ref: 3fc2b945a86e4f7f27d7250a31b06d9cf432f757
dir: /src/strife/p_local.h/
// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 2005 Simon Howard // // 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: // Play functions, animation, global header. // //----------------------------------------------------------------------------- #ifndef __P_LOCAL__ #define __P_LOCAL__ #ifndef __R_LOCAL__ #include "r_local.h" #endif #define FLOATSPEED (FRACUNIT*5) // villsa [STRIFE] change to 5 (was 4) #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 do not 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 PLAYERMELEERANGE (80*FRACUNIT) // haleyjd [STRIFE] New constant #define MISSILERANGE (32*64*FRACUNIT) // follow a player exlusively for 3 seconds #define BASETHRESHOLD 100 // // P_TICK // // both the head and tail of the thinker list extern thinker_t thinkercap; 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); // haleyjd 08/30/10: [STRIFE] Needed externally void P_Thrust (player_t* player, angle_t angle, fixed_t move); // // P_MOBJ // #define ONFLOORZ INT_MIN #define ONCEILINGZ INT_MAX // Time interval for item respawning. #define ITEMQUESIZE 128 extern mapthing_t itemrespawnque[ITEMQUESIZE]; extern int itemrespawntime[ITEMQUESIZE]; extern int iquehead; extern int iquetail; void P_RespawnSpecials (void); mobj_t* P_SpawnMobj ( fixed_t x, fixed_t y, fixed_t z, mobjtype_t type ); void P_RemoveMobj (mobj_t* th); mobj_t* P_SubstNullMobj (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); mobj_t* P_SpawnSparkPuff(fixed_t x, fixed_t y, fixed_t z); // villsa [STRIFE] void P_SpawnBlood (fixed_t x, fixed_t y, fixed_t z, int damage); mobj_t* P_SpawnMissile (mobj_t* source, mobj_t* dest, mobjtype_t type); mobj_t* P_SpawnFacingMissile(mobj_t* source, mobj_t* target, mobjtype_t type); // villsa [STRIFE] mobj_t* P_SpawnPlayerMissile(mobj_t* source, mobjtype_t type); mobj_t* P_SpawnMortar(mobj_t *source, mobjtype_t type); // villsa [STRIFE] void P_ExplodeMissile (mobj_t* mo); // villsa [STRIFE] // // P_ENEMY // void P_NoiseAlert (mobj_t* target, mobj_t* emmiter); void P_DoPunchAlert(mobj_t *puncher, mobj_t *punchee); // villsa [STRIFE] // // P_MAPUTL // typedef struct { fixed_t x; fixed_t y; fixed_t dx; fixed_t dy; } divline_t; typedef struct { fixed_t frac; // along trace line boolean isaline; union { mobj_t* thing; line_t* line; } d; } intercept_t; // Extended MAXINTERCEPTS, to allow for intercepts overrun emulation. #define MAXINTERCEPTS_ORIGINAL 128 #define MAXINTERCEPTS (MAXINTERCEPTS_ORIGINAL + 61) extern intercept_t intercepts[MAXINTERCEPTS]; extern intercept_t* 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; extern fixed_t openbottom; extern fixed_t 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 // // If "floatok" true, move would be ok // if within "tmfloorz - tmceilingz". extern boolean floatok; extern fixed_t tmfloorz; extern fixed_t tmceilingz; extern line_t* ceilingline; 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_CheckPositionZ(mobj_t* thing, fixed_t z); // villsa [STRIFE] 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; extern int bmapheight; // in mapblocks extern fixed_t bmaporgx; extern fixed_t 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 ); // // P_SPEC // #include "p_spec.h" #endif // __P_LOCAL__