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p_local.h
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//
// Copyright (C) 1993-1996 Id Software, Inc.
// Copyright (C) 2023 Frenkel Smeijers
//
// 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, see <https://www.gnu.org/licenses/>.
//
// P_local.h
#ifndef __P_LOCAL__
#define __P_LOCAL__
#ifndef __R_LOCAL__
#include "r_local.h"
#endif
#define FLOATSPEED (FRACUNIT*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 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
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
===============================================================================
*/
#define ONFLOORZ MININT
#define ONCEILINGZ MAXINT
// Time interval for item respawning.
#define ITEMQUESIZE 128
extern int32_t iquehead, 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);
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, int32_t damage);
mobj_t *P_SpawnMissile (mobj_t *source, mobj_t *dest, mobjtype_t type);
void P_SpawnPlayerMissile (mobj_t *source, mobjtype_t type);
/*
===============================================================================
P_ENEMY
===============================================================================
*/
void P_NoiseAlert (mobj_t *target, mobj_t *emmiter);
/*
===============================================================================
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
typedef boolean (*traverser_t) (intercept_t *in);
fixed_t P_AproxDistance (fixed_t dx, fixed_t dy);
int32_t P_PointOnLineSide (fixed_t x, fixed_t y, line_t *line);
int32_t 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 (int32_t x, int32_t y, boolean(*func)(line_t*) );
boolean P_BlockThingsIterator (int32_t x, int32_t y, boolean(*func)(mobj_t*) );
#define PT_ADDLINES 1
#define PT_ADDTHINGS 2
#define PT_EARLYOUT 4
extern divline_t trace;
void P_PathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2,
int32_t flags, boolean (*trav) (intercept_t *));
void P_UnsetThingPosition (mobj_t *thing);
void P_SetThingPosition (mobj_t *thing);
/*
===============================================================================
P_MAP
===============================================================================
*/
extern boolean floatok; // if true, move would be ok if
extern fixed_t tmfloorz; // within tmfloorz - 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_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, int32_t damage);
void P_RadiusAttack (mobj_t *spot, mobj_t *source, int32_t damage);
/*
===============================================================================
P_SETUP
===============================================================================
*/
extern byte *rejectmatrix; // for fast sight rejection
extern int16_t *blockmaplump; // offsets in blockmap are from here
extern int16_t *blockmap;
extern int32_t bmapwidth, bmapheight; // in mapblocks
extern fixed_t bmaporgx, bmaporgy; // origin of block map
extern mobj_t **blocklinks; // for thing chains
/*
===============================================================================
P_INTER
===============================================================================
*/
extern int32_t maxammo[NUMAMMO];
void P_TouchSpecialThing (mobj_t *special, mobj_t *toucher);
void P_DamageMobj (mobj_t *target, mobj_t *inflictor, mobj_t *source, int32_t damage);
void P_SetMessage(player_t *player, char *message, boolean ultmsg);
void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher);
void P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source,
int32_t damage);
boolean P_GivePower(player_t *player, powertype_t power);
#include "p_spec.h"
#endif // __P_LOCAL__