gzdoom/wadsrc/static/zscript/shared/morph.txt

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extend class PlayerPawn
{
//===========================================================================
//
// EndAllPowerupEffects
//
// Calls EndEffect() on every Powerup in the inventory list.
//
//===========================================================================
void InitAllPowerupEffects()
{
let item = Inv;
while (item != null)
{
let power = Powerup(item);
if (power != null)
{
power.InitEffect();
}
item = item.Inv;
}
}
//===========================================================================
//
// EndAllPowerupEffects
//
// Calls EndEffect() on every Powerup in the inventory list.
//
//===========================================================================
void EndAllPowerupEffects()
{
let item = Inv;
while (item != null)
{
let power = Powerup(item);
if (power != null)
{
power.EndEffect();
}
item = item.Inv;
}
}
//===========================================================================
//
//
//
//===========================================================================
virtual void ActivateMorphWeapon ()
{
class<Weapon> morphweaponcls = MorphWeapon;
player.PendingWeapon = WP_NOCHANGE;
if (player.ReadyWeapon != null)
{
player.GetPSprite(PSP_WEAPON).y = WEAPONTOP;
}
if (morphweaponcls == null || !(morphweaponcls is 'Weapon'))
{ // No weapon at all while morphed!
player.ReadyWeapon = null;
}
else
{
player.ReadyWeapon = Weapon(FindInventory (morphweaponcls));
if (player.ReadyWeapon == null)
{
player.ReadyWeapon = Weapon(GiveInventoryType (morphweaponcls));
if (player.ReadyWeapon != null)
{
player.ReadyWeapon.GivenAsMorphWeapon = true; // flag is used only by new beastweap semantics in P_UndoPlayerMorph
}
}
if (player.ReadyWeapon != null)
{
player.SetPsprite(PSP_WEAPON, player.ReadyWeapon.GetReadyState());
}
}
if (player.ReadyWeapon != null)
{
player.SetPsprite(PSP_FLASH, null);
}
player.PendingWeapon = WP_NOCHANGE;
}
//---------------------------------------------------------------------------
//
// FUNC P_MorphPlayer
//
// Returns true if the player gets turned into a chicken/pig.
//
// TODO: Allow morphed players to receive weapon sets (not just one weapon),
// since they have their own weapon slots now.
//
//---------------------------------------------------------------------------
virtual bool MorphPlayer(playerinfo activator, Class<PlayerPawn> spawntype, int duration, int style, Class<Actor> enter_flash = null, Class<Actor> exit_flash = null)
{
if (bDontMorph)
{
return false;
}
if (bInvulnerable && (player != activator || !(style & MRF_WHENINVULNERABLE)))
{ // Immune when invulnerable unless this is a power we activated
return false;
}
if (player.morphTics)
{ // Player is already a beast
if ((GetClass() == spawntype) && bCanSuperMorph
&& (player.morphTics < (((duration) ? duration : DEFMORPHTICS) - TICRATE))
&& FindInventory('PowerWeaponLevel2', true) == null)
{ // Make a super chicken
GiveInventoryType ('PowerWeaponLevel2');
}
return false;
}
if (health <= 0)
{ // Dead players cannot morph
return false;
}
if (spawntype == null)
{
return false;
}
if (!(spawntype is 'PlayerPawn'))
{
return false;
}
if (spawntype == GetClass())
{
return false;
}
let morphed = PlayerPawn(Spawn (spawntype, Pos, NO_REPLACE));
EndAllPowerupEffects();
Substitute(morphed);
if ((style & MRF_TRANSFERTRANSLATION) && !morphed.bDontTranslate)
{
morphed.Translation = Translation;
}
if (tid != 0 && (style & MRF_NEWTIDBEHAVIOUR))
{
morphed.ChangeTid(tid);
ChangeTid(0);
}
morphed.Angle = Angle;
morphed.target = target;
morphed.tracer = tracer;
morphed.alternative = self;
morphed.FriendPlayer = FriendPlayer;
morphed.DesignatedTeam = DesignatedTeam;
morphed.Score = Score;
player.PremorphWeapon = player.ReadyWeapon;
morphed.special2 = bSolid * 2 + bShootable * 4 + bInvisible * 0x40; // The factors are for savegame compatibility
morphed.player = player;
if (morphed.ViewHeight > player.viewheight && player.deltaviewheight == 0)
{ // If the new view height is higher than the old one, start moving toward it.
player.deltaviewheight = player.GetDeltaViewHeight();
}
morphed.bShadow |= bShadow;
morphed.bNoGravity |= bNoGravity;
morphed.bFly |= bFly;
morphed.bGhost |= bGhost;
if (enter_flash == null) enter_flash = 'TeleportFog';
let eflash = Spawn(enter_flash, Pos + (0, 0, gameinfo.telefogheight), ALLOW_REPLACE);
let p = player;
player = null;
alternative = morphed;
bSolid = false;
bShootable = false;
bUnmorphed = true;
bInvisible = true;
p.morphTics = (duration) ? duration : DEFMORPHTICS;
// [MH] Used by SBARINFO to speed up face drawing
p.MorphedPlayerClass = spawntype;
p.MorphStyle = style;
if (exit_flash == null) exit_flash = 'TeleportFog';
p.MorphExitFlash = exit_flash;
p.health = morphed.health;
p.mo = morphed;
p.vel = (0, 0);
morphed.ObtainInventory (self);
// Remove all armor
for (Inventory item = morphed.Inv; item != null; )
{
let next = item.Inv;
if (item is 'Armor')
{
item.DepleteOrDestroy();
}
item = next;
}
morphed.InitAllPowerupEffects();
morphed.ActivateMorphWeapon ();
if (p.camera == self) // can this happen?
{
p.camera = morphed;
}
morphed.ScoreIcon = ScoreIcon; // [GRB]
if (eflash)
eflash.target = morphed;
return true;
}
}
class MorphProjectile : Actor
{
Class<PlayerPawn> PlayerClass;
Class<Actor> MonsterClass, MorphFlash, UnMorphFlash;
int Duration, MorphStyle;
Default
{
Damage 1;
Projectile;
-ACTIVATEIMPACT
-ACTIVATEPCROSS
}
override int DoSpecialDamage (Actor target, int damage, Name damagetype)
{
if (target.player)
{
target.player.MorphPlayer (NULL, PlayerClass, Duration, MorphStyle, MorphFlash, UnMorphFlash);
}
else
{
target.MorphMonster (MonsterClass, Duration, MorphStyle, MorphFlash, UnMorphFlash);
}
return -1;
}
}
class MorphedMonster : Actor native
{
native Actor UnmorphedMe;
native int UnmorphTime, MorphStyle;
native Class<Actor> MorphExitFlash;
Default
{
Monster;
-COUNTKILL
+FLOORCLIP
}
}