v4k-git-backup/demos/ports/doom/src/p_local.h

257 lines
5.8 KiB
C++

// 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__
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------