gzdoom-last-svn/src/g_shared/a_morph.cpp

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#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"
- Fixed: The players were not added to FS's list of spawned things. - Update to ZDoom r882 - Added the option to use $ as a prefix to a string table name everywhere in MAPINFO where 'lookup' could be specified so that there is one consistent way to do it. - Externalized all default episode definitions. Added an 'optional' keyword to handle M4 and 5 in Doom and Heretic. - Added P_CheckMapData function and replaced all calls to P_OpenMapData that only checked for a map's presence with it. - Added Martin Howe's player statusbar face submission. - Added an 'adddefaultmap' option for MAPINFO. This is the same as 'defaultmap' but keeps all existing information in the default and just adds to it. This is needed because Hexen and Strife set some information in their base MAPINFO and using 'defaultmap' in a PWAD would override that. - Fixed: Using MAPINFO's f1 option could cause memory leaks. - Added option to load lumps by full name to several places: * Finale texts loaded from a text lump * Demos * Local SNDINFOs * Local SNDSEQs * Image names in FONTDEFS * intermission script names - Changed the STCFN121 handling. The character is not an 'I' but a '|' so instead of discarding it it should be inserted at position 124. - Renamed indexfont.fon to indexfont so that I could remove a special case from V_GetFont that was just added for this one font. - Added a 'dumpspawnedthings' CVAR that enables a listing of all things in the map and the actor type they spawned. SBarInfo Update #16 - Added: fillzeros flag for drawnumber. When set the string will always have a length of the specified size and zeros will fill in for the missing places. If the number is negative the negative sign will take the place of the last digit. - Added: globalarray type to drawnumber which will display the value in a global array with the index set to the player's number. Untested. - Added: isselected command to SBarInfo. - Fixed: Bi and Tri colored numbers didn't work. - Fixed: Crash when using nullimage as the last image in drawswitchableimage. - Applied Graf suggestion to include the y coord when calulating heights to fix most of the gaps caused by round off errors. At least for now anyways and it is only applied for drawimage. - SBarInfo inventory bars have been converted to use screen->DrawTexture() - Increased limit for demon/melee to 4. - Fixed: P_CheckSwitchRange accessed invalid memory when testing a one-sided line. - Fixed: P_SpawnPuff assumed that all melee attacks have the same range (MELEERANGE) and didn't set the puff to its melee state if the range was different. Even worse, it checked a global variable for this so the behavior was undefined when P_SpawnPuff was called from anywhere else but P_LineAttack. To reduce the amount of parameters I combined this information with the hitthing and temporary parameters into one flags parameter. Also changed P_LineAttack so that it gets passed an additional parameter that specifies whether the attack is a melee attack or not and set this to true in all calls that are to be considered melee attacks. I couldn't use the damage type because A_CustomPunch and A_CustomMeleeAttack allow passing any damage type they want. - Added a sprite option as an alternative of particles for FX_ROCKET and FX_GRENADE. - Fixed: The minimum parameter count for ACS_Execute and ACS_ExecuteAlways for DECORATE was wrong (2 instead of 1.) - Changed: Hexen set every cluster to be a hub if it hadn't been defined before a level using this cluster. Now it will only do that if HexenHack is true, i.e. when original Hexen format MAPINFOs are parsed. For ZDoom format MAPINFOs it will now be the same as for the other games which means that 'hub' has to be declared explicitly. - Added an Idle state that is entered in place of the spawn state if a monster has to return to its inactive state if it can't find any more targets. - Added MF5_NOINTERACTION flag which completely disables all physics related code for any actor with this flag. Mostly useful for particle effects where the actors just move a certain distance and then disappear. - Removed the last remains of the antialias precalculation code from am_map.cpp because it was no longer used. - Fixed: Two-sided lines bordering a secret sector were not drawn in the proper color - Fixed: The automap didn't check ACS_LockedExecuteDoor for its lock color. - Switched sounds local to the listener from head-relative 3D sounds to 2D sounds so stereo sounds have full separation. I tried using set3DSpread, but that still caused some blending of the channels. - Changed FScanner so that opening a lump gives the complete wad+lump name rather than a generic one, so identifying errors among files that all have the same lump name no longer involves any degree of guesswork in determining exactly which file the error occurred in. - Added a check to S_ParseSndSeq() for SNDSEQ lumps with unterminated final sequences. - Fixed: Parts of s_sndseq.cpp that scan the Sequences array need NULL pointer checks, in case an improper sequence was encountered during parsing but not early enough to avoid creating a slot for it in the array. - Added support for dumping from RAW/DRO/IMF files, so now anything that can be played as OPL can also be dumped. - Removed the opl_enable cvar, since OPL playback is now selectable as just another MIDI device. - Added support for DRO playback and dual-chip RAW playback. - Removed MUS support from OPLMUSSong, since using the OPLMIDIDevice with MUSSong2 works just as well. There are still lots of leftover bits in the class that should probably be removed at some point, too. - Added dual-chip dumping support for the RAW format. - Added DosBox Raw OPL (.DRO) dumping support. For whatever reason, in_adlib calculates the song length for this format wrong, even though the exact length is stored right in the header. (But in_adlib seems buggy in general; too bad it's the only Windows version of Adplug that seems to exist.) - Rewrote the OPL dumper to work with MIDI as well as MUS. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@86 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-05 13:28:48 +00:00
#include "sbar.h"
Update to ZDoom r894: - Eliminated all use of global variables used as output for P_CheckPosition and P_TryMove. Moved BlockingLine and BlockingMobj into AActor because the global variables can be easily overwritten with certain DECORATE constructs. - Removed some unnecessary morphing code. - Fixed some bugs in the HIRESTEX parser. - Added floating point support and #include and #define tokens to FParseContext Not used yet. - replaced the value scanning code in FParseContext::GetToken with calls to strtol. - Changed XlatParseContext::FindToken to do a binary search over the valid token names. - Fixed: The check arrays for BlockThingsIterators were not properly freed and each iterator allocated a new one as a result. - Split the Xlat parser context class into a generic part that can be used for other Lemon-based parsers in the future and a smaller Xlat-specific part. - Changed: P_TeleportMove now always sets BlockingLine to NULL and P_FindFloorCeiling doesn't set it at all. The way it was set in PIT_FindFloorCeiling didn't look correct. (Note: It's amazing how easy it is to break P_TryMove et.al. with DECORATE if you just know which combinations of code pointers will cause problems. This definitely needs to be addressed.) - Changed P_FindFloorCeiling so that it doesn't need global variables anymore. I also moved the code to set the calling actor's information into this function because that's all it is used for. This also fixes another bug: - AInventory::BecomePickup called P_FindFloorCeiling to get proper position values for the item but never set the item's information to the return value of this call. - Removed the check for Heretic when playing *evillaugh when using the Chaos Device. This sound is not defined by the other games so it won't play by default. - Added MORPH_UNDOMORPHBYTOMEOFPOWER and MORPH_UNDOMORPHBYCHAOSDEVICE flags for the morph style so that the special behavior of these two items can be switched on and off. - Added Martin Howe's morph system enhancement. - Removed PT_EARLYOUT from P_PathTraverse because it wasn't used anywhere. - Rewrote BlockThingsIterator code not to use callbacks anymore. - Fixed: PIT_FindFloorCeiling required tmx and tmy to be set but P_FindFloorCeiling never did that. - Merged Check_Sides and PIT_CrossLine into A_PainShootSkull. - Replaced P_BlockLinesIterator with FBlockLinesIterator in all places it was used. This also allowed to remove all the global variable saving in P_CreateSecNodeList. - Added a new FBlockLinesIterator class that doesn't need a callback function because debugging the previous bug proved to be a bit annoying because it involved a P_BlockLinesIterator loop. - Fixed: The MBF code to move monsters away from dropoffs did not work as intended due to some random decisions in P_DoNewChaseDir. When in the avoiding dropoff mode these are ignored now. This should cure the problem that monsters hanging over a dropoff tended to drop down. - Added a NOTIMEFREEZE flag that excludes actors from being affected by the time freezer powerup. - Changed: Empty pickup messages are no longer printed. - Changed secret sector drawing in automap so that lines with the ML_SECRET flag are only drawn as part of a secret sector if that secret has already been found, even if the option is set to always show secret sectors. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@88 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-08 22:32:52 +00:00
#include "a_morph.h"
static FRandom pr_morphmonst ("MorphMonster");
//---------------------------------------------------------------------------
//
// FUNC P_MorphPlayer
//
// Returns true if the player gets turned into a chicken/pig.
//
//---------------------------------------------------------------------------
Update to ZDoom r905: - Added Martin Howe's morph system update. - Added support for defining composite textures in HIRESTEX. It is not fully tested and right now can't do much more than the old TEXTUREx method. - Added a few NULL pointer checks to the texture code. - Made duplicate class names in DECORATE non-fatal. There is really no stability concern here and the worst that can happen is that the wrong actor is spawned. This was a constant hassle when testing with WADs that contain duplicate resources. - Removed some GCC warnings. - Fixed: MinGW doesn't have _get_pgmptr(), so it couldn't compile i_main.cpp. - Fixed: MOD_WAVETABLE and MOD_SWSYNTH are not defined by w32api, so MinGW failed compiling the new MIDI code. - Fixed: LocalSndInfo and LocalSndSeq in S_Start() need to be const char pointers, since "" is a constant. - Fixed: parsecontext.h was missing a newline at the end of the file. - Fixed: Timidity::Channel::mono, rpn, and nrpn were not initialized. In particular, this meant that every channel was almost certainly in mono mode, which can sound pretty bad if the song isn't meant to be played that way. - Added bank numbers to the MIDI precaching for Timidity, since I guess I do need to care about banks, if even the Duke MIDIs use various banks. - Fixed: snd_midiprecache only exists in Win32 builds, so gameconfigfile.cpp shouldn't unconditionally link against it. - Fixed: pre_resample() was still disabled, and it left two samples at the end of the new wave data uninitialized. - Moved the xmap table from timidity/tables.cpp to playmidi.cpp. Now I can get rid of timidity/tables.cpp, which conflicts in name with the main Doom tables.cpp. (And interestingly, VC++ automatically renamed the object file, so I wasn't aware of the problem with GCC.) - Added a Gets function to the FileReader class which I planned to use to enable Timidity to read its config and sound patches from Zips. I put this on hold though after finding out that the sound quality isn't even near that of Timidity++. - GCC-Fixes (FString::GetChars() for Printf calls) - Added a dummy Weapon.NOLMS flag so that Skulltag weapons using this flag can be loaded - Changed the MIDIStreamer to send the all notes off controller to each channel when restarting the song, rather than emitting a single note off event which only has 1 in 127 chance of being for a note that's playing on that channel. Then I decided it would probably be a good idea to reset all the controllers as well. - Increasing the size of the internal Timidity stream buffer from 1/14 sec (copied from the OPL player) improved its sound dramatically, so apparently Timidity has issues with short stream buffers. It's now at 1/2 sec in length. However, there seems to be something weird going on with corazonazul_ff6boss.mid near the beginning where it stops and immediately restarts a guitar on the exact same note. - Added a new sound debugging cvar: snd_drawoutput, which can show various oscilloscopes and spectrums. - Eliminated some more global variables (onmobj, DoRipping, LastRipped, MissileActor, bulletpitch and linetarget.) - Internal TiMidity now plays music. Unfortunately, it doesn't sound right. :( - Changed the progdir global variable into an FString. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@90 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-12 18:59:23 +00:00
bool P_MorphPlayer (player_t *activator, player_t *p, const PClass *spawntype, int duration, int style, const PClass *enter_flash, const PClass *exit_flash)
{
AInventory *item;
APlayerPawn *morphed;
APlayerPawn *actor;
actor = p->mo;
if (actor == NULL)
{
return false;
}
if (actor->flags3 & MF3_DONTMORPH)
{
return false;
}
Update to ZDoom r905: - Added Martin Howe's morph system update. - Added support for defining composite textures in HIRESTEX. It is not fully tested and right now can't do much more than the old TEXTUREx method. - Added a few NULL pointer checks to the texture code. - Made duplicate class names in DECORATE non-fatal. There is really no stability concern here and the worst that can happen is that the wrong actor is spawned. This was a constant hassle when testing with WADs that contain duplicate resources. - Removed some GCC warnings. - Fixed: MinGW doesn't have _get_pgmptr(), so it couldn't compile i_main.cpp. - Fixed: MOD_WAVETABLE and MOD_SWSYNTH are not defined by w32api, so MinGW failed compiling the new MIDI code. - Fixed: LocalSndInfo and LocalSndSeq in S_Start() need to be const char pointers, since "" is a constant. - Fixed: parsecontext.h was missing a newline at the end of the file. - Fixed: Timidity::Channel::mono, rpn, and nrpn were not initialized. In particular, this meant that every channel was almost certainly in mono mode, which can sound pretty bad if the song isn't meant to be played that way. - Added bank numbers to the MIDI precaching for Timidity, since I guess I do need to care about banks, if even the Duke MIDIs use various banks. - Fixed: snd_midiprecache only exists in Win32 builds, so gameconfigfile.cpp shouldn't unconditionally link against it. - Fixed: pre_resample() was still disabled, and it left two samples at the end of the new wave data uninitialized. - Moved the xmap table from timidity/tables.cpp to playmidi.cpp. Now I can get rid of timidity/tables.cpp, which conflicts in name with the main Doom tables.cpp. (And interestingly, VC++ automatically renamed the object file, so I wasn't aware of the problem with GCC.) - Added a Gets function to the FileReader class which I planned to use to enable Timidity to read its config and sound patches from Zips. I put this on hold though after finding out that the sound quality isn't even near that of Timidity++. - GCC-Fixes (FString::GetChars() for Printf calls) - Added a dummy Weapon.NOLMS flag so that Skulltag weapons using this flag can be loaded - Changed the MIDIStreamer to send the all notes off controller to each channel when restarting the song, rather than emitting a single note off event which only has 1 in 127 chance of being for a note that's playing on that channel. Then I decided it would probably be a good idea to reset all the controllers as well. - Increasing the size of the internal Timidity stream buffer from 1/14 sec (copied from the OPL player) improved its sound dramatically, so apparently Timidity has issues with short stream buffers. It's now at 1/2 sec in length. However, there seems to be something weird going on with corazonazul_ff6boss.mid near the beginning where it stops and immediately restarts a guitar on the exact same note. - Added a new sound debugging cvar: snd_drawoutput, which can show various oscilloscopes and spectrums. - Eliminated some more global variables (onmobj, DoRipping, LastRipped, MissileActor, bulletpitch and linetarget.) - Internal TiMidity now plays music. Unfortunately, it doesn't sound right. :( - Changed the progdir global variable into an FString. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@90 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-12 18:59:23 +00:00
if ((p->mo->flags2 & MF2_INVULNERABLE) && ((p != activator) || (!(style & MORPH_WHENINVULNERABLE))))
{ // Immune when invulnerable unless this is a power we activated
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;
}
- Fixed: The players were not added to FS's list of spawned things. - Update to ZDoom r882 - Added the option to use $ as a prefix to a string table name everywhere in MAPINFO where 'lookup' could be specified so that there is one consistent way to do it. - Externalized all default episode definitions. Added an 'optional' keyword to handle M4 and 5 in Doom and Heretic. - Added P_CheckMapData function and replaced all calls to P_OpenMapData that only checked for a map's presence with it. - Added Martin Howe's player statusbar face submission. - Added an 'adddefaultmap' option for MAPINFO. This is the same as 'defaultmap' but keeps all existing information in the default and just adds to it. This is needed because Hexen and Strife set some information in their base MAPINFO and using 'defaultmap' in a PWAD would override that. - Fixed: Using MAPINFO's f1 option could cause memory leaks. - Added option to load lumps by full name to several places: * Finale texts loaded from a text lump * Demos * Local SNDINFOs * Local SNDSEQs * Image names in FONTDEFS * intermission script names - Changed the STCFN121 handling. The character is not an 'I' but a '|' so instead of discarding it it should be inserted at position 124. - Renamed indexfont.fon to indexfont so that I could remove a special case from V_GetFont that was just added for this one font. - Added a 'dumpspawnedthings' CVAR that enables a listing of all things in the map and the actor type they spawned. SBarInfo Update #16 - Added: fillzeros flag for drawnumber. When set the string will always have a length of the specified size and zeros will fill in for the missing places. If the number is negative the negative sign will take the place of the last digit. - Added: globalarray type to drawnumber which will display the value in a global array with the index set to the player's number. Untested. - Added: isselected command to SBarInfo. - Fixed: Bi and Tri colored numbers didn't work. - Fixed: Crash when using nullimage as the last image in drawswitchableimage. - Applied Graf suggestion to include the y coord when calulating heights to fix most of the gaps caused by round off errors. At least for now anyways and it is only applied for drawimage. - SBarInfo inventory bars have been converted to use screen->DrawTexture() - Increased limit for demon/melee to 4. - Fixed: P_CheckSwitchRange accessed invalid memory when testing a one-sided line. - Fixed: P_SpawnPuff assumed that all melee attacks have the same range (MELEERANGE) and didn't set the puff to its melee state if the range was different. Even worse, it checked a global variable for this so the behavior was undefined when P_SpawnPuff was called from anywhere else but P_LineAttack. To reduce the amount of parameters I combined this information with the hitthing and temporary parameters into one flags parameter. Also changed P_LineAttack so that it gets passed an additional parameter that specifies whether the attack is a melee attack or not and set this to true in all calls that are to be considered melee attacks. I couldn't use the damage type because A_CustomPunch and A_CustomMeleeAttack allow passing any damage type they want. - Added a sprite option as an alternative of particles for FX_ROCKET and FX_GRENADE. - Fixed: The minimum parameter count for ACS_Execute and ACS_ExecuteAlways for DECORATE was wrong (2 instead of 1.) - Changed: Hexen set every cluster to be a hub if it hadn't been defined before a level using this cluster. Now it will only do that if HexenHack is true, i.e. when original Hexen format MAPINFOs are parsed. For ZDoom format MAPINFOs it will now be the same as for the other games which means that 'hub' has to be declared explicitly. - Added an Idle state that is entered in place of the spawn state if a monster has to return to its inactive state if it can't find any more targets. - Added MF5_NOINTERACTION flag which completely disables all physics related code for any actor with this flag. Mostly useful for particle effects where the actors just move a certain distance and then disappear. - Removed the last remains of the antialias precalculation code from am_map.cpp because it was no longer used. - Fixed: Two-sided lines bordering a secret sector were not drawn in the proper color - Fixed: The automap didn't check ACS_LockedExecuteDoor for its lock color. - Switched sounds local to the listener from head-relative 3D sounds to 2D sounds so stereo sounds have full separation. I tried using set3DSpread, but that still caused some blending of the channels. - Changed FScanner so that opening a lump gives the complete wad+lump name rather than a generic one, so identifying errors among files that all have the same lump name no longer involves any degree of guesswork in determining exactly which file the error occurred in. - Added a check to S_ParseSndSeq() for SNDSEQ lumps with unterminated final sequences. - Fixed: Parts of s_sndseq.cpp that scan the Sequences array need NULL pointer checks, in case an improper sequence was encountered during parsing but not early enough to avoid creating a slot for it in the array. - Added support for dumping from RAW/DRO/IMF files, so now anything that can be played as OPL can also be dumped. - Removed the opl_enable cvar, since OPL playback is now selectable as just another MIDI device. - Added support for DRO playback and dual-chip RAW playback. - Removed MUS support from OPLMUSSong, since using the OPLMIDIDevice with MUSSong2 works just as well. There are still lots of leftover bits in the class that should probably be removed at some point, too. - Added dual-chip dumping support for the RAW format. - Added DosBox Raw OPL (.DRO) dumping support. For whatever reason, in_adlib calculates the song length for this format wrong, even though the exact length is stored right in the header. (But in_adlib seems buggy in general; too bad it's the only Windows version of Adplug that seems to exist.) - Rewrote the OPL dumper to work with MIDI as well as MUS. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@86 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-05 13:28:48 +00:00
if (spawntype == p->mo->GetClass())
{
return false;
}
morphed = static_cast<APlayerPawn *>(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;
Update to ZDoom r894: - Eliminated all use of global variables used as output for P_CheckPosition and P_TryMove. Moved BlockingLine and BlockingMobj into AActor because the global variables can be easily overwritten with certain DECORATE constructs. - Removed some unnecessary morphing code. - Fixed some bugs in the HIRESTEX parser. - Added floating point support and #include and #define tokens to FParseContext Not used yet. - replaced the value scanning code in FParseContext::GetToken with calls to strtol. - Changed XlatParseContext::FindToken to do a binary search over the valid token names. - Fixed: The check arrays for BlockThingsIterators were not properly freed and each iterator allocated a new one as a result. - Split the Xlat parser context class into a generic part that can be used for other Lemon-based parsers in the future and a smaller Xlat-specific part. - Changed: P_TeleportMove now always sets BlockingLine to NULL and P_FindFloorCeiling doesn't set it at all. The way it was set in PIT_FindFloorCeiling didn't look correct. (Note: It's amazing how easy it is to break P_TryMove et.al. with DECORATE if you just know which combinations of code pointers will cause problems. This definitely needs to be addressed.) - Changed P_FindFloorCeiling so that it doesn't need global variables anymore. I also moved the code to set the calling actor's information into this function because that's all it is used for. This also fixes another bug: - AInventory::BecomePickup called P_FindFloorCeiling to get proper position values for the item but never set the item's information to the return value of this call. - Removed the check for Heretic when playing *evillaugh when using the Chaos Device. This sound is not defined by the other games so it won't play by default. - Added MORPH_UNDOMORPHBYTOMEOFPOWER and MORPH_UNDOMORPHBYCHAOSDEVICE flags for the morph style so that the special behavior of these two items can be switched on and off. - Added Martin Howe's morph system enhancement. - Removed PT_EARLYOUT from P_PathTraverse because it wasn't used anywhere. - Rewrote BlockThingsIterator code not to use callbacks anymore. - Fixed: PIT_FindFloorCeiling required tmx and tmy to be set but P_FindFloorCeiling never did that. - Merged Check_Sides and PIT_CrossLine into A_PainShootSkull. - Replaced P_BlockLinesIterator with FBlockLinesIterator in all places it was used. This also allowed to remove all the global variable saving in P_CreateSecNodeList. - Added a new FBlockLinesIterator class that doesn't need a callback function because debugging the previous bug proved to be a bit annoying because it involved a P_BlockLinesIterator loop. - Fixed: The MBF code to move monsters away from dropoffs did not work as intended due to some random decisions in P_DoNewChaseDir. When in the avoiding dropoff mode these are ignored now. This should cure the problem that monsters hanging over a dropoff tended to drop down. - Added a NOTIMEFREEZE flag that excludes actors from being affected by the time freezer powerup. - Changed: Empty pickup messages are no longer printed. - Changed secret sector drawing in automap so that lines with the ML_SECRET flag are only drawn as part of a secret sector if that secret has already been found, even if the option is set to always show secret sectors. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@88 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-08 22:32:52 +00:00
Spawn(((enter_flash) ? enter_flash : RUNTIME_CLASS(ATeleportFog)), 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;
Update to ZDoom r894: - Eliminated all use of global variables used as output for P_CheckPosition and P_TryMove. Moved BlockingLine and BlockingMobj into AActor because the global variables can be easily overwritten with certain DECORATE constructs. - Removed some unnecessary morphing code. - Fixed some bugs in the HIRESTEX parser. - Added floating point support and #include and #define tokens to FParseContext Not used yet. - replaced the value scanning code in FParseContext::GetToken with calls to strtol. - Changed XlatParseContext::FindToken to do a binary search over the valid token names. - Fixed: The check arrays for BlockThingsIterators were not properly freed and each iterator allocated a new one as a result. - Split the Xlat parser context class into a generic part that can be used for other Lemon-based parsers in the future and a smaller Xlat-specific part. - Changed: P_TeleportMove now always sets BlockingLine to NULL and P_FindFloorCeiling doesn't set it at all. The way it was set in PIT_FindFloorCeiling didn't look correct. (Note: It's amazing how easy it is to break P_TryMove et.al. with DECORATE if you just know which combinations of code pointers will cause problems. This definitely needs to be addressed.) - Changed P_FindFloorCeiling so that it doesn't need global variables anymore. I also moved the code to set the calling actor's information into this function because that's all it is used for. This also fixes another bug: - AInventory::BecomePickup called P_FindFloorCeiling to get proper position values for the item but never set the item's information to the return value of this call. - Removed the check for Heretic when playing *evillaugh when using the Chaos Device. This sound is not defined by the other games so it won't play by default. - Added MORPH_UNDOMORPHBYTOMEOFPOWER and MORPH_UNDOMORPHBYCHAOSDEVICE flags for the morph style so that the special behavior of these two items can be switched on and off. - Added Martin Howe's morph system enhancement. - Removed PT_EARLYOUT from P_PathTraverse because it wasn't used anywhere. - Rewrote BlockThingsIterator code not to use callbacks anymore. - Fixed: PIT_FindFloorCeiling required tmx and tmy to be set but P_FindFloorCeiling never did that. - Merged Check_Sides and PIT_CrossLine into A_PainShootSkull. - Replaced P_BlockLinesIterator with FBlockLinesIterator in all places it was used. This also allowed to remove all the global variable saving in P_CreateSecNodeList. - Added a new FBlockLinesIterator class that doesn't need a callback function because debugging the previous bug proved to be a bit annoying because it involved a P_BlockLinesIterator loop. - Fixed: The MBF code to move monsters away from dropoffs did not work as intended due to some random decisions in P_DoNewChaseDir. When in the avoiding dropoff mode these are ignored now. This should cure the problem that monsters hanging over a dropoff tended to drop down. - Added a NOTIMEFREEZE flag that excludes actors from being affected by the time freezer powerup. - Changed: Empty pickup messages are no longer printed. - Changed secret sector drawing in automap so that lines with the ML_SECRET flag are only drawn as part of a secret sector if that secret has already been found, even if the option is set to always show secret sectors. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@88 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-08 22:32:52 +00:00
p->morphTics = (duration) ? duration : MORPHTICS;
- Fixed: The players were not added to FS's list of spawned things. - Update to ZDoom r882 - Added the option to use $ as a prefix to a string table name everywhere in MAPINFO where 'lookup' could be specified so that there is one consistent way to do it. - Externalized all default episode definitions. Added an 'optional' keyword to handle M4 and 5 in Doom and Heretic. - Added P_CheckMapData function and replaced all calls to P_OpenMapData that only checked for a map's presence with it. - Added Martin Howe's player statusbar face submission. - Added an 'adddefaultmap' option for MAPINFO. This is the same as 'defaultmap' but keeps all existing information in the default and just adds to it. This is needed because Hexen and Strife set some information in their base MAPINFO and using 'defaultmap' in a PWAD would override that. - Fixed: Using MAPINFO's f1 option could cause memory leaks. - Added option to load lumps by full name to several places: * Finale texts loaded from a text lump * Demos * Local SNDINFOs * Local SNDSEQs * Image names in FONTDEFS * intermission script names - Changed the STCFN121 handling. The character is not an 'I' but a '|' so instead of discarding it it should be inserted at position 124. - Renamed indexfont.fon to indexfont so that I could remove a special case from V_GetFont that was just added for this one font. - Added a 'dumpspawnedthings' CVAR that enables a listing of all things in the map and the actor type they spawned. SBarInfo Update #16 - Added: fillzeros flag for drawnumber. When set the string will always have a length of the specified size and zeros will fill in for the missing places. If the number is negative the negative sign will take the place of the last digit. - Added: globalarray type to drawnumber which will display the value in a global array with the index set to the player's number. Untested. - Added: isselected command to SBarInfo. - Fixed: Bi and Tri colored numbers didn't work. - Fixed: Crash when using nullimage as the last image in drawswitchableimage. - Applied Graf suggestion to include the y coord when calulating heights to fix most of the gaps caused by round off errors. At least for now anyways and it is only applied for drawimage. - SBarInfo inventory bars have been converted to use screen->DrawTexture() - Increased limit for demon/melee to 4. - Fixed: P_CheckSwitchRange accessed invalid memory when testing a one-sided line. - Fixed: P_SpawnPuff assumed that all melee attacks have the same range (MELEERANGE) and didn't set the puff to its melee state if the range was different. Even worse, it checked a global variable for this so the behavior was undefined when P_SpawnPuff was called from anywhere else but P_LineAttack. To reduce the amount of parameters I combined this information with the hitthing and temporary parameters into one flags parameter. Also changed P_LineAttack so that it gets passed an additional parameter that specifies whether the attack is a melee attack or not and set this to true in all calls that are to be considered melee attacks. I couldn't use the damage type because A_CustomPunch and A_CustomMeleeAttack allow passing any damage type they want. - Added a sprite option as an alternative of particles for FX_ROCKET and FX_GRENADE. - Fixed: The minimum parameter count for ACS_Execute and ACS_ExecuteAlways for DECORATE was wrong (2 instead of 1.) - Changed: Hexen set every cluster to be a hub if it hadn't been defined before a level using this cluster. Now it will only do that if HexenHack is true, i.e. when original Hexen format MAPINFOs are parsed. For ZDoom format MAPINFOs it will now be the same as for the other games which means that 'hub' has to be declared explicitly. - Added an Idle state that is entered in place of the spawn state if a monster has to return to its inactive state if it can't find any more targets. - Added MF5_NOINTERACTION flag which completely disables all physics related code for any actor with this flag. Mostly useful for particle effects where the actors just move a certain distance and then disappear. - Removed the last remains of the antialias precalculation code from am_map.cpp because it was no longer used. - Fixed: Two-sided lines bordering a secret sector were not drawn in the proper color - Fixed: The automap didn't check ACS_LockedExecuteDoor for its lock color. - Switched sounds local to the listener from head-relative 3D sounds to 2D sounds so stereo sounds have full separation. I tried using set3DSpread, but that still caused some blending of the channels. - Changed FScanner so that opening a lump gives the complete wad+lump name rather than a generic one, so identifying errors among files that all have the same lump name no longer involves any degree of guesswork in determining exactly which file the error occurred in. - Added a check to S_ParseSndSeq() for SNDSEQ lumps with unterminated final sequences. - Fixed: Parts of s_sndseq.cpp that scan the Sequences array need NULL pointer checks, in case an improper sequence was encountered during parsing but not early enough to avoid creating a slot for it in the array. - Added support for dumping from RAW/DRO/IMF files, so now anything that can be played as OPL can also be dumped. - Removed the opl_enable cvar, since OPL playback is now selectable as just another MIDI device. - Added support for DRO playback and dual-chip RAW playback. - Removed MUS support from OPLMUSSong, since using the OPLMIDIDevice with MUSSong2 works just as well. There are still lots of leftover bits in the class that should probably be removed at some point, too. - Added dual-chip dumping support for the RAW format. - Added DosBox Raw OPL (.DRO) dumping support. For whatever reason, in_adlib calculates the song length for this format wrong, even though the exact length is stored right in the header. (But in_adlib seems buggy in general; too bad it's the only Windows version of Adplug that seems to exist.) - Rewrote the OPL dumper to work with MIDI as well as MUS. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@86 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-05 13:28:48 +00:00
// [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;
}
}
Update to ZDoom r894: - Eliminated all use of global variables used as output for P_CheckPosition and P_TryMove. Moved BlockingLine and BlockingMobj into AActor because the global variables can be easily overwritten with certain DECORATE constructs. - Removed some unnecessary morphing code. - Fixed some bugs in the HIRESTEX parser. - Added floating point support and #include and #define tokens to FParseContext Not used yet. - replaced the value scanning code in FParseContext::GetToken with calls to strtol. - Changed XlatParseContext::FindToken to do a binary search over the valid token names. - Fixed: The check arrays for BlockThingsIterators were not properly freed and each iterator allocated a new one as a result. - Split the Xlat parser context class into a generic part that can be used for other Lemon-based parsers in the future and a smaller Xlat-specific part. - Changed: P_TeleportMove now always sets BlockingLine to NULL and P_FindFloorCeiling doesn't set it at all. The way it was set in PIT_FindFloorCeiling didn't look correct. (Note: It's amazing how easy it is to break P_TryMove et.al. with DECORATE if you just know which combinations of code pointers will cause problems. This definitely needs to be addressed.) - Changed P_FindFloorCeiling so that it doesn't need global variables anymore. I also moved the code to set the calling actor's information into this function because that's all it is used for. This also fixes another bug: - AInventory::BecomePickup called P_FindFloorCeiling to get proper position values for the item but never set the item's information to the return value of this call. - Removed the check for Heretic when playing *evillaugh when using the Chaos Device. This sound is not defined by the other games so it won't play by default. - Added MORPH_UNDOMORPHBYTOMEOFPOWER and MORPH_UNDOMORPHBYCHAOSDEVICE flags for the morph style so that the special behavior of these two items can be switched on and off. - Added Martin Howe's morph system enhancement. - Removed PT_EARLYOUT from P_PathTraverse because it wasn't used anywhere. - Rewrote BlockThingsIterator code not to use callbacks anymore. - Fixed: PIT_FindFloorCeiling required tmx and tmy to be set but P_FindFloorCeiling never did that. - Merged Check_Sides and PIT_CrossLine into A_PainShootSkull. - Replaced P_BlockLinesIterator with FBlockLinesIterator in all places it was used. This also allowed to remove all the global variable saving in P_CreateSecNodeList. - Added a new FBlockLinesIterator class that doesn't need a callback function because debugging the previous bug proved to be a bit annoying because it involved a P_BlockLinesIterator loop. - Fixed: The MBF code to move monsters away from dropoffs did not work as intended due to some random decisions in P_DoNewChaseDir. When in the avoiding dropoff mode these are ignored now. This should cure the problem that monsters hanging over a dropoff tended to drop down. - Added a NOTIMEFREEZE flag that excludes actors from being affected by the time freezer powerup. - Changed: Empty pickup messages are no longer printed. - Changed secret sector drawing in automap so that lines with the ML_SECRET flag are only drawn as part of a secret sector if that secret has already been found, even if the option is set to always show secret sectors. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@88 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-08 22:32:52 +00:00
p->MorphStyle = style;
p->MorphExitFlash = (exit_flash) ? exit_flash : RUNTIME_CLASS(ATeleportFog);
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<AHexenArmor *>(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]
- Fixed: The players were not added to FS's list of spawned things. - Update to ZDoom r882 - Added the option to use $ as a prefix to a string table name everywhere in MAPINFO where 'lookup' could be specified so that there is one consistent way to do it. - Externalized all default episode definitions. Added an 'optional' keyword to handle M4 and 5 in Doom and Heretic. - Added P_CheckMapData function and replaced all calls to P_OpenMapData that only checked for a map's presence with it. - Added Martin Howe's player statusbar face submission. - Added an 'adddefaultmap' option for MAPINFO. This is the same as 'defaultmap' but keeps all existing information in the default and just adds to it. This is needed because Hexen and Strife set some information in their base MAPINFO and using 'defaultmap' in a PWAD would override that. - Fixed: Using MAPINFO's f1 option could cause memory leaks. - Added option to load lumps by full name to several places: * Finale texts loaded from a text lump * Demos * Local SNDINFOs * Local SNDSEQs * Image names in FONTDEFS * intermission script names - Changed the STCFN121 handling. The character is not an 'I' but a '|' so instead of discarding it it should be inserted at position 124. - Renamed indexfont.fon to indexfont so that I could remove a special case from V_GetFont that was just added for this one font. - Added a 'dumpspawnedthings' CVAR that enables a listing of all things in the map and the actor type they spawned. SBarInfo Update #16 - Added: fillzeros flag for drawnumber. When set the string will always have a length of the specified size and zeros will fill in for the missing places. If the number is negative the negative sign will take the place of the last digit. - Added: globalarray type to drawnumber which will display the value in a global array with the index set to the player's number. Untested. - Added: isselected command to SBarInfo. - Fixed: Bi and Tri colored numbers didn't work. - Fixed: Crash when using nullimage as the last image in drawswitchableimage. - Applied Graf suggestion to include the y coord when calulating heights to fix most of the gaps caused by round off errors. At least for now anyways and it is only applied for drawimage. - SBarInfo inventory bars have been converted to use screen->DrawTexture() - Increased limit for demon/melee to 4. - Fixed: P_CheckSwitchRange accessed invalid memory when testing a one-sided line. - Fixed: P_SpawnPuff assumed that all melee attacks have the same range (MELEERANGE) and didn't set the puff to its melee state if the range was different. Even worse, it checked a global variable for this so the behavior was undefined when P_SpawnPuff was called from anywhere else but P_LineAttack. To reduce the amount of parameters I combined this information with the hitthing and temporary parameters into one flags parameter. Also changed P_LineAttack so that it gets passed an additional parameter that specifies whether the attack is a melee attack or not and set this to true in all calls that are to be considered melee attacks. I couldn't use the damage type because A_CustomPunch and A_CustomMeleeAttack allow passing any damage type they want. - Added a sprite option as an alternative of particles for FX_ROCKET and FX_GRENADE. - Fixed: The minimum parameter count for ACS_Execute and ACS_ExecuteAlways for DECORATE was wrong (2 instead of 1.) - Changed: Hexen set every cluster to be a hub if it hadn't been defined before a level using this cluster. Now it will only do that if HexenHack is true, i.e. when original Hexen format MAPINFOs are parsed. For ZDoom format MAPINFOs it will now be the same as for the other games which means that 'hub' has to be declared explicitly. - Added an Idle state that is entered in place of the spawn state if a monster has to return to its inactive state if it can't find any more targets. - Added MF5_NOINTERACTION flag which completely disables all physics related code for any actor with this flag. Mostly useful for particle effects where the actors just move a certain distance and then disappear. - Removed the last remains of the antialias precalculation code from am_map.cpp because it was no longer used. - Fixed: Two-sided lines bordering a secret sector were not drawn in the proper color - Fixed: The automap didn't check ACS_LockedExecuteDoor for its lock color. - Switched sounds local to the listener from head-relative 3D sounds to 2D sounds so stereo sounds have full separation. I tried using set3DSpread, but that still caused some blending of the channels. - Changed FScanner so that opening a lump gives the complete wad+lump name rather than a generic one, so identifying errors among files that all have the same lump name no longer involves any degree of guesswork in determining exactly which file the error occurred in. - Added a check to S_ParseSndSeq() for SNDSEQ lumps with unterminated final sequences. - Fixed: Parts of s_sndseq.cpp that scan the Sequences array need NULL pointer checks, in case an improper sequence was encountered during parsing but not early enough to avoid creating a slot for it in the array. - Added support for dumping from RAW/DRO/IMF files, so now anything that can be played as OPL can also be dumped. - Removed the opl_enable cvar, since OPL playback is now selectable as just another MIDI device. - Added support for DRO playback and dual-chip RAW playback. - Removed MUS support from OPLMUSSong, since using the OPLMIDIDevice with MUSSong2 works just as well. There are still lots of leftover bits in the class that should probably be removed at some point, too. - Added dual-chip dumping support for the RAW format. - Added DosBox Raw OPL (.DRO) dumping support. For whatever reason, in_adlib calculates the song length for this format wrong, even though the exact length is stored right in the header. (But in_adlib seems buggy in general; too bad it's the only Windows version of Adplug that seems to exist.) - Rewrote the OPL dumper to work with MIDI as well as MUS. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@86 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-05 13:28:48 +00:00
// [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<APlayerPawn *>(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);
Update to ZDoom r894: - Eliminated all use of global variables used as output for P_CheckPosition and P_TryMove. Moved BlockingLine and BlockingMobj into AActor because the global variables can be easily overwritten with certain DECORATE constructs. - Removed some unnecessary morphing code. - Fixed some bugs in the HIRESTEX parser. - Added floating point support and #include and #define tokens to FParseContext Not used yet. - replaced the value scanning code in FParseContext::GetToken with calls to strtol. - Changed XlatParseContext::FindToken to do a binary search over the valid token names. - Fixed: The check arrays for BlockThingsIterators were not properly freed and each iterator allocated a new one as a result. - Split the Xlat parser context class into a generic part that can be used for other Lemon-based parsers in the future and a smaller Xlat-specific part. - Changed: P_TeleportMove now always sets BlockingLine to NULL and P_FindFloorCeiling doesn't set it at all. The way it was set in PIT_FindFloorCeiling didn't look correct. (Note: It's amazing how easy it is to break P_TryMove et.al. with DECORATE if you just know which combinations of code pointers will cause problems. This definitely needs to be addressed.) - Changed P_FindFloorCeiling so that it doesn't need global variables anymore. I also moved the code to set the calling actor's information into this function because that's all it is used for. This also fixes another bug: - AInventory::BecomePickup called P_FindFloorCeiling to get proper position values for the item but never set the item's information to the return value of this call. - Removed the check for Heretic when playing *evillaugh when using the Chaos Device. This sound is not defined by the other games so it won't play by default. - Added MORPH_UNDOMORPHBYTOMEOFPOWER and MORPH_UNDOMORPHBYCHAOSDEVICE flags for the morph style so that the special behavior of these two items can be switched on and off. - Added Martin Howe's morph system enhancement. - Removed PT_EARLYOUT from P_PathTraverse because it wasn't used anywhere. - Rewrote BlockThingsIterator code not to use callbacks anymore. - Fixed: PIT_FindFloorCeiling required tmx and tmy to be set but P_FindFloorCeiling never did that. - Merged Check_Sides and PIT_CrossLine into A_PainShootSkull. - Replaced P_BlockLinesIterator with FBlockLinesIterator in all places it was used. This also allowed to remove all the global variable saving in P_CreateSecNodeList. - Added a new FBlockLinesIterator class that doesn't need a callback function because debugging the previous bug proved to be a bit annoying because it involved a P_BlockLinesIterator loop. - Fixed: The MBF code to move monsters away from dropoffs did not work as intended due to some random decisions in P_DoNewChaseDir. When in the avoiding dropoff mode these are ignored now. This should cure the problem that monsters hanging over a dropoff tended to drop down. - Added a NOTIMEFREEZE flag that excludes actors from being affected by the time freezer powerup. - Changed: Empty pickup messages are no longer printed. - Changed secret sector drawing in automap so that lines with the ML_SECRET flag are only drawn as part of a secret sector if that secret has already been found, even if the option is set to always show secret sectors. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@88 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-08 22:32:52 +00:00
const PClass *exit_flash = player->MorphExitFlash;
player->morphTics = 0;
Update to ZDoom r894: - Eliminated all use of global variables used as output for P_CheckPosition and P_TryMove. Moved BlockingLine and BlockingMobj into AActor because the global variables can be easily overwritten with certain DECORATE constructs. - Removed some unnecessary morphing code. - Fixed some bugs in the HIRESTEX parser. - Added floating point support and #include and #define tokens to FParseContext Not used yet. - replaced the value scanning code in FParseContext::GetToken with calls to strtol. - Changed XlatParseContext::FindToken to do a binary search over the valid token names. - Fixed: The check arrays for BlockThingsIterators were not properly freed and each iterator allocated a new one as a result. - Split the Xlat parser context class into a generic part that can be used for other Lemon-based parsers in the future and a smaller Xlat-specific part. - Changed: P_TeleportMove now always sets BlockingLine to NULL and P_FindFloorCeiling doesn't set it at all. The way it was set in PIT_FindFloorCeiling didn't look correct. (Note: It's amazing how easy it is to break P_TryMove et.al. with DECORATE if you just know which combinations of code pointers will cause problems. This definitely needs to be addressed.) - Changed P_FindFloorCeiling so that it doesn't need global variables anymore. I also moved the code to set the calling actor's information into this function because that's all it is used for. This also fixes another bug: - AInventory::BecomePickup called P_FindFloorCeiling to get proper position values for the item but never set the item's information to the return value of this call. - Removed the check for Heretic when playing *evillaugh when using the Chaos Device. This sound is not defined by the other games so it won't play by default. - Added MORPH_UNDOMORPHBYTOMEOFPOWER and MORPH_UNDOMORPHBYCHAOSDEVICE flags for the morph style so that the special behavior of these two items can be switched on and off. - Added Martin Howe's morph system enhancement. - Removed PT_EARLYOUT from P_PathTraverse because it wasn't used anywhere. - Rewrote BlockThingsIterator code not to use callbacks anymore. - Fixed: PIT_FindFloorCeiling required tmx and tmy to be set but P_FindFloorCeiling never did that. - Merged Check_Sides and PIT_CrossLine into A_PainShootSkull. - Replaced P_BlockLinesIterator with FBlockLinesIterator in all places it was used. This also allowed to remove all the global variable saving in P_CreateSecNodeList. - Added a new FBlockLinesIterator class that doesn't need a callback function because debugging the previous bug proved to be a bit annoying because it involved a P_BlockLinesIterator loop. - Fixed: The MBF code to move monsters away from dropoffs did not work as intended due to some random decisions in P_DoNewChaseDir. When in the avoiding dropoff mode these are ignored now. This should cure the problem that monsters hanging over a dropoff tended to drop down. - Added a NOTIMEFREEZE flag that excludes actors from being affected by the time freezer powerup. - Changed: Empty pickup messages are no longer printed. - Changed secret sector drawing in automap so that lines with the ML_SECRET flag are only drawn as part of a secret sector if that secret has already been found, even if the option is set to always show secret sectors. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@88 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-08 22:32:52 +00:00
player->MorphedPlayerClass = 0;
player->MorphStyle = 0;
player->MorphExitFlash = NULL;
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;
}
- Fixed: The players were not added to FS's list of spawned things. - Update to ZDoom r882 - Added the option to use $ as a prefix to a string table name everywhere in MAPINFO where 'lookup' could be specified so that there is one consistent way to do it. - Externalized all default episode definitions. Added an 'optional' keyword to handle M4 and 5 in Doom and Heretic. - Added P_CheckMapData function and replaced all calls to P_OpenMapData that only checked for a map's presence with it. - Added Martin Howe's player statusbar face submission. - Added an 'adddefaultmap' option for MAPINFO. This is the same as 'defaultmap' but keeps all existing information in the default and just adds to it. This is needed because Hexen and Strife set some information in their base MAPINFO and using 'defaultmap' in a PWAD would override that. - Fixed: Using MAPINFO's f1 option could cause memory leaks. - Added option to load lumps by full name to several places: * Finale texts loaded from a text lump * Demos * Local SNDINFOs * Local SNDSEQs * Image names in FONTDEFS * intermission script names - Changed the STCFN121 handling. The character is not an 'I' but a '|' so instead of discarding it it should be inserted at position 124. - Renamed indexfont.fon to indexfont so that I could remove a special case from V_GetFont that was just added for this one font. - Added a 'dumpspawnedthings' CVAR that enables a listing of all things in the map and the actor type they spawned. SBarInfo Update #16 - Added: fillzeros flag for drawnumber. When set the string will always have a length of the specified size and zeros will fill in for the missing places. If the number is negative the negative sign will take the place of the last digit. - Added: globalarray type to drawnumber which will display the value in a global array with the index set to the player's number. Untested. - Added: isselected command to SBarInfo. - Fixed: Bi and Tri colored numbers didn't work. - Fixed: Crash when using nullimage as the last image in drawswitchableimage. - Applied Graf suggestion to include the y coord when calulating heights to fix most of the gaps caused by round off errors. At least for now anyways and it is only applied for drawimage. - SBarInfo inventory bars have been converted to use screen->DrawTexture() - Increased limit for demon/melee to 4. - Fixed: P_CheckSwitchRange accessed invalid memory when testing a one-sided line. - Fixed: P_SpawnPuff assumed that all melee attacks have the same range (MELEERANGE) and didn't set the puff to its melee state if the range was different. Even worse, it checked a global variable for this so the behavior was undefined when P_SpawnPuff was called from anywhere else but P_LineAttack. To reduce the amount of parameters I combined this information with the hitthing and temporary parameters into one flags parameter. Also changed P_LineAttack so that it gets passed an additional parameter that specifies whether the attack is a melee attack or not and set this to true in all calls that are to be considered melee attacks. I couldn't use the damage type because A_CustomPunch and A_CustomMeleeAttack allow passing any damage type they want. - Added a sprite option as an alternative of particles for FX_ROCKET and FX_GRENADE. - Fixed: The minimum parameter count for ACS_Execute and ACS_ExecuteAlways for DECORATE was wrong (2 instead of 1.) - Changed: Hexen set every cluster to be a hub if it hadn't been defined before a level using this cluster. Now it will only do that if HexenHack is true, i.e. when original Hexen format MAPINFOs are parsed. For ZDoom format MAPINFOs it will now be the same as for the other games which means that 'hub' has to be declared explicitly. - Added an Idle state that is entered in place of the spawn state if a monster has to return to its inactive state if it can't find any more targets. - Added MF5_NOINTERACTION flag which completely disables all physics related code for any actor with this flag. Mostly useful for particle effects where the actors just move a certain distance and then disappear. - Removed the last remains of the antialias precalculation code from am_map.cpp because it was no longer used. - Fixed: Two-sided lines bordering a secret sector were not drawn in the proper color - Fixed: The automap didn't check ACS_LockedExecuteDoor for its lock color. - Switched sounds local to the listener from head-relative 3D sounds to 2D sounds so stereo sounds have full separation. I tried using set3DSpread, but that still caused some blending of the channels. - Changed FScanner so that opening a lump gives the complete wad+lump name rather than a generic one, so identifying errors among files that all have the same lump name no longer involves any degree of guesswork in determining exactly which file the error occurred in. - Added a check to S_ParseSndSeq() for SNDSEQ lumps with unterminated final sequences. - Fixed: Parts of s_sndseq.cpp that scan the Sequences array need NULL pointer checks, in case an improper sequence was encountered during parsing but not early enough to avoid creating a slot for it in the array. - Added support for dumping from RAW/DRO/IMF files, so now anything that can be played as OPL can also be dumped. - Removed the opl_enable cvar, since OPL playback is now selectable as just another MIDI device. - Added support for DRO playback and dual-chip RAW playback. - Removed MUS support from OPLMUSSong, since using the OPLMIDIDevice with MUSSong2 works just as well. There are still lots of leftover bits in the class that should probably be removed at some point, too. - Added dual-chip dumping support for the RAW format. - Added DosBox Raw OPL (.DRO) dumping support. For whatever reason, in_adlib calculates the song length for this format wrong, even though the exact length is stored right in the header. (But in_adlib seems buggy in general; too bad it's the only Windows version of Adplug that seems to exist.) - Rewrote the OPL dumper to work with MIDI as well as MUS. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@86 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-05 13:28:48 +00:00
// [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;
Update to ZDoom r894: - Eliminated all use of global variables used as output for P_CheckPosition and P_TryMove. Moved BlockingLine and BlockingMobj into AActor because the global variables can be easily overwritten with certain DECORATE constructs. - Removed some unnecessary morphing code. - Fixed some bugs in the HIRESTEX parser. - Added floating point support and #include and #define tokens to FParseContext Not used yet. - replaced the value scanning code in FParseContext::GetToken with calls to strtol. - Changed XlatParseContext::FindToken to do a binary search over the valid token names. - Fixed: The check arrays for BlockThingsIterators were not properly freed and each iterator allocated a new one as a result. - Split the Xlat parser context class into a generic part that can be used for other Lemon-based parsers in the future and a smaller Xlat-specific part. - Changed: P_TeleportMove now always sets BlockingLine to NULL and P_FindFloorCeiling doesn't set it at all. The way it was set in PIT_FindFloorCeiling didn't look correct. (Note: It's amazing how easy it is to break P_TryMove et.al. with DECORATE if you just know which combinations of code pointers will cause problems. This definitely needs to be addressed.) - Changed P_FindFloorCeiling so that it doesn't need global variables anymore. I also moved the code to set the calling actor's information into this function because that's all it is used for. This also fixes another bug: - AInventory::BecomePickup called P_FindFloorCeiling to get proper position values for the item but never set the item's information to the return value of this call. - Removed the check for Heretic when playing *evillaugh when using the Chaos Device. This sound is not defined by the other games so it won't play by default. - Added MORPH_UNDOMORPHBYTOMEOFPOWER and MORPH_UNDOMORPHBYCHAOSDEVICE flags for the morph style so that the special behavior of these two items can be switched on and off. - Added Martin Howe's morph system enhancement. - Removed PT_EARLYOUT from P_PathTraverse because it wasn't used anywhere. - Rewrote BlockThingsIterator code not to use callbacks anymore. - Fixed: PIT_FindFloorCeiling required tmx and tmy to be set but P_FindFloorCeiling never did that. - Merged Check_Sides and PIT_CrossLine into A_PainShootSkull. - Replaced P_BlockLinesIterator with FBlockLinesIterator in all places it was used. This also allowed to remove all the global variable saving in P_CreateSecNodeList. - Added a new FBlockLinesIterator class that doesn't need a callback function because debugging the previous bug proved to be a bit annoying because it involved a P_BlockLinesIterator loop. - Fixed: The MBF code to move monsters away from dropoffs did not work as intended due to some random decisions in P_DoNewChaseDir. When in the avoiding dropoff mode these are ignored now. This should cure the problem that monsters hanging over a dropoff tended to drop down. - Added a NOTIMEFREEZE flag that excludes actors from being affected by the time freezer powerup. - Changed: Empty pickup messages are no longer printed. - Changed secret sector drawing in automap so that lines with the ML_SECRET flag are only drawn as part of a secret sector if that secret has already been found, even if the option is set to always show secret sectors. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@88 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-08 22:32:52 +00:00
Spawn(exit_flash, 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<AHexenArmor>();
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.
//
//---------------------------------------------------------------------------
Update to ZDoom r894: - Eliminated all use of global variables used as output for P_CheckPosition and P_TryMove. Moved BlockingLine and BlockingMobj into AActor because the global variables can be easily overwritten with certain DECORATE constructs. - Removed some unnecessary morphing code. - Fixed some bugs in the HIRESTEX parser. - Added floating point support and #include and #define tokens to FParseContext Not used yet. - replaced the value scanning code in FParseContext::GetToken with calls to strtol. - Changed XlatParseContext::FindToken to do a binary search over the valid token names. - Fixed: The check arrays for BlockThingsIterators were not properly freed and each iterator allocated a new one as a result. - Split the Xlat parser context class into a generic part that can be used for other Lemon-based parsers in the future and a smaller Xlat-specific part. - Changed: P_TeleportMove now always sets BlockingLine to NULL and P_FindFloorCeiling doesn't set it at all. The way it was set in PIT_FindFloorCeiling didn't look correct. (Note: It's amazing how easy it is to break P_TryMove et.al. with DECORATE if you just know which combinations of code pointers will cause problems. This definitely needs to be addressed.) - Changed P_FindFloorCeiling so that it doesn't need global variables anymore. I also moved the code to set the calling actor's information into this function because that's all it is used for. This also fixes another bug: - AInventory::BecomePickup called P_FindFloorCeiling to get proper position values for the item but never set the item's information to the return value of this call. - Removed the check for Heretic when playing *evillaugh when using the Chaos Device. This sound is not defined by the other games so it won't play by default. - Added MORPH_UNDOMORPHBYTOMEOFPOWER and MORPH_UNDOMORPHBYCHAOSDEVICE flags for the morph style so that the special behavior of these two items can be switched on and off. - Added Martin Howe's morph system enhancement. - Removed PT_EARLYOUT from P_PathTraverse because it wasn't used anywhere. - Rewrote BlockThingsIterator code not to use callbacks anymore. - Fixed: PIT_FindFloorCeiling required tmx and tmy to be set but P_FindFloorCeiling never did that. - Merged Check_Sides and PIT_CrossLine into A_PainShootSkull. - Replaced P_BlockLinesIterator with FBlockLinesIterator in all places it was used. This also allowed to remove all the global variable saving in P_CreateSecNodeList. - Added a new FBlockLinesIterator class that doesn't need a callback function because debugging the previous bug proved to be a bit annoying because it involved a P_BlockLinesIterator loop. - Fixed: The MBF code to move monsters away from dropoffs did not work as intended due to some random decisions in P_DoNewChaseDir. When in the avoiding dropoff mode these are ignored now. This should cure the problem that monsters hanging over a dropoff tended to drop down. - Added a NOTIMEFREEZE flag that excludes actors from being affected by the time freezer powerup. - Changed: Empty pickup messages are no longer printed. - Changed secret sector drawing in automap so that lines with the ML_SECRET flag are only drawn as part of a secret sector if that secret has already been found, even if the option is set to always show secret sectors. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@88 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-08 22:32:52 +00:00
bool P_MorphMonster (AActor *actor, const PClass *spawntype, int duration, int style, const PClass *enter_flash, const PClass *exit_flash)
{
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<AMorphedMonster *>(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;
Update to ZDoom r894: - Eliminated all use of global variables used as output for P_CheckPosition and P_TryMove. Moved BlockingLine and BlockingMobj into AActor because the global variables can be easily overwritten with certain DECORATE constructs. - Removed some unnecessary morphing code. - Fixed some bugs in the HIRESTEX parser. - Added floating point support and #include and #define tokens to FParseContext Not used yet. - replaced the value scanning code in FParseContext::GetToken with calls to strtol. - Changed XlatParseContext::FindToken to do a binary search over the valid token names. - Fixed: The check arrays for BlockThingsIterators were not properly freed and each iterator allocated a new one as a result. - Split the Xlat parser context class into a generic part that can be used for other Lemon-based parsers in the future and a smaller Xlat-specific part. - Changed: P_TeleportMove now always sets BlockingLine to NULL and P_FindFloorCeiling doesn't set it at all. The way it was set in PIT_FindFloorCeiling didn't look correct. (Note: It's amazing how easy it is to break P_TryMove et.al. with DECORATE if you just know which combinations of code pointers will cause problems. This definitely needs to be addressed.) - Changed P_FindFloorCeiling so that it doesn't need global variables anymore. I also moved the code to set the calling actor's information into this function because that's all it is used for. This also fixes another bug: - AInventory::BecomePickup called P_FindFloorCeiling to get proper position values for the item but never set the item's information to the return value of this call. - Removed the check for Heretic when playing *evillaugh when using the Chaos Device. This sound is not defined by the other games so it won't play by default. - Added MORPH_UNDOMORPHBYTOMEOFPOWER and MORPH_UNDOMORPHBYCHAOSDEVICE flags for the morph style so that the special behavior of these two items can be switched on and off. - Added Martin Howe's morph system enhancement. - Removed PT_EARLYOUT from P_PathTraverse because it wasn't used anywhere. - Rewrote BlockThingsIterator code not to use callbacks anymore. - Fixed: PIT_FindFloorCeiling required tmx and tmy to be set but P_FindFloorCeiling never did that. - Merged Check_Sides and PIT_CrossLine into A_PainShootSkull. - Replaced P_BlockLinesIterator with FBlockLinesIterator in all places it was used. This also allowed to remove all the global variable saving in P_CreateSecNodeList. - Added a new FBlockLinesIterator class that doesn't need a callback function because debugging the previous bug proved to be a bit annoying because it involved a P_BlockLinesIterator loop. - Fixed: The MBF code to move monsters away from dropoffs did not work as intended due to some random decisions in P_DoNewChaseDir. When in the avoiding dropoff mode these are ignored now. This should cure the problem that monsters hanging over a dropoff tended to drop down. - Added a NOTIMEFREEZE flag that excludes actors from being affected by the time freezer powerup. - Changed: Empty pickup messages are no longer printed. - Changed secret sector drawing in automap so that lines with the ML_SECRET flag are only drawn as part of a secret sector if that secret has already been found, even if the option is set to always show secret sectors. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@88 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-08 22:32:52 +00:00
morphed->UnmorphTime = level.time + ((duration) ? duration : MORPHTICS) + pr_morphmonst();
morphed->MorphStyle = style;
morphed->MorphExitFlash = (exit_flash) ? exit_flash : RUNTIME_CLASS(ATeleportFog);
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;
Update to ZDoom r894: - Eliminated all use of global variables used as output for P_CheckPosition and P_TryMove. Moved BlockingLine and BlockingMobj into AActor because the global variables can be easily overwritten with certain DECORATE constructs. - Removed some unnecessary morphing code. - Fixed some bugs in the HIRESTEX parser. - Added floating point support and #include and #define tokens to FParseContext Not used yet. - replaced the value scanning code in FParseContext::GetToken with calls to strtol. - Changed XlatParseContext::FindToken to do a binary search over the valid token names. - Fixed: The check arrays for BlockThingsIterators were not properly freed and each iterator allocated a new one as a result. - Split the Xlat parser context class into a generic part that can be used for other Lemon-based parsers in the future and a smaller Xlat-specific part. - Changed: P_TeleportMove now always sets BlockingLine to NULL and P_FindFloorCeiling doesn't set it at all. The way it was set in PIT_FindFloorCeiling didn't look correct. (Note: It's amazing how easy it is to break P_TryMove et.al. with DECORATE if you just know which combinations of code pointers will cause problems. This definitely needs to be addressed.) - Changed P_FindFloorCeiling so that it doesn't need global variables anymore. I also moved the code to set the calling actor's information into this function because that's all it is used for. This also fixes another bug: - AInventory::BecomePickup called P_FindFloorCeiling to get proper position values for the item but never set the item's information to the return value of this call. - Removed the check for Heretic when playing *evillaugh when using the Chaos Device. This sound is not defined by the other games so it won't play by default. - Added MORPH_UNDOMORPHBYTOMEOFPOWER and MORPH_UNDOMORPHBYCHAOSDEVICE flags for the morph style so that the special behavior of these two items can be switched on and off. - Added Martin Howe's morph system enhancement. - Removed PT_EARLYOUT from P_PathTraverse because it wasn't used anywhere. - Rewrote BlockThingsIterator code not to use callbacks anymore. - Fixed: PIT_FindFloorCeiling required tmx and tmy to be set but P_FindFloorCeiling never did that. - Merged Check_Sides and PIT_CrossLine into A_PainShootSkull. - Replaced P_BlockLinesIterator with FBlockLinesIterator in all places it was used. This also allowed to remove all the global variable saving in P_CreateSecNodeList. - Added a new FBlockLinesIterator class that doesn't need a callback function because debugging the previous bug proved to be a bit annoying because it involved a P_BlockLinesIterator loop. - Fixed: The MBF code to move monsters away from dropoffs did not work as intended due to some random decisions in P_DoNewChaseDir. When in the avoiding dropoff mode these are ignored now. This should cure the problem that monsters hanging over a dropoff tended to drop down. - Added a NOTIMEFREEZE flag that excludes actors from being affected by the time freezer powerup. - Changed: Empty pickup messages are no longer printed. - Changed secret sector drawing in automap so that lines with the ML_SECRET flag are only drawn as part of a secret sector if that secret has already been found, even if the option is set to always show secret sectors. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@88 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-08 22:32:52 +00:00
Spawn(((enter_flash) ? enter_flash : RUNTIME_CLASS(ATeleportFog)), 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);
Update to ZDoom r894: - Eliminated all use of global variables used as output for P_CheckPosition and P_TryMove. Moved BlockingLine and BlockingMobj into AActor because the global variables can be easily overwritten with certain DECORATE constructs. - Removed some unnecessary morphing code. - Fixed some bugs in the HIRESTEX parser. - Added floating point support and #include and #define tokens to FParseContext Not used yet. - replaced the value scanning code in FParseContext::GetToken with calls to strtol. - Changed XlatParseContext::FindToken to do a binary search over the valid token names. - Fixed: The check arrays for BlockThingsIterators were not properly freed and each iterator allocated a new one as a result. - Split the Xlat parser context class into a generic part that can be used for other Lemon-based parsers in the future and a smaller Xlat-specific part. - Changed: P_TeleportMove now always sets BlockingLine to NULL and P_FindFloorCeiling doesn't set it at all. The way it was set in PIT_FindFloorCeiling didn't look correct. (Note: It's amazing how easy it is to break P_TryMove et.al. with DECORATE if you just know which combinations of code pointers will cause problems. This definitely needs to be addressed.) - Changed P_FindFloorCeiling so that it doesn't need global variables anymore. I also moved the code to set the calling actor's information into this function because that's all it is used for. This also fixes another bug: - AInventory::BecomePickup called P_FindFloorCeiling to get proper position values for the item but never set the item's information to the return value of this call. - Removed the check for Heretic when playing *evillaugh when using the Chaos Device. This sound is not defined by the other games so it won't play by default. - Added MORPH_UNDOMORPHBYTOMEOFPOWER and MORPH_UNDOMORPHBYCHAOSDEVICE flags for the morph style so that the special behavior of these two items can be switched on and off. - Added Martin Howe's morph system enhancement. - Removed PT_EARLYOUT from P_PathTraverse because it wasn't used anywhere. - Rewrote BlockThingsIterator code not to use callbacks anymore. - Fixed: PIT_FindFloorCeiling required tmx and tmy to be set but P_FindFloorCeiling never did that. - Merged Check_Sides and PIT_CrossLine into A_PainShootSkull. - Replaced P_BlockLinesIterator with FBlockLinesIterator in all places it was used. This also allowed to remove all the global variable saving in P_CreateSecNodeList. - Added a new FBlockLinesIterator class that doesn't need a callback function because debugging the previous bug proved to be a bit annoying because it involved a P_BlockLinesIterator loop. - Fixed: The MBF code to move monsters away from dropoffs did not work as intended due to some random decisions in P_DoNewChaseDir. When in the avoiding dropoff mode these are ignored now. This should cure the problem that monsters hanging over a dropoff tended to drop down. - Added a NOTIMEFREEZE flag that excludes actors from being affected by the time freezer powerup. - Changed: Empty pickup messages are no longer printed. - Changed secret sector drawing in automap so that lines with the ML_SECRET flag are only drawn as part of a secret sector if that secret has already been found, even if the option is set to always show secret sectors. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@88 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-08 22:32:52 +00:00
const PClass *exit_flash = beast->MorphExitFlash;
beast->Destroy ();
Update to ZDoom r894: - Eliminated all use of global variables used as output for P_CheckPosition and P_TryMove. Moved BlockingLine and BlockingMobj into AActor because the global variables can be easily overwritten with certain DECORATE constructs. - Removed some unnecessary morphing code. - Fixed some bugs in the HIRESTEX parser. - Added floating point support and #include and #define tokens to FParseContext Not used yet. - replaced the value scanning code in FParseContext::GetToken with calls to strtol. - Changed XlatParseContext::FindToken to do a binary search over the valid token names. - Fixed: The check arrays for BlockThingsIterators were not properly freed and each iterator allocated a new one as a result. - Split the Xlat parser context class into a generic part that can be used for other Lemon-based parsers in the future and a smaller Xlat-specific part. - Changed: P_TeleportMove now always sets BlockingLine to NULL and P_FindFloorCeiling doesn't set it at all. The way it was set in PIT_FindFloorCeiling didn't look correct. (Note: It's amazing how easy it is to break P_TryMove et.al. with DECORATE if you just know which combinations of code pointers will cause problems. This definitely needs to be addressed.) - Changed P_FindFloorCeiling so that it doesn't need global variables anymore. I also moved the code to set the calling actor's information into this function because that's all it is used for. This also fixes another bug: - AInventory::BecomePickup called P_FindFloorCeiling to get proper position values for the item but never set the item's information to the return value of this call. - Removed the check for Heretic when playing *evillaugh when using the Chaos Device. This sound is not defined by the other games so it won't play by default. - Added MORPH_UNDOMORPHBYTOMEOFPOWER and MORPH_UNDOMORPHBYCHAOSDEVICE flags for the morph style so that the special behavior of these two items can be switched on and off. - Added Martin Howe's morph system enhancement. - Removed PT_EARLYOUT from P_PathTraverse because it wasn't used anywhere. - Rewrote BlockThingsIterator code not to use callbacks anymore. - Fixed: PIT_FindFloorCeiling required tmx and tmy to be set but P_FindFloorCeiling never did that. - Merged Check_Sides and PIT_CrossLine into A_PainShootSkull. - Replaced P_BlockLinesIterator with FBlockLinesIterator in all places it was used. This also allowed to remove all the global variable saving in P_CreateSecNodeList. - Added a new FBlockLinesIterator class that doesn't need a callback function because debugging the previous bug proved to be a bit annoying because it involved a P_BlockLinesIterator loop. - Fixed: The MBF code to move monsters away from dropoffs did not work as intended due to some random decisions in P_DoNewChaseDir. When in the avoiding dropoff mode these are ignored now. This should cure the problem that monsters hanging over a dropoff tended to drop down. - Added a NOTIMEFREEZE flag that excludes actors from being affected by the time freezer powerup. - Changed: Empty pickup messages are no longer printed. - Changed secret sector drawing in automap so that lines with the ML_SECRET flag are only drawn as part of a secret sector if that secret has already been found, even if the option is set to always show secret sectors. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@88 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-08 22:32:52 +00:00
Spawn(exit_flash, 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)
{
Update to ZDoom r894: - Eliminated all use of global variables used as output for P_CheckPosition and P_TryMove. Moved BlockingLine and BlockingMobj into AActor because the global variables can be easily overwritten with certain DECORATE constructs. - Removed some unnecessary morphing code. - Fixed some bugs in the HIRESTEX parser. - Added floating point support and #include and #define tokens to FParseContext Not used yet. - replaced the value scanning code in FParseContext::GetToken with calls to strtol. - Changed XlatParseContext::FindToken to do a binary search over the valid token names. - Fixed: The check arrays for BlockThingsIterators were not properly freed and each iterator allocated a new one as a result. - Split the Xlat parser context class into a generic part that can be used for other Lemon-based parsers in the future and a smaller Xlat-specific part. - Changed: P_TeleportMove now always sets BlockingLine to NULL and P_FindFloorCeiling doesn't set it at all. The way it was set in PIT_FindFloorCeiling didn't look correct. (Note: It's amazing how easy it is to break P_TryMove et.al. with DECORATE if you just know which combinations of code pointers will cause problems. This definitely needs to be addressed.) - Changed P_FindFloorCeiling so that it doesn't need global variables anymore. I also moved the code to set the calling actor's information into this function because that's all it is used for. This also fixes another bug: - AInventory::BecomePickup called P_FindFloorCeiling to get proper position values for the item but never set the item's information to the return value of this call. - Removed the check for Heretic when playing *evillaugh when using the Chaos Device. This sound is not defined by the other games so it won't play by default. - Added MORPH_UNDOMORPHBYTOMEOFPOWER and MORPH_UNDOMORPHBYCHAOSDEVICE flags for the morph style so that the special behavior of these two items can be switched on and off. - Added Martin Howe's morph system enhancement. - Removed PT_EARLYOUT from P_PathTraverse because it wasn't used anywhere. - Rewrote BlockThingsIterator code not to use callbacks anymore. - Fixed: PIT_FindFloorCeiling required tmx and tmy to be set but P_FindFloorCeiling never did that. - Merged Check_Sides and PIT_CrossLine into A_PainShootSkull. - Replaced P_BlockLinesIterator with FBlockLinesIterator in all places it was used. This also allowed to remove all the global variable saving in P_CreateSecNodeList. - Added a new FBlockLinesIterator class that doesn't need a callback function because debugging the previous bug proved to be a bit annoying because it involved a P_BlockLinesIterator loop. - Fixed: The MBF code to move monsters away from dropoffs did not work as intended due to some random decisions in P_DoNewChaseDir. When in the avoiding dropoff mode these are ignored now. This should cure the problem that monsters hanging over a dropoff tended to drop down. - Added a NOTIMEFREEZE flag that excludes actors from being affected by the time freezer powerup. - Changed: Empty pickup messages are no longer printed. - Changed secret sector drawing in automap so that lines with the ML_SECRET flag are only drawn as part of a secret sector if that secret has already been found, even if the option is set to always show secret sectors. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@88 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-08 22:32:52 +00:00
const PClass *morph_flash = PClass::FindClass (MorphFlash);
const PClass *unmorph_flash = PClass::FindClass (UnMorphFlash);
if (target->player)
{
Update to ZDoom r894: - Eliminated all use of global variables used as output for P_CheckPosition and P_TryMove. Moved BlockingLine and BlockingMobj into AActor because the global variables can be easily overwritten with certain DECORATE constructs. - Removed some unnecessary morphing code. - Fixed some bugs in the HIRESTEX parser. - Added floating point support and #include and #define tokens to FParseContext Not used yet. - replaced the value scanning code in FParseContext::GetToken with calls to strtol. - Changed XlatParseContext::FindToken to do a binary search over the valid token names. - Fixed: The check arrays for BlockThingsIterators were not properly freed and each iterator allocated a new one as a result. - Split the Xlat parser context class into a generic part that can be used for other Lemon-based parsers in the future and a smaller Xlat-specific part. - Changed: P_TeleportMove now always sets BlockingLine to NULL and P_FindFloorCeiling doesn't set it at all. The way it was set in PIT_FindFloorCeiling didn't look correct. (Note: It's amazing how easy it is to break P_TryMove et.al. with DECORATE if you just know which combinations of code pointers will cause problems. This definitely needs to be addressed.) - Changed P_FindFloorCeiling so that it doesn't need global variables anymore. I also moved the code to set the calling actor's information into this function because that's all it is used for. This also fixes another bug: - AInventory::BecomePickup called P_FindFloorCeiling to get proper position values for the item but never set the item's information to the return value of this call. - Removed the check for Heretic when playing *evillaugh when using the Chaos Device. This sound is not defined by the other games so it won't play by default. - Added MORPH_UNDOMORPHBYTOMEOFPOWER and MORPH_UNDOMORPHBYCHAOSDEVICE flags for the morph style so that the special behavior of these two items can be switched on and off. - Added Martin Howe's morph system enhancement. - Removed PT_EARLYOUT from P_PathTraverse because it wasn't used anywhere. - Rewrote BlockThingsIterator code not to use callbacks anymore. - Fixed: PIT_FindFloorCeiling required tmx and tmy to be set but P_FindFloorCeiling never did that. - Merged Check_Sides and PIT_CrossLine into A_PainShootSkull. - Replaced P_BlockLinesIterator with FBlockLinesIterator in all places it was used. This also allowed to remove all the global variable saving in P_CreateSecNodeList. - Added a new FBlockLinesIterator class that doesn't need a callback function because debugging the previous bug proved to be a bit annoying because it involved a P_BlockLinesIterator loop. - Fixed: The MBF code to move monsters away from dropoffs did not work as intended due to some random decisions in P_DoNewChaseDir. When in the avoiding dropoff mode these are ignored now. This should cure the problem that monsters hanging over a dropoff tended to drop down. - Added a NOTIMEFREEZE flag that excludes actors from being affected by the time freezer powerup. - Changed: Empty pickup messages are no longer printed. - Changed secret sector drawing in automap so that lines with the ML_SECRET flag are only drawn as part of a secret sector if that secret has already been found, even if the option is set to always show secret sectors. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@88 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-08 22:32:52 +00:00
const PClass *player_class = PClass::FindClass (PlayerClass);
Update to ZDoom r905: - Added Martin Howe's morph system update. - Added support for defining composite textures in HIRESTEX. It is not fully tested and right now can't do much more than the old TEXTUREx method. - Added a few NULL pointer checks to the texture code. - Made duplicate class names in DECORATE non-fatal. There is really no stability concern here and the worst that can happen is that the wrong actor is spawned. This was a constant hassle when testing with WADs that contain duplicate resources. - Removed some GCC warnings. - Fixed: MinGW doesn't have _get_pgmptr(), so it couldn't compile i_main.cpp. - Fixed: MOD_WAVETABLE and MOD_SWSYNTH are not defined by w32api, so MinGW failed compiling the new MIDI code. - Fixed: LocalSndInfo and LocalSndSeq in S_Start() need to be const char pointers, since "" is a constant. - Fixed: parsecontext.h was missing a newline at the end of the file. - Fixed: Timidity::Channel::mono, rpn, and nrpn were not initialized. In particular, this meant that every channel was almost certainly in mono mode, which can sound pretty bad if the song isn't meant to be played that way. - Added bank numbers to the MIDI precaching for Timidity, since I guess I do need to care about banks, if even the Duke MIDIs use various banks. - Fixed: snd_midiprecache only exists in Win32 builds, so gameconfigfile.cpp shouldn't unconditionally link against it. - Fixed: pre_resample() was still disabled, and it left two samples at the end of the new wave data uninitialized. - Moved the xmap table from timidity/tables.cpp to playmidi.cpp. Now I can get rid of timidity/tables.cpp, which conflicts in name with the main Doom tables.cpp. (And interestingly, VC++ automatically renamed the object file, so I wasn't aware of the problem with GCC.) - Added a Gets function to the FileReader class which I planned to use to enable Timidity to read its config and sound patches from Zips. I put this on hold though after finding out that the sound quality isn't even near that of Timidity++. - GCC-Fixes (FString::GetChars() for Printf calls) - Added a dummy Weapon.NOLMS flag so that Skulltag weapons using this flag can be loaded - Changed the MIDIStreamer to send the all notes off controller to each channel when restarting the song, rather than emitting a single note off event which only has 1 in 127 chance of being for a note that's playing on that channel. Then I decided it would probably be a good idea to reset all the controllers as well. - Increasing the size of the internal Timidity stream buffer from 1/14 sec (copied from the OPL player) improved its sound dramatically, so apparently Timidity has issues with short stream buffers. It's now at 1/2 sec in length. However, there seems to be something weird going on with corazonazul_ff6boss.mid near the beginning where it stops and immediately restarts a guitar on the exact same note. - Added a new sound debugging cvar: snd_drawoutput, which can show various oscilloscopes and spectrums. - Eliminated some more global variables (onmobj, DoRipping, LastRipped, MissileActor, bulletpitch and linetarget.) - Internal TiMidity now plays music. Unfortunately, it doesn't sound right. :( - Changed the progdir global variable into an FString. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@90 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-12 18:59:23 +00:00
P_MorphPlayer (NULL, target->player, player_class, Duration, MorphStyle, morph_flash, unmorph_flash);
}
else
{
Update to ZDoom r894: - Eliminated all use of global variables used as output for P_CheckPosition and P_TryMove. Moved BlockingLine and BlockingMobj into AActor because the global variables can be easily overwritten with certain DECORATE constructs. - Removed some unnecessary morphing code. - Fixed some bugs in the HIRESTEX parser. - Added floating point support and #include and #define tokens to FParseContext Not used yet. - replaced the value scanning code in FParseContext::GetToken with calls to strtol. - Changed XlatParseContext::FindToken to do a binary search over the valid token names. - Fixed: The check arrays for BlockThingsIterators were not properly freed and each iterator allocated a new one as a result. - Split the Xlat parser context class into a generic part that can be used for other Lemon-based parsers in the future and a smaller Xlat-specific part. - Changed: P_TeleportMove now always sets BlockingLine to NULL and P_FindFloorCeiling doesn't set it at all. The way it was set in PIT_FindFloorCeiling didn't look correct. (Note: It's amazing how easy it is to break P_TryMove et.al. with DECORATE if you just know which combinations of code pointers will cause problems. This definitely needs to be addressed.) - Changed P_FindFloorCeiling so that it doesn't need global variables anymore. I also moved the code to set the calling actor's information into this function because that's all it is used for. This also fixes another bug: - AInventory::BecomePickup called P_FindFloorCeiling to get proper position values for the item but never set the item's information to the return value of this call. - Removed the check for Heretic when playing *evillaugh when using the Chaos Device. This sound is not defined by the other games so it won't play by default. - Added MORPH_UNDOMORPHBYTOMEOFPOWER and MORPH_UNDOMORPHBYCHAOSDEVICE flags for the morph style so that the special behavior of these two items can be switched on and off. - Added Martin Howe's morph system enhancement. - Removed PT_EARLYOUT from P_PathTraverse because it wasn't used anywhere. - Rewrote BlockThingsIterator code not to use callbacks anymore. - Fixed: PIT_FindFloorCeiling required tmx and tmy to be set but P_FindFloorCeiling never did that. - Merged Check_Sides and PIT_CrossLine into A_PainShootSkull. - Replaced P_BlockLinesIterator with FBlockLinesIterator in all places it was used. This also allowed to remove all the global variable saving in P_CreateSecNodeList. - Added a new FBlockLinesIterator class that doesn't need a callback function because debugging the previous bug proved to be a bit annoying because it involved a P_BlockLinesIterator loop. - Fixed: The MBF code to move monsters away from dropoffs did not work as intended due to some random decisions in P_DoNewChaseDir. When in the avoiding dropoff mode these are ignored now. This should cure the problem that monsters hanging over a dropoff tended to drop down. - Added a NOTIMEFREEZE flag that excludes actors from being affected by the time freezer powerup. - Changed: Empty pickup messages are no longer printed. - Changed secret sector drawing in automap so that lines with the ML_SECRET flag are only drawn as part of a secret sector if that secret has already been found, even if the option is set to always show secret sectors. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@88 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-08 22:32:52 +00:00
const PClass *monster_class = PClass::FindClass (MonsterClass);
P_MorphMonster (target, monster_class, Duration, MorphStyle, morph_flash, unmorph_flash);
}
return -1;
}
void AMorphProjectile::Serialize (FArchive &arc)
{
Super::Serialize (arc);
Update to ZDoom r894: - Eliminated all use of global variables used as output for P_CheckPosition and P_TryMove. Moved BlockingLine and BlockingMobj into AActor because the global variables can be easily overwritten with certain DECORATE constructs. - Removed some unnecessary morphing code. - Fixed some bugs in the HIRESTEX parser. - Added floating point support and #include and #define tokens to FParseContext Not used yet. - replaced the value scanning code in FParseContext::GetToken with calls to strtol. - Changed XlatParseContext::FindToken to do a binary search over the valid token names. - Fixed: The check arrays for BlockThingsIterators were not properly freed and each iterator allocated a new one as a result. - Split the Xlat parser context class into a generic part that can be used for other Lemon-based parsers in the future and a smaller Xlat-specific part. - Changed: P_TeleportMove now always sets BlockingLine to NULL and P_FindFloorCeiling doesn't set it at all. The way it was set in PIT_FindFloorCeiling didn't look correct. (Note: It's amazing how easy it is to break P_TryMove et.al. with DECORATE if you just know which combinations of code pointers will cause problems. This definitely needs to be addressed.) - Changed P_FindFloorCeiling so that it doesn't need global variables anymore. I also moved the code to set the calling actor's information into this function because that's all it is used for. This also fixes another bug: - AInventory::BecomePickup called P_FindFloorCeiling to get proper position values for the item but never set the item's information to the return value of this call. - Removed the check for Heretic when playing *evillaugh when using the Chaos Device. This sound is not defined by the other games so it won't play by default. - Added MORPH_UNDOMORPHBYTOMEOFPOWER and MORPH_UNDOMORPHBYCHAOSDEVICE flags for the morph style so that the special behavior of these two items can be switched on and off. - Added Martin Howe's morph system enhancement. - Removed PT_EARLYOUT from P_PathTraverse because it wasn't used anywhere. - Rewrote BlockThingsIterator code not to use callbacks anymore. - Fixed: PIT_FindFloorCeiling required tmx and tmy to be set but P_FindFloorCeiling never did that. - Merged Check_Sides and PIT_CrossLine into A_PainShootSkull. - Replaced P_BlockLinesIterator with FBlockLinesIterator in all places it was used. This also allowed to remove all the global variable saving in P_CreateSecNodeList. - Added a new FBlockLinesIterator class that doesn't need a callback function because debugging the previous bug proved to be a bit annoying because it involved a P_BlockLinesIterator loop. - Fixed: The MBF code to move monsters away from dropoffs did not work as intended due to some random decisions in P_DoNewChaseDir. When in the avoiding dropoff mode these are ignored now. This should cure the problem that monsters hanging over a dropoff tended to drop down. - Added a NOTIMEFREEZE flag that excludes actors from being affected by the time freezer powerup. - Changed: Empty pickup messages are no longer printed. - Changed secret sector drawing in automap so that lines with the ML_SECRET flag are only drawn as part of a secret sector if that secret has already been found, even if the option is set to always show secret sectors. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@88 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-08 22:32:52 +00:00
arc << PlayerClass << MonsterClass << Duration << MorphStyle << MorphFlash << UnMorphFlash;
}
// 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);
Update to ZDoom r894: - Eliminated all use of global variables used as output for P_CheckPosition and P_TryMove. Moved BlockingLine and BlockingMobj into AActor because the global variables can be easily overwritten with certain DECORATE constructs. - Removed some unnecessary morphing code. - Fixed some bugs in the HIRESTEX parser. - Added floating point support and #include and #define tokens to FParseContext Not used yet. - replaced the value scanning code in FParseContext::GetToken with calls to strtol. - Changed XlatParseContext::FindToken to do a binary search over the valid token names. - Fixed: The check arrays for BlockThingsIterators were not properly freed and each iterator allocated a new one as a result. - Split the Xlat parser context class into a generic part that can be used for other Lemon-based parsers in the future and a smaller Xlat-specific part. - Changed: P_TeleportMove now always sets BlockingLine to NULL and P_FindFloorCeiling doesn't set it at all. The way it was set in PIT_FindFloorCeiling didn't look correct. (Note: It's amazing how easy it is to break P_TryMove et.al. with DECORATE if you just know which combinations of code pointers will cause problems. This definitely needs to be addressed.) - Changed P_FindFloorCeiling so that it doesn't need global variables anymore. I also moved the code to set the calling actor's information into this function because that's all it is used for. This also fixes another bug: - AInventory::BecomePickup called P_FindFloorCeiling to get proper position values for the item but never set the item's information to the return value of this call. - Removed the check for Heretic when playing *evillaugh when using the Chaos Device. This sound is not defined by the other games so it won't play by default. - Added MORPH_UNDOMORPHBYTOMEOFPOWER and MORPH_UNDOMORPHBYCHAOSDEVICE flags for the morph style so that the special behavior of these two items can be switched on and off. - Added Martin Howe's morph system enhancement. - Removed PT_EARLYOUT from P_PathTraverse because it wasn't used anywhere. - Rewrote BlockThingsIterator code not to use callbacks anymore. - Fixed: PIT_FindFloorCeiling required tmx and tmy to be set but P_FindFloorCeiling never did that. - Merged Check_Sides and PIT_CrossLine into A_PainShootSkull. - Replaced P_BlockLinesIterator with FBlockLinesIterator in all places it was used. This also allowed to remove all the global variable saving in P_CreateSecNodeList. - Added a new FBlockLinesIterator class that doesn't need a callback function because debugging the previous bug proved to be a bit annoying because it involved a P_BlockLinesIterator loop. - Fixed: The MBF code to move monsters away from dropoffs did not work as intended due to some random decisions in P_DoNewChaseDir. When in the avoiding dropoff mode these are ignored now. This should cure the problem that monsters hanging over a dropoff tended to drop down. - Added a NOTIMEFREEZE flag that excludes actors from being affected by the time freezer powerup. - Changed: Empty pickup messages are no longer printed. - Changed secret sector drawing in automap so that lines with the ML_SECRET flag are only drawn as part of a secret sector if that secret has already been found, even if the option is set to always show secret sectors. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@88 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-08 22:32:52 +00:00
arc << UnmorphedMe << UnmorphTime << MorphStyle << MorphExitFlash << 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 ();
}
}