qzdoom-gpl/src/g_raven/a_artiegg.cpp

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#include "info.h"
#include "a_pickups.h"
#include "a_artifacts.h"
#include "gstrings.h"
#include "p_local.h"
#include "gi.h"
#include "p_enemy.h"
#include "s_sound.h"
#include "m_random.h"
#include "a_sharedglobal.h"
#include "ravenshared.h"
#define MORPHTICS (40*TICRATE)
static FRandom pr_morphmonst ("MorphMonster");
//---------------------------------------------------------------------------
//
// FUNC P_MorphPlayer
//
// Returns true if the player gets turned into a chicken/pig.
//
//---------------------------------------------------------------------------
bool P_MorphPlayer (player_t *p, const PClass *spawntype)
{
AInventory *item;
APlayerPawn *morphed;
APlayerPawn *actor;
actor = p->mo;
if (actor == NULL)
{
return false;
}
if (actor->flags3 & MF3_DONTMORPH)
{
return false;
}
if (p->mo->flags2 & MF2_INVULNERABLE)
{ // Immune when invulnerable
return false;
}
if (p->morphTics)
{ // Player is already a beast
return false;
}
if (p->health <= 0)
{ // Dead players cannot morph
return false;
}
if (spawntype == NULL)
{
return false;
}
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morphed = static_cast<APlayerPawn *>(Spawn (spawntype, actor->x, actor->y, actor->z, NO_REPLACE));
DObject::PointerSubstitution (actor, morphed);
morphed->angle = actor->angle;
morphed->target = actor->target;
morphed->tracer = actor;
p->PremorphWeapon = p->ReadyWeapon;
morphed->special2 = actor->flags & ~MF_JUSTHIT;
morphed->player = p;
if (actor->renderflags & RF_INVISIBLE)
{
morphed->special2 |= MF_JUSTHIT;
}
morphed->flags |= actor->flags & (MF_SHADOW|MF_NOGRAVITY);
morphed->flags2 |= actor->flags2 & MF2_FLY;
morphed->flags3 |= actor->flags3 & MF3_GHOST;
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Spawn<ATeleportFog> (actor->x, actor->y, actor->z + TELEFOGHEIGHT, ALLOW_REPLACE);
actor->player = NULL;
actor->flags &= ~(MF_SOLID|MF_SHOOTABLE);
actor->flags |= MF_UNMORPHED;
actor->renderflags |= RF_INVISIBLE;
p->morphTics = MORPHTICS;
p->health = morphed->health;
p->mo = morphed;
p->momx = p->momy = 0;
morphed->ObtainInventory (actor);
// Remove all armor
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for (item = morphed->Inventory; item != NULL; )
{
AInventory *next = item->Inventory;
if (item->IsKindOf (RUNTIME_CLASS(AArmor)))
{
item->Destroy ();
}
item = next;
}
morphed->ActivateMorphWeapon ();
if (p->camera == actor)
{
p->camera = morphed;
}
morphed->ScoreIcon = actor->ScoreIcon; // [GRB]
return true;
}
//----------------------------------------------------------------------------
//
// FUNC P_UndoPlayerMorph
//
//----------------------------------------------------------------------------
bool P_UndoPlayerMorph (player_t *player, bool force)
{
AWeapon *beastweap;
APlayerPawn *mo;
AActor *pmo;
angle_t angle;
pmo = player->mo;
if (pmo->tracer == NULL)
{
return false;
}
mo = static_cast<APlayerPawn *>(pmo->tracer);
mo->SetOrigin (pmo->x, pmo->y, pmo->z);
mo->flags |= MF_SOLID;
pmo->flags &= ~MF_SOLID;
if (!force && P_TestMobjLocation (mo) == false)
{ // Didn't fit
mo->flags &= ~MF_SOLID;
pmo->flags |= MF_SOLID;
player->morphTics = 2*TICRATE;
return false;
}
pmo->player = NULL;
mo->ObtainInventory (pmo);
DObject::PointerSubstitution (pmo, mo);
mo->angle = pmo->angle;
mo->player = player;
mo->reactiontime = 18;
mo->flags = pmo->special2 & ~MF_JUSTHIT;
mo->momx = 0;
mo->momy = 0;
player->momx = 0;
player->momy = 0;
mo->momz = pmo->momz;
if (!(pmo->special2 & MF_JUSTHIT))
{
mo->renderflags &= ~RF_INVISIBLE;
}
mo->flags = (mo->flags & ~(MF_SHADOW|MF_NOGRAVITY)) | (pmo->flags & (MF_SHADOW|MF_NOGRAVITY));
mo->flags2 = (mo->flags2 & ~MF2_FLY) | (pmo->flags2 & MF2_FLY);
mo->flags3 = (mo->flags3 & ~MF3_GHOST) | (pmo->flags3 & MF3_GHOST);
player->morphTics = 0;
player->viewheight = mo->ViewHeight;
AInventory *level2 = mo->FindInventory (RUNTIME_CLASS(APowerWeaponLevel2));
if (level2 != NULL)
{
level2->Destroy ();
}
player->health = mo->health = mo->GetDefault()->health;
player->mo = mo;
if (player->camera == pmo)
{
player->camera = mo;
}
angle = mo->angle >> ANGLETOFINESHIFT;
Spawn<ATeleportFog> (pmo->x + 20*finecosine[angle],
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pmo->y + 20*finesine[angle], pmo->z + TELEFOGHEIGHT, ALLOW_REPLACE);
beastweap = player->ReadyWeapon;
if (player->PremorphWeapon != NULL)
{
player->PremorphWeapon->PostMorphWeapon ();
}
else
{
player->ReadyWeapon = player->PendingWeapon = NULL;
}
if (beastweap != NULL)
{ // You don't get to keep your morphed weapon.
if (beastweap->SisterWeapon != NULL)
{
beastweap->SisterWeapon->Destroy ();
}
beastweap->Destroy ();
}
pmo->tracer = NULL;
pmo->Destroy ();
return true;
}
//---------------------------------------------------------------------------
//
// FUNC P_MorphMonster
//
// Returns true if the monster gets turned into a chicken/pig.
//
//---------------------------------------------------------------------------
bool P_MorphMonster (AActor *actor, const PClass *spawntype)
{
AMorphedMonster *morphed;
if (actor->player || spawntype == NULL ||
actor->flags3 & MF3_DONTMORPH ||
!(actor->flags3 & MF3_ISMONSTER) ||
!spawntype->IsDescendantOf (RUNTIME_CLASS(AMorphedMonster)))
{
return false;
}
morphed = static_cast<AMorphedMonster *>(Spawn (spawntype, actor->x, actor->y, actor->z, NO_REPLACE));
DObject::PointerSubstitution (actor, morphed);
morphed->tid = actor->tid;
morphed->angle = actor->angle;
morphed->UnmorphedMe = actor;
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morphed->alpha = actor->alpha;
morphed->RenderStyle = actor->RenderStyle;
morphed->UnmorphTime = level.time + MORPHTICS + pr_morphmonst();
morphed->FlagsSave = actor->flags & ~MF_JUSTHIT;
//morphed->special = actor->special;
//memcpy (morphed->args, actor->args, sizeof(actor->args));
morphed->CopyFriendliness (actor, true);
morphed->flags |= actor->flags & MF_SHADOW;
morphed->flags3 |= actor->flags3 & MF3_GHOST;
if (actor->renderflags & RF_INVISIBLE)
{
morphed->FlagsSave |= MF_JUSTHIT;
}
morphed->AddToHash ();
actor->RemoveFromHash ();
actor->tid = 0;
actor->flags &= ~(MF_SOLID|MF_SHOOTABLE);
actor->flags |= MF_UNMORPHED;
actor->renderflags |= RF_INVISIBLE;
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Spawn<ATeleportFog> (actor->x, actor->y, actor->z + TELEFOGHEIGHT, ALLOW_REPLACE);
return true;
}
//----------------------------------------------------------------------------
//
// FUNC P_UpdateMorphedMonster
//
// Returns true if the monster unmorphs.
//
//----------------------------------------------------------------------------
bool P_UpdateMorphedMonster (AMorphedMonster *beast)
{
AActor *actor;
if (beast->UnmorphTime == 0 ||
beast->UnmorphTime > level.time ||
beast->UnmorphedMe == NULL ||
beast->flags3 & MF3_STAYMORPHED)
{
return false;
}
actor = beast->UnmorphedMe;
actor->SetOrigin (beast->x, beast->y, beast->z);
actor->flags |= MF_SOLID;
beast->flags &= ~MF_SOLID;
if (P_TestMobjLocation (actor) == false)
{ // Didn't fit
actor->flags &= ~MF_SOLID;
beast->flags |= MF_SOLID;
beast->UnmorphTime = level.time + 5*TICRATE; // Next try in 5 seconds
return false;
}
actor->angle = beast->angle;
actor->target = beast->target;
actor->FriendPlayer = beast->FriendPlayer;
actor->flags = beast->FlagsSave & ~MF_JUSTHIT;
actor->flags = (actor->flags & ~(MF_FRIENDLY|MF_SHADOW)) | (beast->flags & (MF_FRIENDLY|MF_SHADOW));
actor->flags3 = (actor->flags3 & ~(MF3_NOSIGHTCHECK|MF3_HUNTPLAYERS|MF3_GHOST))
| (beast->flags3 & (MF3_NOSIGHTCHECK|MF3_HUNTPLAYERS|MF3_GHOST));
actor->flags4 = (actor->flags4 & ~MF4_NOHATEPLAYERS) | (beast->flags4 & MF4_NOHATEPLAYERS);
if (!(beast->FlagsSave & MF_JUSTHIT))
actor->renderflags &= ~RF_INVISIBLE;
actor->health = actor->GetDefault()->health;
actor->momx = beast->momx;
actor->momy = beast->momy;
actor->momz = beast->momz;
actor->tid = beast->tid;
actor->special = beast->special;
memcpy (actor->args, beast->args, sizeof(actor->args));
actor->AddToHash ();
beast->UnmorphedMe = NULL;
DObject::PointerSubstitution (beast, actor);
beast->Destroy ();
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Spawn<ATeleportFog> (beast->x, beast->y, beast->z + TELEFOGHEIGHT, ALLOW_REPLACE);
return true;
}
// Egg ----------------------------------------------------------------------
FState AEggFX::States[] =
{
#define S_EGGFX 0
S_NORMAL (EGGM, 'A', 4, NULL, &States[S_EGGFX+1]),
S_NORMAL (EGGM, 'B', 4, NULL, &States[S_EGGFX+2]),
S_NORMAL (EGGM, 'C', 4, NULL, &States[S_EGGFX+3]),
S_NORMAL (EGGM, 'D', 4, NULL, &States[S_EGGFX+4]),
S_NORMAL (EGGM, 'E', 4, NULL, &States[S_EGGFX+0]),
#define S_EGGFXI1 (S_EGGFX+5)
S_BRIGHT (FX01, 'E', 3, NULL, &States[S_EGGFXI1+1]),
S_BRIGHT (FX01, 'F', 3, NULL, &States[S_EGGFXI1+2]),
S_BRIGHT (FX01, 'G', 3, NULL, &States[S_EGGFXI1+3]),
S_BRIGHT (FX01, 'H', 3, NULL, NULL),
};
IMPLEMENT_ACTOR (AEggFX, Heretic, -1, 40)
PROP_RadiusFixed (8)
PROP_HeightFixed (8)
PROP_SpeedFixed (18)
PROP_Damage (1)
PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
PROP_Flags2 (MF2_NOTELEPORT)
PROP_SpawnState (S_EGGFX)
PROP_DeathState (S_EGGFXI1)
PROP_EggFX_PlayerClass ("ChickenPlayer")
PROP_EggFX_MonsterClass ("Chicken")
END_DEFAULTS
int AEggFX::DoSpecialDamage (AActor *target, int damage)
{
if (target->player)
{
P_MorphPlayer (target->player, PClass::FindClass (ENamedName(PlayerClass)));
}
else
{
P_MorphMonster (target, PClass::FindClass (ENamedName(MonsterClass)));
}
return -1;
}
void AEggFX::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << PlayerClass << MonsterClass;
}
// Morph Ovum ----------------------------------------------------------------
class AArtiEgg : public AInventory
{
DECLARE_ACTOR (AArtiEgg, AInventory)
public:
bool Use (bool pickup);
};
FState AArtiEgg::States[] =
{
S_NORMAL (EGGC, 'A', 6, NULL, &States[1]),
S_NORMAL (EGGC, 'B', 6, NULL, &States[2]),
S_NORMAL (EGGC, 'C', 6, NULL, &States[3]),
S_NORMAL (EGGC, 'B', 6, NULL, &States[0]),
};
IMPLEMENT_ACTOR (AArtiEgg, Heretic, 30, 14)
PROP_Flags (MF_SPECIAL|MF_COUNTITEM)
PROP_Flags2 (MF2_FLOATBOB)
PROP_SpawnState (0)
PROP_Inventory_DefMaxAmount
PROP_Inventory_FlagsSet (IF_INVBAR|IF_PICKUPFLASH|IF_FANCYPICKUPSOUND)
PROP_Inventory_Icon ("ARTIEGGC")
PROP_Inventory_PickupSound ("misc/p_pkup")
PROP_Inventory_PickupMessage("$TXT_ARTIEGG")
END_DEFAULTS
bool AArtiEgg::Use (bool pickup)
{
P_SpawnPlayerMissile (Owner, RUNTIME_CLASS(AEggFX));
P_SpawnPlayerMissile (Owner, RUNTIME_CLASS(AEggFX), Owner->angle-(ANG45/6));
P_SpawnPlayerMissile (Owner, RUNTIME_CLASS(AEggFX), Owner->angle+(ANG45/6));
P_SpawnPlayerMissile (Owner, RUNTIME_CLASS(AEggFX), Owner->angle-(ANG45/3));
P_SpawnPlayerMissile (Owner, RUNTIME_CLASS(AEggFX), Owner->angle+(ANG45/3));
return true;
}
// Pork missile --------------------------------------------------------------
class APorkFX : public AEggFX
{
DECLARE_ACTOR (APorkFX, AEggFX)
};
FState APorkFX::States[] =
{
//#define S_EGGFX 0
S_NORMAL (PRKM, 'A', 4, NULL, &States[S_EGGFX+1]),
S_NORMAL (PRKM, 'B', 4, NULL, &States[S_EGGFX+2]),
S_NORMAL (PRKM, 'C', 4, NULL, &States[S_EGGFX+3]),
S_NORMAL (PRKM, 'D', 4, NULL, &States[S_EGGFX+4]),
S_NORMAL (PRKM, 'E', 4, NULL, &States[S_EGGFX+0]),
#define S_EGGFXI2 (S_EGGFX+5)
S_BRIGHT (FHFX, 'I', 3, NULL, &States[S_EGGFXI2+1]),
S_BRIGHT (FHFX, 'J', 3, NULL, &States[S_EGGFXI2+2]),
S_BRIGHT (FHFX, 'K', 3, NULL, &States[S_EGGFXI2+3]),
S_BRIGHT (FHFX, 'L', 3, NULL, NULL)
};
IMPLEMENT_ACTOR (APorkFX, Hexen, -1, 40)
PROP_RadiusFixed (8)
PROP_HeightFixed (8)
PROP_SpeedFixed (18)
PROP_Damage (1)
PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
PROP_Flags2 (MF2_NOTELEPORT)
PROP_SpawnState (S_EGGFX)
PROP_DeathState (S_EGGFXI2)
PROP_EggFX_PlayerClass ("PigPlayer")
PROP_EggFX_MonsterClass ("Pig")
END_DEFAULTS
// Porkalator ---------------------------------------------------------------
class AArtiPork : public AInventory
{
DECLARE_ACTOR (AArtiPork, AInventory)
public:
bool Use (bool pickup);
};
FState AArtiPork::States[] =
{
S_NORMAL (PORK, 'A', 5, NULL, &States[1]),
S_NORMAL (PORK, 'B', 5, NULL, &States[2]),
S_NORMAL (PORK, 'C', 5, NULL, &States[3]),
S_NORMAL (PORK, 'D', 5, NULL, &States[4]),
S_NORMAL (PORK, 'E', 5, NULL, &States[5]),
S_NORMAL (PORK, 'F', 5, NULL, &States[6]),
S_NORMAL (PORK, 'G', 5, NULL, &States[7]),
S_NORMAL (PORK, 'H', 5, NULL, &States[0])
};
IMPLEMENT_ACTOR (AArtiPork, Hexen, 30, 14)
PROP_Flags (MF_SPECIAL|MF_COUNTITEM)
PROP_Flags2 (MF2_FLOATBOB)
PROP_SpawnState (0)
PROP_Inventory_DefMaxAmount
PROP_Inventory_FlagsSet (IF_INVBAR|IF_PICKUPFLASH|IF_FANCYPICKUPSOUND)
PROP_Inventory_Icon ("ARTIPORK")
PROP_Inventory_PickupSound ("misc/p_pkup")
PROP_Inventory_PickupMessage("$TXT_ARTIEGG2")
END_DEFAULTS
bool AArtiPork::Use (bool pickup)
{
P_SpawnPlayerMissile (Owner, RUNTIME_CLASS(APorkFX));
P_SpawnPlayerMissile (Owner, RUNTIME_CLASS(APorkFX), Owner->angle-(ANG45/6));
P_SpawnPlayerMissile (Owner, RUNTIME_CLASS(APorkFX), Owner->angle+(ANG45/6));
P_SpawnPlayerMissile (Owner, RUNTIME_CLASS(APorkFX), Owner->angle-(ANG45/3));
P_SpawnPlayerMissile (Owner, RUNTIME_CLASS(APorkFX), Owner->angle+(ANG45/3));
return true;
}
// Morphed Monster (you must subclass this to do something useful) ---------
IMPLEMENT_POINTY_CLASS (AMorphedMonster)
DECLARE_POINTER (UnmorphedMe)
END_POINTERS
BEGIN_STATELESS_DEFAULTS (AMorphedMonster, Any, -1, 0)
PROP_Flags (MF_SOLID|MF_SHOOTABLE)
PROP_Flags2 (MF2_MCROSS|MF2_WINDTHRUST|MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_PUSHWALL)
PROP_Flags3 (MF3_DONTMORPH|MF3_ISMONSTER)
END_DEFAULTS
void AMorphedMonster::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << UnmorphedMe << UnmorphTime << FlagsSave;
}
void AMorphedMonster::Destroy ()
{
if (UnmorphedMe != NULL)
{
UnmorphedMe->Destroy ();
}
Super::Destroy ();
}
void AMorphedMonster::Die (AActor *source, AActor *inflictor)
{
// Dead things don't unmorph
source->flags3 |= MF3_STAYMORPHED;
Super::Die (source, inflictor);
if (UnmorphedMe != NULL && (UnmorphedMe->flags & MF_UNMORPHED))
{
UnmorphedMe->health = health;
UnmorphedMe->Die (source, inflictor);
}
}
void AMorphedMonster::Tick ()
{
if (!P_UpdateMorphedMonster (this))
{
Super::Tick ();
}
}