- Added Martin Howe's morph system enhancement.

SVN r889 (trunk)
This commit is contained in:
Christoph Oelckers 2008-04-08 08:53:42 +00:00
commit a424a2f2a9
16 changed files with 497 additions and 195 deletions

View file

@ -16,6 +16,7 @@
#include "m_random.h"
#include "v_video.h"
#include "templates.h"
#include "a_morph.h"
static FRandom pr_torch ("Torch");
@ -287,10 +288,27 @@ bool APowerup::HandlePickup (AInventory *item)
AInventory *APowerup::CreateCopy (AActor *other)
{
// Get the effective effect time.
EffectTics = abs (EffectTics);
// Abuse the Owner field to tell the
// InitEffect method who started it;
// this should be cleared afterwards,
// as this powerup instance is not
// properly attached to anything yet.
Owner = other;
// Actually activate the powerup.
InitEffect ();
Owner = NULL;
// Clear the Owner field, unless it was
// changed by the activation, for example,
// if this instance is a morph powerup;
// the flag tells the caller that the
// ownership has changed so that they
// can properly handle the situation.
if (!(ItemFlags & IF_CREATECOPYMOVED))
{
Owner = NULL;
}
// All done.
return this;
}
@ -1704,3 +1722,73 @@ void APowerHighJump::EndEffect( )
}
}
// Morph powerup ------------------------------------------------------
IMPLEMENT_STATELESS_ACTOR( APowerMorph, Any, -1, 0 )
PROP_Powerup_EffectTics( MORPHTICS )
END_DEFAULTS
//===========================================================================
//
// APowerMorph :: Serialize
//
//===========================================================================
void APowerMorph::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << PlayerClass << MorphStyle << MorphFlash << UnMorphFlash;
arc << player;
}
//===========================================================================
//
// APowerMorph :: InitEffect
//
//===========================================================================
void APowerMorph::InitEffect( )
{
if (Owner != NULL && Owner->player != NULL && PlayerClass != NAME_None)
{
player_t *realplayer = Owner->player; // Remember the identity of the player
const PClass *morph_flash = PClass::FindClass (MorphFlash);
const PClass *unmorph_flash = PClass::FindClass (UnMorphFlash);
const PClass *player_class = PClass::FindClass (PlayerClass);
if (P_MorphPlayer(realplayer, player_class, -1/*INDEFINITELY*/, MorphStyle, morph_flash, unmorph_flash))
{
Owner = realplayer->mo; // Replace the new owner in our owner; safe because we are not attached to anything yet
ItemFlags |= IF_CREATECOPYMOVED; // Let the caller know the "real" owner has changed (to the morphed actor)
player = realplayer; // Store the player identity (morphing clears the unmorphed actor's "player" field)
}
}
}
//===========================================================================
//
// APowerMorph :: EndEffect
//
//===========================================================================
void APowerMorph::EndEffect( )
{
if (Owner != NULL && player != NULL)
{
int savedMorphTics = player->morphTics;
P_UndoPlayerMorph (player);
if (player->morphTics /*failed*/)
{
// Transfer retry timeout
// to the powerup's timer.
EffectTics = player->morphTics;
// Reload negative morph tics;
// use actual value; it may
// be in use for animation.
player->morphTics = savedMorphTics;
}
else // unmorph succeeded
{
player = NULL;
}
}
}