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ab6b5e337e
(actors being forced to the ground by instantly moving sectors, strife railing handling and shooting lines with a non-zero but unassigned tag.) With UDMF such semantics have to be handled diffently. - finalized UDMF 1.0 implementation. - Added Martin Howe's latest morph update. SVN r987 (trunk)
42 lines
2.5 KiB
C++
42 lines
2.5 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, // Player has a "power" instead of a "curse" (add stamina instead of limiting to health)
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MORPH_FULLHEALTH = 0x00000002, // Player uses 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 (or scripted unmorph) 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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MORPH_NEWTIDBEHAVIOUR = 0x00000100, // Actor TID is by default transferred from the old actor to the new actor
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MORPH_UNDOBYDEATH = 0x00000200, // Actor unmorphs when killed and (unless MORPH_UNDOBYDEATHSAVES) stays dead
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MORPH_UNDOBYDEATHFORCED = 0x00000400, // Actor (if unmorphed when killed) forces unmorph (not very useful with UNDOBYDEATHSAVES)
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MORPH_UNDOBYDEATHSAVES = 0x00000800, // Actor (if unmorphed when killed) regains their health and doesn't die
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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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class AMorphedMonster;
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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 *activator, 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_UndoMonsterMorph (AMorphedMonster *beast, bool force = false);
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bool P_UpdateMorphedMonster (AActor *actor);
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bool P_MorphedDeath(AActor *actor, AActor **morphed, int *morphedstyle, int *morphedhealth);
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#endif //__A_MORPH__
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