#include "info.h" #include "a_pickups.h" #include "a_artifacts.h" #include "gstrings.h" #include "p_local.h" #include "gi.h" #include "p_enemy.h" #include "s_sound.h" #include "m_random.h" #include "a_sharedglobal.h" #include "sbar.h" #define MORPHTICS (40*TICRATE) static FRandom pr_morphmonst ("MorphMonster"); //--------------------------------------------------------------------------- // // FUNC P_MorphPlayer // // Returns true if the player gets turned into a chicken/pig. // //--------------------------------------------------------------------------- bool P_MorphPlayer (player_t *p, const PClass *spawntype) { AInventory *item; APlayerPawn *morphed; APlayerPawn *actor; actor = p->mo; if (actor == NULL) { return false; } if (actor->flags3 & MF3_DONTMORPH) { return false; } if (p->mo->flags2 & MF2_INVULNERABLE) { // Immune when invulnerable return false; } if (p->morphTics) { // Player is already a beast return false; } if (p->health <= 0) { // Dead players cannot morph return false; } if (spawntype == NULL) { return false; } if (!spawntype->IsDescendantOf (RUNTIME_CLASS(APlayerPawn))) { return false; } if (spawntype == p->mo->GetClass()) { return false; } morphed = static_cast(Spawn (spawntype, actor->x, actor->y, actor->z, NO_REPLACE)); DObject::StaticPointerSubstitution (actor, morphed); morphed->angle = actor->angle; morphed->target = actor->target; morphed->tracer = actor; p->PremorphWeapon = p->ReadyWeapon; morphed->special2 = actor->flags & ~MF_JUSTHIT; morphed->player = p; if (actor->renderflags & RF_INVISIBLE) { morphed->special2 |= MF_JUSTHIT; } morphed->flags |= actor->flags & (MF_SHADOW|MF_NOGRAVITY); morphed->flags2 |= actor->flags2 & MF2_FLY; morphed->flags3 |= actor->flags3 & MF3_GHOST; Spawn (actor->x, actor->y, actor->z + TELEFOGHEIGHT, ALLOW_REPLACE); actor->player = NULL; actor->flags &= ~(MF_SOLID|MF_SHOOTABLE); actor->flags |= MF_UNMORPHED; actor->renderflags |= RF_INVISIBLE; p->morphTics = MORPHTICS; // [MH] Used by SBARINFO to speed up face drawing p->MorphedPlayerClass = 0; for (unsigned int i = 1; i < PlayerClasses.Size (); i++) { if (PlayerClasses[i].Type == spawntype) { p->MorphedPlayerClass = i; break; } } p->health = morphed->health; p->mo = morphed; p->momx = p->momy = 0; morphed->ObtainInventory (actor); // Remove all armor for (item = morphed->Inventory; item != NULL; ) { AInventory *next = item->Inventory; if (item->IsKindOf (RUNTIME_CLASS(AArmor))) { if (item->IsKindOf (RUNTIME_CLASS(AHexenArmor))) { // Set the HexenArmor slots to 0, except the class slot. AHexenArmor *hxarmor = static_cast(item); hxarmor->Slots[0] = 0; hxarmor->Slots[1] = 0; hxarmor->Slots[2] = 0; hxarmor->Slots[3] = 0; hxarmor->Slots[4] = spawntype->Meta.GetMetaFixed (APMETA_Hexenarmor0); } else if (item->ItemFlags & IF_KEEPDEPLETED) { // Set depletable armor to 0 (this includes BasicArmor). item->Amount = 0; } else { item->Destroy (); } } item = next; } morphed->ActivateMorphWeapon (); if (p->camera == actor) { p->camera = morphed; } morphed->ScoreIcon = actor->ScoreIcon; // [GRB] // [MH] // If the player that was morphed is the one // taking events, set up the face, if any; // this is only needed for old-skool skins // and for the original DOOM status bar. if ((p == &players[consoleplayer]) && (strcmp(spawntype->Meta.GetMetaString (APMETA_Face), "None") != 0)) { StatusBar->SetFace(&skins[p->MorphedPlayerClass]); } return true; } //---------------------------------------------------------------------------- // // FUNC P_UndoPlayerMorph // //---------------------------------------------------------------------------- bool P_UndoPlayerMorph (player_t *player, bool force) { AWeapon *beastweap; APlayerPawn *mo; AActor *pmo; angle_t angle; pmo = player->mo; if (pmo->tracer == NULL) { return false; } mo = barrier_cast(pmo->tracer); mo->SetOrigin (pmo->x, pmo->y, pmo->z); mo->flags |= MF_SOLID; pmo->flags &= ~MF_SOLID; if (!force && P_TestMobjLocation (mo) == false) { // Didn't fit mo->flags &= ~MF_SOLID; pmo->flags |= MF_SOLID; player->morphTics = 2*TICRATE; return false; } pmo->player = NULL; mo->ObtainInventory (pmo); DObject::StaticPointerSubstitution (pmo, mo); mo->angle = pmo->angle; mo->player = player; mo->reactiontime = 18; mo->flags = pmo->special2 & ~MF_JUSTHIT; mo->momx = 0; mo->momy = 0; player->momx = 0; player->momy = 0; mo->momz = pmo->momz; if (!(pmo->special2 & MF_JUSTHIT)) { mo->renderflags &= ~RF_INVISIBLE; } mo->flags = (mo->flags & ~(MF_SHADOW|MF_NOGRAVITY)) | (pmo->flags & (MF_SHADOW|MF_NOGRAVITY)); mo->flags2 = (mo->flags2 & ~MF2_FLY) | (pmo->flags2 & MF2_FLY); mo->flags3 = (mo->flags3 & ~MF3_GHOST) | (pmo->flags3 & MF3_GHOST); player->morphTics = 0; player->viewheight = mo->ViewHeight; AInventory *level2 = mo->FindInventory (RUNTIME_CLASS(APowerWeaponLevel2)); if (level2 != NULL) { level2->Destroy (); } player->health = mo->health = mo->GetDefault()->health; player->mo = mo; if (player->camera == pmo) { player->camera = mo; } // [MH] // If the player that was morphed is the one // taking events, reset up the face, if any; // this is only needed for old-skool skins // and for the original DOOM status bar. if ((player == &players[consoleplayer]) && (strcmp(pmo->GetClass()->Meta.GetMetaString (APMETA_Face), "None") != 0)) { // Assume root-level base skin to begin with size_t skinindex = 0; // If a custom skin was in use, then reload it // or else the base skin for the player class. if ((unsigned int)player->userinfo.skin >= PlayerClasses.Size () && (size_t)player->userinfo.skin < numskins) { skinindex = player->userinfo.skin; } else if (PlayerClasses.Size () > 1) { const PClass *whatami = player->mo->GetClass(); for (unsigned int i = 0; i < PlayerClasses.Size (); ++i) { if (PlayerClasses[i].Type == whatami) { skinindex = i; break; } } } StatusBar->SetFace(&skins[skinindex]); } angle = mo->angle >> ANGLETOFINESHIFT; Spawn (pmo->x + 20*finecosine[angle], pmo->y + 20*finesine[angle], pmo->z + TELEFOGHEIGHT, ALLOW_REPLACE); beastweap = player->ReadyWeapon; if (player->PremorphWeapon != NULL) { player->PremorphWeapon->PostMorphWeapon (); } else { player->ReadyWeapon = player->PendingWeapon = NULL; } if (beastweap != NULL) { // You don't get to keep your morphed weapon. if (beastweap->SisterWeapon != NULL) { beastweap->SisterWeapon->Destroy (); } beastweap->Destroy (); } pmo->tracer = NULL; pmo->Destroy (); // Restore playerclass armor to its normal amount. AHexenArmor *hxarmor = mo->FindInventory(); if (hxarmor != NULL) { hxarmor->Slots[4] = mo->GetClass()->Meta.GetMetaFixed (APMETA_Hexenarmor0); } return true; } //--------------------------------------------------------------------------- // // FUNC P_MorphMonster // // Returns true if the monster gets turned into a chicken/pig. // //--------------------------------------------------------------------------- bool P_MorphMonster (AActor *actor, const PClass *spawntype) { AMorphedMonster *morphed; if (actor->player || spawntype == NULL || actor->flags3 & MF3_DONTMORPH || !(actor->flags3 & MF3_ISMONSTER) || !spawntype->IsDescendantOf (RUNTIME_CLASS(AMorphedMonster))) { return false; } morphed = static_cast(Spawn (spawntype, actor->x, actor->y, actor->z, NO_REPLACE)); DObject::StaticPointerSubstitution (actor, morphed); morphed->tid = actor->tid; morphed->angle = actor->angle; morphed->UnmorphedMe = actor; morphed->alpha = actor->alpha; morphed->RenderStyle = actor->RenderStyle; morphed->UnmorphTime = level.time + MORPHTICS + pr_morphmonst(); morphed->FlagsSave = actor->flags & ~MF_JUSTHIT; //morphed->special = actor->special; //memcpy (morphed->args, actor->args, sizeof(actor->args)); morphed->CopyFriendliness (actor, true); morphed->flags |= actor->flags & MF_SHADOW; morphed->flags3 |= actor->flags3 & MF3_GHOST; if (actor->renderflags & RF_INVISIBLE) { morphed->FlagsSave |= MF_JUSTHIT; } morphed->AddToHash (); actor->RemoveFromHash (); actor->tid = 0; actor->flags &= ~(MF_SOLID|MF_SHOOTABLE); actor->flags |= MF_UNMORPHED; actor->renderflags |= RF_INVISIBLE; Spawn (actor->x, actor->y, actor->z + TELEFOGHEIGHT, ALLOW_REPLACE); return true; } //---------------------------------------------------------------------------- // // FUNC P_UpdateMorphedMonster // // Returns true if the monster unmorphs. // //---------------------------------------------------------------------------- bool P_UpdateMorphedMonster (AMorphedMonster *beast) { AActor *actor; if (beast->UnmorphTime == 0 || beast->UnmorphTime > level.time || beast->UnmorphedMe == NULL || beast->flags3 & MF3_STAYMORPHED) { return false; } actor = beast->UnmorphedMe; actor->SetOrigin (beast->x, beast->y, beast->z); actor->flags |= MF_SOLID; beast->flags &= ~MF_SOLID; if (P_TestMobjLocation (actor) == false) { // Didn't fit actor->flags &= ~MF_SOLID; beast->flags |= MF_SOLID; beast->UnmorphTime = level.time + 5*TICRATE; // Next try in 5 seconds return false; } actor->angle = beast->angle; actor->target = beast->target; actor->FriendPlayer = beast->FriendPlayer; actor->flags = beast->FlagsSave & ~MF_JUSTHIT; actor->flags = (actor->flags & ~(MF_FRIENDLY|MF_SHADOW)) | (beast->flags & (MF_FRIENDLY|MF_SHADOW)); actor->flags3 = (actor->flags3 & ~(MF3_NOSIGHTCHECK|MF3_HUNTPLAYERS|MF3_GHOST)) | (beast->flags3 & (MF3_NOSIGHTCHECK|MF3_HUNTPLAYERS|MF3_GHOST)); actor->flags4 = (actor->flags4 & ~MF4_NOHATEPLAYERS) | (beast->flags4 & MF4_NOHATEPLAYERS); if (!(beast->FlagsSave & MF_JUSTHIT)) actor->renderflags &= ~RF_INVISIBLE; actor->health = actor->GetDefault()->health; actor->momx = beast->momx; actor->momy = beast->momy; actor->momz = beast->momz; actor->tid = beast->tid; actor->special = beast->special; memcpy (actor->args, beast->args, sizeof(actor->args)); actor->AddToHash (); beast->UnmorphedMe = NULL; DObject::StaticPointerSubstitution (beast, actor); beast->Destroy (); Spawn (beast->x, beast->y, beast->z + TELEFOGHEIGHT, ALLOW_REPLACE); return true; } // Base class for morphing projectiles -------------------------------------- IMPLEMENT_STATELESS_ACTOR(AMorphProjectile, Any, -1, 0) PROP_Damage (1) PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY) PROP_Flags2 (MF2_NOTELEPORT) END_DEFAULTS int AMorphProjectile::DoSpecialDamage (AActor *target, int damage) { if (target->player) { P_MorphPlayer (target->player, PClass::FindClass (PlayerClass)); } else { P_MorphMonster (target, PClass::FindClass (MonsterClass)); } return -1; } void AMorphProjectile::Serialize (FArchive &arc) { Super::Serialize (arc); arc << PlayerClass << MonsterClass; } // Morphed Monster (you must subclass this to do something useful) --------- IMPLEMENT_POINTY_CLASS (AMorphedMonster) DECLARE_POINTER (UnmorphedMe) END_POINTERS BEGIN_STATELESS_DEFAULTS (AMorphedMonster, Any, -1, 0) PROP_Flags (MF_SOLID|MF_SHOOTABLE) PROP_Flags2 (MF2_MCROSS|MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_PUSHWALL) PROP_Flags3 (MF3_DONTMORPH|MF3_ISMONSTER) END_DEFAULTS void AMorphedMonster::Serialize (FArchive &arc) { Super::Serialize (arc); arc << UnmorphedMe << UnmorphTime << FlagsSave; } void AMorphedMonster::Destroy () { if (UnmorphedMe != NULL) { UnmorphedMe->Destroy (); } Super::Destroy (); } void AMorphedMonster::Die (AActor *source, AActor *inflictor) { // Dead things don't unmorph flags3 |= MF3_STAYMORPHED; Super::Die (source, inflictor); if (UnmorphedMe != NULL && (UnmorphedMe->flags & MF_UNMORPHED)) { UnmorphedMe->health = health; UnmorphedMe->Die (source, inflictor); } } void AMorphedMonster::Tick () { if (!P_UpdateMorphedMonster (this)) { Super::Tick (); } }