gzdoom/wadsrc/static/zscript/actors/player/player_morph.zs

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extend class PlayerPawn
{
//===========================================================================
//
// InitAllPowerupEffects
//
// Calls InitEffect() on every Powerup in the inventory list. Since these
// functions can be overridden it's safest to store what's next in the item
// list before calling it.
//
//===========================================================================
void InitAllPowerupEffects()
{
for (Inventory item = Inv; item;)
{
Inventory next = item.Inv;
let power = Powerup(item);
if (power)
power.InitEffect();
item = next;
}
}
//===========================================================================
//
// EndAllPowerupEffects
//
// Calls EndEffect() on every Powerup in the inventory list.
//
//===========================================================================
void EndAllPowerupEffects()
{
for (Inventory item = Inv; item;)
{
Inventory next = item.Inv;
let power = Powerup(item);
if (power)
power.EndEffect();
item = next;
}
}
//===========================================================================
//
//
//
//===========================================================================
virtual void ActivateMorphWeapon()
{
if (player.ReadyWeapon)
{
let psp = player.GetPSprite(PSP_WEAPON);
psp.y = WEAPONTOP;
player.ReadyWeapon.ResetPSprite(psp);
}
class<Weapon> morphWeapCls = MorphWeapon;
if (!morphWeapCls)
{
player.ReadyWeapon = null;
}
else
{
player.ReadyWeapon = Weapon(FindInventory(morphWeapCls));
if (!player.ReadyWeapon)
{
player.ReadyWeapon = Weapon(GiveInventoryType(morphWeapCls));
if (player.ReadyWeapon)
player.ReadyWeapon.GivenAsMorphWeapon = true; // Flag is used only by new morphWeap semantics in UndoPlayerMorph
}
if (player.ReadyWeapon)
player.SetPSprite(PSP_WEAPON, player.ReadyWeapon.GetReadyState());
}
if (player.ReadyWeapon)
player.SetPSprite(PSP_FLASH, null);
player.PendingWeapon = WP_NOCHANGE;
}
//---------------------------------------------------------------------------
//
// 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, EMorphFlags style, class<Actor> enterFlash = "TeleportFog", class<Actor> exitFlash = "TeleportFog")
{
if (!player || !spawnType || bDontMorph || player.Health <= 0
|| (!(style & MRF_IGNOREINVULN) && bInvulnerable && (player != activator || !(style & MRF_WHENINVULNERABLE))))
{
return false;
}
if (!duration)
duration = DEFMORPHTICS;
if (spawnType == GetClass())
{
// Player is already a beast.
if (Alternative && bCanSuperMorph
&& GetMorphTics() < duration - TICRATE
&& !FindInventory("PowerWeaponLevel2", true))
{
// Make a super chicken.
GiveInventoryType("PowerWeaponLevel2");
}
return false;
}
let morphed = PlayerPawn(Spawn(spawnType, Pos, NO_REPLACE));
if (!MorphInto(morphed))
{
if (morphed)
morphed.Destroy();
return false;
}
PreMorph(morphed, false);
morphed.PreMorph(self, true);
morphed.EndAllPowerupEffects();
if ((style & MRF_TRANSFERTRANSLATION) && !morphed.bDontTranslate)
morphed.Translation = Translation;
morphed.Angle = Angle;
morphed.Pitch = Pitch; // Allow pitch here since mouse look in GZDoom is far more common than Heretic/Hexen.
morphed.Target = Target;
morphed.Tracer = Tracer;
morphed.Master = Master;
morphed.FriendPlayer = FriendPlayer;
morphed.DesignatedTeam = DesignatedTeam;
morphed.Score = Score;
morphed.ScoreIcon = ScoreIcon;
morphed.Health = morphed.SpawnHealth();
if (TID && (style & MRF_NEWTIDBEHAVIOUR))
{
morphed.ChangeTid(TID);
ChangeTid(0);
}
// special2 is no longer used here since Actors now have a proper field for it.
morphed.PremorphProperties = (bSolid * MPROP_SOLID) | (bShootable * MPROP_SHOOTABLE)
| (bNoBlockmap * MPROP_NO_BLOCKMAP) | (bNoSector * MPROP_NO_SECTOR)
| (bNoInteraction * MPROP_NO_INTERACTION) | (bInvisible * MPROP_INVIS);
morphed.bShadow |= bShadow;
morphed.bNoGravity |= bNoGravity;
morphed.bFly |= bFly;
morphed.bGhost |= bGhost;
// Remove all armor.
if (!(style & MRF_KEEPARMOR))
{
for (Inventory item = morphed.Inv; item;)
{
Inventory next = item.Inv;
if (item is "Armor")
item.DepleteOrDestroy();
item = next;
}
}
// Players store their morph behavior into their PlayerInfo unlike regular Actors which use the
// morph properties. This is needed for backwards compatibility and to give the HUD info.
let p = morphed.player;
morphed.SetMorphTics(duration);
morphed.SetMorphStyle(style);
morphed.SetMorphExitFlash(exitFlash);
p.MorphedPlayerClass = spawnType;
p.PremorphWeapon = p.ReadyWeapon;
p.Health = morphed.Health;
p.Vel = (0.0, 0.0);
// If the new view height is higher than the old one, start moving toward it.
if (morphed.ViewHeight > p.ViewHeight && !p.DeltaViewHeight)
p.DeltaViewHeight = p.GetDeltaViewHeight();
bNoInteraction = true;
A_ChangeLinkFlags(true, true);
// Legacy
bSolid = bShootable = false;
bInvisible = true;
morphed.ClearFOVInterpolation();
morphed.InitAllPowerupEffects();
morphed.ActivateMorphWeapon();
PostMorph(morphed, false); // No longer the current body
morphed.PostMorph(self, true); // This is the current body
if (enterFlash)
{
Actor fog = Spawn(enterFlash, morphed.Pos.PlusZ(GameInfo.TelefogHeight), ALLOW_REPLACE);
if (fog)
fog.Target = morphed;
}
return true;
}
//----------------------------------------------------------------------------
//
// FUNC UndoPlayerMorph
//
//----------------------------------------------------------------------------
virtual bool UndoPlayerMorph(PlayerInfo activator, EMorphFlags unmorphFlags = 0, bool force = false)
{
if (!Alternative || bStayMorphed || Alternative.bStayMorphed)
return false;
if (!(unmorphFlags & MRF_IGNOREINVULN) && bInvulnerable
&& (player != activator || (!(player.MorphStyle & MRF_WHENINVULNERABLE) && !(unmorphFlags & MRF_STANDARDUNDOING))))
{
return false;
}
let alt = PlayerPawn(Alternative);
alt.SetOrigin(Pos, false);
// Test if there's room to unmorph.
if (!force && (PremorphProperties & MPROP_SOLID))
{
bool altSolid = alt.bSolid;
bool isSolid = bSolid;
bool isTouchy = bTouchy;
alt.bSolid = true;
bSolid = bTouchy = false;
bool res = alt.TestMobjLocation();
alt.bSolid = altSolid;
bSolid = isSolid;
bTouchy = isTouchy;
if (!res)
{
SetMorphTics(2 * TICRATE);
return false;
}
}
if (!MorphInto(alt))
return false;
PreUnmorph(alt, false); // This body's about to be left.
alt.PreUnmorph(self, true); // This one's about to become current.
alt.EndAllPowerupEffects();
// Remove the morph power if the morph is being undone prematurely.
for (Inventory item = alt.Inv; item;)
{
Inventory next = item.Inv;
if (item is "PowerMorph")
item.Destroy();
item = next;
}
alt.Angle = Angle;
alt.Pitch = Pitch;
alt.Target = Target;
alt.Tracer = Tracer;
alt.Master = Master;
alt.FriendPlayer = FriendPlayer;
alt.DesignatedTeam = DesignatedTeam;
alt.Score = Score;
alt.ScoreIcon = ScoreIcon;
alt.ReactionTime = 18;
alt.bSolid = (PremorphProperties & MPROP_SOLID);
alt.bShootable = (PremorphProperties & MPROP_SHOOTABLE);
alt.bInvisible = (PremorphProperties & MPROP_INVIS);
alt.bShadow = bShadow;
alt.bNoGravity = bNoGravity;
alt.bGhost = bGhost;
alt.bFly = bFly;
alt.Vel = (0.0, 0.0, Vel.Z);
alt.bNoInteraction = (PremorphProperties & MPROP_NO_INTERACTION);
alt.A_ChangeLinkFlags((PremorphProperties & MPROP_NO_BLOCKMAP), (PremorphProperties & MPROP_NO_SECTOR));
let p = alt.player;
class<Actor> exitFlash = alt.GetMorphExitFlash();
EMorphFlags style = alt.GetMorphStyle();
Weapon premorphWeap = p.PremorphWeapon;
if (TID && (style & MRF_NEWTIDBEHAVIOUR))
{
alt.ChangeTid(TID);
ChangeTID(0);
}
alt.SetMorphTics(0);
alt.SetMorphStyle(0);
alt.SetMorphExitFlash(null);
p.MorphedPlayerClass = null;
p.PremorphWeapon = null;
p.ViewHeight = alt.ViewHeight;
p.Vel = (0.0, 0.0);
if (p.Health > 0 || (style & MRF_UNDOBYDEATHSAVES))
p.Health = alt.Health = alt.SpawnHealth();
else
alt.Health = p.Health;
Inventory level2 = alt.FindInventory("PowerWeaponLevel2", true);
if (level2)
level2.Destroy();
let morphWeap = p.ReadyWeapon;
if (premorphWeap)
{
premorphWeap.PostMorphWeapon();
}
else
{
p.ReadyWeapon = null;
p.PendingWeapon = WP_NOCHANGE;
p.Refire = 0;
}
if (style & MRF_LOSEACTUALWEAPON)
{
// Improved "lose morph weapon" semantics.
class<Weapon> morphWeapCls = MorphWeapon;
if (morphWeapCls)
{
let originalMorphWeapon = Weapon(alt.FindInventory(morphWeapCls));
if (originalMorphWeapon && originalMorphWeapon.GivenAsMorphWeapon)
originalMorphWeapon.Destroy();
}
}
else if (morphWeap) // Old behaviour (not really useful now).
{
morphWeap.Destroy();
}
// Reset the base AC of the player's Hexen armor back to its default.
let hexArmor = HexenArmor(alt.FindInventory("HexenArmor"));
if (hexArmor)
hexArmor.Slots[4] = alt.HexenArmor[0];
alt.ClearFOVInterpolation();
alt.InitAllPowerupEffects();
PostUnmorph(alt, false); // This body is no longer current.
alt.PostUnmorph(self, true); // altmo body is current.
if (exitFlash)
{
Actor fog = Spawn(exitFlash, alt.Vec3Angle(20.0, alt.Angle, GameInfo.TelefogHeight), ALLOW_REPLACE);
if (fog)
fog.Target = alt;
}
Destroy();
return true;
}
}