- Update scripting branch to trunk.

SVN r3758 (scripting)
This commit is contained in:
Randy Heit 2012-07-14 03:04:41 +00:00
commit 562cf04db2
614 changed files with 63691 additions and 31256 deletions

View file

@ -19,6 +19,8 @@
#include "g_level.h"
#include "doomstat.h"
#include "v_palette.h"
#include "farchive.h"
#include "r_data/colormaps.h"
static FRandom pr_torch ("Torch");
@ -36,8 +38,6 @@ static FRandom pr_torch ("Torch");
#define TIMEFREEZE_TICS ( 12 * TICRATE )
*/
EXTERN_CVAR (Bool, r_drawfuzz);
IMPLEMENT_CLASS (APowerup)
// Powerup-Giver -------------------------------------------------------------
@ -465,7 +465,7 @@ void APowerInvulnerable::EndEffect ()
//
//===========================================================================
int APowerInvulnerable::AlterWeaponSprite (vissprite_t *vis)
int APowerInvulnerable::AlterWeaponSprite (visstyle_t *vis)
{
int changed = Inventory == NULL ? false : Inventory->AlterWeaponSprite(vis);
if (Owner != NULL)
@ -656,7 +656,7 @@ void APowerInvisibility::EndEffect ()
//
//===========================================================================
int APowerInvisibility::AlterWeaponSprite (vissprite_t *vis)
int APowerInvisibility::AlterWeaponSprite (visstyle_t *vis)
{
int changed = Inventory == NULL ? false : Inventory->AlterWeaponSprite(vis);
// Blink if the powerup is wearing off
@ -1301,8 +1301,8 @@ void APowerTargeter::PositionAccuracy ()
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);
player->psprites[ps_targetleft].sx = (160-3)*FRACUNIT - ((100 - player->mo->accuracy) << FRACBITS);
player->psprites[ps_targetright].sx = (160-3)*FRACUNIT + ((100 - player->mo->accuracy) << FRACBITS);
}
}
@ -1356,28 +1356,29 @@ IMPLEMENT_CLASS( APowerTimeFreezer)
//
//===========================================================================
void APowerTimeFreezer::InitEffect( )
void APowerTimeFreezer::InitEffect()
{
int ulIdx;
int freezemask;
Super::InitEffect();
if (Owner== NULL || Owner->player == NULL)
if (Owner == NULL || Owner->player == NULL)
return;
// When this powerup is in effect, pause the music.
S_PauseSound( false, false );
S_PauseSound(false, 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++ )
freezemask = 1 << (Owner->player - players);
Owner->player->timefreezer |= freezemask;
for (int i = 0; i < MAXPLAYERS; i++)
{
if ( playeringame[ulIdx] &&
players[ulIdx].mo != NULL &&
players[ulIdx].mo->IsTeammate( Owner )
if (playeringame[i] &&
players[i].mo != NULL &&
players[i].mo->IsTeammate(Owner)
)
{
players[ulIdx].cheats |= CF_TIMEFREEZE;
players[i].timefreezer |= freezemask;
}
}
@ -1405,7 +1406,7 @@ void APowerTimeFreezer::InitEffect( )
//
//===========================================================================
void APowerTimeFreezer::DoEffect( )
void APowerTimeFreezer::DoEffect()
{
Super::DoEffect();
// [RH] Do not change LEVEL_FROZEN on odd tics, or the Revenant's tracer
@ -1433,41 +1434,45 @@ void APowerTimeFreezer::DoEffect( )
//
//===========================================================================
void APowerTimeFreezer::EndEffect( )
void APowerTimeFreezer::EndEffect()
{
int ulIdx;
int i;
Super::EndEffect();
// Allow other actors to move about freely once again.
level.flags2 &= ~LEVEL2_FROZEN;
// Also, turn the music back on.
S_ResumeSound( false );
// Nothing more to do if there's no owner.
if (( Owner == NULL ) || ( Owner->player == NULL ))
// If there is an owner, remove the timefreeze flag corresponding to
// her from all players.
if (Owner != NULL && Owner->player != NULL)
{
return;
int freezemask = ~(1 << (Owner->player - players));
for (i = 0; i < MAXPLAYERS; ++i)
{
players[i].timefreezer &= freezemask;
}
}
// Take away the time freeze power, and his teammates.
Owner->player->cheats &= ~CF_TIMEFREEZE;
for ( ulIdx = 0; ulIdx < MAXPLAYERS; ulIdx++ )
// Are there any players who still have timefreezer bits set?
for (i = 0; i < MAXPLAYERS; ++i)
{
if ( playeringame[ulIdx] &&
players[ulIdx].mo != NULL &&
players[ulIdx].mo->IsTeammate( Owner )
)
if (playeringame[i] && players[i].timefreezer != 0)
{
players[ulIdx].cheats &= ~CF_TIMEFREEZE;
break;
}
}
if (i == MAXPLAYERS)
{
// No, so allow other actors to move about freely once again.
level.flags2 &= ~LEVEL2_FROZEN;
// Also, turn the music back on.
S_ResumeSound(false);
}
}
// Damage powerup ------------------------------------------------------
IMPLEMENT_CLASS( APowerDamage)
IMPLEMENT_CLASS(APowerDamage)
//===========================================================================
//
@ -1511,8 +1516,7 @@ void APowerDamage::ModifyDamage(int damage, FName damageType, int &newdamage, bo
DmgFactors *df = GetClass()->DamageFactors;
if (df != NULL && df->CountUsed() != 0)
{
pdf = df->CheckKey(damageType);
if (pdf== NULL && damageType != NAME_None) pdf = df->CheckKey(NAME_None);
pdf = df->CheckFactor(damageType);
}
else
{
@ -1592,8 +1596,7 @@ void APowerProtection::ModifyDamage(int damage, FName damageType, int &newdamage
DmgFactors *df = GetClass()->DamageFactors;
if (df != NULL && df->CountUsed() != 0)
{
pdf = df->CheckKey(damageType);
if (pdf == NULL && damageType != NAME_None) pdf = df->CheckKey(NAME_None);
pdf = df->CheckFactor(damageType);
}
else pdf = &def;
@ -1655,35 +1658,18 @@ IMPLEMENT_CLASS(APowerRegeneration)
//===========================================================================
//
// ARuneRegeneration :: InitEffect
// APowerRegeneration :: DoEffect
//
//===========================================================================
void APowerRegeneration::InitEffect( )
void APowerRegeneration::DoEffect()
{
Super::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( )
{
Super::EndEffect();
// Nothing to do if there's no owner.
if (Owner != NULL && Owner->player != NULL)
if (Owner != NULL && Owner->health > 0 && (level.time & 31) == 0)
{
// Take away the regeneration power.
Owner->player->cheats &= ~CF_REGENERATION;
if (P_GiveBody(Owner, 5))
{
S_Sound(Owner, CHAN_ITEM, "*regenerate", 1, ATTN_NORM );
}
}
}
@ -1840,24 +1826,26 @@ void APowerMorph::EndEffect( )
}
// 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)
if (!bNoCallUndoMorph)
{
// 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;
}
int savedMorphTics = Player->morphTics;
P_UndoPlayerMorph (Player, Player);
// Abort if unmorph failed; in that case,
// set the usual retry timer and return.
if (Player != NULL && Player->morphTics)
{
// Transfer retry timeout
// to the powerup's timer.
EffectTics = Player->morphTics;
// Reload negative morph tics;
// use actual value; it may
// be in use for animation.
Player->morphTics = savedMorphTics;
// Try again some time later
return;
}
}
// Unmorph suceeded
Player = NULL;
}