#ifndef __A_MORPH__ #define __A_MORPH__ #define MORPHTICS (40*TICRATE) #define MAXMORPHHEALTH 30 // Morph style states how morphing affects health and // other effects in the game; only valid for players. // Default should be the old Heretic/HeXen behaviour, // so (int) value of MORPH_OLDEFFECTS *must* be zero. enum { MORPH_OLDEFFECTS = 0x00000000, // Default to old Heretic/HeXen behaviour unless flags given MORPH_ADDSTAMINA = 0x00000001, // Player has a "power" instead of a "curse" (add stamina instead of limiting to health) MORPH_FULLHEALTH = 0x00000002, // Player uses new health semantics (!POWER => MaxHealth of animal, POWER => Normal health behaviour) MORPH_UNDOBYTOMEOFPOWER = 0x00000004, // Player unmorphs upon activating a Tome of Power MORPH_UNDOBYCHAOSDEVICE = 0x00000008, // Player unmorphs upon activating a Chaos Device MORPH_FAILNOTELEFRAG = 0x00000010, // Player stays morphed if unmorph by Tome of Power fails MORPH_FAILNOLAUGH = 0x00000020, // Player doesn't laugh if unmorph by Chaos Device fails MORPH_WHENINVULNERABLE = 0x00000040, // Player can morph (or scripted unmorph) when invulnerable but ONLY if doing it to themselves MORPH_LOSEACTUALWEAPON = 0x00000080, // Player loses specified morph weapon only (not "whichever they have when unmorphing") MORPH_NEWTIDBEHAVIOUR = 0x00000100, // Actor TID is by default transferred from the old actor to the new actor MORPH_UNDOBYDEATH = 0x00000200, // Actor unmorphs when killed and (unless MORPH_UNDOBYDEATHSAVES) stays dead MORPH_UNDOBYDEATHFORCED = 0x00000400, // Actor (if unmorphed when killed) forces unmorph (not very useful with UNDOBYDEATHSAVES) MORPH_UNDOBYDEATHSAVES = 0x00000800, // Actor (if unmorphed when killed) regains their health and doesn't die }; struct PClass; class AActor; class player_t; class AMorphedMonster; bool P_MorphPlayer (player_t *activator, player_t *player, const PClass *morphclass, int duration = 0, int style = 0, const PClass *enter_flash = NULL, const PClass *exit_flash = NULL); bool P_UndoPlayerMorph (player_t *activator, player_t *player, bool force = false); bool P_MorphMonster (AActor *actor, const PClass *morphclass, int duration = 0, int style = 0, const PClass *enter_flash = NULL, const PClass *exit_flash = NULL); bool P_UndoMonsterMorph (AMorphedMonster *beast, bool force = false); bool P_UpdateMorphedMonster (AActor *actor); bool P_MorphedDeath(AActor *actor, AActor **morphed, int *morphedstyle, int *morphedhealth); #endif //__A_MORPH__