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b2bfad0c50
- Added Martin Howe's morph weapon update. SVN r916 (trunk)
35 lines
1.8 KiB
C++
35 lines
1.8 KiB
C++
#ifndef __A_MORPH__
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#define __A_MORPH__
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#define MORPHTICS (40*TICRATE)
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#define MAXMORPHHEALTH 30
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// Morph style states how morphing affects health and
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// other effects in the game; only valid for players.
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// Default should be the old Heretic/HeXen behaviour,
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// so (int) value of MORPH_OLDEFFECTS *must* be zero.
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enum
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{
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MORPH_OLDEFFECTS = 0x00000000, // Default to old Heretic/HeXen behaviour unless flags given
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MORPH_ADDSTAMINA = 0x00000001, // Power instead of curse (add stamina instead of limiting to health)
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MORPH_FULLHEALTH = 0x00000002, // New health semantics (!POWER => MaxHealth of animal, POWER => Normal health behaviour)
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MORPH_UNDOBYTOMEOFPOWER = 0x00000004, // Player unmorphs upon activating a Tome of Power
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MORPH_UNDOBYCHAOSDEVICE = 0x00000008, // Player unmorphs upon activating a Chaos Device
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MORPH_FAILNOTELEFRAG = 0x00000010, // Player stays morphed if unmorph by Tome of Power fails
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MORPH_FAILNOLAUGH = 0x00000020, // Player doesn't laugh if unmorph by Chaos Device fails
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MORPH_WHENINVULNERABLE = 0x00000040, // Player can morph when invulnerable but ONLY if doing it to themselves
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MORPH_LOSEACTUALWEAPON = 0X00000080 // Player loses specified morph weapon only (not "whichever they have when unmorphing")
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};
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struct PClass;
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class AActor;
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class player_s;
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bool P_MorphPlayer (player_s *activator, player_s *player, const PClass *morphclass, int duration = 0, int style = 0,
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const PClass *enter_flash = NULL, const PClass *exit_flash = NULL);
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bool P_UndoPlayerMorph (player_s *player, bool force = false);
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bool P_MorphMonster (AActor *actor, const PClass *morphclass, int duration = 0, int style = 0,
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const PClass *enter_flash = NULL, const PClass *exit_flash = NULL);
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bool P_UpdateMorphedMonster (AActor *actor);
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#endif //__A_MORPH__
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