle);
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}
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//===========================================================================
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//
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// APowerInvisibility :: EndEffect
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//
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//===========================================================================
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override void EndEffect ()
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{
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Super.EndEffect();
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if (Owner != NULL)
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{
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Owner.bShadow = bShadow;
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Owner.bGhost = bGhost;
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Owner.bCantSeek = bCantSeek;
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Owner.A_SetRenderStyle(1, STYLE_Normal);
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// Check whether there are other invisibility items and refresh their effect.
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// If this isn't done there will be one incorrectly drawn frame when this
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// item expires.
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for(let item = Owner.Inv; item != null; item = item.Inv)
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{
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if (item != self && item is 'PowerInvisibility')
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{
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item.DoEffect();
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}
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}
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}
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}
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//===========================================================================
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//
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// APowerInvisibility :: AlterWeaponSprite
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//
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//===========================================================================
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override void AlterWeaponSprite (VisStyle vis, in out int changed)
|
|
{
|
|
// Blink if the powerup is wearing off
|
|
if (changed == 0 && EffectTics < 4*32 && !(EffectTics & 8))
|
|
{
|
|
vis.RenderStyle = STYLE_Normal;
|
|
vis.Alpha = 1.f;
|
|
changed = 1;
|
|
return;
|
|
}
|
|
else if (changed == 1)
|
|
{
|
|
// something else set the weapon sprite back to opaque but this item is still active.
|
|
float ts = float((Strength / 100) * (special1 + 1));
|
|
vis.Alpha = clamp((1. - ts), 0., 1.);
|
|
switch (Mode)
|
|
{
|
|
case 'Fuzzy':
|
|
vis.RenderStyle = STYLE_OptFuzzy;
|
|
break;
|
|
case 'Opaque':
|
|
vis.RenderStyle = STYLE_Normal;
|
|
break;
|
|
case 'Additive':
|
|
vis.RenderStyle = STYLE_Add;
|
|
break;
|
|
case 'Stencil':
|
|
vis.RenderStyle = STYLE_Stencil;
|
|
break;
|
|
case 'TranslucentStencil':
|
|
vis.RenderStyle = STYLE_TranslucentStencil;
|
|
break;
|
|
case 'AddStencil':
|
|
vis.RenderStyle = STYLE_AddStencil;
|
|
break;
|
|
case 'None':
|
|
case 'Cumulative':
|
|
case 'Translucent':
|
|
default:
|
|
vis.RenderStyle = STYLE_Translucent;
|
|
break;
|
|
}
|
|
}
|
|
// Handling of Strife-like cumulative invisibility powerups, the weapon itself shouldn't become invisible
|
|
if ((vis.Alpha < 0.25f && special1 > 0) || (vis.Alpha == 0))
|
|
{
|
|
vis.Alpha = clamp((1. - Strength/100.), 0., 1.);
|
|
vis.invert = true;
|
|
}
|
|
changed = -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()?)
|
|
//
|
|
//===========================================================================
|
|
|
|
override bool HandlePickup (Inventory item)
|
|
{
|
|
if (Mode == 'Cumulative' && ((Strength * special1) < 1.) && item.GetClass() == GetClass())
|
|
{
|
|
let power = Powerup(item);
|
|
if (power.EffectTics == 0)
|
|
{
|
|
power.bPickupGood = true;
|
|
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.bPickupGood = true;
|
|
return true;
|
|
}
|
|
return Super.HandlePickup (item);
|
|
}
|
|
}
|
|
|
|
class PowerGhost : PowerInvisibility
|
|
{
|
|
Default
|
|
{
|
|
+GHOST;
|
|
Powerup.Duration -60;
|
|
Powerup.Strength 60;
|
|
Powerup.Mode "None";
|
|
}
|
|
}
|
|
|
|
class PowerShadow : PowerInvisibility
|
|
{
|
|
Default
|
|
{
|
|
+INVENTORY.HUBPOWER
|
|
Powerup.Duration -55;
|
|
Powerup.Strength 75;
|
|
Powerup.Mode "Cumulative";
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// IronFeet
|
|
//
|
|
//===========================================================================
|
|
|
|
class PowerIronFeet : Powerup
|
|
{
|
|
Default
|
|
{
|
|
Powerup.Duration -60;
|
|
Powerup.Color "00 ff 00", 0.125;
|
|
}
|
|
|
|
override void AbsorbDamage (int damage, Name damageType, out int newdamage)
|
|
{
|
|
if (damageType == 'Drowning')
|
|
{
|
|
newdamage = 0;
|
|
}
|
|
}
|
|
|
|
override void DoEffect ()
|
|
{
|
|
if (Owner.player != NULL)
|
|
{
|
|
Owner.player.mo.ResetAirSupply ();
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Mask
|
|
//
|
|
//===========================================================================
|
|
|
|
class PowerMask : PowerIronFeet
|
|
{
|
|
Default
|
|
{
|
|
Powerup.Duration -80;
|
|
Powerup.Color "00 00 00", 0;
|
|
+INVENTORY.HUBPOWER
|
|
Inventory.Icon "I_MASK";
|
|
}
|
|
|
|
override void AbsorbDamage (int damage, Name damageType, out int newdamage)
|
|
{
|
|
if (damageType == 'Fire' || damageType == 'Drowning')
|
|
{
|
|
newdamage = 0;
|
|
}
|
|
}
|
|
|
|
override void DoEffect ()
|
|
{
|
|
Super.DoEffect ();
|
|
if (!(level.time & 0x3f))
|
|
{
|
|
Owner.A_PlaySound ("misc/mask", CHAN_AUTO);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// LightAmp
|
|
//
|
|
//===========================================================================
|
|
|
|
class PowerLightAmp : Powerup
|
|
{
|
|
Default
|
|
{
|
|
Powerup.Duration -120;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// APowerLightAmp :: DoEffect
|
|
//
|
|
//===========================================================================
|
|
|
|
override void DoEffect ()
|
|
{
|
|
Super.DoEffect ();
|
|
|
|
let player = Owner.player;
|
|
if (player != NULL && player.fixedcolormap < PlayerInfo.NUMCOLORMAPS)
|
|
{
|
|
if (!isBlinking())
|
|
{
|
|
player.fixedlightlevel = 1;
|
|
}
|
|
else
|
|
{
|
|
player.fixedlightlevel = -1;
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// APowerLightAmp :: EndEffect
|
|
//
|
|
//===========================================================================
|
|
|
|
override void EndEffect ()
|
|
{
|
|
Super.EndEffect();
|
|
if (Owner != NULL && Owner.player != NULL && Owner.player.fixedcolormap < PlayerInfo.NUMCOLORMAPS)
|
|
{
|
|
Owner.player.fixedlightlevel = -1;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Torch
|
|
//
|
|
//===========================================================================
|
|
|
|
class PowerTorch : PowerLightAmp
|
|
{
|
|
int NewTorch, NewTorchDelta;
|
|
|
|
override void DoEffect ()
|
|
{
|
|
if (Owner == NULL || Owner.player == NULL)
|
|
{
|
|
return;
|
|
}
|
|
|
|
let player = Owner.player;
|
|
if (EffectTics <= BLINKTHRESHOLD || player.fixedcolormap >= PlayerInfo.NUMCOLORMAPS)
|
|
{
|
|
Super.DoEffect ();
|
|
}
|
|
else
|
|
{
|
|
Powerup.DoEffect ();
|
|
|
|
if (!(level.time & 16) && Owner.player != NULL)
|
|
{
|
|
if (NewTorch != 0)
|
|
{
|
|
if (player.fixedlightlevel + NewTorchDelta > 7
|
|
|| player.fixedlightlevel + NewTorchDelta < 0
|
|
|| NewTorch == player.fixedlightlevel)
|
|
{
|
|
NewTorch = 0;
|
|
}
|
|
else
|
|
{
|
|
player.fixedlightlevel += NewTorchDelta;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
NewTorch = random[torch](1, 8);
|
|
NewTorchDelta = (NewTorch == Owner.player.fixedlightlevel) ?
|
|
0 : ((NewTorch > player.fixedlightlevel) ? 1 : -1);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Flight
|
|
//
|
|
//===========================================================================
|
|
|
|
class PowerFlight : Powerup
|
|
{
|
|
Default
|
|
{
|
|
Powerup.Duration -60;
|
|
+INVENTORY.HUBPOWER
|
|
}
|
|
|
|
clearscope bool HitCenterFrame;
|
|
|
|
//===========================================================================
|
|
//
|
|
// APowerFlight :: InitEffect
|
|
//
|
|
//===========================================================================
|
|
|
|
override void InitEffect ()
|
|
{
|
|
Super.InitEffect();
|
|
Owner.bFly = true;
|
|
Owner.bNoGravity = true;
|
|
if (Owner.pos.Z <= Owner.floorz)
|
|
{
|
|
Owner.Vel.Z = 4;; // thrust the player in the air a bit
|
|
}
|
|
if (Owner.Vel.Z <= -35)
|
|
{ // stop falling scream
|
|
Owner.A_StopSound (CHAN_VOICE);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// APowerFlight :: DoEffect
|
|
//
|
|
//===========================================================================
|
|
|
|
override void Tick ()
|
|
{
|
|
// The Wings of Wrath only expire in multiplayer and non-hub games
|
|
if (!multiplayer && level.infinite_flight)
|
|
{
|
|
EffectTics++;
|
|
}
|
|
Super.Tick ();
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// APowerFlight :: EndEffect
|
|
//
|
|
//===========================================================================
|
|
|
|
override void EndEffect ()
|
|
{
|
|
Super.EndEffect();
|
|
if (Owner == NULL || Owner.player == NULL)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!(Owner.bFlyCheat))
|
|
{
|
|
if (Owner.pos.Z != Owner.floorz)
|
|
{
|
|
Owner.player.centering = true;
|
|
}
|
|
Owner.bFly = false;
|
|
Owner.bNoGravity = false;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// APowerFlight :: DrawPowerup
|
|
//
|
|
//===========================================================================
|
|
|
|
override TextureID GetPowerupIcon ()
|
|
{
|
|
// If this item got a valid icon use that instead of the default spinning wings.
|
|
if (Icon.isValid())
|
|
{
|
|
return Icon;
|
|
}
|
|
|
|
TextureID picnum = TexMan.CheckForTexture ("SPFLY0", TexMan.Type_MiscPatch);
|
|
int frame = (level.time/3) & 15;
|
|
|
|
if (!picnum.isValid())
|
|
{
|
|
return picnum;
|
|
}
|
|
if (Owner.bNoGravity)
|
|
{
|
|
if (HitCenterFrame && (frame != 15 && frame != 0))
|
|
{
|
|
return picnum + 15;
|
|
}
|
|
else
|
|
{
|
|
HitCenterFrame = false;
|
|
return picnum + frame;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!HitCenterFrame && (frame != 15 && frame != 0))
|
|
{
|
|
HitCenterFrame = false;
|
|
return picnum + frame;
|
|
}
|
|
else
|
|
{
|
|
HitCenterFrame = true;
|
|
return picnum+15;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// WeaponLevel2
|
|
//
|
|
//===========================================================================
|
|
|
|
class PowerWeaponLevel2 : Powerup
|
|
{
|
|
Default
|
|
{
|
|
Powerup.Duration -40;
|
|
Inventory.Icon "SPINBK0";
|
|
+INVENTORY.NOTELEPORTFREEZE
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// APowerWeaponLevel2 :: InitEffect
|
|
//
|
|
//===========================================================================
|
|
|
|
override void InitEffect ()
|
|
{
|
|
|
|
Super.InitEffect();
|
|
|
|
let player = Owner.player;
|
|
|
|
if (player == null)
|
|
return;
|
|
|
|
let weap = player.ReadyWeapon;
|
|
|
|
if (weap == null)
|
|
return;
|
|
|
|
let sister = weap.SisterWeapon;
|
|
|
|
if (sister == null)
|
|
return;
|
|
|
|
if (!sister.bPowered_Up)
|
|
return;
|
|
|
|
let ready = sister.GetReadyState();
|
|
if (weap.GetReadyState() != ready)
|
|
{
|
|
player.ReadyWeapon = sister;
|
|
player.SetPsprite(PSP_WEAPON, ready);
|
|
}
|
|
else
|
|
{
|
|
PSprite psp = player.FindPSprite(PSprite.WEAPON);
|
|
if (psp != null && psp.Caller == player.ReadyWeapon)
|
|
{
|
|
// If the weapon changes but the state does not, we have to manually change the PSprite's caller here.
|
|
psp.Caller = sister;
|
|
player.ReadyWeapon = sister;
|
|
}
|
|
else
|
|
{
|
|
// Something went wrong. Initiate a regular weapon change.
|
|
player.PendingWeapon = sister;
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// APowerWeaponLevel2 :: EndEffect
|
|
//
|
|
//===========================================================================
|
|
|
|
override void EndEffect ()
|
|
{
|
|
Super.EndEffect();
|
|
if (Owner == null) return;
|
|
let player = Owner.player;
|
|
if (player != NULL)
|
|
{
|
|
if (player.ReadyWeapon != NULL && player.ReadyWeapon.bPowered_Up)
|
|
{
|
|
player.ReadyWeapon.EndPowerup ();
|
|
}
|
|
if (player.PendingWeapon != NULL && player.PendingWeapon != WP_NOCHANGE &&
|
|
player.PendingWeapon.bPowered_Up &&
|
|
player.PendingWeapon.SisterWeapon != NULL)
|
|
{
|
|
player.PendingWeapon = player.PendingWeapon.SisterWeapon;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Speed
|
|
//
|
|
//===========================================================================
|
|
|
|
class PowerSpeed : Powerup
|
|
{
|
|
int NoTrail;
|
|
|
|
Property NoTrail: NoTrail;
|
|
FlagDef NoTrail: NoTrail, 0; // This was once a flag, not a property.
|
|
|
|
Default
|
|
{
|
|
Powerup.Duration -45;
|
|
Speed 1.5;
|
|
Inventory.Icon "SPBOOT0";
|
|
+INVENTORY.NOTELEPORTFREEZE
|
|
}
|
|
|
|
override double GetSpeedFactor()
|
|
{
|
|
return Speed;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// APowerSpeed :: DoEffect
|
|
//
|
|
//===========================================================================
|
|
|
|
override void DoEffect ()
|
|
{
|
|
Super.DoEffect ();
|
|
|
|
if (Owner == NULL || Owner.player == NULL)
|
|
return;
|
|
|
|
if (Owner.player.cheats & CF_PREDICTING)
|
|
return;
|
|
|
|
if (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 (Inventory item = Inv; item != NULL; item = item.Inv)
|
|
{
|
|
let sitem = PowerSpeed(item);
|
|
if (sitem != null && !NoTrail)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (Owner.Vel.Length() <= 12)
|
|
return;
|
|
|
|
Actor speedMo = Spawn("PlayerSpeedTrail", 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.Scale = Owner.Scale;
|
|
|
|
if (Owner == players[consoleplayer].camera &&
|
|
!(Owner.player.cheats & CF_CHASECAM))
|
|
{
|
|
speedMo.bInvisible = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Player Speed Trail (used by the Speed Powerup) ----------------------------
|
|
|
|
class PlayerSpeedTrail : Actor
|
|
{
|
|
Default
|
|
{
|
|
+NOBLOCKMAP
|
|
+NOGRAVITY
|
|
Alpha 0.6;
|
|
RenderStyle "Translucent";
|
|
}
|
|
|
|
override void Tick()
|
|
{
|
|
Alpha -= .6 / 8;
|
|
if (Alpha <= 0)
|
|
{
|
|
Destroy ();
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Minotaur
|
|
//
|
|
//===========================================================================
|
|
|
|
class PowerMinotaur : Powerup
|
|
{
|
|
Default
|
|
{
|
|
Powerup.Duration -25;
|
|
Inventory.Icon "SPMINO0";
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Targeter
|
|
//
|
|
//===========================================================================
|
|
|
|
class PowerTargeter : Powerup
|
|
{
|
|
Default
|
|
{
|
|
Powerup.Duration -160;
|
|
+INVENTORY.HUBPOWER
|
|
}
|
|
States
|
|
{
|
|
Targeter:
|
|
TRGT A -1;
|
|
Stop;
|
|
TRGT B -1;
|
|
Stop;
|
|
TRGT C -1;
|
|
Stop;
|
|
}
|
|
|
|
override void Travelled ()
|
|
{
|
|
InitEffect ();
|
|
}
|
|
|
|
const POS_X = 160 - 3;
|
|
const POS_Y = 100 - 3;
|
|
|
|
override void InitEffect ()
|
|
{
|
|
// Why is this called when the inventory isn't even attached yet
|
|
// in APowerup.CreateCopy?
|
|
if (!Owner.FindInventory(GetClass(), true))
|
|
return;
|
|
|
|
let player = Owner.player;
|
|
|
|
Super.InitEffect();
|
|
|
|
if (player == null)
|
|
return;
|
|
|
|
let stat = FindState("Targeter");
|
|
|
|
if (stat != null)
|
|
{
|
|
player.SetPsprite(PSprite.TARGETCENTER, stat);
|
|
player.SetPsprite(PSprite.TARGETLEFT, stat + 1);
|
|
player.SetPsprite(PSprite.TARGETRIGHT, stat + 2);
|
|
}
|
|
|
|
PSprite center = player.GetPSprite(PSprite.TARGETCENTER);
|
|
center.x = POS_X;
|
|
center.y = POS_Y;
|
|
|
|
PositionAccuracy ();
|
|
}
|
|
|
|
override void AttachToOwner(Actor other)
|
|
{
|
|
Super.AttachToOwner(other);
|
|
|
|
// Let's actually properly call this for the targeters.
|
|
InitEffect();
|
|
}
|
|
|
|
override bool HandlePickup(Inventory item)
|
|
{
|
|
if (Super.HandlePickup(item))
|
|
{
|
|
InitEffect(); // reset the HUD sprites
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
override void DoEffect ()
|
|
{
|
|
Super.DoEffect ();
|
|
|
|
if (Owner != null && Owner.player != null)
|
|
{
|
|
let player = Owner.player;
|
|
|
|
PositionAccuracy ();
|
|
if (EffectTics < 5*TICRATE)
|
|
{
|
|
let stat = FindState("Targeter");
|
|
|
|
if (stat != null)
|
|
{
|
|
if (EffectTics & 32)
|
|
{
|
|
player.SetPsprite(PSprite.TARGETRIGHT, null);
|
|
player.SetPsprite(PSprite.TARGETLEFT, stat + 1);
|
|
}
|
|
else if (EffectTics & 16)
|
|
{
|
|
player.SetPsprite(PSprite.TARGETRIGHT, stat + 2);
|
|
player.SetPsprite(PSprite.TARGETLEFT, null);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
override void EndEffect ()
|
|
{
|
|
Super.EndEffect();
|
|
if (Owner != null && Owner.player != null)
|
|
{
|
|
// Calling GetPSprite here could crash if we're creating a new game.
|
|
// This is because P_SetupLevel nulls the player's mo before destroying
|
|
// every DThinker which in turn ends up calling this.
|
|
// However P_SetupLevel is only called after G_NewInit which calls
|
|
// every player's dtor which destroys all their psprites.
|
|
let player = Owner.player;
|
|
PSprite pspr;
|
|
if ((pspr = player.FindPSprite(PSprite.TARGETCENTER)) != null) pspr.SetState(null);
|
|
if ((pspr = player.FindPSprite(PSprite.TARGETLEFT)) != null) pspr.SetState(null);
|
|
if ((pspr = player.FindPSprite(PSprite.TARGETRIGHT)) != null) pspr.SetState(null);
|
|
}
|
|
}
|
|
|
|
private void PositionAccuracy ()
|
|
{
|
|
let player = Owner.player;
|
|
|
|
if (player != null)
|
|
{
|
|
PSprite left = player.GetPSprite(PSprite.TARGETLEFT);
|
|
left.x = POS_X - (100 - player.mo.accuracy);
|
|
left.y = POS_Y;
|
|
|
|
PSprite right = player.GetPSprite(PSprite.TARGETRIGHT);
|
|
right.x = POS_X + (100 - player.mo.accuracy);
|
|
right.y = POS_Y;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Frightener
|
|
//
|
|
//===========================================================================
|
|
|
|
class PowerFrightener : Powerup
|
|
{
|
|
Default
|
|
{
|
|
Powerup.Duration -60;
|
|
}
|
|
|
|
override void InitEffect ()
|
|
{
|
|
Super.InitEffect();
|
|
|
|
if (Owner== null || Owner.player == null)
|
|
return;
|
|
|
|
Owner.player.cheats |= CF_FRIGHTENING;
|
|
}
|
|
|
|
override void EndEffect ()
|
|
{
|
|
Super.EndEffect();
|
|
|
|
if (Owner== null || Owner.player == null)
|
|
return;
|
|
|
|
Owner.player.cheats &= ~CF_FRIGHTENING;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Buddha
|
|
//
|
|
//===========================================================================
|
|
|
|
class PowerBuddha : Powerup
|
|
{
|
|
Default
|
|
{
|
|
Powerup.Duration -60;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Scanner (this is active just by being present)
|
|
//
|
|
//===========================================================================
|
|
|
|
class PowerScanner : Powerup
|
|
{
|
|
Default
|
|
{
|
|
Powerup.Duration -80;
|
|
+INVENTORY.HUBPOWER
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// TimeFreezer
|
|
//
|
|
//===========================================================================
|
|
|
|
class PowerTimeFreezer : Powerup
|
|
{
|
|
Default
|
|
{
|
|
Powerup.Duration -12;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// InitEffect
|
|
//
|
|
//===========================================================================
|
|
|
|
override void 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.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);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Damage
|
|
//
|
|
//===========================================================================
|
|
|
|
class PowerDamage : Powerup
|
|
{
|
|
Default
|
|
{
|
|
Powerup.Duration -25;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// 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);
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Protection
|
|
//
|
|
//===========================================================================
|
|
|
|
class PowerProtection : Powerup
|
|
{
|
|
Default
|
|
{
|
|
Powerup.Duration -25;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// 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(0, ApplyDamageFactors(GetClass(), damageType, damage, damage / 4));
|
|
if (Owner != null && newdamage < damage) Owner.A_PlaySound(ActiveSound, CHAN_AUTO, 1.0, false, ATTN_NONE);
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Drain
|
|
//
|
|
//===========================================================================
|
|
|
|
class PowerDrain : Powerup
|
|
{
|
|
Default
|
|
{
|
|
Powerup.Strength 0.5;
|
|
Powerup.Duration -60;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Regeneration
|
|
//
|
|
//===========================================================================
|
|
|
|
class PowerRegeneration : Powerup
|
|
{
|
|
Default
|
|
{
|
|
Powerup.Duration -120;
|
|
Powerup.Strength 5;
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// HighJump
|
|
//
|
|
//===========================================================================
|
|
|
|
class PowerHighJump : Powerup
|
|
{
|
|
Default
|
|
{
|
|
Powerup.Strength 2;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// DoubleFiringSpeed
|
|
//
|
|
//===========================================================================
|
|
|
|
class PowerDoubleFiringSpeed : Powerup
|
|
{
|
|
Default
|
|
{
|
|
Powerup.Duration -40;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// InfiniteAmmo
|
|
//
|
|
//===========================================================================
|
|
|
|
class PowerInfiniteAmmo : Powerup
|
|
{
|
|
Default
|
|
{
|
|
Powerup.Duration -30;
|
|
}
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// InfiniteAmmo
|
|
//
|
|
//===========================================================================
|
|
|
|
class PowerReflection : Powerup
|
|
{
|
|
// if 1, reflects the damage type as well.
|
|
bool ReflectType;
|
|
property ReflectType : ReflectType;
|
|
|
|
Default
|
|
{
|
|
Powerup.Duration -60;
|
|
DamageFactor 0.5;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// PowerMorph
|
|
//
|
|
//===========================================================================
|
|
|
|
class PowerMorph : Powerup
|
|
{
|
|
Class<PlayerPawn> PlayerClass;
|
|
Class<Actor> MorphFlash, UnMorphFlash;
|
|
int MorphStyle;
|
|
PlayerInfo MorphedPlayer;
|
|
|
|
Default
|
|
{
|
|
Powerup.Duration -40;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// InitEffect
|
|
//
|
|
//===========================================================================
|
|
|
|
override void InitEffect()
|
|
{
|
|
Super.InitEffect();
|
|
|
|
if (Owner != null && Owner.player != null && PlayerClass != null)
|
|
{
|
|
let realplayer = Owner.player; // Remember the identity of the player
|
|
if (realplayer.mo.MorphPlayer(realplayer, PlayerClass, 0x7fffffff/*INDEFINITELY*/, MorphStyle, MorphFlash, UnMorphFlash))
|
|
{
|
|
Owner = realplayer.mo; // Replace the new owner in our owner; safe because we are not attached to anything yet
|
|
bCreateCopyMoved = true; // Let the caller know the "real" owner has changed (to the morphed actor)
|
|
MorphedPlayer = 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
|
|
{
|
|
bInitEffectFailed = true; // Let the caller know that the activation failed (can fail the pickup if appropriate)
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// EndEffect
|
|
//
|
|
//===========================================================================
|
|
|
|
override void EndEffect()
|
|
{
|
|
Super.EndEffect();
|
|
|
|
// Abort if owner already destroyed or unmorphed
|
|
if (Owner == null || MorphedPlayer == null || Owner.alternative == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// 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.mo.UndoPlayerMorph (MorphedPlayer, 0, !!(MorphedPlayer.MorphStyle & MRF_UNDOALWAYS));
|
|
MorphedPlayer = null;
|
|
}
|
|
|
|
|
|
}
|
|
|