// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: // Play functions, animation, global header. // //----------------------------------------------------------------------------- #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 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 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); // // P_MOBJ // #define ONFLOORZ DOOM_MININT #define ONCEILINGZ DOOM_MAXINT // 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); doom_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, int 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; fixed_t y; fixed_t dx; fixed_t dy; } divline_t; typedef struct { fixed_t frac; // along trace line doom_boolean isaline; union { mobj_t* thing; line_t* line; } d; } intercept_t; #define MAXINTERCEPTS 128 extern intercept_t intercepts[MAXINTERCEPTS]; extern intercept_t* intercept_p; typedef doom_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); doom_boolean P_BlockLinesIterator(int x, int y, doom_boolean(*func)(line_t*)); doom_boolean P_BlockThingsIterator(int x, int y, doom_boolean(*func)(mobj_t*)); #define PT_ADDLINES 1 #define PT_ADDTHINGS 2 #define PT_EARLYOUT 4 extern divline_t trace; doom_boolean P_PathTraverse(fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, int flags, doom_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 doom_boolean floatok; extern fixed_t tmfloorz; extern fixed_t tmceilingz; extern line_t* ceilingline; doom_boolean P_CheckPosition(mobj_t* thing, fixed_t x, fixed_t y); doom_boolean P_TryMove(mobj_t* thing, fixed_t x, fixed_t y); doom_boolean P_TeleportMove(mobj_t* thing, fixed_t x, fixed_t y); void P_SlideMove(mobj_t* mo); doom_boolean P_CheckSight(mobj_t* t1, mobj_t* t2); void P_UseLines(player_t* player); doom_boolean P_ChangeSector(sector_t* sector, doom_boolean crunch); extern mobj_t* linetarget; // who got hit (or 0) 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__ //----------------------------------------------------------------------------- // // $Log:$ // //-----------------------------------------------------------------------------