ref: 21d63fc61aaa77df6158532063393af9c12cc4ae
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__ */