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 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 spawnType, int duration, EMorphFlags style, class enterFlash = "TeleportFog", class 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 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(); WeaponSlots.SetupWeaponSlots(alt); 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 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; } }