ref: e98efaf118ae66c4d8f6c9e4e4f48682cc95522c
dir: /src/hexen/p_local.h/
// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 1993-2008 Raven Software // Copyright(C) 2008 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. // //----------------------------------------------------------------------------- #ifndef __P_LOCAL__ #define __P_LOCAL__ #ifndef __R_LOCAL__ #include "r_local.h" #endif #define STARTREDPALS 1 #define STARTBONUSPALS 9 #define STARTPOISONPALS 13 #define STARTICEPAL 21 #define STARTHOLYPAL 22 #define STARTSCOURGEPAL 25 #define NUMREDPALS 8 #define NUMBONUSPALS 4 #define NUMPOISONPALS 8 #define TOCENTER -8 #define FLOATSPEED (FRACUNIT*4) #define MAXHEALTH 100 #define MAXMORPHHEALTH 30 #define VIEWHEIGHT (48*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_MANA1 1 #define USE_MANA2 1 void P_SetPsprite(player_t * player, int position, statenum_t stnum); void P_SetPspriteNF(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_ActivateMorphWeapon(player_t * player); void P_PostMorphWeapon(player_t * player, weapontype_t weapon); // ***** P_USER ***** extern int PStateNormal[NUMCLASSES]; extern int PStateRun[NUMCLASSES]; extern int PStateAttack[NUMCLASSES]; extern int PStateAttackEnd[NUMCLASSES]; 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); void P_TeleportOther(mobj_t * victim); void ResetBlasted(mobj_t * mo); // ***** P_MOBJ ***** // Any floor type >= FLOOR_LIQUID will floorclip sprites enum { FLOOR_SOLID, FLOOR_ICE, FLOOR_LIQUID, FLOOR_WATER, FLOOR_LAVA, FLOOR_SLUDGE }; #define ONFLOORZ INT_MIN #define ONCEILINGZ INT_MAX #define FLOATRANDZ (INT_MAX-1) #define FROMCEILINGZ128 (INT_MAX-2) 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_BloodSplatter2(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_SpawnMissileXYZ(fixed_t x, fixed_t y, fixed_t z, 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_SpawnMissileAngleSpeed(mobj_t * source, mobjtype_t type, angle_t angle, fixed_t momz, fixed_t speed); mobj_t *P_SpawnPlayerMissile(mobj_t * source, mobjtype_t type); mobj_t *P_SPMAngle(mobj_t * source, mobjtype_t type, angle_t angle); mobj_t *P_SPMAngleXYZ(mobj_t * source, fixed_t x, fixed_t y, fixed_t z, mobjtype_t type, angle_t angle); void P_CreateTIDList(void); void P_RemoveMobjFromTIDList(mobj_t * mobj); void P_InsertMobjIntoTIDList(mobj_t * mobj, int tid); mobj_t *P_FindMobjFromTID(int tid, int *searchPosition); mobj_t *P_SpawnKoraxMissile(fixed_t x, fixed_t y, fixed_t z, mobj_t * source, mobj_t * dest, mobjtype_t type); // ***** P_ENEMY ***** void P_NoiseAlert(mobj_t * target, mobj_t * emmiter); int P_Massacre(void); boolean A_RaiseMobj(mobj_t * actor); boolean A_SinkMobj(mobj_t * actor); void A_NoBlocking(mobj_t * actor); boolean P_LookForMonsters(mobj_t * actor); void P_InitCreatureCorpseQueue(boolean corpseScan); void A_DeQueueCorpse(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); mobj_t *P_RoughMonsterSearch(mobj_t * mo, int distance); // ***** P_MAP ***** extern boolean floatok; // if true, move would be ok if extern fixed_t tmfloorz, tmceilingz; // within tmfloorz - tmceilingz extern int tmfloorpic; extern mobj_t *BlockingMobj; 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); void P_BounceWall(mobj_t * mo); boolean P_CheckSight(mobj_t * t1, mobj_t * t2); void P_UseLines(player_t * player); boolean P_UsePuzzleItem(player_t * player, int itemType); void PIT_ThrustSpike(mobj_t * actor); boolean P_ChangeSector(sector_t * sector, int crunch); extern mobj_t *PuffSpawned; // true if a puff was spawned 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, int distance, boolean damageSource); // ***** 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 clipmana[NUMMANA]; void P_SetMessage(player_t * player, char *message, boolean ultmsg); void P_SetYellowMessage(player_t * player, char *message, boolean ultmsg); void P_ClearMessage(player_t * player); void P_TouchSpecialThing(mobj_t * special, mobj_t * toucher); void P_DamageMobj(mobj_t * target, mobj_t * inflictor, mobj_t * source, int damage); void P_FallingDamage(player_t * player); void P_PoisonPlayer(player_t * player, mobj_t * poisoner, int poison); void P_PoisonDamage(player_t * player, mobj_t * source, int damage, boolean playPainSound); boolean P_GiveMana(player_t * player, manatype_t mana, int count); boolean P_GiveArtifact(player_t * player, artitype_t arti, mobj_t * mo); boolean P_GiveArmor(player_t * player, armortype_t armortype, int amount); boolean P_GiveBody(player_t * player, int num); boolean P_GivePower(player_t * player, powertype_t power); boolean P_MorphPlayer(player_t * player); // ***** AM_MAP ***** boolean AM_Responder(event_t * ev); void AM_Ticker(void); void AM_Drawer(void); // ***** A_ACTION ***** boolean A_LocalQuake(byte * args, mobj_t * victim); void P_SpawnDirt(mobj_t * actor, fixed_t radius); void A_BridgeRemove(mobj_t * actor); // ***** SB_BAR ***** extern int SB_state; extern int ArtifactFlash; void SB_PaletteFlash(boolean forceChange); // ===== PO_MAN ===== typedef enum { PODOOR_NONE, PODOOR_SLIDE, PODOOR_SWING, } podoortype_t; typedef struct { thinker_t thinker; int polyobj; int speed; unsigned int dist; int angle; fixed_t xSpeed; // for sliding walls fixed_t ySpeed; } polyevent_t; typedef struct { thinker_t thinker; int polyobj; int speed; int dist; int totalDist; int direction; fixed_t xSpeed, ySpeed; int tics; int waitTics; podoortype_t type; boolean close; } polydoor_t; enum { PO_ANCHOR_TYPE = 3000, PO_SPAWN_TYPE, PO_SPAWNCRUSH_TYPE }; #define PO_LINE_START 1 // polyobj line start special #define PO_LINE_EXPLICIT 5 extern polyobj_t *polyobjs; // list of all poly-objects on the level extern int po_NumPolyobjs; void T_PolyDoor(polydoor_t * pd); void T_RotatePoly(polyevent_t * pe); boolean EV_RotatePoly(line_t * line, byte * args, int direction, boolean overRide); void T_MovePoly(polyevent_t * pe); boolean EV_MovePoly(line_t * line, byte * args, boolean timesEight, boolean overRide); boolean EV_OpenPolyDoor(line_t * line, byte * args, podoortype_t type); boolean PO_MovePolyobj(int num, int x, int y); boolean PO_RotatePolyobj(int num, angle_t angle); void PO_Init(int lump); boolean PO_Busy(int polyobj); #include "p_spec.h" #endif // __P_LOCAL__