gzdoom/wadsrc/static/zscript/actors/morph.zs
Christoph Oelckers 7c9c7fa1f7 fixed: AActor's members must all be native.
The morph code added 4 scripted ones, but AActor's size must be known at compile time.
2024-04-25 18:15:47 +02:00

420 lines
11 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
{
// Blockmap, sector, and no interaction are the only relevant flags but the old ones are kept around
// for legacy reasons.
enum EPremorphProperty
{
MPROP_SOLID = 1 << 1,
MPROP_SHOOTABLE = 1 << 2,
MPROP_NO_BLOCKMAP = 1 << 3,
MPROP_NO_SECTOR = 1 << 4,
MPROP_NO_INTERACTION = 1 << 5,
MPROP_INVIS = 1 << 6,
}
native int UnmorphTime;
native int MorphFlags;
native class<Actor> MorphExitFlash;
native int PremorphProperties;
// Players still track these separately for legacy reasons.
void SetMorphStyle(EMorphFlags flags)
{
if (player)
player.MorphStyle = flags;
else
MorphFlags = flags;
}
clearscope EMorphFlags GetMorphStyle() const
{
return player ? player.MorphStyle : MorphFlags;
}
void SetMorphExitFlash(class<Actor> flash)
{
if (player)
player.MorphExitFlash = flash;
else
MorphExitFlash = flash;
}
clearscope class<Actor> GetMorphExitFlash() const
{
return player ? player.MorphExitFlash : MorphExitFlash;
}
void SetMorphTics(int dur)
{
if (player)
player.MorphTics = dur;
else
UnmorphTime = Level.Time + dur;
}
clearscope int GetMorphTics() const
{
if (player)
return player.MorphTics;
if (UnmorphTime <= 0)
return UnmorphTime;
return UnmorphTime > Level.Time ? UnmorphTime - Level.Time : 0;
}
// This function doesn't return anything anymore since allowing so would be too volatile
// for morphing management. Instead it's now a function that lets special actions occur
// when a morphed Actor dies.
virtual Actor, int, int MorphedDeath()
{
EMorphFlags mStyle = GetMorphStyle();
if (mStyle & MRF_UNDOBYDEATH)
Unmorph(self, force: mStyle & MRF_UNDOBYDEATHFORCED);
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<Actor> monsterClass, int duration = 0, EMorphFlags style = 0, class<Actor> morphFlash = "TeleportFog", class<Actor> unmorphFlash = "TeleportFog")
{
if (player)
return player.mo.MorphPlayer(activator ? activator.player : null, playerClass, duration, style, morphFlash, unmorphFlash);
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, EMorphFlags style = 0, class<Actor> morphFlash = "TeleportFog", class<Actor> unmorphFlash = "TeleportFog")
{
return Morph(self, (class<PlayerPawn>)(type), type, duration, style, morphFlash, unmorphFlash);
}
//===========================================================================
//
// Main entry point
//
//===========================================================================
virtual bool Unmorph(Actor activator, EMorphFlags flags = 0, bool force = false)
{
if (player)
return player.mo.UndoPlayerMorph(activator ? activator.player : null, flags, force);
return UndoMonsterMorph(force);
}
virtual bool CheckUnmorph()
{
return UnmorphTime && UnmorphTime <= Level.Time && Unmorph(self, MRF_UNDOBYTIMEOUT);
}
//---------------------------------------------------------------------------
//
// FUNC P_MorphMonster
//
// Returns true if the monster gets turned into a chicken/pig.
//
//---------------------------------------------------------------------------
virtual bool MorphMonster(class<Actor> spawnType, int duration, EMorphFlags style, class<Actor> enterFlash = "TeleportFog", class<Actor> exitFlash = "TeleportFog")
{
if (player || !bIsMonster || !spawnType || bDontMorph || Health <= 0 || spawnType == GetClass())
return false;
Actor morphed = Spawn(spawnType, Pos, ALLOW_REPLACE);
if (!MorphInto(morphed))
{
if (morphed)
{
morphed.ClearCounters();
morphed.Destroy();
}
return false;
}
// [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.
if ((style & MRF_TRANSFERTRANSLATION) && !morphed.bDontTranslate)
morphed.Translation = Translation;
morphed.Angle = Angle;
morphed.Alpha = Alpha;
morphed.RenderStyle = RenderStyle;
morphed.bShadow |= bShadow;
morphed.bGhost |= bGhost;
morphed.Score = Score;
morphed.Special = Special;
for (int i; i < 5; ++i)
morphed.Args[i] = Args[i];
if (TID && (style & MRF_NEWTIDBEHAVIOUR))
{
morphed.ChangeTID(TID);
ChangeTID(0);
}
morphed.Tracer = Tracer;
morphed.Master = Master;
morphed.CopyFriendliness(self, true);
// 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;
}
}
morphed.SetMorphTics((duration ? duration : DEFMORPHTICS) + Random[morphmonst]());
morphed.SetMorphStyle(style);
morphed.SetMorphExitFlash(exitFlash);
morphed.PremorphProperties = (bSolid * MPROP_SOLID) | (bShootable * MPROP_SHOOTABLE)
| (bNoBlockmap * MPROP_NO_BLOCKMAP) | (bNoSector * MPROP_NO_SECTOR)
| (bNoInteraction * MPROP_NO_INTERACTION) | (bInvisible * MPROP_INVIS);
// This is just here for backwards compatibility as MorphedMonster used to be required.
let morphMon = MorphedMonster(morphed);
if (morphMon)
{
morphMon.UnmorphedMe = morphMon.Alternative;
morphMon.MorphStyle = morphMon.GetMorphStyle();
morphMon.FlagsSave = morphMon.PremorphProperties;
}
Special = 0;
bNoInteraction = true;
A_ChangeLinkFlags(true, true);
// Legacy
bInvisible = true;
bSolid = bShootable = false;
PostMorph(morphed, false);
morphed.PostMorph(self, true);
if (enterFlash)
{
Actor fog = Spawn(enterFlash, morphed.Pos.PlusZ(GameInfo.TELEFOGHEIGHT), ALLOW_REPLACE);
if (fog)
fog.Target = morphed;
}
return true;
}
//----------------------------------------------------------------------------
//
// FUNC P_UndoMonsterMorph
//
// Returns true if the monster unmorphs.
//
//----------------------------------------------------------------------------
virtual bool UndoMonsterMorph(bool force = false)
{
if (!Alternative || bStayMorphed || Alternative.bStayMorphed)
return false;
Actor alt = Alternative;
alt.SetOrigin(Pos, false);
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;
// Didn't fit.
if (!res)
{
SetMorphTics(5 * TICRATE);
return false;
}
}
if (!MorphInto(alt))
return false;
PreUnmorph(alt, false);
alt.PreUnmorph(self, true);
// Check to see if it had a powerup that caused it to morph.
for (Inventory item = alt.Inv; item;)
{
Inventory next = item.Inv;
if (item is "PowerMorph")
item.Destroy();
item = next;
}
alt.Angle = Angle;
alt.bShadow = bShadow;
alt.bGhost = bGhost;
alt.bSolid = (PremorphProperties & MPROP_SOLID);
alt.bShootable = (PremorphProperties & MPROP_SHOOTABLE);
alt.bInvisible = (PremorphProperties & MPROP_INVIS);
alt.Vel = Vel;
alt.Score = Score;
alt.bNoInteraction = (PremorphProperties & MPROP_NO_INTERACTION);
alt.A_ChangeLinkFlags((PremorphProperties & MPROP_NO_BLOCKMAP), (PremorphProperties & MPROP_NO_SECTOR));
EMorphFlags style = GetMorphStyle();
if (TID && (style & MRF_NEWTIDBEHAVIOUR))
{
alt.ChangeTID(TID);
ChangeTID(0);
}
alt.Special = Special;
for (int i; i < 5; ++i)
alt.Args[i] = Args[i];
alt.Tracer = Tracer;
alt.Master = Master;
alt.CopyFriendliness(self, true, false);
if (Health > 0 || (style & MRF_UNDOBYDEATHSAVES))
alt.Health = alt.SpawnHealth();
else
alt.Health = Health;
Special = 0;
PostUnmorph(alt, false); // From is false here: Leaving the caller's body.
alt.PostUnmorph(self, true); // True here: Entering this body from here.
if (MorphExitFlash)
{
Actor fog = Spawn(MorphExitFlash, alt.Pos.PlusZ(GameInfo.TELEFOGHEIGHT), ALLOW_REPLACE);
if (fog)
fog.Target = alt;
}
ClearCounters();
Destroy();
return true;
}
}
//===========================================================================
//
//
//
//===========================================================================
class MorphProjectile : Actor
{
class<PlayerPawn> PlayerClass;
class<Actor> MonsterClass, MorphFlash, UnmorphFlash;
int Duration, MorphStyle;
Default
{
Damage 1;
Projectile;
MorphProjectile.MorphFlash "TeleportFog";
MorphProjectile.UnmorphFlash "TeleportFog";
-ACTIVATEIMPACT
-ACTIVATEPCROSS
}
override int DoSpecialDamage(Actor victim, int dmg, Name dmgType)
{
victim.Morph(Target, PlayerClass, MonsterClass, Duration, MorphStyle, MorphFlash, UnmorphFlash);
return -1;
}
}
//===========================================================================
//
// This class is redundant as it's no longer necessary for monsters to
// morph but is kept here for compatibility. Its previous fields either exist
// in the base Actor now or are just a shell for the actual fields
// which either already existed and weren't used for some reason or needed a
// better name.
//
//===========================================================================
class MorphedMonster : Actor
{
Actor UnmorphedMe;
EMorphFlags MorphStyle;
EPremorphProperty FlagsSave;
Default
{
Monster;
+FLOORCLIP
-COUNTKILL
}
// Make sure changes to these are propogated correctly when unmorphing. This is only
// set for monsters since originally players and this class were the only ones
// that were considered valid for morphing.
override bool UndoMonsterMorph(bool force)
{
Alternative = UnmorphedMe;
SetMorphStyle(MorphStyle);
PremorphProperties = FlagsSave;
return super.UndoMonsterMorph(force);
}
}