- testing and cleanup of scripted morph code.
This commit is contained in:
parent
78d6832d14
commit
cce1bad042
10 changed files with 79 additions and 398 deletions
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@ -41,368 +41,32 @@ static FRandom pr_morphmonst ("MorphMonster");
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bool P_MorphPlayer(player_t *activator, player_t *p, PClassActor *spawntype, int duration, int style, PClassActor *enter_flash, PClassActor *exit_flash)
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{
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if (!p->mo) return false;
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IFVIRTUALPTR(p->mo, APlayerPawn, MorphPlayer)
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{
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VMValue params[] = { p->mo, activator, spawntype, duration, style, enter_flash, exit_flash };
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int retval;
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VMReturn ret(&retval);
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VMCall(func, params, countof(params), &ret, 1);
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return !!retval;
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}
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return false;
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}
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bool P_UndoPlayerMorph(player_t *activator, player_t *player, int unmorphflag, bool force)
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{
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if (!player->mo) return false;
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IFVIRTUALPTR(player->mo, APlayerPawn, MorphPlayer)
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{
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VMValue params[] = { player->mo, activator, unmorphflag, force };
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int retval;
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VMReturn ret(&retval);
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VMCall(func, params, countof(params), &ret, 1);
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return !!retval;
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}
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return false;
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}
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#if 0
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void EndAllPowerupEffects(AInventory *item);
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void InitAllPowerupEffects(AInventory *item);
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//---------------------------------------------------------------------------
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//
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// FUNC P_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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bool P_MorphPlayer (player_t *activator, player_t *p, PClassActor *spawntype, int duration, int style, PClassActor *enter_flash, PClassActor *exit_flash)
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{
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AInventory *item;
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APlayerPawn *morphed;
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APlayerPawn *actor;
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actor = p->mo;
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if (actor == nullptr)
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{
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return false;
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}
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if (actor->flags3 & MF3_DONTMORPH)
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{
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return false;
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}
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if ((p->mo->flags2 & MF2_INVULNERABLE) && ((p != activator) || (!(style & MORPH_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 (p->morphTics)
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{ // Player is already a beast
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if ((p->mo->GetClass() == spawntype)
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&& (p->mo->PlayerFlags & PPF_CANSUPERMORPH)
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&& (p->morphTics < (((duration) ? duration : MORPHTICS) - TICRATE))
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&& (p->mo->FindInventory (PClass::FindActor(NAME_PowerWeaponLevel2), true) == nullptr))
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{ // Make a super chicken
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p->mo->GiveInventoryType (PClass::FindActor(NAME_PowerWeaponLevel2));
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}
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return false;
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}
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if (p->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 == nullptr)
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{
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return false;
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}
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if (!spawntype->IsDescendantOf (RUNTIME_CLASS(APlayerPawn)))
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{
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return false;
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}
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if (spawntype == p->mo->GetClass())
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{
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return false;
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}
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morphed = static_cast<APlayerPawn *>(Spawn (spawntype, actor->Pos(), NO_REPLACE));
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EndAllPowerupEffects(actor->Inventory);
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DObject::StaticPointerSubstitution (actor, morphed);
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if ((style & MORPH_TRANSFERTRANSLATION) && !(morphed->flags2 & MF2_DONTTRANSLATE))
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{
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morphed->Translation = actor->Translation;
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}
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if ((actor->tid != 0) && (style & MORPH_NEWTIDBEHAVIOUR))
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{
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morphed->tid = actor->tid;
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morphed->AddToHash ();
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actor->RemoveFromHash ();
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actor->tid = 0;
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}
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morphed->Angles.Yaw = actor->Angles.Yaw;
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morphed->target = actor->target;
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morphed->tracer = actor->tracer;
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morphed->alternative = actor;
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morphed->FriendPlayer = actor->FriendPlayer;
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morphed->DesignatedTeam = actor->DesignatedTeam;
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morphed->Score = actor->Score;
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p->PremorphWeapon = p->ReadyWeapon;
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morphed->special2 = actor->flags & ~MF_JUSTHIT;
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morphed->player = p;
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if (actor->renderflags & RF_INVISIBLE)
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{
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morphed->special2 |= MF_JUSTHIT;
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}
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if (morphed->ViewHeight > p->viewheight && p->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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p->deltaviewheight = p->GetDeltaViewHeight();
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}
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morphed->flags |= actor->flags & (MF_SHADOW|MF_NOGRAVITY);
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morphed->flags2 |= actor->flags2 & MF2_FLY;
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morphed->flags3 |= actor->flags3 & MF3_GHOST;
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AActor *eflash = Spawn(((enter_flash) ? enter_flash : PClass::FindActor("TeleportFog")), actor->PosPlusZ(TELEFOGHEIGHT), ALLOW_REPLACE);
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actor->player = nullptr;
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actor->alternative = morphed;
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actor->flags &= ~(MF_SOLID|MF_SHOOTABLE);
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actor->flags |= MF_UNMORPHED;
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actor->renderflags |= RF_INVISIBLE;
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p->morphTics = (duration) ? duration : MORPHTICS;
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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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p->MorphExitFlash = (exit_flash) ? exit_flash : PClass::FindActor("TeleportFog");
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p->health = morphed->health;
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p->mo = morphed;
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p->Vel.X = p->Vel.Y = 0;
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morphed->ObtainInventory (actor);
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// Remove all armor
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for (item = morphed->Inventory; item != nullptr; )
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{
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AInventory *next = item->Inventory;
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if (item->IsKindOf (PClass::FindActor(NAME_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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InitAllPowerupEffects(morphed->Inventory);
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morphed->ActivateMorphWeapon ();
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if (p->camera == actor)
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{
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p->camera = morphed;
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}
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morphed->ScoreIcon = actor->ScoreIcon; // [GRB]
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if (eflash)
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eflash->target = p->mo;
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return true;
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}
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//----------------------------------------------------------------------------
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//
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// FUNC P_UndoPlayerMorph
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//
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//----------------------------------------------------------------------------
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bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag, bool force)
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{
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AWeapon *beastweap;
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APlayerPawn *mo;
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APlayerPawn *pmo;
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pmo = player->mo;
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// [MH]
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// Checks pmo as well; the PowerMorph destroyer will
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// try to unmorph the player; if the destroyer runs
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// because the level or game is ended while morphed,
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// by the time it gets executed the morphed player
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// pawn instance may have already been destroyed.
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if (pmo == nullptr || pmo->alternative == nullptr)
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{
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return false;
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}
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bool DeliberateUnmorphIsOkay = !!(MORPH_STANDARDUNDOING & unmorphflag);
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if ((pmo->flags2 & MF2_INVULNERABLE) // If the player is invulnerable
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&& ((player != activator) // and either did not decide to unmorph,
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|| (!((player->MorphStyle & MORPH_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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mo = barrier_cast<APlayerPawn *>(pmo->alternative);
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mo->SetOrigin (pmo->Pos(), false);
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mo->flags |= MF_SOLID;
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pmo->flags &= ~MF_SOLID;
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if (!force && !P_TestMobjLocation (mo))
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{ // Didn't fit
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mo->flags &= ~MF_SOLID;
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pmo->flags |= MF_SOLID;
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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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mo->target = pmo->target;
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mo->tracer = pmo->tracer;
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pmo->player = nullptr;
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mo->alternative = pmo->alternative = nullptr;
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// Remove the morph power if the morph is being undone prematurely.
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auto pmtype = PClass::FindActor("PowerMorph");
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for (AInventory *item = pmo->Inventory, *next = nullptr; item != nullptr; item = next)
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{
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next = item->Inventory;
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if (item->IsKindOf(pmtype))
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{
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item->Destroy();
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}
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}
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EndAllPowerupEffects(pmo->Inventory);
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mo->ObtainInventory (pmo);
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DObject::StaticPointerSubstitution (pmo, mo);
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if ((pmo->tid != 0) && (player->MorphStyle & MORPH_NEWTIDBEHAVIOUR))
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{
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mo->tid = pmo->tid;
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mo->AddToHash ();
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}
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mo->Angles.Yaw = pmo->Angles.Yaw;
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mo->player = player;
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mo->reactiontime = 18;
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mo->flags = ActorFlags::FromInt (pmo->special2) & ~MF_JUSTHIT;
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mo->Vel.X = mo->Vel.Y = 0;
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player->Vel.Zero();
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mo->Vel.Z = pmo->Vel.Z;
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mo->floorz = pmo->floorz;
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if (!(pmo->special2 & MF_JUSTHIT))
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{
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mo->renderflags &= ~RF_INVISIBLE;
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}
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mo->flags = (mo->flags & ~(MF_SHADOW|MF_NOGRAVITY)) | (pmo->flags & (MF_SHADOW|MF_NOGRAVITY));
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mo->flags2 = (mo->flags2 & ~MF2_FLY) | (pmo->flags2 & MF2_FLY);
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mo->flags3 = (mo->flags3 & ~MF3_GHOST) | (pmo->flags3 & MF3_GHOST);
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mo->Score = pmo->Score;
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InitAllPowerupEffects(mo->Inventory);
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PClassActor *exit_flash = player->MorphExitFlash;
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bool correctweapon = !!(player->MorphStyle & MORPH_LOSEACTUALWEAPON);
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bool undobydeathsaves = !!(player->MorphStyle & MORPH_UNDOBYDEATHSAVES);
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player->morphTics = 0;
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player->MorphedPlayerClass = 0;
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player->MorphStyle = 0;
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player->MorphExitFlash = nullptr;
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player->viewheight = mo->ViewHeight;
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AInventory *level2 = mo->FindInventory (PClass::FindActor(NAME_PowerWeaponLevel2), true);
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if (level2 != nullptr)
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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 = mo->health = mo->SpawnHealth();
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}
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else // killed when morphed so stay dead
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{
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mo->health = player->health;
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}
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player->mo = mo;
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if (player->camera == pmo)
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{
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player->camera = mo;
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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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FName face = pmo->Face;
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if (face != NAME_None)
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{
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// Assume root-level base skin to begin with
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size_t skinindex = 0;
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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 ((unsigned int)player->userinfo.GetSkin() >= PlayerClasses.Size () &&
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(unsigned)player->userinfo.GetSkin() < Skins.Size())
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{
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skinindex = player->userinfo.GetSkin();
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}
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else if (PlayerClasses.Size () > 1)
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{
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const PClass *whatami = player->mo->GetClass();
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for (unsigned 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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AActor *eflash = nullptr;
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if (exit_flash != nullptr)
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{
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eflash = Spawn(exit_flash, pmo->Vec3Angle(20., mo->Angles.Yaw, TELEFOGHEIGHT), ALLOW_REPLACE);
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if (eflash) eflash->target = mo;
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}
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mo->SetupWeaponSlots(); // Use original class's weapon slots.
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beastweap = player->ReadyWeapon;
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if (player->PremorphWeapon != nullptr)
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{
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player->PremorphWeapon-> P ostMorphWeapon ();
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}
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else
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{
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player->ReadyWeapon = player->PendingWeapon = nullptr;
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}
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if (correctweapon)
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{ // Better "lose morphed weapon" semantics
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PClassActor *morphweapon = PClass::FindActor(pmo->MorphWeapon);
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if (morphweapon != nullptr && morphweapon->IsDescendantOf(NAME_Weapon))
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{
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AWeapon *OriginalMorphWeapon = static_cast<AWeapon *>(mo->FindInventory (morphweapon));
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if ((OriginalMorphWeapon != nullptr) && (OriginalMorphWeapon->GivenAsMorphWeapon))
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{ // You don't get to keep your morphed weapon.
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if (OriginalMorphWeapon->SisterWeapon != nullptr)
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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 != nullptr)
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{ // You don't get to keep your morphed weapon.
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if (beastweap->SisterWeapon != nullptr)
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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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pmo->Destroy ();
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// Restore playerclass armor to its normal amount.
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auto hxarmor = mo->FindInventory(NAME_HexenArmor);
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if (hxarmor != nullptr)
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{
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double *Slots = (double*)hxarmor->ScriptVar(NAME_Slots, nullptr);
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Slots[4] = mo->HexenArmor[0];
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}
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return true;
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}
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DEFINE_ACTION_FUNCTION(_PlayerInfo, UndoPlayerMorph)
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{
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PARAM_SELF_STRUCT_PROLOGUE(player_t);
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PARAM_POINTER_NOT_NULL(player, player_t);
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PARAM_INT(unmorphflag);
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PARAM_BOOL(force);
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ACTION_RETURN_BOOL(P_UndoPlayerMorph(player, self, unmorphflag, force));
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}
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#endif
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//---------------------------------------------------------------------------
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//
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// FUNC P_MorphMonster
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