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P_LOCAL.H
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P_LOCAL.H
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// Play functions, animation, global header.
#ifndef __P_LOCAL__
#define __P_LOCAL__
#include "command.h"
#include "d_player.h"
#include "d_think.h"
#include "m_fixed.h"
#include "m_bbox.h"
#include "p_tick.h"
#include "r_defs.h"
#include "p_maputl.h"
#define FLOATSPEED (FRACUNIT*4)
// added by Boris : for dehacked patches, replaced #define by int
extern int MAXHEALTH; // 100
#define VIEWHEIGHT 41
// default viewheight is changeable at console
extern consvar_t cv_viewheight; // p_mobj.c
// 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 MAXMOVE (30*FRACUNIT)
//added:26-02-98: max Z move up or down without jumping
// above this, a heigth difference is considered as a 'dropoff'
#define MAXSTEPMOVE (24*FRACUNIT)
//added:22-02-98: initial momz when player jumps (moves up)
#define JUMPGRAVITY (6*FRACUNIT)
#define USERANGE (64*FRACUNIT)
#define MELEERANGE (64*FRACUNIT)
#define MISSILERANGE (32*64*FRACUNIT)
// follow a player exlusively for 3 seconds
#define BASETHRESHOLD 100
#//define AIMINGTOSLOPE(aiming) finetangent[(2048+(aiming>>ANGLETOFINESHIFT)) & FINEMASK]
#define AIMINGTOSLOPE(aiming) finesine[(aiming>>ANGLETOFINESHIFT) & FINEMASK]
//26-07-98: p_mobj.c
extern consvar_t cv_gravity;
//
// 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
//
typedef struct camera_s
{
boolean chase;
angle_t aiming;
int fixedcolormap;
mobj_t* mo;
} camera_t;
extern camera_t camera;
void P_ResetCamera (player_t *player);
void P_PlayerThink (player_t* player);
//
// P_MOBJ
//
#define ONFLOORZ MININT
#define ONCEILINGZ MAXINT
// Time interval for item respawning.
// WARING MUST be a power of 2
#define ITEMQUESIZE 128
extern mapthing_t itemrespawnque[ITEMQUESIZE];
extern int itemrespawntime[ITEMQUESIZE];
extern int iquehead;
extern int iquetail;
void P_RespawnSpecials (void);
void P_RespawnWeapons(void);
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);
//spawn splash at surface of water in sector where the mobj resides
void P_SpawnSplash (mobj_t* mo, boolean oldwater);
//Fab: when fried in in lava/slime, spawn some smoke
void P_SpawnSmoke (fixed_t x, fixed_t y, fixed_t z);
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_SpawnBloodSplats (fixed_t x, fixed_t y, fixed_t z, int damage, divline_t* damagedir);
mobj_t* P_SpawnMissile (mobj_t* source, mobj_t* dest, mobjtype_t type);
//added:16-02-98: added arg3 player_t* since its only used for player its ok
void P_SpawnPlayerMissile (mobj_t* source, mobjtype_t type, player_t* pl);
//
// P_ENEMY
//
void P_NoiseAlert (mobj_t* target, mobj_t* emmiter);
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 fixed_t tmsectorceilingz; //added:28-02-98: p_spawnmobj
extern mobj_t* tmfloorthing;
extern line_t* ceilingline;
extern line_t* blockingline;
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_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 );
boolean
P_DamageMobj
( mobj_t* target,
mobj_t* inflictor,
mobj_t* source,
int damage );
//
// P_SPEC
//
#include "p_spec.h"
#endif // __P_LOCAL__
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------