mirror of
https://github.com/ZDoom/qzdoom.git
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146 lines
4.7 KiB
Text
146 lines
4.7 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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