qzdoom/src/g_shared/a_artifacts.cpp

1823 lines
47 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_enemy.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"
static FRandom pr_torch ("Torch");
#define INVULNTICS (30*TICRATE)
#define INVISTICS (60*TICRATE)
#define INFRATICS (120*TICRATE)
#define IRONTICS (60*TICRATE)
#define WPNLEV2TICS (40*TICRATE)
#define FLIGHTTICS (60*TICRATE)
#define SPEEDTICS (45*TICRATE)
#define MAULATORTICS (25*TICRATE)
#define TIMEFREEZE_TICS ( 12 * TICRATE )
EXTERN_CVAR (Bool, r_drawfuzz);
IMPLEMENT_ABSTRACT_ACTOR (APowerup)
// Powerup-Giver -------------------------------------------------------------
//===========================================================================
//
// APowerupGiver :: Use
//
//===========================================================================
bool APowerupGiver::Use (bool pickup)
{
APowerup *power = static_cast<APowerup *> (Spawn (PowerupType, 0, 0, 0, NO_REPLACE));
if (EffectTics != 0)
{
power->EffectTics = EffectTics;
}
if (BlendColor != 0)
{
power->BlendColor = BlendColor;
}
if (mode != NAME_None)
{
power->mode = mode;
}
power->ItemFlags |= ItemFlags & (IF_ALWAYSPICKUP|IF_ADDITIVETIME);
if (power->TryPickup (Owner))
{
return true;
}
power->GoAwayAndDie ();
return false;
}
//===========================================================================
//
// APowerupGiver :: Serialize
//
//===========================================================================
void APowerupGiver::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << PowerupType;
arc << EffectTics << BlendColor << mode;
}
// Powerup -------------------------------------------------------------------
//===========================================================================
//
// APowerup :: Tick
//
//===========================================================================
void APowerup::Tick ()
{
// Powerups cannot exist outside an inventory
if (Owner == NULL)
{
Destroy ();
}
if (EffectTics > 0 && --EffectTics == 0)
{
Destroy ();
}
}
//===========================================================================
//
// APowerup :: Serialize
//
//===========================================================================
void APowerup::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << EffectTics << BlendColor << mode;
}
//===========================================================================
//
// APowerup :: GetBlend
//
//===========================================================================
PalEntry APowerup::GetBlend ()
{
if (EffectTics <= BLINKTHRESHOLD && !(EffectTics & 8))
return 0;
if (BlendColor == INVERSECOLOR ||
BlendColor == GOLDCOLOR ||
// [BC] HAX!
BlendColor == REDCOLOR ||
BlendColor == GREENCOLOR)
return 0;
return BlendColor;
}
//===========================================================================
//
// APowerup :: InitEffect
//
//===========================================================================
void APowerup::InitEffect ()
{
}
//===========================================================================
//
// APowerup :: DoEffect
//
//===========================================================================
void APowerup::DoEffect ()
{
if (Owner == NULL || Owner->player == NULL)
{
return;
}
if (EffectTics > 0)
{
int oldcolormap = Owner->player->fixedcolormap;
if (EffectTics > BLINKTHRESHOLD || (EffectTics & 8))
{
if (BlendColor == INVERSECOLOR)
{
Owner->player->fixedcolormap = INVERSECOLORMAP;
}
else if (BlendColor == GOLDCOLOR)
{
Owner->player->fixedcolormap = GOLDCOLORMAP;
}
else if (BlendColor == REDCOLOR)
{
Owner->player->fixedcolormap = REDCOLORMAP;
}
else if (BlendColor == GREENCOLOR)
{
Owner->player->fixedcolormap = GREENCOLORMAP;
}
}
else if ((BlendColor == INVERSECOLOR && Owner->player->fixedcolormap == INVERSECOLORMAP) ||
(BlendColor == GOLDCOLOR && Owner->player->fixedcolormap == GOLDCOLORMAP) ||
(BlendColor == REDCOLOR && Owner->player->fixedcolormap == REDCOLORMAP) ||
(BlendColor == GREENCOLOR && Owner->player->fixedcolormap == GREENCOLORMAP))
{
Owner->player->fixedcolormap = 0;
}
}
}
//===========================================================================
//
// APowerup :: EndEffect
//
//===========================================================================
void APowerup::EndEffect ()
{
}
//===========================================================================
//
// APowerup :: Destroy
//
//===========================================================================
void APowerup::Destroy ()
{
EndEffect ();
Super::Destroy ();
}
//===========================================================================
//
// APowerup :: DrawPowerup
//
//===========================================================================
bool APowerup::DrawPowerup (int x, int y)
{
if (Icon <= 0)
{
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;
}
// If it's not blinking yet, you can't replenish the power unless the
// powerup is required to be picked up.
if (EffectTics > BLINKTHRESHOLD && !(power->ItemFlags & IF_ALWAYSPICKUP))
{
return true;
}
// Only increase the EffectTics, not decrease it.
// Color also gets transferred only when the new item has an effect.
if (power->ItemFlags & IF_ADDITIVETIME)
{
EffectTics += power->EffectTics;
BlendColor = power->BlendColor;
}
else if (power->EffectTics > EffectTics)
{
EffectTics = power->EffectTics;
BlendColor = power->BlendColor;
}
power->ItemFlags |= IF_PICKUPGOOD;
return true;
}
if (Inventory != NULL)
{
return Inventory->HandlePickup (item);
}
return false;
}
//===========================================================================
//
// APowerup :: CreateCopy
//
//===========================================================================
AInventory *APowerup::CreateCopy (AActor *other)
{
// Get the effective effect time.
EffectTics = abs (EffectTics);
// Abuse the Owner field to tell the
// InitEffect method who started it;
// this should be cleared afterwards,
// as this powerup instance is not
// properly attached to anything yet.
Owner = other;
// Actually activate the powerup.
InitEffect ();
// Clear the Owner field, unless it was
// changed by the activation, for example,
// if this instance is a morph powerup;
// the flag tells the caller that the
// ownership has changed so that they
// can properly handle the situation.
if (!(ItemFlags & IF_CREATECOPYMOVED))
{
Owner = NULL;
}
// All done.
return this;
}
//===========================================================================
//
// APowerup :: CreateTossable
//
// Powerups are never droppable, even without IF_UNDROPPABLE set.
//
//===========================================================================
AInventory *APowerup::CreateTossable ()
{
return NULL;
}
//===========================================================================
//
// APowerup :: OwnerDied
//
// Powerups don't last beyond death.
//
//===========================================================================
void APowerup::OwnerDied ()
{
Destroy ();
}
// Invulnerability Powerup ---------------------------------------------------
IMPLEMENT_STATELESS_ACTOR (APowerInvulnerable, Any, -1, 0)
PROP_Powerup_EffectTics (INVULNTICS)
PROP_Inventory_Icon ("SPSHLD0")
END_DEFAULTS
// Need to set the default for each game here
AT_GAME_SET(PowerInvulnerable)
{
APowerInvulnerable * invul = GetDefault<APowerInvulnerable>();
switch (gameinfo.gametype)
{
case GAME_Doom:
case GAME_Strife:
invul->BlendColor = INVERSECOLOR;
break;
case GAME_Heretic:
invul->BlendColor = GOLDCOLOR;
break;
default:
break;
}
}
//===========================================================================
//
// APowerInvulnerable :: InitEffect
//
//===========================================================================
void APowerInvulnerable::InitEffect ()
{
Owner->effects &= ~FX_RESPAWNINVUL;
Owner->flags2 |= MF2_INVULNERABLE;
if (mode == NAME_None)
{
mode = (ENamedName)RUNTIME_TYPE(Owner)->Meta.GetMetaInt(APMETA_InvulMode);
}
if (mode == NAME_Reflective) Owner->flags2 |= MF2_REFLECTIVE;
}
//===========================================================================
//
// APowerInvulnerable :: DoEffect
//
//===========================================================================
void APowerInvulnerable::DoEffect ()
{
Super::DoEffect ();
if (Owner == NULL)
{
return;
}
if (mode == NAME_Ghost)
{
if (!(Owner->flags & MF_SHADOW))
{
// Don't mess with the translucency settings if an
// invisibility powerup is active.
Owner->RenderStyle = STYLE_Translucent;
if (!(level.time & 7) && Owner->alpha > 0 && Owner->alpha < OPAQUE)
{
if (Owner->alpha == HX_SHADOW)
{
Owner->alpha = HX_ALTSHADOW;
}
else
{
Owner->alpha = 0;
Owner->flags2 |= MF2_NONSHOOTABLE;
}
}
if (!(level.time & 31))
{
if (Owner->alpha == 0)
{
Owner->flags2 &= ~MF2_NONSHOOTABLE;
Owner->alpha = HX_ALTSHADOW;
}
else
{
Owner->alpha = HX_SHADOW;
}
}
}
else
{
Owner->flags2 &= ~MF2_NONSHOOTABLE;
}
}
}
//===========================================================================
//
// APowerInvulnerable :: EndEffect
//
//===========================================================================
void APowerInvulnerable::EndEffect ()
{
if (Owner == NULL)
{
return;
}
Owner->flags2 &= ~MF2_INVULNERABLE;
Owner->effects &= ~FX_RESPAWNINVUL;
if (mode == NAME_Ghost)
{
Owner->flags2 &= ~MF2_NONSHOOTABLE;
if (!(Owner->flags & MF_SHADOW))
{
// Don't mess with the translucency settings if an
// invisibility powerup is active.
Owner->RenderStyle = STYLE_Normal;
Owner->alpha = OPAQUE;
}
}
else if (mode == NAME_Reflective)
{
Owner->flags2 &= ~MF2_REFLECTIVE;
}
if (Owner->player != NULL)
{
Owner->player->fixedcolormap = 0;
}
}
//===========================================================================
//
// APowerInvulnerable :: AlterWeaponSprite
//
//===========================================================================
int APowerInvulnerable::AlterWeaponSprite (vissprite_t *vis)
{
int changed = Inventory == NULL ? false : Inventory->AlterWeaponSprite(vis);
if (Owner != NULL)
{
if (mode == NAME_Ghost && !(Owner->flags & MF_SHADOW))
{
fixed_t wp_alpha = MIN<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_STATELESS_ACTOR (APowerStrength, Any, -1, 0)
PROP_Powerup_EffectTics (1)
PROP_Powerup_Color (128, 255, 0, 0)
PROP_Inventory_FlagsSet (IF_HUBPOWER)
END_DEFAULTS
//===========================================================================
//
// APowerStrength :: HandlePickup
//
//===========================================================================
bool APowerStrength::HandlePickup (AInventory *item)
{
if (item->GetClass() == GetClass())
{ // Setting EffectTics to 0 will force Powerup's HandlePickup()
// method to reset the tic count so you get the red flash again.
EffectTics = 0;
}
return Super::HandlePickup (item);
}
//===========================================================================
//
// APowerStrength :: InitEffect
//
//===========================================================================
void APowerStrength::InitEffect ()
{
}
//===========================================================================
//
// APowerStrength :: DoEffect
//
//===========================================================================
void APowerStrength::Tick ()
{
// Strength counts up to diminish the fade.
assert(EffectTics < (INT_MAX - 1)); // I can't see a game lasting nearly two years, but...
EffectTics += 2;
Super::Tick();
}
//===========================================================================
//
// APowerStrength :: GetBlend
//
//===========================================================================
PalEntry APowerStrength::GetBlend ()
{
// slowly fade the berzerk out
int cnt = 12 - (EffectTics >> 6);
if (cnt > 0)
{
cnt = (cnt + 7) >> 3;
return PalEntry (BlendColor.a*cnt*255/9,
BlendColor.r, BlendColor.g, BlendColor.b);
}
return 0;
}
// Invisibility Powerup ------------------------------------------------------
IMPLEMENT_STATELESS_ACTOR (APowerInvisibility, Any, -1, 0)
PROP_Powerup_EffectTics (INVISTICS)
END_DEFAULTS
//===========================================================================
//
// APowerInvisibility :: InitEffect
//
//===========================================================================
void APowerInvisibility::InitEffect ()
{
Owner->flags |= MF_SHADOW;
Owner->alpha = FRACUNIT/5;
Owner->RenderStyle = STYLE_OptFuzzy;
}
void APowerInvisibility::DoEffect ()
{
Super::DoEffect();
// Due to potential interference with other PowerInvisibility items
// the effect has to be refreshed each tic.
InitEffect();
}
//===========================================================================
//
// APowerInvisibility :: EndEffect
//
//===========================================================================
void APowerInvisibility::EndEffect ()
{
if (Owner != NULL)
{
Owner->flags &= ~MF_SHADOW;
Owner->flags3 &= ~MF3_GHOST;
Owner->RenderStyle = STYLE_Normal;
Owner->alpha = OPAQUE;
// Check whether there are other invisibility items and refresh their effect.
// If this isn't done there will be one incorrectly drawn frame when this
// item expires.
AInventory *item = Owner->Inventory;
while (item != NULL)
{
if (item->IsKindOf(RUNTIME_CLASS(APowerInvisibility)) && item != this)
{
static_cast<APowerInvisibility*>(item)->InitEffect();
}
item = item->Inventory;
}
}
}
//===========================================================================
//
// APowerInvisibility :: AlterWeaponSprite
//
//===========================================================================
int APowerInvisibility::AlterWeaponSprite (vissprite_t *vis)
{
int changed = Inventory == NULL ? false : Inventory->AlterWeaponSprite(vis);
// Blink if the powerup is wearing off
if (changed == 0 && EffectTics < 4*32 && !(EffectTics & 8))
{
vis->RenderStyle = STYLE_Normal;
return 1;
}
else if (changed == 1)
{
// something else set the weapon sprite back to opaque but this item is still active.
vis->alpha = FRACUNIT/5;
vis->RenderStyle = STYLE_OptFuzzy;
}
return -1; // This item is valid so another one shouldn't reset the translucency
}
// Ghost Powerup (Heretic's version of invisibility) -------------------------
IMPLEMENT_STATELESS_ACTOR (APowerGhost, Any, -1, 0)
PROP_Powerup_EffectTics (INVISTICS)
END_DEFAULTS
//===========================================================================
//
// APowerGhost :: InitEffect
//
//===========================================================================
void APowerGhost::InitEffect ()
{
Owner->flags |= MF_SHADOW;
Owner->flags3 |= MF3_GHOST;
Owner->alpha = HR_SHADOW;
Owner->RenderStyle = STYLE_Translucent;
}
//===========================================================================
//
// APowerGhost :: AlterWeaponSprite
//
//===========================================================================
int APowerGhost::AlterWeaponSprite (vissprite_t *vis)
{
int changed = Inventory == NULL ? false : Inventory->AlterWeaponSprite(vis);
// Blink if the powerup is wearing off
if (changed == 0 && EffectTics < 4*32 && !(EffectTics & 8))
{
vis->RenderStyle = STYLE_Normal;
return 1;
}
else if (changed == 1)
{
// something else set the weapon sprite back to opaque but this item is still active.
vis->alpha = HR_SHADOW;
vis->RenderStyle = STYLE_Translucent;
}
return -1; // This item is valid so another one shouldn't reset the translucency
}
// Shadow Powerup (Strife's version of invisibility) -------------------------
IMPLEMENT_STATELESS_ACTOR (APowerShadow, Any, -1, 0)
PROP_Powerup_EffectTics (55*TICRATE)
PROP_Inventory_FlagsSet (IF_HUBPOWER)
END_DEFAULTS
//===========================================================================
//
// APowerShadow :: HandlePickup
//
// If the player already has the first stage of the powerup, getting it
// again makes them completely invisible. Special1 tracks which stage we
// are in, initially 0.
//
//===========================================================================
bool APowerShadow::HandlePickup (AInventory *item)
{
if (special1 == 0 && item->GetClass() == GetClass())
{
APowerup *power = static_cast<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 = 1; // Go to stage 2.
power->ItemFlags |= IF_PICKUPGOOD;
return true;
}
return Super::HandlePickup (item);
}
//===========================================================================
//
// APowerShadow :: InitEffect
//
//===========================================================================
void APowerShadow::InitEffect ()
{
Owner->flags |= MF_SHADOW;
Owner->alpha = special1 == 0 ? TRANSLUC25 : 0;
Owner->RenderStyle = STYLE_Translucent;
}
//===========================================================================
//
// APowerShadow :: AlterWeaponSprite
//
//===========================================================================
int APowerShadow::AlterWeaponSprite (vissprite_t *vis)
{
int changed = Inventory == NULL ? false : Inventory->AlterWeaponSprite(vis);
// Blink if the powerup is wearing off
if (changed == 0 && EffectTics < 4*32 && !(EffectTics & 8))
{
vis->RenderStyle = STYLE_Normal;
return 1;
}
else if (changed == 1)
{
// something else set the weapon sprite back to opaque but this item is still active.
vis->alpha = TRANSLUC25;
vis->RenderStyle = STYLE_Translucent;
}
if (special1 == 1)
{
vis->alpha = TRANSLUC25;
vis->colormap = InverseColormap;
}
return -1; // This item is valid so another one shouldn't reset the translucency
}
// Ironfeet Powerup ----------------------------------------------------------
IMPLEMENT_STATELESS_ACTOR (APowerIronFeet, Any, -1, 0)
PROP_Powerup_EffectTics (IRONTICS)
PROP_Powerup_Color (32, 0, 255, 0)
END_DEFAULTS
//===========================================================================
//
// APowerIronFeet :: AbsorbDamage
//
//===========================================================================
void APowerIronFeet::AbsorbDamage (int damage, FName damageType, int &newdamage)
{
if (damageType == NAME_Drowning)
{
newdamage = 0;
if (Owner->player != NULL)
{
Owner->player->mo->ResetAirSupply ();
}
}
else if (Inventory != NULL)
{
Inventory->AbsorbDamage (damage, damageType, newdamage);
}
}
// Strife Environment Suit Powerup -------------------------------------------
IMPLEMENT_STATELESS_ACTOR (APowerMask, Any, -1, 0)
PROP_Powerup_EffectTics (80*TICRATE)
PROP_Powerup_Color (0, 0, 0, 0)
PROP_Inventory_FlagsSet (IF_HUBPOWER)
PROP_Inventory_Icon ("I_MASK")
END_DEFAULTS
//===========================================================================
//
// 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_STATELESS_ACTOR (APowerLightAmp, Any, -1, 0)
PROP_Powerup_EffectTics (INFRATICS)
END_DEFAULTS
//===========================================================================
//
// APowerLightAmp :: DoEffect
//
//===========================================================================
void APowerLightAmp::DoEffect ()
{
Super::DoEffect ();
if (Owner->player != NULL && Owner->player->fixedcolormap < NUMCOLORMAPS)
{
if (EffectTics > BLINKTHRESHOLD || (EffectTics & 8))
{
Owner->player->fixedcolormap = 1;
}
else
{
Owner->player->fixedcolormap = 0;
}
}
}
//===========================================================================
//
// APowerLightAmp :: EndEffect
//
//===========================================================================
void APowerLightAmp::EndEffect ()
{
if (Owner != NULL && Owner->player != NULL && Owner->player->fixedcolormap < NUMCOLORMAPS)
{
Owner->player->fixedcolormap = 0;
}
}
// Torch Powerup -------------------------------------------------------------
IMPLEMENT_STATELESS_ACTOR (APowerTorch, Any, -1, 0)
PROP_Powerup_EffectTics (INFRATICS)
END_DEFAULTS
//===========================================================================
//
// APowerTorch :: Serialize
//
//===========================================================================
void APowerTorch::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << NewTorch << NewTorchDelta;
}
//===========================================================================
//
// APowerTorch :: DoEffect
//
//===========================================================================
void APowerTorch::DoEffect ()
{
if (Owner == NULL || Owner->player == NULL)
{
return;
}
if (EffectTics <= BLINKTHRESHOLD || Owner->player->fixedcolormap >= NUMCOLORMAPS)
{
Super::DoEffect ();
}
else
{
APowerup::DoEffect ();
if (!(level.time & 16) && Owner->player != NULL)
{
if (NewTorch != 0)
{
if (Owner->player->fixedcolormap + NewTorchDelta > 7
|| Owner->player->fixedcolormap + NewTorchDelta < 1
|| NewTorch == Owner->player->fixedcolormap)
{
NewTorch = 0;
}
else
{
Owner->player->fixedcolormap += NewTorchDelta;
}
}
else
{
NewTorch = (pr_torch() & 7) + 1;
NewTorchDelta = (NewTorch == Owner->player->fixedcolormap) ?
0 : ((NewTorch > Owner->player->fixedcolormap) ? 1 : -1);
}
}
}
}
// Flight (aka Wings of Wrath) powerup ---------------------------------------
IMPLEMENT_STATELESS_ACTOR (APowerFlight, Any, -1, 0)
PROP_Powerup_EffectTics (FLIGHTTICS)
PROP_Inventory_FlagsSet (IF_HUBPOWER)
END_DEFAULTS
//===========================================================================
//
// APowerFlight :: Serialize
//
//===========================================================================
void APowerFlight::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << HitCenterFrame;
}
//===========================================================================
//
// APowerFlight :: InitEffect
//
//===========================================================================
void APowerFlight::InitEffect ()
{
Owner->flags2 |= MF2_FLY;
Owner->flags |= MF_NOGRAVITY;
if (Owner->z <= Owner->floorz)
{
Owner->momz = 4*FRACUNIT; // thrust the player in the air a bit
}
if (Owner->momz <= -35*FRACUNIT)
{ // stop falling scream
S_StopSound (Owner, CHAN_VOICE);
}
}
//===========================================================================
//
// APowerFlight :: DoEffect
//
//===========================================================================
void APowerFlight::Tick ()
{
// The Wings of Wrath only expire in multiplayer and non-hub games
if (!multiplayer && (level.flags & LEVEL_INFINITE_FLIGHT))
{
assert(EffectTics < INT_MAX); // I can't see a game lasting nearly two years, but...
EffectTics++;
}
Super::Tick ();
// Owner->flags |= MF_NOGRAVITY;
// Owner->flags2 |= MF2_FLY;
}
//===========================================================================
//
// APowerFlight :: EndEffect
//
//===========================================================================
void APowerFlight::EndEffect ()
{
if (Owner == NULL || Owner->player == NULL)
{
return;
}
if (!(Owner->player->cheats & CF_FLY))
{
if (Owner->z != Owner->floorz)
{
Owner->player->centering = true;
}
Owner->flags2 &= ~MF2_FLY;
Owner->flags &= ~MF_NOGRAVITY;
}
// BorderTopRefresh = screen->GetPageCount (); //make sure the sprite's cleared out
}
//===========================================================================
//
// APowerFlight :: DrawPowerup
//
//===========================================================================
bool APowerFlight::DrawPowerup (int x, int y)
{
if (EffectTics > BLINKTHRESHOLD || !(EffectTics & 16))
{
int picnum = TexMan.CheckForTexture ("SPFLY0", FTexture::TEX_MiscPatch);
int frame = (level.time/3) & 15;
if (picnum <= 0)
{
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_STATELESS_ACTOR (APowerWeaponLevel2, Any, -1, 0)
PROP_Powerup_EffectTics (WPNLEV2TICS)
PROP_Inventory_Icon ("SPINBK0")
END_DEFAULTS
//===========================================================================
//
// APowerWeaponLevel2 :: InitEffect
//
//===========================================================================
void APowerWeaponLevel2::InitEffect ()
{
AWeapon *weapon, *sister;
if (Owner->player == NULL)
return;
weapon = Owner->player->ReadyWeapon;
if (weapon == NULL)
return;
sister = weapon->SisterWeapon;
if (sister == NULL)
return;
if (!(sister->WeaponFlags & WIF_POWERED_UP))
return;
Owner->player->ReadyWeapon = sister;
if (weapon->GetReadyState() != sister->GetReadyState())
{
P_SetPsprite (Owner->player, ps_weapon, sister->GetReadyState());
}
}
//===========================================================================
//
// APowerWeaponLevel2 :: EndEffect
//
//===========================================================================
void APowerWeaponLevel2::EndEffect ()
{
player_t *player = Owner != NULL ? Owner->player : NULL;
if (player != NULL)
{
if (player->ReadyWeapon != NULL &&
player->ReadyWeapon->WeaponFlags & WIF_POWERED_UP)
{
player->ReadyWeapon->EndPowerup ();
}
if (player->PendingWeapon != NULL && player->PendingWeapon != WP_NOCHANGE &&
player->PendingWeapon->WeaponFlags & WIF_POWERED_UP &&
player->PendingWeapon->SisterWeapon != NULL)
{
player->PendingWeapon = player->PendingWeapon->SisterWeapon;
}
}
}
// Player Speed Trail (used by the Speed Powerup) ----------------------------
class APlayerSpeedTrail : public AActor
{
DECLARE_STATELESS_ACTOR (APlayerSpeedTrail, AActor)
public:
void Tick ();
};
IMPLEMENT_STATELESS_ACTOR (APlayerSpeedTrail, Any, -1, 0)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
PROP_Alpha (FRACUNIT*6/10)
PROP_RenderStyle (STYLE_Translucent)
END_DEFAULTS
//===========================================================================
//
// APlayerSpeedTrail :: Tick
//
//===========================================================================
void APlayerSpeedTrail::Tick ()
{
const int fade = OPAQUE*6/10/8;
if (alpha <= fade)
{
Destroy ();
}
else
{
alpha -= fade;
}
}
// Speed Powerup -------------------------------------------------------------
IMPLEMENT_STATELESS_ACTOR (APowerSpeed, Any, -1, 0)
PROP_SpeedLong(3*FRACUNIT/2)
PROP_Powerup_EffectTics (SPEEDTICS)
PROP_Inventory_Icon ("SPBOOT0")
END_DEFAULTS
//===========================================================================
//
// APowerSpeed :: GetSpeedFactor
//
//===========================================================================
fixed_t APowerSpeed ::GetSpeedFactor ()
{
if (Inventory != NULL) return FixedMul(Speed, Inventory->GetSpeedFactor());
else return Speed;
}
//===========================================================================
//
// APowerSpeed :: DoEffect
//
//===========================================================================
void APowerSpeed::DoEffect ()
{
Super::DoEffect ();
if (Owner == NULL || Owner->player == NULL)
return;
if (Owner->player->cheats & CF_PREDICTING)
return;
if (level.time & 1)
return;
// check if another speed item is present to avoid multiple drawing of the speed trail.
if (Inventory != NULL && Inventory->GetSpeedFactor() > FRACUNIT)
return;
if (P_AproxDistance (Owner->momx, Owner->momy) <= 12*FRACUNIT)
return;
AActor *speedMo = Spawn<APlayerSpeedTrail> (Owner->x, Owner->y, Owner->z, NO_REPLACE);
if (speedMo)
{
speedMo->angle = Owner->angle;
speedMo->Translation = Owner->Translation;
speedMo->target = Owner;
speedMo->sprite = Owner->sprite;
speedMo->frame = Owner->frame;
speedMo->floorclip = Owner->floorclip;
// [BC] Also get the scale from the owner.
speedMo->scaleX = Owner->scaleX;
speedMo->scaleY = Owner->scaleY;
if (Owner == players[consoleplayer].camera &&
!(Owner->player->cheats & CF_CHASECAM))
{
speedMo->renderflags |= RF_INVISIBLE;
}
}
}
// Minotaur (aka Dark Servant) powerup ---------------------------------------
IMPLEMENT_STATELESS_ACTOR (APowerMinotaur, Any, -1, 0)
PROP_Powerup_EffectTics (MAULATORTICS)
PROP_Inventory_Icon ("SPMINO0")
END_DEFAULTS
// Targeter powerup ---------------------------------------------------------
FState APowerTargeter::States[] =
{
S_NORMAL (TRGT, 'A', -1, NULL, NULL),
S_NORMAL (TRGT, 'B', -1, NULL, NULL),
S_NORMAL (TRGT, 'C', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (APowerTargeter, Any, -1, 0)
PROP_Powerup_EffectTics (160*TICRATE)
PROP_Inventory_FlagsSet (IF_HUBPOWER)
END_DEFAULTS
void APowerTargeter::Travelled ()
{
InitEffect ();
}
void APowerTargeter::InitEffect ()
{
player_t *player;
if ((player = Owner->player) == NULL)
return;
P_SetPsprite (player, ps_targetcenter, &States[0]);
P_SetPsprite (player, ps_targetleft, &States[1]);
P_SetPsprite (player, ps_targetright, &States[2]);
player->psprites[ps_targetcenter].sx = (160-3)*FRACUNIT;
player->psprites[ps_targetcenter].sy =
player->psprites[ps_targetleft].sy =
player->psprites[ps_targetright].sy = (100-3)*FRACUNIT;
PositionAccuracy ();
}
void APowerTargeter::DoEffect ()
{
Super::DoEffect ();
if (Owner != NULL && Owner->player != NULL)
{
player_t *player = Owner->player;
PositionAccuracy ();
if (EffectTics < 5*TICRATE)
{
if (EffectTics & 32)
{
P_SetPsprite (player, ps_targetright, NULL);
P_SetPsprite (player, ps_targetleft, &States[1]);
}
else if (EffectTics & 16)
{
P_SetPsprite (player, ps_targetright, &States[2]);
P_SetPsprite (player, ps_targetleft, NULL);
}
}
}
}
void APowerTargeter::EndEffect ()
{
if (Owner != NULL && Owner->player != NULL)
{
P_SetPsprite (Owner->player, ps_targetcenter, NULL);
P_SetPsprite (Owner->player, ps_targetleft, NULL);
P_SetPsprite (Owner->player, ps_targetright, NULL);
}
}
void APowerTargeter::PositionAccuracy ()
{
player_t *player = Owner->player;
if (player != NULL)
{
player->psprites[ps_targetleft].sx = (160-3)*FRACUNIT - ((100 - player->accuracy) << FRACBITS);
player->psprites[ps_targetright].sx = (160-3)*FRACUNIT + ((100 - player->accuracy) << FRACBITS);
}
}
// Frightener Powerup --------------------------------
IMPLEMENT_STATELESS_ACTOR (APowerFrightener, Any, -1, 0)
PROP_Powerup_EffectTics (60*TICRATE)
END_DEFAULTS
//===========================================================================
//
// APowerFrightener :: InitEffect
//
//===========================================================================
void APowerFrightener::InitEffect ()
{
if (Owner== NULL || Owner->player == NULL)
return;
Owner->player->cheats |= CF_FRIGHTENING;
}
//===========================================================================
//
// APowerFrightener :: EndEffect
//
//===========================================================================
void APowerFrightener::EndEffect ()
{
if (Owner== NULL || Owner->player == NULL)
return;
Owner->player->cheats &= ~CF_FRIGHTENING;
}
// Scanner powerup ----------------------------------------------------------
IMPLEMENT_STATELESS_ACTOR (APowerScanner, Any, -1, 0)
PROP_Powerup_EffectTics (80*TICRATE)
PROP_Inventory_FlagsSet (IF_HUBPOWER)
END_DEFAULTS
// Time freezer powerup -----------------------------------------------------
IMPLEMENT_STATELESS_ACTOR( APowerTimeFreezer, Any, -1, 0 )
PROP_Powerup_EffectTics( TIMEFREEZE_TICS )
END_DEFAULTS
//===========================================================================
//
// APowerTimeFreezer :: InitEffect
//
//===========================================================================
void APowerTimeFreezer::InitEffect( )
{
int ulIdx;
if (Owner== NULL || Owner->player == NULL)
return;
// When this powerup is in effect, pause the music.
S_PauseSound( false );
// Give the player and his teammates the power to move when time is frozen.
Owner->player->cheats |= CF_TIMEFREEZE;
for ( ulIdx = 0; ulIdx < MAXPLAYERS; ulIdx++ )
{
if ( playeringame[ulIdx] &&
players[ulIdx].mo != NULL &&
players[ulIdx].mo->IsTeammate( Owner )
)
{
players[ulIdx].cheats |= CF_TIMEFREEZE;
}
}
// [RH] The effect ends one tic after the counter hits zero, so make
// sure we start at an odd count.
EffectTics += !(EffectTics & 1);
if ((EffectTics & 1) == 0)
{
EffectTics++;
}
// Make sure the effect starts and ends on an even tic.
if ((level.time & 1) == 0)
{
level.flags |= LEVEL_FROZEN;
}
else
{
EffectTics++;
}
}
//===========================================================================
//
// APowerTimeFreezer :: DoEffect
//
//===========================================================================
void APowerTimeFreezer::DoEffect( )
{
Super::DoEffect();
// [RH] Do not change LEVEL_FROZEN on odd tics, or the Revenant's tracer
// will get thrown off.
if (level.time & 1)
{
return;
}
// [RH] The "blinking" can't check against EffectTics exactly or it will
// never happen, because InitEffect ensures that EffectTics will always
// be odd when level.time is even.
if ( EffectTics > 4*32
|| (( EffectTics > 3*32 && EffectTics <= 4*32 ) && ((EffectTics + 1) & 15) != 0 )
|| (( EffectTics > 2*32 && EffectTics <= 3*32 ) && ((EffectTics + 1) & 7) != 0 )
|| (( EffectTics > 32 && EffectTics <= 2*32 ) && ((EffectTics + 1) & 3) != 0 )
|| (( EffectTics > 0 && EffectTics <= 1*32 ) && ((EffectTics + 1) & 1) != 0 ))
level.flags |= LEVEL_FROZEN;
else
level.flags &= ~LEVEL_FROZEN;
}
//===========================================================================
//
// APowerTimeFreezer :: EndEffect
//
//===========================================================================
void APowerTimeFreezer::EndEffect( )
{
int ulIdx;
// Allow other actors to move about freely once again.
level.flags &= ~LEVEL_FROZEN;
// Also, turn the music back on.
S_ResumeSound( );
// Nothing more to do if there's no owner.
if (( Owner == NULL ) || ( Owner->player == NULL ))
{
return;
}
// Take away the time freeze power, and his teammates.
Owner->player->cheats &= ~CF_TIMEFREEZE;
for ( ulIdx = 0; ulIdx < MAXPLAYERS; ulIdx++ )
{
if ( playeringame[ulIdx] &&
players[ulIdx].mo != NULL &&
players[ulIdx].mo->IsTeammate( Owner )
)
{
players[ulIdx].cheats &= ~CF_TIMEFREEZE;
}
}
}
// Damage powerup ------------------------------------------------------
IMPLEMENT_STATELESS_ACTOR( APowerDamage, Any, -1, 0 )
PROP_Powerup_EffectTics( 25*TICRATE )
END_DEFAULTS
//===========================================================================
//
// APowerDamage :: InitEffect
//
//===========================================================================
void APowerDamage::InitEffect( )
{
// Use sound channel 5 to avoid interference with other actions.
if (Owner != NULL) S_SoundID(Owner, 5, SeeSound, 1.0f, ATTN_NONE);
}
//===========================================================================
//
// APowerDamage :: EndEffect
//
//===========================================================================
void APowerDamage::EndEffect( )
{
// Use sound channel 5 to avoid interference with other actions.
if (Owner != NULL) S_SoundID(Owner, 5, DeathSound, 1.0f, ATTN_NONE);
}
//===========================================================================
//
// APowerDamage :: AbsorbDamage
//
//===========================================================================
void APowerDamage::ModifyDamage(int damage, FName damageType, int &newdamage, bool passive)
{
static const fixed_t def = 4*FRACUNIT;
if (!passive && damage > 0)
{
DmgFactors * df = GetClass()->ActorInfo->DamageFactors;
if (df != NULL)
{
const fixed_t * pdf = df->CheckKey(damageType);
if (pdf== NULL && damageType != NAME_None) pdf = df->CheckKey(NAME_None);
if (pdf == NULL) pdf = &def;
damage = newdamage = FixedMul(damage, *pdf);
if (*pdf > 0 && damage == 0) damage = newdamage = 1; // don't allow zero damage as result of an underflow
if (Owner != NULL && *pdf > FRACUNIT) S_SoundID(Owner, 5, ActiveSound, 1.0f, ATTN_NONE);
}
}
if (Inventory != NULL) Inventory->ModifyDamage(damage, damageType, newdamage, passive);
}
// Quarter damage powerup ------------------------------------------------------
IMPLEMENT_STATELESS_ACTOR( APowerProtection, Any, -1, 0 )
PROP_Powerup_EffectTics( 25*TICRATE )
END_DEFAULTS
//===========================================================================
//
// APowerProtection :: InitEffect
//
//===========================================================================
void APowerProtection::InitEffect( )
{
// Use sound channel 5 to avoid interference with other actions.
if (Owner != NULL) S_SoundID(Owner, 5, SeeSound, 1.0f, ATTN_NONE);
}
//===========================================================================
//
// APowerProtection :: EndEffect
//
//===========================================================================
void APowerProtection::EndEffect( )
{
// Use sound channel 5 to avoid interference with other actions.
if (Owner != NULL) S_SoundID(Owner, 5, DeathSound, 1.0f, ATTN_NONE);
}
//===========================================================================
//
// APowerProtection :: AbsorbDamage
//
//===========================================================================
void APowerProtection::ModifyDamage(int damage, FName damageType, int &newdamage, bool passive)
{
static const fixed_t def = FRACUNIT/4;
if (passive && damage > 0)
{
DmgFactors * df = GetClass()->ActorInfo->DamageFactors;
if (df != NULL)
{
const fixed_t * pdf = df->CheckKey(damageType);
if (pdf== NULL && damageType != NAME_None) pdf = df->CheckKey(NAME_None);
if (pdf == NULL) pdf = &def;
damage = newdamage = FixedMul(damage, *pdf);
if (Owner != NULL && *pdf < FRACUNIT) S_SoundID(Owner, 5, ActiveSound, 1.0f, ATTN_NONE);
}
}
if (Inventory != NULL) Inventory->ModifyDamage(damage, damageType, newdamage, passive);
}
// Drain rune -------------------------------------------------------
IMPLEMENT_STATELESS_ACTOR( APowerDrain, Any, -1, 0 )
PROP_Powerup_EffectTics( 60*TICRATE )
END_DEFAULTS
//===========================================================================
//
// ARuneDrain :: InitEffect
//
//===========================================================================
void APowerDrain::InitEffect( )
{
if (Owner== NULL || Owner->player == NULL)
return;
// Give the player the power to drain life from opponents when he damages them.
Owner->player->cheats |= CF_DRAIN;
}
//===========================================================================
//
// ARuneDrain :: EndEffect
//
//===========================================================================
void APowerDrain::EndEffect( )
{
// Nothing to do if there's no owner.
if (Owner != NULL && Owner->player != NULL)
{
// Take away the drain power.
Owner->player->cheats &= ~CF_DRAIN;
}
}
// Regeneration rune -------------------------------------------------------
IMPLEMENT_STATELESS_ACTOR( APowerRegeneration, Any, -1, 0 )
PROP_Powerup_EffectTics( 120*TICRATE )
END_DEFAULTS
//===========================================================================
//
// ARuneRegeneration :: InitEffect
//
//===========================================================================
void APowerRegeneration::InitEffect( )
{
if (Owner== NULL || Owner->player == NULL)
return;
// Give the player the power to regnerate lost life.
Owner->player->cheats |= CF_REGENERATION;
}
//===========================================================================
//
// ARuneRegeneration :: EndEffect
//
//===========================================================================
void APowerRegeneration::EndEffect( )
{
// Nothing to do if there's no owner.
if (Owner != NULL && Owner->player != NULL)
{
// Take away the regeneration power.
Owner->player->cheats &= ~CF_REGENERATION;
}
}
// High jump rune -------------------------------------------------------
IMPLEMENT_STATELESS_ACTOR( APowerHighJump, Any, -1, 0 )
END_DEFAULTS
//===========================================================================
//
// ARuneHighJump :: InitEffect
//
//===========================================================================
void APowerHighJump::InitEffect( )
{
if (Owner== NULL || Owner->player == NULL)
return;
// Give the player the power to jump much higher.
Owner->player->cheats |= CF_HIGHJUMP;
}
//===========================================================================
//
// ARuneHighJump :: EndEffect
//
//===========================================================================
void APowerHighJump::EndEffect( )
{
// Nothing to do if there's no owner.
if (Owner != NULL && Owner->player != NULL)
{
// Take away the high jump power.
Owner->player->cheats &= ~CF_HIGHJUMP;
}
}
// Morph powerup ------------------------------------------------------
IMPLEMENT_STATELESS_ACTOR( APowerMorph, Any, -1, 0 )
PROP_Powerup_EffectTics( MORPHTICS )
END_DEFAULTS
//===========================================================================
//
// APowerMorph :: Serialize
//
//===========================================================================
void APowerMorph::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << PlayerClass << MorphStyle << MorphFlash << UnMorphFlash;
arc << Player;
}
//===========================================================================
//
// APowerMorph :: InitEffect
//
//===========================================================================
void APowerMorph::InitEffect( )
{
if (Owner != NULL && Owner->player != NULL && PlayerClass != NAME_None)
{
player_t *realplayer = Owner->player; // Remember the identity of the player
const PClass *morph_flash = PClass::FindClass (MorphFlash);
const PClass *unmorph_flash = PClass::FindClass (UnMorphFlash);
const PClass *player_class = PClass::FindClass (PlayerClass);
if (P_MorphPlayer(realplayer, realplayer, player_class, -1/*INDEFINITELY*/, MorphStyle, morph_flash, unmorph_flash))
{
Owner = realplayer->mo; // Replace the new owner in our owner; safe because we are not attached to anything yet
ItemFlags |= IF_CREATECOPYMOVED; // Let the caller know the "real" owner has changed (to the morphed actor)
Player = realplayer; // Store the player identity (morphing clears the unmorphed actor's "player" field)
}
else // morph failed - give the caller an opportunity to fail the pickup completely
{
ItemFlags |= IF_INITEFFECTFAILED; // Let the caller know that the activation failed (can fail the pickup if appropriate)
}
}
}
//===========================================================================
//
// APowerMorph :: EndEffect
//
//===========================================================================
void APowerMorph::EndEffect( )
{
// Abort if owner already destroyed
if (Owner == NULL)
{
assert(Player == NULL);
return;
}
// Abort if owner already unmorphed
if (Player == NULL)
{
return;
}
// Abort if owner is dead; their Die() method will
// take care of any required unmorphing on death.
if (Player->health <= 0)
{
return;
}
// Unmorph if possible
int savedMorphTics = Player->morphTics;
P_UndoPlayerMorph (Player, Player);
// Abort if unmorph failed; in that case,
// set the usual retry timer and return.
if (Player->morphTics)
{
// Transfer retry timeout
// to the powerup's timer.
EffectTics = Player->morphTics;
// Reload negative morph tics;
// use actual value; it may
// be in use for animation.
Player->morphTics = savedMorphTics;
// Try again some time later
return;
}
// Unmorph suceeded
Player = NULL;
}