mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-23 20:43:15 +00:00
70f9b649aa
- 'current' is true for the actor that is the new body, false for the old body.
158 lines
5.2 KiB
Text
158 lines
5.2 KiB
Text
//-----------------------------------------------------------------------------
|
|
//
|
|
// Copyright 1994-1996 Raven Software
|
|
// Copyright 1999-2016 Randy Heit
|
|
// Copyright 2002-2018 Christoph Oelckers
|
|
// Copyright 2005-2008 Martin Howe
|
|
//
|
|
// This program is free software: you can redistribute it and/or modify
|
|
// it under the terms of the GNU General Public License as published by
|
|
// the Free Software Foundation, either version 3 of the License, or
|
|
// (at your option) any later version.
|
|
//
|
|
// This program is distributed in the hope that it will be useful,
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
// GNU General Public License for more details.
|
|
//
|
|
// You should have received a copy of the GNU General Public License
|
|
// along with this program. If not, see http://www.gnu.org/licenses/
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
|
|
extend class Actor
|
|
{
|
|
virtual Actor, int, int MorphedDeath()
|
|
{
|
|
return null, 0, 0;
|
|
}
|
|
|
|
// [MC] Called when an actor morphs, on both the previous form (!current) and present form (current).
|
|
virtual void PreMorph(Actor mo, bool current) {}
|
|
virtual void PostMorph(Actor mo, bool current) {}
|
|
virtual void PreUnmorph(Actor mo, bool current) {}
|
|
virtual void PostUnmorph(Actor mo, bool current) {}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Main entry point
|
|
//
|
|
//===========================================================================
|
|
|
|
virtual bool Morph(Actor activator, class<PlayerPawn> playerclass, class<MorphedMonster> monsterclass, int duration = 0, int style = 0, class<Actor> morphflash = null, class<Actor>unmorphflash = null)
|
|
{
|
|
if (player != null && player.mo != null && playerclass != null)
|
|
{
|
|
return player.mo.MorphPlayer(activator? activator.player : null, playerclass, duration, style, morphflash, unmorphflash);
|
|
}
|
|
else
|
|
{
|
|
return MorphMonster(monsterclass, duration, style, morphflash, unmorphflash);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Action function variant whose arguments differ from the generic one.
|
|
//
|
|
//===========================================================================
|
|
|
|
bool A_Morph(class<Actor> type, int duration = 0, int style = 0, class<Actor> morphflash = null, class<Actor>unmorphflash = null)
|
|
{
|
|
if (self.player != null)
|
|
{
|
|
let playerclass = (class<PlayerPawn>)(type);
|
|
if (playerclass && self.player.mo != null) return player.mo.MorphPlayer(self.player, playerclass, duration, style, morphflash, unmorphflash);
|
|
}
|
|
else
|
|
{
|
|
return MorphMonster(type, duration, style, morphflash, unmorphflash);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Main entry point
|
|
//
|
|
//===========================================================================
|
|
|
|
virtual bool UnMorph(Actor activator, int flags, bool force)
|
|
{
|
|
if (player)
|
|
{
|
|
return player.mo.UndoPlayerMorph(activator? activator.player : null, flags, force);
|
|
}
|
|
else
|
|
{
|
|
let morphed = MorphedMonster(self);
|
|
if (morphed)
|
|
return morphed.UndoMonsterMorph(force);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// FUNC P_MorphMonster
|
|
//
|
|
// Returns true if the monster gets turned into a chicken/pig.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
virtual bool MorphMonster (Class<Actor> spawntype, int duration, int style, Class<Actor> enter_flash, Class<Actor> exit_flash)
|
|
{
|
|
if (player || spawntype == NULL || bDontMorph || !bIsMonster || !(spawntype is 'MorphedMonster'))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
let morphed = MorphedMonster(Spawn (spawntype, Pos, NO_REPLACE));
|
|
|
|
// [MC] Notify that we're just about to start the transfer.
|
|
PreMorph(morphed, false); // False: No longer the current.
|
|
morphed.PreMorph(self, true); // True: Becoming this actor.
|
|
|
|
Substitute (morphed);
|
|
if ((style & MRF_TRANSFERTRANSLATION) && !morphed.bDontTranslate)
|
|
{
|
|
morphed.Translation = Translation;
|
|
}
|
|
morphed.ChangeTid(tid);
|
|
ChangeTid(0);
|
|
morphed.Angle = Angle;
|
|
morphed.UnmorphedMe = self;
|
|
morphed.Alpha = Alpha;
|
|
morphed.RenderStyle = RenderStyle;
|
|
morphed.Score = Score;
|
|
|
|
morphed.UnmorphTime = level.time + ((duration) ? duration : DEFMORPHTICS) + random[morphmonst]();
|
|
morphed.MorphStyle = style;
|
|
morphed.MorphExitFlash = (exit_flash) ? exit_flash : (class<Actor>)("TeleportFog");
|
|
morphed.FlagsSave = bSolid * 2 + bShootable * 4 + bInvisible * 0x40; // The factors are for savegame compatibility
|
|
|
|
morphed.special = special;
|
|
morphed.args[0] = args[0];
|
|
morphed.args[1] = args[1];
|
|
morphed.args[2] = args[2];
|
|
morphed.args[3] = args[3];
|
|
morphed.args[4] = args[4];
|
|
morphed.CopyFriendliness (self, true);
|
|
morphed.bShadow |= bShadow;
|
|
morphed.bGhost |= bGhost;
|
|
special = 0;
|
|
bSolid = false;
|
|
bShootable = false;
|
|
bUnmorphed = true;
|
|
bInvisible = true;
|
|
let eflash = Spawn(enter_flash ? enter_flash : (class<Actor>)("TeleportFog"), Pos + (0, 0, gameinfo.TELEFOGHEIGHT), ALLOW_REPLACE);
|
|
if (eflash)
|
|
eflash.target = morphed;
|
|
PostMorph(morphed, false);
|
|
morphed.PostMorph(self, true);
|
|
return true;
|
|
}
|
|
}
|
|
|