mirror of
https://github.com/ZDoom/qzdoom.git
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606 lines
15 KiB
Text
606 lines
15 KiB
Text
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)
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{ // Assumptions made here are no longer valid
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if (beastweap != null)
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{ // You don't get to keep your morphed weapon.
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if (beastweap.SisterWeapon != null)
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{
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beastweap.SisterWeapon.Destroy ();
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}
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beastweap.Destroy ();
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}
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}
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Destroy ();
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// Restore playerclass armor to its normal amount.
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let hxarmor = HexenArmor(altmo.FindInventory('HexenArmor'));
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if (hxarmor != null)
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{
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hxarmor.Slots[4] = altmo.HexenArmor[0];
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}
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return true;
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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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override Actor, int, int MorphedDeath()
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{
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// Voodoo dolls should not unmorph the real player here.
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if (player && (player.mo == self) &&
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(player.morphTics) &&
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(player.MorphStyle & MRF_UNDOBYDEATH) &&
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(alternative))
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{
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Actor realme = alternative;
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int realstyle = player.MorphStyle;
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int realhealth = health;
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if (UndoPlayerMorph(player, 0, !!(player.MorphStyle & MRF_UNDOBYDEATHFORCED)))
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{
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return realme, realstyle, realhealth;
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}
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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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//
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//
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//
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//===========================================================================
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class MorphProjectile : Actor
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{
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Class<PlayerPawn> PlayerClass;
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Class<Actor> MonsterClass, MorphFlash, UnMorphFlash;
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int Duration, MorphStyle;
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Default
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{
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Damage 1;
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Projectile;
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-ACTIVATEIMPACT
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-ACTIVATEPCROSS
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}
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override int DoSpecialDamage (Actor target, int damage, Name damagetype)
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{
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if (target.player)
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{
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// Voodoo dolls forward this to the real player
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target.player.mo.MorphPlayer (NULL, PlayerClass, Duration, MorphStyle, MorphFlash, UnMorphFlash);
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}
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else
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{
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target.MorphMonster (MonsterClass, Duration, MorphStyle, MorphFlash, UnMorphFlash);
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}
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return -1;
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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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class MorphedMonster : Actor
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{
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Actor UnmorphedMe;
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int UnmorphTime, MorphStyle;
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Class<Actor> MorphExitFlash;
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int FlagsSave;
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Default
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{
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Monster;
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-COUNTKILL
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+FLOORCLIP
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}
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override void OnDestroy ()
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{
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if (UnmorphedMe != NULL)
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{
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UnmorphedMe.Destroy ();
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}
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Super.OnDestroy();
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}
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override void Die (Actor source, Actor inflictor, int dmgflags, Name MeansOfDeath)
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{
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Super.Die (source, inflictor, dmgflags, MeansOfDeath);
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if (UnmorphedMe != NULL && UnmorphedMe.bUnmorphed)
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{
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UnmorphedMe.health = health;
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UnmorphedMe.Die (source, inflictor, dmgflags, MeansOfDeath);
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}
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}
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override void Tick ()
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{
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if (UnmorphTime > level.time || !UndoMonsterMorph())
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{
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Super.Tick();
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}
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}
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//----------------------------------------------------------------------------
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//
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// FUNC P_UndoMonsterMorph
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//
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// Returns true if the monster unmorphs.
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//
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//----------------------------------------------------------------------------
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virtual bool UndoMonsterMorph(bool force = false)
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{
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if (UnmorphTime == 0 || UnmorphedMe == NULL || bStayMorphed || UnmorphedMe.bStayMorphed)
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{
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return false;
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}
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let unmorphed = UnmorphedMe;
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unmorphed.SetOrigin (Pos, false);
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unmorphed.bSolid = true;
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bSolid = false;
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bool save = bTouchy;
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bTouchy = false;
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if (!force && !unmorphed.TestMobjLocation ())
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{ // Didn't fit
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unmorphed.bSolid = false;
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bSolid = true;
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bTouchy = save;
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UnmorphTime = level.time + 5*TICRATE; // Next try in 5 seconds
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return false;
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}
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unmorphed.Angle = Angle;
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unmorphed.target = target;
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unmorphed.bShadow = bShadow;
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unmorphed.bGhost = bGhost;
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unmorphed.bSolid = !!(flagssave & 2);
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unmorphed.bShootable = !!(flagssave & 4);
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unmorphed.bInvisible = !!(flagssave & 0x40);
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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);
|
|
unmorphed.bUnmorphed = false;
|
|
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;
|
|
}
|
|
|
|
}
|
|
|