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- /* Emacs style mode select -*- C++ -*-
- *-----------------------------------------------------------------------------
- *
- *
- * PrBoom: a Doom port merged with LxDoom and LSDLDoom
- * based on BOOM, a modified and improved DOOM engine
- * Copyright (C) 1999 by
- * id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
- * Copyright (C) 1999-2000 by
- * Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
- * Copyright 2005, 2006 by
- * Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
- * 02111-1307, USA.
- *
- * DESCRIPTION:
- * Enemy thinking, AI.
- * Action Pointer Functions
- * that are associated with states/frames.
- *
- *-----------------------------------------------------------------------------*/
- #ifndef __P_ENEMY__
- #define __P_ENEMY__
- #include "p_mobj.h"
- void P_NoiseAlert (mobj_t *target, mobj_t *emmiter);
- void P_SpawnBrainTargets(void); /* killough 3/26/98: spawn icon landings */
- extern struct brain_s { /* killough 3/26/98: global state of boss brain */
- int easy, targeton;
- } brain;
- // ********************************************************************
- // Function addresses or Code Pointers
- // ********************************************************************
- // These function addresses are the Code Pointers that have been
- // modified for years by Dehacked enthusiasts. The new BEX format
- // allows more extensive changes (see d_deh.c)
- // Doesn't work with g++, needs actionf_p1
- void A_Explode();
- void A_Pain();
- void A_PlayerScream();
- void A_Fall();
- void A_XScream();
- void A_Look();
- void A_Chase();
- void A_FaceTarget();
- void A_PosAttack();
- void A_Scream();
- void A_SPosAttack();
- void A_VileChase();
- void A_VileStart();
- void A_VileTarget();
- void A_VileAttack();
- void A_StartFire();
- void A_Fire();
- void A_FireCrackle();
- void A_Tracer();
- void A_SkelWhoosh();
- void A_SkelFist();
- void A_SkelMissile();
- void A_FatRaise();
- void A_FatAttack1();
- void A_FatAttack2();
- void A_FatAttack3();
- void A_BossDeath();
- void A_CPosAttack();
- void A_CPosRefire();
- void A_TroopAttack();
- void A_SargAttack();
- void A_HeadAttack();
- void A_BruisAttack();
- void A_SkullAttack();
- void A_Metal();
- void A_SpidRefire();
- void A_BabyMetal();
- void A_BspiAttack();
- void A_Hoof();
- void A_CyberAttack();
- void A_PainAttack();
- void A_PainDie();
- void A_KeenDie();
- void A_BrainPain();
- void A_BrainScream();
- void A_BrainDie();
- void A_BrainAwake();
- void A_BrainSpit();
- void A_SpawnSound();
- void A_SpawnFly();
- void A_BrainExplode();
- void A_Die();
- void A_Detonate(); /* killough 8/9/98: detonate a bomb or other device */
- void A_Mushroom(); /* killough 10/98: mushroom effect */
- void A_Spawn(); // killough 11/98
- void A_Turn(); // killough 11/98
- void A_Face(); // killough 11/98
- void A_Scratch(); // killough 11/98
- void A_PlaySound(); // killough 11/98
- void A_RandomJump(); // killough 11/98
- void A_LineEffect(); // killough 11/98
- #endif // __P_ENEMY__
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