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- // P_local.h
- #ifndef __P_LOCAL__
- #define __P_LOCAL__
- #ifndef __R_LOCAL__
- #include "R_local.h"
- #endif
- #define STARTREDPALS 1
- #define STARTBONUSPALS 9
- #define NUMREDPALS 8
- #define NUMBONUSPALS 4
- #define FOOTCLIPSIZE 10*FRACUNIT
- #define TOCENTER -8
- #define FLOATSPEED (FRACUNIT*4)
- #define MAXHEALTH 100
- #define MAXCHICKENHEALTH 30
- #define VIEWHEIGHT (41*FRACUNIT)
- // mapblocks are used to check movement against lines and things
- #define MAPBLOCKUNITS 128
- #define MAPBLOCKSIZE (MAPBLOCKUNITS*FRACUNIT)
- #define MAPBLOCKSHIFT (FRACBITS+7)
- #define MAPBMASK (MAPBLOCKSIZE-1)
- #define MAPBTOFRAC (MAPBLOCKSHIFT-FRACBITS)
- // player radius for movement checking
- #define PLAYERRADIUS 16*FRACUNIT
- // MAXRADIUS is for precalculated sector block boxes
- // the spider demon is larger, but we don't have any moving sectors
- // nearby
- #define MAXRADIUS 32*FRACUNIT
- #define GRAVITY FRACUNIT
- #define MAXMOVE (30*FRACUNIT)
- #define USERANGE (64*FRACUNIT)
- #define MELEERANGE (64*FRACUNIT)
- #define MISSILERANGE (32*64*FRACUNIT)
- typedef enum
- {
- DI_EAST,
- DI_NORTHEAST,
- DI_NORTH,
- DI_NORTHWEST,
- DI_WEST,
- DI_SOUTHWEST,
- DI_SOUTH,
- DI_SOUTHEAST,
- DI_NODIR,
- NUMDIRS
- } dirtype_t;
- #define BASETHRESHOLD 100 // follow a player exlusively for 3 seconds
- // ***** P_TICK *****
- extern thinker_t thinkercap; // both the head and tail of the thinker list
- extern int TimerGame; // tic countdown for deathmatch
- void P_InitThinkers(void);
- void P_AddThinker(thinker_t *thinker);
- void P_RemoveThinker(thinker_t *thinker);
- // ***** P_PSPR *****
- #define USE_GWND_AMMO_1 1
- #define USE_GWND_AMMO_2 1
- #define USE_CBOW_AMMO_1 1
- #define USE_CBOW_AMMO_2 1
- #define USE_BLSR_AMMO_1 1
- #define USE_BLSR_AMMO_2 5
- #define USE_SKRD_AMMO_1 1
- #define USE_SKRD_AMMO_2 5
- #define USE_PHRD_AMMO_1 1
- #define USE_PHRD_AMMO_2 1
- #define USE_MACE_AMMO_1 1
- #define USE_MACE_AMMO_2 5
- void P_OpenWeapons(void);
- void P_CloseWeapons(void);
- void P_AddMaceSpot(mapthing_t *mthing);
- void P_RepositionMace(mobj_t *mo);
- void P_SetPsprite(player_t *player, int position, statenum_t stnum);
- void P_SetupPsprites(player_t *curplayer);
- void P_MovePsprites(player_t *curplayer);
- void P_DropWeapon(player_t *player);
- void P_ActivateBeak(player_t *player);
- void P_PostChickenWeapon(player_t *player, weapontype_t weapon);
- void P_UpdateBeak(player_t *player, pspdef_t *psp);
- // ***** P_USER *****
- void P_PlayerThink(player_t *player);
- void P_Thrust(player_t *player, angle_t angle, fixed_t move);
- void P_PlayerRemoveArtifact(player_t *player, int slot);
- void P_PlayerUseArtifact(player_t *player, artitype_t arti);
- boolean P_UseArtifact(player_t *player, artitype_t arti);
- int P_GetPlayerNum(player_t *player);
- // ***** P_MOBJ *****
- #define FLOOR_SOLID 0
- #define FLOOR_WATER 1
- #define FLOOR_LAVA 2
- #define FLOOR_SLUDGE 3
- #define ONFLOORZ MININT
- #define ONCEILINGZ MAXINT
- #define FLOATRANDZ (MAXINT-1)
- extern mobjtype_t PuffType;
- extern mobj_t *MissileMobj;
- mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type);
- void P_RemoveMobj(mobj_t *th);
- boolean P_SetMobjState(mobj_t *mobj, statenum_t state);
- boolean P_SetMobjStateNF(mobj_t *mobj, statenum_t state);
- void P_ThrustMobj(mobj_t *mo, angle_t angle, fixed_t move);
- int P_FaceMobj(mobj_t *source, mobj_t *target, angle_t *delta);
- boolean P_SeekerMissile(mobj_t *actor, angle_t thresh, angle_t turnMax);
- void P_MobjThinker(mobj_t *mobj);
- void P_BlasterMobjThinker(mobj_t *mobj);
- void P_SpawnPuff(fixed_t x, fixed_t y, fixed_t z);
- void P_SpawnBlood(fixed_t x, fixed_t y, fixed_t z, int damage);
- void P_BloodSplatter(fixed_t x, fixed_t y, fixed_t z, mobj_t *originator);
- void P_RipperBlood(mobj_t *mo);
- int P_GetThingFloorType(mobj_t *thing);
- int P_HitFloor(mobj_t *thing);
- boolean P_CheckMissileSpawn(mobj_t *missile);
- mobj_t *P_SpawnMissile(mobj_t *source, mobj_t *dest, mobjtype_t type);
- mobj_t *P_SpawnMissileAngle(mobj_t *source, mobjtype_t type,
- angle_t angle, fixed_t momz);
- mobj_t *P_SpawnPlayerMissile(mobj_t *source, mobjtype_t type);
- mobj_t *P_SPMAngle(mobj_t *source, mobjtype_t type, angle_t angle);
- // ***** P_ENEMY *****
- void P_NoiseAlert (mobj_t *target, mobj_t *emmiter);
- void P_InitMonsters(void);
- void P_AddBossSpot(fixed_t x, fixed_t y, angle_t angle);
- void P_Massacre(void);
- void P_DSparilTeleport(mobj_t *actor);
- // ***** P_MAPUTL *****
- typedef struct
- {
- fixed_t x, y, dx, dy;
- } divline_t;
- typedef struct
- {
- fixed_t frac; // along trace line
- boolean isaline;
- union {
- mobj_t *thing;
- line_t *line;
- } d;
- } intercept_t;
- #define MAXINTERCEPTS 128
- extern intercept_t intercepts[MAXINTERCEPTS], *intercept_p;
- typedef boolean (*traverser_t) (intercept_t *in);
- fixed_t P_AproxDistance (fixed_t dx, fixed_t dy);
- int P_PointOnLineSide (fixed_t x, fixed_t y, line_t *line);
- int P_PointOnDivlineSide (fixed_t x, fixed_t y, divline_t *line);
- void P_MakeDivline (line_t *li, divline_t *dl);
- fixed_t P_InterceptVector (divline_t *v2, divline_t *v1);
- int P_BoxOnLineSide (fixed_t *tmbox, line_t *ld);
- extern fixed_t opentop, openbottom, openrange;
- extern fixed_t lowfloor;
- void P_LineOpening (line_t *linedef);
- boolean P_BlockLinesIterator (int x, int y, boolean(*func)(line_t*) );
- boolean P_BlockThingsIterator (int x, int y, boolean(*func)(mobj_t*) );
- #define PT_ADDLINES 1
- #define PT_ADDTHINGS 2
- #define PT_EARLYOUT 4
- extern divline_t trace;
- boolean P_PathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2,
- int flags, boolean (*trav) (intercept_t *));
- void P_UnsetThingPosition (mobj_t *thing);
- void P_SetThingPosition (mobj_t *thing);
- // ***** P_MAP *****
- extern boolean floatok; // if true, move would be ok if
- extern fixed_t tmfloorz, tmceilingz; // within tmfloorz - tmceilingz
- extern line_t *ceilingline;
- boolean P_TestMobjLocation(mobj_t *mobj);
- boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y);
- mobj_t *P_CheckOnmobj(mobj_t *thing);
- void P_FakeZMovement(mobj_t *mo);
- boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y);
- boolean P_TeleportMove(mobj_t *thing, fixed_t x, fixed_t y);
- void P_SlideMove(mobj_t *mo);
- boolean P_CheckSight(mobj_t *t1, mobj_t *t2);
- void P_UseLines(player_t *player);
- boolean P_ChangeSector (sector_t *sector, boolean crunch);
- extern mobj_t *linetarget; // who got hit (or NULL)
- fixed_t P_AimLineAttack (mobj_t *t1, angle_t angle, fixed_t distance);
- void P_LineAttack (mobj_t *t1, angle_t angle, fixed_t distance, fixed_t slope, int damage);
- void P_RadiusAttack (mobj_t *spot, mobj_t *source, int damage);
- // ***** P_SETUP *****
- extern byte *rejectmatrix; // for fast sight rejection
- extern short *blockmaplump; // offsets in blockmap are from here
- extern short *blockmap;
- extern int bmapwidth, bmapheight; // in mapblocks
- extern fixed_t bmaporgx, bmaporgy; // origin of block map
- extern mobj_t **blocklinks; // for thing chains
- // ***** P_INTER *****
- extern int maxammo[NUMAMMO];
- extern int clipammo[NUMAMMO];
- void P_SetMessage(player_t *player, char *message, boolean ultmsg);
- void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher);
- void P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source,
- int damage);
- boolean P_GiveAmmo(player_t *player, ammotype_t ammo, int count);
- boolean P_GiveArtifact(player_t *player, artitype_t arti, mobj_t *mo);
- boolean P_GiveBody(player_t *player, int num);
- boolean P_GivePower(player_t *player, powertype_t power);
- boolean P_ChickenMorphPlayer(player_t *player);
- // ***** AM_MAP *****
- boolean AM_Responder(event_t *ev);
- void AM_Ticker(void);
- void AM_Drawer(void);
- // ***** SB_BAR *****
- extern int SB_state;
- extern int ArtifactFlash;
- void SB_PaletteFlash(void);
- #include "P_spec.h"
- #endif // __P_LOCAL__
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