ref: 21f6a1501d32f541673f8226d4b2292aef920c2b
dir: /p_local.h/
//************************************************************************** //** //** p_local.h : Heretic 2 : Raven Software, Corp. //** //** $Revision: 373 $ //** $Date: 2009-05-19 21:14:28 +0300 (Tue, 19 May 2009) $ //** //************************************************************************** #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 H2MININT #define ONCEILINGZ H2MAXINT #define FLOATRANDZ (H2MAXINT - 1) #define FROMCEILINGZ128 (H2MAXINT - 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); void P_InitCreatureCorpseQueue(boolean corpseScan); void A_DeQueueCorpse(mobj_t *actor); /* ---- P_MAPUTL ---- */ typedef struct { fixed_t x, y, dx, dy; } divline_t; #ifdef RENDER3D typedef struct { float x, y, dx, dy; } fdivline_t; #endif 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 *ld); 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; extern mobj_t *PuffSpawned; /* true if a puff was spawned */ extern mobj_t *linetarget; /* who got hit (or NULL) */ 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); 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, const char *message, boolean ultmsg); void P_SetYellowMessage(player_t *player, const 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__ */