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p_local.h
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/* P_local.h */
#ifndef __P_LOCAL__
#define __P_LOCAL__
#ifndef __R_LOCAL__
#include "r_local.h"
#endif
#define FLOATSPEED (FRACUNIT*8)
#define GRAVITY (FRACUNIT*4)
#define MAXMOVE (16*FRACUNIT)
#define MAXHEALTH 100
#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 USERANGE (70*FRACUNIT)
#define MELEERANGE (70*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 */
void P_InitThinkers (void);
void P_AddThinker (thinker_t *thinker);
void P_RemoveThinker (thinker_t *thinker);
/*
===============================================================================
P_PSPR
===============================================================================
*/
void P_SetupPsprites (player_t *curplayer);
void P_MovePsprites (player_t *curplayer);
void P_DropWeapon (player_t *player);
/*
===============================================================================
P_USER
===============================================================================
*/
void P_PlayerThink (player_t *player);
/*
===============================================================================
P_MOBJ
===============================================================================
*/
extern mobj_t mobjhead;
extern int activethinkers; /* debug count */
extern int activemobjs; /* debug count */
#define ONFLOORZ MININT
#define ONCEILINGZ MAXINT
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);
void P_MobjThinker (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_SpawnMissile (mobj_t *source, mobj_t *dest, mobjtype_t type);
void P_SpawnPlayerMissile (mobj_t *source, mobjtype_t type);
void P_RunMobjBase2 (void);
void P_RunMobjExtra (void);
void L_SkullBash (mobj_t *mo);
void L_MissileHit (mobj_t *mo);
void L_CrossSpecial (mobj_t *mo);
void P_ExplodeMissile (mobj_t *mo);
/*
===============================================================================
P_ENEMY
===============================================================================
*/
void A_MissileExplode (mobj_t *mo);
void A_SkullBash (mobj_t *mo);
/*
===============================================================================
P_MAPUTL
===============================================================================
*/
typedef struct
{
fixed_t x,y, dx, dy;
} divline_t;
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*) );
extern divline_t trace;
void P_UnsetThingPosition (mobj_t *thing);
void P_SetThingPosition (mobj_t *thing);
void P_PlayerLand (mobj_t *mo);
/*
===============================================================================
P_MAP
===============================================================================
*/
extern boolean floatok; /* if true, move would be ok if */
extern fixed_t tmfloorz, tmceilingz; /* within tmfloorz - tmceilingz */
extern line_t *specialline;
extern mobj_t *movething;
boolean P_CheckPosition (mobj_t *thing, fixed_t x, fixed_t y);
boolean P_TryMove (mobj_t *thing, fixed_t x, fixed_t y);
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_TouchSpecialThing (mobj_t *special, mobj_t *toucher);
void P_DamageMobj (mobj_t *target, mobj_t *inflictor, mobj_t *source, int damage);
#include "p_spec.h"
extern int iquehead, iquetail;
extern int playernum;
void P_RespawnSpecials (void);
#endif /* __P_LOCAL__ */