gzdoom-gles/wadsrc/static/zscript/shared/morph.txt
Christoph Oelckers 9b1e96262c - P_UndoPlayerMorph scriptified.
Not tested yet and still missing a new native interface.
2019-04-15 21:56:18 +02:00

455 lines
11 KiB
Text

extend class PlayerPawn
{
//===========================================================================
//
// EndAllPowerupEffects
//
// Calls EndEffect() on every Powerup in the inventory list.
//
//===========================================================================
void InitAllPowerupEffects()
{
let item = Inv;
while (item != null)
{
let power = Powerup(item);
if (power != null)
{
power.InitEffect();
}
item = item.Inv;
}
}
//===========================================================================
//
// EndAllPowerupEffects
//
// Calls EndEffect() on every Powerup in the inventory list.
//
//===========================================================================
void EndAllPowerupEffects()
{
let item = Inv;
while (item != null)
{
let power = Powerup(item);
if (power != null)
{
power.EndEffect();
}
item = item.Inv;
}
}
//===========================================================================
//
//
//
//===========================================================================
virtual void ActivateMorphWeapon ()
{
class<Weapon> morphweaponcls = MorphWeapon;
player.PendingWeapon = WP_NOCHANGE;
if (player.ReadyWeapon != null)
{
player.GetPSprite(PSP_WEAPON).y = WEAPONTOP;
}
if (morphweaponcls == null || !(morphweaponcls is 'Weapon'))
{ // No weapon at all while morphed!
player.ReadyWeapon = null;
}
else
{
player.ReadyWeapon = Weapon(FindInventory (morphweaponcls));
if (player.ReadyWeapon == null)
{
player.ReadyWeapon = Weapon(GiveInventoryType (morphweaponcls));
if (player.ReadyWeapon != null)
{
player.ReadyWeapon.GivenAsMorphWeapon = true; // flag is used only by new beastweap semantics in P_UndoPlayerMorph
}
}
if (player.ReadyWeapon != null)
{
player.SetPsprite(PSP_WEAPON, player.ReadyWeapon.GetReadyState());
}
}
if (player.ReadyWeapon != null)
{
player.SetPsprite(PSP_FLASH, null);
}
player.PendingWeapon = WP_NOCHANGE;
}
//---------------------------------------------------------------------------
//
// FUNC P_MorphPlayer
//
// Returns true if the player gets turned into a chicken/pig.
//
// TODO: Allow morphed players to receive weapon sets (not just one weapon),
// since they have their own weapon slots now.
//
//---------------------------------------------------------------------------
virtual bool MorphPlayer(playerinfo activator, Class<PlayerPawn> spawntype, int duration, int style, Class<Actor> enter_flash = null, Class<Actor> exit_flash = null)
{
if (bDontMorph)
{
return false;
}
if (bInvulnerable && (player != activator || !(style & MRF_WHENINVULNERABLE)))
{ // Immune when invulnerable unless this is a power we activated
return false;
}
if (player.morphTics)
{ // Player is already a beast
if ((GetClass() == spawntype) && bCanSuperMorph
&& (player.morphTics < (((duration) ? duration : DEFMORPHTICS) - TICRATE))
&& FindInventory('PowerWeaponLevel2', true) == null)
{ // Make a super chicken
GiveInventoryType ('PowerWeaponLevel2');
}
return false;
}
if (health <= 0)
{ // Dead players cannot morph
return false;
}
if (spawntype == null)
{
return false;
}
if (!(spawntype is 'PlayerPawn'))
{
return false;
}
if (spawntype == GetClass())
{
return false;
}
let morphed = PlayerPawn(Spawn (spawntype, Pos, NO_REPLACE));
EndAllPowerupEffects();
Substitute(morphed);
if ((style & MRF_TRANSFERTRANSLATION) && !morphed.bDontTranslate)
{
morphed.Translation = Translation;
}
if (tid != 0 && (style & MRF_NEWTIDBEHAVIOUR))
{
morphed.ChangeTid(tid);
ChangeTid(0);
}
morphed.Angle = Angle;
morphed.target = target;
morphed.tracer = tracer;
morphed.alternative = self;
morphed.FriendPlayer = FriendPlayer;
morphed.DesignatedTeam = DesignatedTeam;
morphed.Score = Score;
player.PremorphWeapon = player.ReadyWeapon;
morphed.special2 = bSolid * 2 + bShootable * 4 + bInvisible * 0x40; // The factors are for savegame compatibility
morphed.player = player;
if (morphed.ViewHeight > player.viewheight && player.deltaviewheight == 0)
{ // If the new view height is higher than the old one, start moving toward it.
player.deltaviewheight = player.GetDeltaViewHeight();
}
morphed.bShadow |= bShadow;
morphed.bNoGravity |= bNoGravity;
morphed.bFly |= bFly;
morphed.bGhost |= bGhost;
if (enter_flash == null) enter_flash = 'TeleportFog';
let eflash = Spawn(enter_flash, Pos + (0, 0, gameinfo.telefogheight), ALLOW_REPLACE);
let p = player;
player = null;
alternative = morphed;
bSolid = false;
bShootable = false;
bUnmorphed = true;
bInvisible = true;
p.morphTics = (duration) ? duration : DEFMORPHTICS;
// [MH] Used by SBARINFO to speed up face drawing
p.MorphedPlayerClass = spawntype;
p.MorphStyle = style;
if (exit_flash == null) exit_flash = 'TeleportFog';
p.MorphExitFlash = exit_flash;
p.health = morphed.health;
p.mo = morphed;
p.vel = (0, 0);
morphed.ObtainInventory (self);
// Remove all armor
for (Inventory item = morphed.Inv; item != null; )
{
let next = item.Inv;
if (item is 'Armor')
{
item.DepleteOrDestroy();
}
item = next;
}
morphed.InitAllPowerupEffects();
morphed.ActivateMorphWeapon ();
if (p.camera == self) // can this happen?
{
p.camera = morphed;
}
morphed.ScoreIcon = ScoreIcon; // [GRB]
if (eflash)
eflash.target = morphed;
return true;
}
//----------------------------------------------------------------------------
//
// FUNC P_UndoPlayerMorph
//
//----------------------------------------------------------------------------
virtual bool UndoPlayerMorph(playerinfo activator, int unmorphflag = 0, bool force = false)
{
if (alternative == null)
{
return false;
}
let player = self.player;
bool DeliberateUnmorphIsOkay = !!(MRF_STANDARDUNDOING & unmorphflag);
if ((bInvulnerable) // If the player is invulnerable
&& ((player != activator) // and either did not decide to unmorph,
|| (!((player.MorphStyle & MRF_WHENINVULNERABLE) // or the morph style does not allow it
|| (DeliberateUnmorphIsOkay))))) // (but standard morph styles always allow it),
{ // Then the player is immune to the unmorph.
return false;
}
let altmo = PlayerPawn(alternative);
altmo.SetOrigin (Pos, false);
altmo.bSolid = true;
bSolid = false;
if (!force && !altmo.TestMobjLocation())
{ // Didn't fit
altmo.bSolid = false;
bSolid = true;
player.morphTics = 2*TICRATE;
return false;
}
// No longer using tracer as morph storage. That is what 'alternative' is for.
// If the tracer has changed on the morph, change the original too.
altmo.target = target;
altmo.tracer = tracer;
self.player = null;
altmo.alternative = alternative = null;
// Remove the morph power if the morph is being undone prematurely.
for (Inventory item = Inv; item != null;)
{
let next = item.Inv;
if (item is "PowerMorph")
{
item.Destroy();
}
item = next;
}
EndAllPowerupEffects();
altmo.ObtainInventory (self);
Substitute(altmo);
if ((tid != 0) && (player.MorphStyle & MRF_NEWTIDBEHAVIOUR))
{
altmo.ChangeTid(tid);
}
altmo.Angle = Angle;
altmo.player = player;
altmo.reactiontime = 18;
altmo.bSolid = !!(special2 & 2);
altmo.bShootable = !!(special2 & 4);
altmo.bInvisible = !!(special2 & 0x40);
altmo.Vel.XY = (0, 0);
player.Vel = (0, 0);
altmo.Vel.Z = Vel.Z;
altmo.floorz = floorz;
altmo.bShadow = bShadow;
altmo.bNoGravity = bNoGravity;
altmo.bGhost = bGhost;
altmo.Score = Score;
altmo.InitAllPowerupEffects();
let exit_flash = player.MorphExitFlash;
bool correctweapon = !!(player.MorphStyle & MRF_LOSEACTUALWEAPON);
bool undobydeathsaves = !!(player.MorphStyle & MRF_UNDOBYDEATHSAVES);
player.morphTics = 0;
player.MorphedPlayerClass = null;
player.MorphStyle = 0;
player.MorphExitFlash = null;
player.viewheight = altmo.ViewHeight;
Inventory level2 = altmo.FindInventory("PowerWeaponLevel2", true);
if (level2 != null)
{
level2.Destroy ();
}
if ((player.health > 0) || undobydeathsaves)
{
player.health = altmo.health = altmo.SpawnHealth();
}
else // killed when morphed so stay dead
{
altmo.health = player.health;
}
player.mo = altmo;
if (player.camera == self)
{
player.camera = altmo;
}
// [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])
{
if (face != 'None')
{
// Assume root-level base skin to begin with
let skinindex = 0;
let skin = player.GetSkin();
// If a custom skin was in use, then reload it
// or else the base skin for the player class.
if (skin >= PlayerClasses.Size () && skin < PlayerSkins.Size())
{
skinindex = skin;
}
else if (PlayerClasses.Size () > 1)
{
let whatami = altmo.GetClass();
for (int i = 0; i < PlayerClasses.Size (); ++i)
{
if (PlayerClasses[i].Type == whatami)
{
skinindex = i;
break;
}
}
}
}
}
Actor eflash = null;
if (exit_flash != null)
{
eflash = Spawn(exit_flash, Vec3Angle(20., altmo.Angle, gameinfo.telefogheight), ALLOW_REPLACE);
if (eflash) eflash.target = altmo;
}
WeaponSlots.SetupWeaponSlots(altmo); // Use original class's weapon slots.
let beastweap = player.ReadyWeapon;
if (player.PremorphWeapon != null)
{
player.PremorphWeapon.PostMorphWeapon ();
}
else
{
player.ReadyWeapon = player.PendingWeapon = null;
}
if (correctweapon)
{ // Better "lose morphed weapon" semantics
class<Actor> morphweaponcls = MorphWeapon;
if (morphweaponcls != null && morphweaponcls is 'Weapon')
{
let OriginalMorphWeapon = Weapon(altmo.FindInventory (morphweapon));
if ((OriginalMorphWeapon != null) && (OriginalMorphWeapon.GivenAsMorphWeapon))
{ // You don't get to keep your morphed weapon.
if (OriginalMorphWeapon.SisterWeapon != null)
{
OriginalMorphWeapon.SisterWeapon.Destroy ();
}
OriginalMorphWeapon.Destroy ();
}
}
}
else // old behaviour (not really useful now)
{ // Assumptions made here are no longer valid
if (beastweap != null)
{ // You don't get to keep your morphed weapon.
if (beastweap.SisterWeapon != null)
{
beastweap.SisterWeapon.Destroy ();
}
beastweap.Destroy ();
}
}
Destroy ();
// Restore playerclass armor to its normal amount.
let hxarmor = HexenArmor(altmo.FindInventory('HexenArmor'));
if (hxarmor != null)
{
hxarmor.Slots[4] = altmo.HexenArmor[0];
}
return true;
}
}
class MorphProjectile : Actor
{
Class<PlayerPawn> PlayerClass;
Class<Actor> MonsterClass, MorphFlash, UnMorphFlash;
int Duration, MorphStyle;
Default
{
Damage 1;
Projectile;
-ACTIVATEIMPACT
-ACTIVATEPCROSS
}
override int DoSpecialDamage (Actor target, int damage, Name damagetype)
{
if (target.player)
{
target.player.MorphPlayer (NULL, PlayerClass, Duration, MorphStyle, MorphFlash, UnMorphFlash);
}
else
{
target.MorphMonster (MonsterClass, Duration, MorphStyle, MorphFlash, UnMorphFlash);
}
return -1;
}
}
class MorphedMonster : Actor native
{
native Actor UnmorphedMe;
native int UnmorphTime, MorphStyle;
native Class<Actor> MorphExitFlash;
Default
{
Monster;
-COUNTKILL
+FLOORCLIP
}
}