- Took MF2_WINDTHRUST off AMorphedMonster. This is something that should not
be a default setting. - Moved a_artiegg.cpp to g_shared and renamed it to a_morph.cpp to better reflect its meaning. - Fixed: AMorphProjectile's PlayerClass and MonsterClass members must be serialized as FNames. Serializing them as ints is not safe because name indices are not guaranteed to be the same each time the game is started. Same for APlayerPawn's MorphWeapon member. - Converted EggFX, ArtiEgg, PorkFX and ArtiPork to DECORATE. - Added a new parameter to A_FireCustomMissile. Previously it always aimed straight ahead and altered the projectile's angle according to the resulting direction. If the 6th parameter is 1 now it will aim at the specified angle directly. - Changed custom morphing to be based on a new MorphProjectile class, not the Heretic specific EggFX. The EggFX properties are now prefixed with 'MorphProjectile.'. SVN r297 (trunk)
This commit is contained in:
parent
a6d656b108
commit
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17 changed files with 753 additions and 792 deletions
377
src/g_shared/a_morph.cpp
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377
src/g_shared/a_morph.cpp
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#include "info.h"
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#include "a_pickups.h"
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#include "a_artifacts.h"
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#include "gstrings.h"
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#include "p_local.h"
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#include "gi.h"
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#include "p_enemy.h"
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#include "s_sound.h"
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#include "m_random.h"
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#include "a_sharedglobal.h"
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#define MORPHTICS (40*TICRATE)
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static FRandom pr_morphmonst ("MorphMonster");
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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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//---------------------------------------------------------------------------
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bool P_MorphPlayer (player_t *p, const PClass *spawntype)
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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 == NULL)
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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)
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{ // Immune when invulnerable
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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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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 == NULL)
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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->x, actor->y, actor->z, NO_REPLACE));
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DObject::PointerSubstitution (actor, morphed);
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morphed->angle = actor->angle;
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morphed->target = actor->target;
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morphed->tracer = actor;
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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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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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Spawn<ATeleportFog> (actor->x, actor->y, actor->z + TELEFOGHEIGHT, ALLOW_REPLACE);
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actor->player = NULL;
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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 = MORPHTICS;
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p->health = morphed->health;
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p->mo = morphed;
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p->momx = p->momy = 0;
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morphed->ObtainInventory (actor);
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// Remove all armor
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for (item = morphed->Inventory; item != NULL; )
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{
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AInventory *next = item->Inventory;
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if (item->IsKindOf (RUNTIME_CLASS(AArmor)))
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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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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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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 *player, bool force)
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{
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AWeapon *beastweap;
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APlayerPawn *mo;
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AActor *pmo;
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angle_t angle;
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pmo = player->mo;
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if (pmo->tracer == NULL)
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{
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return false;
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}
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mo = static_cast<APlayerPawn *>(pmo->tracer);
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mo->SetOrigin (pmo->x, pmo->y, pmo->z);
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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) == false)
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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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pmo->player = NULL;
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mo->ObtainInventory (pmo);
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DObject::PointerSubstitution (pmo, mo);
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mo->angle = pmo->angle;
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mo->player = player;
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mo->reactiontime = 18;
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mo->flags = pmo->special2 & ~MF_JUSTHIT;
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mo->momx = 0;
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mo->momy = 0;
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player->momx = 0;
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player->momy = 0;
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mo->momz = pmo->momz;
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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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player->morphTics = 0;
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player->viewheight = mo->ViewHeight;
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AInventory *level2 = mo->FindInventory (RUNTIME_CLASS(APowerWeaponLevel2));
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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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player->health = mo->health = mo->GetDefault()->health;
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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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angle = mo->angle >> ANGLETOFINESHIFT;
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Spawn<ATeleportFog> (pmo->x + 20*finecosine[angle],
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pmo->y + 20*finesine[angle], pmo->z + TELEFOGHEIGHT, ALLOW_REPLACE);
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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 (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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pmo->tracer = NULL;
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pmo->Destroy ();
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return true;
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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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bool P_MorphMonster (AActor *actor, const PClass *spawntype)
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{
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AMorphedMonster *morphed;
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if (actor->player || spawntype == NULL ||
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actor->flags3 & MF3_DONTMORPH ||
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!(actor->flags3 & MF3_ISMONSTER) ||
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!spawntype->IsDescendantOf (RUNTIME_CLASS(AMorphedMonster)))
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{
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return false;
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}
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morphed = static_cast<AMorphedMonster *>(Spawn (spawntype, actor->x, actor->y, actor->z, NO_REPLACE));
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DObject::PointerSubstitution (actor, morphed);
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morphed->tid = actor->tid;
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morphed->angle = actor->angle;
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morphed->UnmorphedMe = actor;
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morphed->alpha = actor->alpha;
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morphed->RenderStyle = actor->RenderStyle;
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morphed->UnmorphTime = level.time + MORPHTICS + pr_morphmonst();
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morphed->FlagsSave = actor->flags & ~MF_JUSTHIT;
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//morphed->special = actor->special;
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//memcpy (morphed->args, actor->args, sizeof(actor->args));
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morphed->CopyFriendliness (actor, true);
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morphed->flags |= actor->flags & MF_SHADOW;
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morphed->flags3 |= actor->flags3 & MF3_GHOST;
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if (actor->renderflags & RF_INVISIBLE)
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{
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morphed->FlagsSave |= MF_JUSTHIT;
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}
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morphed->AddToHash ();
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actor->RemoveFromHash ();
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actor->tid = 0;
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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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Spawn<ATeleportFog> (actor->x, actor->y, actor->z + TELEFOGHEIGHT, ALLOW_REPLACE);
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return true;
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}
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//----------------------------------------------------------------------------
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//
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// FUNC P_UpdateMorphedMonster
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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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bool P_UpdateMorphedMonster (AMorphedMonster *beast)
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{
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AActor *actor;
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if (beast->UnmorphTime == 0 ||
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beast->UnmorphTime > level.time ||
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beast->UnmorphedMe == NULL ||
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beast->flags3 & MF3_STAYMORPHED)
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{
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return false;
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}
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actor = beast->UnmorphedMe;
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actor->SetOrigin (beast->x, beast->y, beast->z);
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actor->flags |= MF_SOLID;
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beast->flags &= ~MF_SOLID;
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if (P_TestMobjLocation (actor) == false)
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{ // Didn't fit
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actor->flags &= ~MF_SOLID;
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beast->flags |= MF_SOLID;
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beast->UnmorphTime = level.time + 5*TICRATE; // Next try in 5 seconds
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return false;
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}
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actor->angle = beast->angle;
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actor->target = beast->target;
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actor->FriendPlayer = beast->FriendPlayer;
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actor->flags = beast->FlagsSave & ~MF_JUSTHIT;
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actor->flags = (actor->flags & ~(MF_FRIENDLY|MF_SHADOW)) | (beast->flags & (MF_FRIENDLY|MF_SHADOW));
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actor->flags3 = (actor->flags3 & ~(MF3_NOSIGHTCHECK|MF3_HUNTPLAYERS|MF3_GHOST))
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| (beast->flags3 & (MF3_NOSIGHTCHECK|MF3_HUNTPLAYERS|MF3_GHOST));
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actor->flags4 = (actor->flags4 & ~MF4_NOHATEPLAYERS) | (beast->flags4 & MF4_NOHATEPLAYERS);
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if (!(beast->FlagsSave & MF_JUSTHIT))
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actor->renderflags &= ~RF_INVISIBLE;
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actor->health = actor->GetDefault()->health;
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actor->momx = beast->momx;
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actor->momy = beast->momy;
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actor->momz = beast->momz;
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actor->tid = beast->tid;
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actor->special = beast->special;
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memcpy (actor->args, beast->args, sizeof(actor->args));
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actor->AddToHash ();
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beast->UnmorphedMe = NULL;
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DObject::PointerSubstitution (beast, actor);
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beast->Destroy ();
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Spawn<ATeleportFog> (beast->x, beast->y, beast->z + TELEFOGHEIGHT, ALLOW_REPLACE);
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return true;
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}
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// Base class for morphing projectiles --------------------------------------
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IMPLEMENT_STATELESS_ACTOR(AMorphProjectile, Any, -1, 0)
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PROP_Damage (1)
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PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
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PROP_Flags2 (MF2_NOTELEPORT)
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END_DEFAULTS
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int AMorphProjectile::DoSpecialDamage (AActor *target, int damage)
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{
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if (target->player)
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{
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P_MorphPlayer (target->player, PClass::FindClass (ENamedName(PlayerClass)));
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}
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else
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{
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P_MorphMonster (target, PClass::FindClass (ENamedName(MonsterClass)));
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}
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return -1;
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}
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void AMorphProjectile::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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// Hack alert: The classes have to be serialized as names.
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// But due to the way an actor is constructed they cannot
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// be declared as names.
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FName PlayerClassName = ENamedName(PlayerClass);
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FName MonsterClassName = ENamedName(MonsterClass);
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arc << PlayerClassName << MonsterClassName;
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PlayerClass = PlayerClassName;
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MonsterClass = MonsterClassName;
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}
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// Morphed Monster (you must subclass this to do something useful) ---------
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IMPLEMENT_POINTY_CLASS (AMorphedMonster)
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DECLARE_POINTER (UnmorphedMe)
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END_POINTERS
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BEGIN_STATELESS_DEFAULTS (AMorphedMonster, Any, -1, 0)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE)
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PROP_Flags2 (MF2_MCROSS|MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_PUSHWALL)
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PROP_Flags3 (MF3_DONTMORPH|MF3_ISMONSTER)
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END_DEFAULTS
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void AMorphedMonster::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << UnmorphedMe << UnmorphTime << FlagsSave;
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}
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void AMorphedMonster::Destroy ()
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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::Destroy ();
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}
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void AMorphedMonster::Die (AActor *source, AActor *inflictor)
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{
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// Dead things don't unmorph
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source->flags3 |= MF3_STAYMORPHED;
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Super::Die (source, inflictor);
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if (UnmorphedMe != NULL && (UnmorphedMe->flags & MF_UNMORPHED))
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{
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UnmorphedMe->health = health;
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UnmorphedMe->Die (source, inflictor);
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}
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}
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void AMorphedMonster::Tick ()
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{
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if (!P_UpdateMorphedMonster (this))
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{
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Super::Tick ();
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}
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}
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