gzdoom-gles/wadsrc/static/zscript/actors/morph.zs
Major Cooke 70f9b649aa Changed Pre/Post(Un)Morph to take the other actor and a boolean indicating direction.
- 'current' is true for the actor that is the new body, false for the old body.
2020-03-08 15:29:09 +01:00

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5.2 KiB
Text

//-----------------------------------------------------------------------------
//
// Copyright 1994-1996 Raven Software
// Copyright 1999-2016 Randy Heit
// Copyright 2002-2018 Christoph Oelckers
// Copyright 2005-2008 Martin Howe
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//-----------------------------------------------------------------------------
//
extend class Actor
{
virtual Actor, int, int MorphedDeath()
{
return null, 0, 0;
}
// [MC] Called when an actor morphs, on both the previous form (!current) and present form (current).
virtual void PreMorph(Actor mo, bool current) {}
virtual void PostMorph(Actor mo, bool current) {}
virtual void PreUnmorph(Actor mo, bool current) {}
virtual void PostUnmorph(Actor mo, bool current) {}
//===========================================================================
//
// Main entry point
//
//===========================================================================
virtual bool Morph(Actor activator, class<PlayerPawn> playerclass, class<MorphedMonster> monsterclass, int duration = 0, int style = 0, class<Actor> morphflash = null, class<Actor>unmorphflash = null)
{
if (player != null && player.mo != null && playerclass != null)
{
return player.mo.MorphPlayer(activator? activator.player : null, playerclass, duration, style, morphflash, unmorphflash);
}
else
{
return MorphMonster(monsterclass, duration, style, morphflash, unmorphflash);
}
}
//===========================================================================
//
// Action function variant whose arguments differ from the generic one.
//
//===========================================================================
bool A_Morph(class<Actor> type, int duration = 0, int style = 0, class<Actor> morphflash = null, class<Actor>unmorphflash = null)
{
if (self.player != null)
{
let playerclass = (class<PlayerPawn>)(type);
if (playerclass && self.player.mo != null) return player.mo.MorphPlayer(self.player, playerclass, duration, style, morphflash, unmorphflash);
}
else
{
return MorphMonster(type, duration, style, morphflash, unmorphflash);
}
return false;
}
//===========================================================================
//
// Main entry point
//
//===========================================================================
virtual bool UnMorph(Actor activator, int flags, bool force)
{
if (player)
{
return player.mo.UndoPlayerMorph(activator? activator.player : null, flags, force);
}
else
{
let morphed = MorphedMonster(self);
if (morphed)
return morphed.UndoMonsterMorph(force);
}
return false;
}
//---------------------------------------------------------------------------
//
// FUNC P_MorphMonster
//
// Returns true if the monster gets turned into a chicken/pig.
//
//---------------------------------------------------------------------------
virtual bool MorphMonster (Class<Actor> spawntype, int duration, int style, Class<Actor> enter_flash, Class<Actor> exit_flash)
{
if (player || spawntype == NULL || bDontMorph || !bIsMonster || !(spawntype is 'MorphedMonster'))
{
return false;
}
let morphed = MorphedMonster(Spawn (spawntype, Pos, NO_REPLACE));
// [MC] Notify that we're just about to start the transfer.
PreMorph(morphed, false); // False: No longer the current.
morphed.PreMorph(self, true); // True: Becoming this actor.
Substitute (morphed);
if ((style & MRF_TRANSFERTRANSLATION) && !morphed.bDontTranslate)
{
morphed.Translation = Translation;
}
morphed.ChangeTid(tid);
ChangeTid(0);
morphed.Angle = Angle;
morphed.UnmorphedMe = self;
morphed.Alpha = Alpha;
morphed.RenderStyle = RenderStyle;
morphed.Score = Score;
morphed.UnmorphTime = level.time + ((duration) ? duration : DEFMORPHTICS) + random[morphmonst]();
morphed.MorphStyle = style;
morphed.MorphExitFlash = (exit_flash) ? exit_flash : (class<Actor>)("TeleportFog");
morphed.FlagsSave = bSolid * 2 + bShootable * 4 + bInvisible * 0x40; // The factors are for savegame compatibility
morphed.special = special;
morphed.args[0] = args[0];
morphed.args[1] = args[1];
morphed.args[2] = args[2];
morphed.args[3] = args[3];
morphed.args[4] = args[4];
morphed.CopyFriendliness (self, true);
morphed.bShadow |= bShadow;
morphed.bGhost |= bGhost;
special = 0;
bSolid = false;
bShootable = false;
bUnmorphed = true;
bInvisible = true;
let eflash = Spawn(enter_flash ? enter_flash : (class<Actor>)("TeleportFog"), Pos + (0, 0, gameinfo.TELEFOGHEIGHT), ALLOW_REPLACE);
if (eflash)
eflash.target = morphed;
PostMorph(morphed, false);
morphed.PostMorph(self, true);
return true;
}
}