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0584ecf65e
They are expected to be virtual on C++ side
751 lines
20 KiB
Text
751 lines
20 KiB
Text
//-----------------------------------------------------------------------------
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//
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// Copyright 1994-1996 Raven Software
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// Copyright 1999-2016 Randy Heit
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// Copyright 2002-2018 Christoph Oelckers
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// Copyright 2005-2008 Martin Howe
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//-----------------------------------------------------------------------------
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//
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extend class Actor
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{
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virtual Actor, int, int MorphedDeath()
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{
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return null, 0, 0;
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}
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//===========================================================================
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//
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// Main entry point
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//
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//===========================================================================
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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)
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{
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if (player != null && player.mo != null && playerclass != null)
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{
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return player.mo.MorphPlayer(activator? activator.player : null, playerclass, duration, style, morphflash, unmorphflash);
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}
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else
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{
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return MorphMonster(monsterclass, duration, style, morphflash, unmorphflash);
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}
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}
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//===========================================================================
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//
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// Action function variant whose arguments differ from the generic one.
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//
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//===========================================================================
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bool A_Morph(class<Actor> type, int duration = 0, int style = 0, class<Actor> morphflash = null, class<Actor>unmorphflash = null)
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{
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if (self.player != null)
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{
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let playerclass = (class<PlayerPawn>)(type);
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if (playerclass && self.player.mo != null) return player.mo.MorphPlayer(self.player, playerclass, duration, style, morphflash, unmorphflash);
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}
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else
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{
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return MorphMonster(type, duration, style, morphflash, unmorphflash);
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}
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return false;
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}
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//===========================================================================
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//
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// Main entry point
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//
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//===========================================================================
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virtual bool UnMorph(Actor activator, int flags, bool force)
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{
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if (player)
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{
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return player.mo.UndoPlayerMorph(activator? activator.player : null, flags, force);
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}
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else
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{
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let morphed = MorphedMonster(self);
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if (morphed)
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return morphed.UndoMonsterMorph(force);
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}
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return false;
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}
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//---------------------------------------------------------------------------
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//
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// FUNC P_MorphMonster
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//
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// Returns true if the monster gets turned into a chicken/pig.
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//
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//---------------------------------------------------------------------------
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virtual bool MorphMonster (Class<Actor> spawntype, int duration, int style, Class<Actor> enter_flash, Class<Actor> exit_flash)
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{
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if (player || spawntype == NULL || bDontMorph || !bIsMonster || !(spawntype is 'MorphedMonster'))
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{
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return false;
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}
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let morphed = MorphedMonster(Spawn (spawntype, Pos, NO_REPLACE));
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Substitute (morphed);
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if ((style & MRF_TRANSFERTRANSLATION) && !morphed.bDontTranslate)
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{
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morphed.Translation = Translation;
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}
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morphed.ChangeTid(tid);
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ChangeTid(0);
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morphed.Angle = Angle;
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morphed.UnmorphedMe = self;
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morphed.Alpha = Alpha;
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morphed.RenderStyle = RenderStyle;
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morphed.Score = Score;
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morphed.UnmorphTime = level.time + ((duration) ? duration : DEFMORPHTICS) + random[morphmonst]();
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morphed.MorphStyle = style;
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morphed.MorphExitFlash = (exit_flash) ? exit_flash : (class<Actor>)("TeleportFog");
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morphed.FlagsSave = bSolid * 2 + bShootable * 4 + bInvisible * 0x40; // The factors are for savegame compatibility
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morphed.special = special;
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morphed.args[0] = args[0];
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morphed.args[1] = args[1];
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morphed.args[2] = args[2];
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morphed.args[3] = args[3];
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morphed.args[4] = args[4];
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morphed.CopyFriendliness (self, true);
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morphed.bShadow |= bShadow;
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morphed.bGhost |= bGhost;
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special = 0;
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bSolid = false;
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bShootable = false;
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bUnmorphed = true;
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bInvisible = true;
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let eflash = Spawn(enter_flash ? enter_flash : (class<Actor>)("TeleportFog"), Pos + (0, 0, gameinfo.TELEFOGHEIGHT), ALLOW_REPLACE);
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if (eflash)
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eflash.target = morphed;
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return true;
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}
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}
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extend class PlayerPawn
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{
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//===========================================================================
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//
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// EndAllPowerupEffects
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//
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// Calls EndEffect() on every Powerup in the inventory list.
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//
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//===========================================================================
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void InitAllPowerupEffects()
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{
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let item = Inv;
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while (item != null)
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{
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let power = Powerup(item);
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if (power != null)
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{
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power.InitEffect();
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}
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item = item.Inv;
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}
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}
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//===========================================================================
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//
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// EndAllPowerupEffects
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//
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// Calls EndEffect() on every Powerup in the inventory list.
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//
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//===========================================================================
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void EndAllPowerupEffects()
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{
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let item = Inv;
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while (item != null)
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{
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let power = Powerup(item);
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if (power != null)
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{
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power.EndEffect();
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}
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item = item.Inv;
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}
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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virtual void ActivateMorphWeapon ()
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{
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class<Weapon> morphweaponcls = MorphWeapon;
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player.PendingWeapon = WP_NOCHANGE;
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if (player.ReadyWeapon != null)
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{
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player.GetPSprite(PSP_WEAPON).y = WEAPONTOP;
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}
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if (morphweaponcls == null || !(morphweaponcls is 'Weapon'))
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{ // No weapon at all while morphed!
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player.ReadyWeapon = null;
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}
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else
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{
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player.ReadyWeapon = Weapon(FindInventory (morphweaponcls));
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if (player.ReadyWeapon == null)
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{
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player.ReadyWeapon = Weapon(GiveInventoryType (morphweaponcls));
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if (player.ReadyWeapon != null)
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{
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player.ReadyWeapon.GivenAsMorphWeapon = true; // flag is used only by new beastweap semantics in UndoPlayerMorph
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}
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}
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if (player.ReadyWeapon != null)
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{
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player.SetPsprite(PSP_WEAPON, player.ReadyWeapon.GetReadyState());
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}
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}
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if (player.ReadyWeapon != null)
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{
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player.SetPsprite(PSP_FLASH, null);
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}
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player.PendingWeapon = WP_NOCHANGE;
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}
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//---------------------------------------------------------------------------
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//
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// MorphPlayer
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//
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// Returns true if the player gets turned into a chicken/pig.
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//
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// TODO: Allow morphed players to receive weapon sets (not just one weapon),
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// since they have their own weapon slots now.
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//
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//---------------------------------------------------------------------------
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virtual bool MorphPlayer(playerinfo activator, Class<PlayerPawn> spawntype, int duration, int style, Class<Actor> enter_flash = null, Class<Actor> exit_flash = null)
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{
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if (bDontMorph)
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{
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return false;
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}
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if (bInvulnerable && (player != activator || !(style & MRF_WHENINVULNERABLE)))
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{ // Immune when invulnerable unless this is a power we activated
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return false;
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}
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if (player.morphTics)
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{ // Player is already a beast
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if ((GetClass() == spawntype) && bCanSuperMorph
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&& (player.morphTics < (((duration) ? duration : DEFMORPHTICS) - TICRATE))
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&& FindInventory('PowerWeaponLevel2', true) == null)
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{ // Make a super chicken
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GiveInventoryType ('PowerWeaponLevel2');
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}
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return false;
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}
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if (health <= 0)
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{ // Dead players cannot morph
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return false;
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}
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if (spawntype == null)
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{
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return false;
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}
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if (!(spawntype is 'PlayerPawn'))
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{
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return false;
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}
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if (spawntype == GetClass())
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{
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return false;
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}
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let morphed = PlayerPawn(Spawn (spawntype, Pos, NO_REPLACE));
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EndAllPowerupEffects();
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Substitute(morphed);
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if ((style & MRF_TRANSFERTRANSLATION) && !morphed.bDontTranslate)
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{
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morphed.Translation = Translation;
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}
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if (tid != 0 && (style & MRF_NEWTIDBEHAVIOUR))
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{
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morphed.ChangeTid(tid);
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ChangeTid(0);
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}
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morphed.Angle = Angle;
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morphed.target = target;
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morphed.tracer = tracer;
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morphed.alternative = self;
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morphed.FriendPlayer = FriendPlayer;
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morphed.DesignatedTeam = DesignatedTeam;
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morphed.Score = Score;
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player.PremorphWeapon = player.ReadyWeapon;
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morphed.special2 = bSolid * 2 + bShootable * 4 + bInvisible * 0x40; // The factors are for savegame compatibility
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morphed.player = player;
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if (morphed.ViewHeight > player.viewheight && player.deltaviewheight == 0)
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{ // If the new view height is higher than the old one, start moving toward it.
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player.deltaviewheight = player.GetDeltaViewHeight();
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}
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morphed.bShadow |= bShadow;
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morphed.bNoGravity |= bNoGravity;
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morphed.bFly |= bFly;
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morphed.bGhost |= bGhost;
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if (enter_flash == null) enter_flash = 'TeleportFog';
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let eflash = Spawn(enter_flash, Pos + (0, 0, gameinfo.telefogheight), ALLOW_REPLACE);
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let p = player;
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player = null;
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alternative = morphed;
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bSolid = false;
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bShootable = false;
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bUnmorphed = true;
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bInvisible = true;
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p.morphTics = (duration) ? duration : DEFMORPHTICS;
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// [MH] Used by SBARINFO to speed up face drawing
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p.MorphedPlayerClass = spawntype;
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p.MorphStyle = style;
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if (exit_flash == null) exit_flash = 'TeleportFog';
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p.MorphExitFlash = exit_flash;
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p.health = morphed.health;
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p.mo = morphed;
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p.vel = (0, 0);
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morphed.ObtainInventory (self);
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// Remove all armor
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for (Inventory item = morphed.Inv; item != null; )
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{
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let next = item.Inv;
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if (item is 'Armor')
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{
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item.DepleteOrDestroy();
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}
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item = next;
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}
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morphed.InitAllPowerupEffects();
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morphed.ActivateMorphWeapon ();
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if (p.camera == self) // can this happen?
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{
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p.camera = morphed;
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}
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morphed.ScoreIcon = ScoreIcon; // [GRB]
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if (eflash)
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eflash.target = morphed;
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return true;
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}
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//----------------------------------------------------------------------------
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//
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// FUNC UndoPlayerMorph
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//
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//----------------------------------------------------------------------------
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virtual bool UndoPlayerMorph(playerinfo activator, int unmorphflag = 0, bool force = false)
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{
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if (alternative == null)
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{
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return false;
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}
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let player = self.player;
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bool DeliberateUnmorphIsOkay = !!(MRF_STANDARDUNDOING & unmorphflag);
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if ((bInvulnerable) // If the player is invulnerable
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&& ((player != activator) // and either did not decide to unmorph,
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|| (!((player.MorphStyle & MRF_WHENINVULNERABLE) // or the morph style does not allow it
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|| (DeliberateUnmorphIsOkay))))) // (but standard morph styles always allow it),
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{ // Then the player is immune to the unmorph.
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return false;
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}
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let altmo = PlayerPawn(alternative);
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altmo.SetOrigin (Pos, false);
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altmo.bSolid = true;
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bSolid = false;
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if (!force && !altmo.TestMobjLocation())
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{ // Didn't fit
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altmo.bSolid = false;
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bSolid = true;
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player.morphTics = 2*TICRATE;
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return false;
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}
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// No longer using tracer as morph storage. That is what 'alternative' is for.
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// If the tracer has changed on the morph, change the original too.
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altmo.target = target;
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altmo.tracer = tracer;
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self.player = null;
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altmo.alternative = alternative = null;
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// Remove the morph power if the morph is being undone prematurely.
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for (Inventory item = Inv; item != null;)
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{
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let next = item.Inv;
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if (item is "PowerMorph")
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{
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item.Destroy();
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}
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item = next;
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}
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EndAllPowerupEffects();
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altmo.ObtainInventory (self);
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Substitute(altmo);
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if ((tid != 0) && (player.MorphStyle & MRF_NEWTIDBEHAVIOUR))
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{
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altmo.ChangeTid(tid);
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}
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altmo.Angle = Angle;
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altmo.player = player;
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altmo.reactiontime = 18;
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altmo.bSolid = !!(special2 & 2);
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altmo.bShootable = !!(special2 & 4);
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altmo.bInvisible = !!(special2 & 0x40);
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altmo.Vel = (0, 0, Vel.Z);
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player.Vel = (0, 0);
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altmo.floorz = floorz;
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altmo.bShadow = bShadow;
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altmo.bNoGravity = bNoGravity;
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altmo.bGhost = bGhost;
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altmo.bUnmorphed = false;
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altmo.Score = Score;
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altmo.InitAllPowerupEffects();
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let exit_flash = player.MorphExitFlash;
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bool correctweapon = !!(player.MorphStyle & MRF_LOSEACTUALWEAPON);
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bool undobydeathsaves = !!(player.MorphStyle & MRF_UNDOBYDEATHSAVES);
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player.morphTics = 0;
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player.MorphedPlayerClass = null;
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player.MorphStyle = 0;
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player.MorphExitFlash = null;
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player.viewheight = altmo.ViewHeight;
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Inventory level2 = altmo.FindInventory("PowerWeaponLevel2", true);
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if (level2 != null)
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{
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level2.Destroy ();
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}
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if ((player.health > 0) || undobydeathsaves)
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{
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player.health = altmo.health = altmo.SpawnHealth();
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}
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else // killed when morphed so stay dead
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{
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altmo.health = player.health;
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}
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player.mo = altmo;
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if (player.camera == self)
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{
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player.camera = altmo;
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}
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// [MH]
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// If the player that was morphed is the one
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// taking events, reset up the face, if any;
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// this is only needed for old-skool skins
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// and for the original DOOM status bar.
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if (player == players[consoleplayer])
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{
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if (face != 'None')
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{
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// Assume root-level base skin to begin with
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let skinindex = 0;
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let skin = player.GetSkin();
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// If a custom skin was in use, then reload it
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// or else the base skin for the player class.
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if (skin >= PlayerClasses.Size () && skin < PlayerSkins.Size())
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{
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skinindex = skin;
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}
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else if (PlayerClasses.Size () > 1)
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{
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let whatami = altmo.GetClass();
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for (int i = 0; i < PlayerClasses.Size (); ++i)
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{
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if (PlayerClasses[i].Type == whatami)
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{
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skinindex = i;
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break;
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}
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}
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}
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}
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}
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Actor eflash = null;
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if (exit_flash != null)
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{
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eflash = Spawn(exit_flash, Vec3Angle(20., altmo.Angle, gameinfo.telefogheight), ALLOW_REPLACE);
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if (eflash) eflash.target = altmo;
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}
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WeaponSlots.SetupWeaponSlots(altmo); // Use original class's weapon slots.
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let beastweap = player.ReadyWeapon;
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if (player.PremorphWeapon != null)
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{
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player.PremorphWeapon.PostMorphWeapon ();
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}
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else
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{
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player.ReadyWeapon = player.PendingWeapon = null;
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}
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if (correctweapon)
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{ // Better "lose morphed weapon" semantics
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class<Actor> morphweaponcls = MorphWeapon;
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if (morphweaponcls != null && morphweaponcls is 'Weapon')
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{
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let OriginalMorphWeapon = Weapon(altmo.FindInventory (morphweapon));
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if ((OriginalMorphWeapon != null) && (OriginalMorphWeapon.GivenAsMorphWeapon))
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{ // You don't get to keep your morphed weapon.
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if (OriginalMorphWeapon.SisterWeapon != null)
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{
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OriginalMorphWeapon.SisterWeapon.Destroy ();
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}
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OriginalMorphWeapon.Destroy ();
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}
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}
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}
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else // old behaviour (not really useful now)
|
|
{ // Assumptions made here are no longer valid
|
|
if (beastweap != null)
|
|
{ // You don't get to keep your morphed weapon.
|
|
if (beastweap.SisterWeapon != null)
|
|
{
|
|
beastweap.SisterWeapon.Destroy ();
|
|
}
|
|
beastweap.Destroy ();
|
|
}
|
|
}
|
|
Destroy ();
|
|
// Restore playerclass armor to its normal amount.
|
|
let hxarmor = HexenArmor(altmo.FindInventory('HexenArmor'));
|
|
if (hxarmor != null)
|
|
{
|
|
hxarmor.Slots[4] = altmo.HexenArmor[0];
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
override Actor, int, int MorphedDeath()
|
|
{
|
|
// Voodoo dolls should not unmorph the real player here.
|
|
if (player && (player.mo == self) &&
|
|
(player.morphTics) &&
|
|
(player.MorphStyle & MRF_UNDOBYDEATH) &&
|
|
(alternative))
|
|
{
|
|
Actor realme = alternative;
|
|
int realstyle = player.MorphStyle;
|
|
int realhealth = health;
|
|
if (UndoPlayerMorph(player, 0, !!(player.MorphStyle & MRF_UNDOBYDEATHFORCED)))
|
|
{
|
|
return realme, realstyle, realhealth;
|
|
}
|
|
}
|
|
return null, 0, 0;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
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)
|
|
{
|
|
// Voodoo dolls forward this to the real player
|
|
target.player.mo.MorphPlayer (NULL, PlayerClass, Duration, MorphStyle, MorphFlash, UnMorphFlash);
|
|
}
|
|
else
|
|
{
|
|
target.MorphMonster (MonsterClass, Duration, MorphStyle, MorphFlash, UnMorphFlash);
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
class MorphedMonster : Actor
|
|
{
|
|
Actor UnmorphedMe;
|
|
int UnmorphTime, MorphStyle;
|
|
Class<Actor> MorphExitFlash;
|
|
int FlagsSave;
|
|
|
|
Default
|
|
{
|
|
Monster;
|
|
-COUNTKILL
|
|
+FLOORCLIP
|
|
}
|
|
|
|
override void OnDestroy ()
|
|
{
|
|
if (UnmorphedMe != NULL)
|
|
{
|
|
UnmorphedMe.Destroy ();
|
|
}
|
|
Super.OnDestroy();
|
|
}
|
|
|
|
override void Die (Actor source, Actor inflictor, int dmgflags, Name MeansOfDeath)
|
|
{
|
|
Super.Die (source, inflictor, dmgflags, MeansOfDeath);
|
|
if (UnmorphedMe != NULL && UnmorphedMe.bUnmorphed)
|
|
{
|
|
UnmorphedMe.health = health;
|
|
UnmorphedMe.Die (source, inflictor, dmgflags, MeansOfDeath);
|
|
}
|
|
}
|
|
|
|
override void Tick ()
|
|
{
|
|
if (UnmorphTime > level.time || !UndoMonsterMorph())
|
|
{
|
|
Super.Tick();
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// FUNC P_UndoMonsterMorph
|
|
//
|
|
// Returns true if the monster unmorphs.
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
virtual bool UndoMonsterMorph(bool force = false)
|
|
{
|
|
if (UnmorphTime == 0 || UnmorphedMe == NULL || bStayMorphed || UnmorphedMe.bStayMorphed)
|
|
{
|
|
return false;
|
|
}
|
|
let unmorphed = UnmorphedMe;
|
|
unmorphed.SetOrigin (Pos, false);
|
|
unmorphed.bSolid = true;
|
|
bSolid = false;
|
|
bool save = bTouchy;
|
|
bTouchy = false;
|
|
if (!force && !unmorphed.TestMobjLocation ())
|
|
{ // Didn't fit
|
|
unmorphed.bSolid = false;
|
|
bSolid = true;
|
|
bTouchy = save;
|
|
UnmorphTime = level.time + 5*TICRATE; // Next try in 5 seconds
|
|
return false;
|
|
}
|
|
unmorphed.Angle = Angle;
|
|
unmorphed.target = target;
|
|
unmorphed.bShadow = bShadow;
|
|
unmorphed.bGhost = bGhost;
|
|
unmorphed.bSolid = !!(flagssave & 2);
|
|
unmorphed.bShootable = !!(flagssave & 4);
|
|
unmorphed.bInvisible = !!(flagssave & 0x40);
|
|
unmorphed.health = unmorphed.SpawnHealth();
|
|
unmorphed.Vel = Vel;
|
|
unmorphed.ChangeTid(tid);
|
|
unmorphed.special = special;
|
|
unmorphed.Score = Score;
|
|
unmorphed.args[0] = args[0];
|
|
unmorphed.args[1] = args[1];
|
|
unmorphed.args[2] = args[2];
|
|
unmorphed.args[3] = args[3];
|
|
unmorphed.args[4] = args[4];
|
|
unmorphed.CopyFriendliness (self, true);
|
|
UnmorphedMe = NULL;
|
|
Substitute(unmorphed);
|
|
Destroy ();
|
|
let eflash = Spawn(MorphExitFlash, Pos + (0, 0, gameinfo.TELEFOGHEIGHT), ALLOW_REPLACE);
|
|
if (eflash)
|
|
eflash.target = unmorphed;
|
|
return true;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
override Actor, int, int MorphedDeath()
|
|
{
|
|
let realme = UnmorphedMe;
|
|
if (realme != NULL)
|
|
{
|
|
if ((UnmorphTime) &&
|
|
(MorphStyle & MRF_UNDOBYDEATH))
|
|
{
|
|
int realstyle = MorphStyle;
|
|
int realhealth = health;
|
|
if (UndoMonsterMorph(!!(MorphStyle & MRF_UNDOBYDEATHFORCED)))
|
|
{
|
|
return realme, realstyle, realhealth;
|
|
}
|
|
}
|
|
if (realme.bBossDeath)
|
|
{
|
|
realme.health = 0; // make sure that A_BossDeath considers it dead.
|
|
realme.A_BossDeath();
|
|
}
|
|
}
|
|
return null, 0, 0;
|
|
}
|
|
|
|
}
|
|
|