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authorJames Haley2010-09-16 00:08:25 +0000
committerJames Haley2010-09-16 00:08:25 +0000
commit0ac04776267a1a84724fcccfada12f769f4c315a (patch)
tree3e0f1cffdb2f1c88af6f7d00678fb240c5304fb2
parentbbb39c2906ab01b75e7959a0d07560a4a56c459a (diff)
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Some reformatting, change of some strings to use DEH_String and
DEH_snprintf. Implemented proper logic for Shadowarmor that was missing from P_GivePower, and added the code for making psprites translucent and/or godmode-colormapped in R_DrawPSprite. Subversion-branch: /branches/strife-branch Subversion-revision: 2089
-rw-r--r--src/strife/p_inter.c97
-rw-r--r--src/strife/p_local.h4
-rw-r--r--src/strife/p_user.c1
-rw-r--r--src/strife/r_things.c68
4 files changed, 105 insertions, 65 deletions
diff --git a/src/strife/p_inter.c b/src/strife/p_inter.c
index 4eb4e391..c31b4333 100644
--- a/src/strife/p_inter.c
+++ b/src/strife/p_inter.c
@@ -71,48 +71,47 @@ int clipammo[NUMAMMO] = { 10, 4, 2, 20, 4, 6, 4 };
boolean P_GiveAmmo(player_t* player, ammotype_t ammo, int num)
{
int oldammo;
-
+
if(ammo == am_noammo)
- return false;
-
+ return false;
+
if(ammo > NUMAMMO)
- I_Error ("P_GiveAmmo: bad type %i", ammo);
-
+ I_Error ("P_GiveAmmo: bad type %i", ammo);
+
if(player->ammo[ammo] == player->maxammo[ammo])
- return false;
-
+ return false;
+
if(num)
- num *= clipammo[ammo];
+ num *= clipammo[ammo];
else
- num = clipammo[ammo]/2;
-
+ num = clipammo[ammo]/2;
+
if(gameskill == sk_baby
- || gameskill == sk_nightmare)
+ || gameskill == sk_nightmare)
{
- // give double ammo in trainer mode,
- // you'll need in nightmare
- num <<= 1;
+ // give double ammo in trainer mode,
+ // you'll need in nightmare
+ num <<= 1;
}
-
-
+
oldammo = player->ammo[ammo];
player->ammo[ammo] += num;
if(player->ammo[ammo] > player->maxammo[ammo])
- player->ammo[ammo] = player->maxammo[ammo];
+ player->ammo[ammo] = player->maxammo[ammo];
// If non zero ammo,
// don't change up weapons,
// player was lower on purpose.
if(oldammo)
- return true;
+ return true;
// We were down to zero,
// so select a new weapon.
// Preferences are not user selectable.
// villsa [STRIFE] ammo update
- // [STRIFE] TODO - where's the check for grenades?
+ // where's the check for grenades? - haleyjd: verified no switch to grenades
switch(ammo && !player->readyweapon)
{
case am_bullets:
@@ -139,7 +138,7 @@ boolean P_GiveAmmo(player_t* player, ammotype_t ammo, int num)
default:
break;
}
-
+
return true;
}
@@ -253,7 +252,7 @@ boolean P_GiveBody(player_t* player, int num)
player->health = health;
}
-
+
return true;
}
@@ -295,11 +294,11 @@ boolean P_GiveArmor(player_t* player, int armortype)
boolean P_GiveCard(player_t* player, card_t card)
{
if (player->cards[card])
- return false;
+ return false;
// villsa [STRIFE] multiply by 2
player->bonuscount = BONUSADD * 2;
- player->cards[card] = 1;
+ player->cards[card] = true;
return true;
}
@@ -309,26 +308,46 @@ boolean P_GiveCard(player_t* player, card_t card)
// P_GivePower
//
boolean P_GivePower(player_t* player, powertype_t power)
-{
+{
+
+ // haleyjd 09/14/10: [STRIFE] moved to top, exception for Shadow Armor
+ if(player->powers[power] && power != pw_invisibility)
+ return false; // already got it
+
+ // if giving pw_invisibility and player already has MVIS, no can do.
+ if(power == pw_invisibility && (player->mo->flags & MF_MVIS))
+ return false;
+
// villsa [STRIFE]
if(power == pw_targeter)
{
player->powers[power] = TARGTICS;
P_SetPsprite(player, ps_targcenter, S_TRGT_00); // 10
- P_SetPsprite(player, ps_targleft, S_TRGT_01); // 11
- P_SetPsprite(player, ps_targright, S_TRGT_02); // 12
+ P_SetPsprite(player, ps_targleft, S_TRGT_01); // 11
+ P_SetPsprite(player, ps_targright, S_TRGT_02); // 12
player->psprites[ps_targcenter].sx = (160*FRACUNIT);
- player->psprites[ps_targleft].sy = (100*FRACUNIT);
+ player->psprites[ps_targleft ].sy = (100*FRACUNIT);
player->psprites[ps_targcenter].sy = (100*FRACUNIT);
- player->psprites[ps_targright].sy = (100*FRACUNIT);
+ player->psprites[ps_targright ].sy = (100*FRACUNIT);
return true;
}
if(power == pw_invisibility)
{
+ // if player already had this power...
+ if(player->powers[power])
+ {
+ // remove SHADOW, give MVIS.
+ player->mo->flags &= ~MF_SHADOW;
+ player->mo->flags |= MF_MVIS;
+ }
+ else // give SHADOW
+ player->mo->flags |= MF_SHADOW;
+
+ // set tics if giving shadow, or renew them if MVIS.
player->powers[power] = INVISTICS;
- player->mo->flags |= MF_SHADOW;
+
return true;
}
@@ -348,8 +367,9 @@ boolean P_GivePower(player_t* player, powertype_t power)
// villsa [STRIFE]
if(power == pw_allmap)
{
+ // remember in mapstate
if(gamemap < 40)
- player->mapstate[gamemap] = 1;
+ player->mapstate[gamemap] = true;
player->powers[power] = 1;
return true;
@@ -362,11 +382,7 @@ boolean P_GivePower(player_t* player, powertype_t power)
return true;
}
-
- if(player->powers[power])
- return false; // already got it
-
-
+ // default behavior:
player->powers[power] = 1;
return true;
}
@@ -512,7 +528,7 @@ void P_TouchSpecialThing(mobj_t* special, mobj_t* toucher)
player->backpack = true;
}
for(i = 0; i < NUMAMMO; i++)
- P_GiveAmmo(player, i, 1);
+ P_GiveAmmo(player, i, 1);
break;
case SPR_COIN:
@@ -577,14 +593,17 @@ void P_TouchSpecialThing(mobj_t* special, mobj_t* toucher)
if(!pickupmsg[0])
{
if(special->info->name)
- sprintf(pickupmsg, "You picked up the %s.", special->info->name);
+ {
+ DEH_snprintf(pickupmsg, sizeof(pickupmsg),
+ "You picked up the %s.", DEH_String(special->info->name));
+ }
else
- sprintf(pickupmsg, "You picked up the item.");
+ DEH_snprintf(pickupmsg, sizeof(pickupmsg), "You picked up the item.");
}
// use the first character to indicate that the player is full on items
else if(pickupmsg[0] == '!')
{
- sprintf(pickupmsg, "You cannot hold any more.");
+ DEH_snprintf(pickupmsg, sizeof(pickupmsg), "You cannot hold any more.");
player->message = pickupmsg;
return;
}
diff --git a/src/strife/p_local.h b/src/strife/p_local.h
index bc8e6931..304f44c5 100644
--- a/src/strife/p_local.h
+++ b/src/strife/p_local.h
@@ -92,6 +92,10 @@ void P_DropWeapon (player_t* player);
//
// P_USER
//
+
+// haleyjd 09/15/10: externalized
+#define INVERSECOLORMAP 32
+
void P_PlayerThink (player_t* player);
// haleyjd 08/30/10: [STRIFE] Needed externally
void P_Thrust (player_t* player, angle_t angle, fixed_t move);
diff --git a/src/strife/p_user.c b/src/strife/p_user.c
index ca82f7f0..c8c9b23e 100644
--- a/src/strife/p_user.c
+++ b/src/strife/p_user.c
@@ -39,7 +39,6 @@
// Index of the special effects (INVUL inverse) map.
-#define INVERSECOLORMAP 32
#define LOOKPITCHAMOUNT 6 // villsa [STRIFE]
#define CENTERVIEWAMOUNT (LOOKPITCHAMOUNT + 2) // villsa [STRIFE]
#define LOOKUPMAX 90 // villsa [STRIFE]
diff --git a/src/strife/r_things.c b/src/strife/r_things.c
index 792c9f95..bda7a81c 100644
--- a/src/strife/r_things.c
+++ b/src/strife/r_things.c
@@ -43,6 +43,9 @@
#include "doomstat.h"
+// haleyjd
+#include "p_local.h"
+
#define MINZ (FRACUNIT*4)
@@ -710,14 +713,14 @@ void R_DrawPSprite (pspdef_t* psp)
// decide which patch to use
#ifdef RANGECHECK
if ( (unsigned)psp->state->sprite >= (unsigned int) numsprites)
- I_Error ("R_ProjectSprite: invalid sprite number %i ",
- psp->state->sprite);
+ I_Error ("R_ProjectSprite: invalid sprite number %i ",
+ psp->state->sprite);
#endif
sprdef = &sprites[psp->state->sprite];
#ifdef RANGECHECK
if ( (psp->state->frame & FF_FRAMEMASK) >= sprdef->numframes)
- I_Error ("R_ProjectSprite: invalid sprite frame %i : %i ",
- psp->state->sprite, psp->state->frame);
+ I_Error ("R_ProjectSprite: invalid sprite frame %i : %i ",
+ psp->state->sprite, psp->state->frame);
#endif
sprframe = &sprdef->spriteframes[ psp->state->frame & FF_FRAMEMASK ];
@@ -726,20 +729,20 @@ void R_DrawPSprite (pspdef_t* psp)
// calculate edges of the shape
tx = psp->sx-160*FRACUNIT;
-
+
tx -= spriteoffset[lump];
x1 = (centerxfrac + FixedMul (tx,pspritescale) ) >>FRACBITS;
// off the right side
if (x1 > viewwidth)
- return;
+ return;
tx += spritewidth[lump];
x2 = ((centerxfrac + FixedMul (tx, pspritescale) ) >>FRACBITS) - 1;
// off the left side
if (x2 < 0)
- return;
+ return;
// store information in a vissprite
vis = &avis;
@@ -750,46 +753,61 @@ void R_DrawPSprite (pspdef_t* psp)
if (flip)
{
- vis->xiscale = -pspriteiscale;
- vis->startfrac = spritewidth[lump]-1;
+ vis->xiscale = -pspriteiscale;
+ vis->startfrac = spritewidth[lump]-1;
}
else
{
- vis->xiscale = pspriteiscale;
- vis->startfrac = 0;
+ vis->xiscale = pspriteiscale;
+ vis->startfrac = 0;
}
// villsa [STRIFE] calculate y offset with view pitch
vis->texturemid = ((BASEYCENTER<<FRACBITS)+FRACUNIT/2)-(psp->sy-spritetopoffset[lump])
+ FixedMul(vis->xiscale, (centery-viewheight/2)<<FRACBITS);
-
+
if (vis->x1 > x1)
- vis->startfrac += vis->xiscale*(vis->x1-x1);
+ vis->startfrac += vis->xiscale*(vis->x1-x1);
vis->patch = lump;
if (viewplayer->powers[pw_invisibility] > 4*32
- || viewplayer->powers[pw_invisibility] & 8)
+ || viewplayer->powers[pw_invisibility] & 8)
{
- // shadow draw
- vis->colormap = NULL;
+ // shadow draw
+ vis->colormap = spritelights[MAXLIGHTSCALE-1];
+ vis->mobjflags |= MF_SHADOW;
}
- else if (fixedcolormap)
+ else if(viewplayer->powers[pw_invisibility] & 4)
{
- // fixed color
- vis->colormap = fixedcolormap;
+ vis->mobjflags |= (MF_SHADOW|MF_MVIS);
}
- else if (psp->state->frame & FF_FULLBRIGHT)
+
+ // When not MVIS, or if SHADOW, behave normally:
+ if(!(viewplayer->mo->flags & MF_MVIS) || (viewplayer->mo->flags & MF_SHADOW))
{
- // full bright
- vis->colormap = colormaps;
+ if (fixedcolormap)
+ {
+ // fixed color
+ vis->colormap = fixedcolormap;
+ }
+ else if (psp->state->frame & FF_FULLBRIGHT)
+ {
+ // full bright
+ vis->colormap = colormaps;
+ }
+ else
+ {
+ // local light
+ vis->colormap = spritelights[MAXLIGHTSCALE-1];
+ }
}
else
{
- // local light
- vis->colormap = spritelights[MAXLIGHTSCALE-1];
+ // When MVIS, use invulnerability colormap
+ vis->colormap = colormaps + INVERSECOLORMAP * 256 * sizeof(lighttable_t);
}
-
+
R_DrawVisSprite (vis, vis->x1, vis->x2);
}