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authorSimon Howard2008-09-05 00:02:14 +0000
committerSimon Howard2008-09-05 00:02:14 +0000
commitc7ddc423f67236a99956960cf9fe89abf077839b (patch)
tree61322034e9d75f1c1a409d1e14ca21ee5c6025c2 /src/heretic/p_local.h
parent0774dce204c2c01622c59819e2a29590a1b50e46 (diff)
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Reformat (beautify) Raven sources and add GPL headers.
Subversion-branch: /branches/raven-branch Subversion-revision: 1197
Diffstat (limited to 'src/heretic/p_local.h')
-rw-r--r--src/heretic/p_local.h236
1 files changed, 130 insertions, 106 deletions
diff --git a/src/heretic/p_local.h b/src/heretic/p_local.h
index 0db15a1b..d7aec116 100644
--- a/src/heretic/p_local.h
+++ b/src/heretic/p_local.h
@@ -1,3 +1,25 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+//
+// 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, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
// P_local.h
@@ -46,28 +68,28 @@
typedef enum
{
- DI_EAST,
- DI_NORTHEAST,
- DI_NORTH,
- DI_NORTHWEST,
- DI_WEST,
- DI_SOUTHWEST,
- DI_SOUTH,
- DI_SOUTHEAST,
- DI_NODIR,
- NUMDIRS
+ 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
+#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
+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);
+void P_AddThinker(thinker_t * thinker);
+void P_RemoveThinker(thinker_t * thinker);
// ***** P_PSPR *****
@@ -86,24 +108,24 @@ void P_RemoveThinker(thinker_t *thinker);
void P_OpenWeapons(void);
void P_CloseWeapons(void);
-void P_AddMaceSpot(mapthing_t *mthing);
-void P_RepositionMace(mobj_t *mo);
-void P_SetPsprite(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_ActivateBeak(player_t *player);
-void P_PostChickenWeapon(player_t *player, weapontype_t weapon);
-void P_UpdateBeak(player_t *player, pspdef_t *psp);
+void P_AddMaceSpot(mapthing_t * mthing);
+void P_RepositionMace(mobj_t * mo);
+void P_SetPsprite(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_ActivateBeak(player_t * player);
+void P_PostChickenWeapon(player_t * player, weapontype_t weapon);
+void P_UpdateBeak(player_t * player, pspdef_t * psp);
// ***** P_USER *****
-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_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);
// ***** P_MOBJ *****
@@ -120,134 +142,136 @@ 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_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_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_SpawnMissileAngle(mobj_t *source, mobjtype_t type,
- angle_t angle, fixed_t momz);
-mobj_t *P_SpawnPlayerMissile(mobj_t *source, mobjtype_t type);
-mobj_t *P_SPMAngle(mobj_t *source, mobjtype_t type, angle_t angle);
+void P_BloodSplatter(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_SpawnMissileAngle(mobj_t * source, mobjtype_t type,
+ angle_t angle, fixed_t momz);
+mobj_t *P_SpawnPlayerMissile(mobj_t * source, mobjtype_t type);
+mobj_t *P_SPMAngle(mobj_t * source, mobjtype_t type, angle_t angle);
// ***** P_ENEMY *****
-void P_NoiseAlert (mobj_t *target, mobj_t *emmiter);
+void P_NoiseAlert(mobj_t * target, mobj_t * emmiter);
void P_InitMonsters(void);
void P_AddBossSpot(fixed_t x, fixed_t y, angle_t angle);
void P_Massacre(void);
-void P_DSparilTeleport(mobj_t *actor);
+void P_DSparilTeleport(mobj_t * actor);
// ***** P_MAPUTL *****
typedef struct
{
- fixed_t x, y, dx, dy;
+ 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;
+ 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);
+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);
+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 *linedef);
+extern fixed_t opentop, openbottom, openrange;
+extern fixed_t lowfloor;
+void P_LineOpening(line_t * linedef);
-boolean P_BlockLinesIterator (int x, int y, boolean(*func)(line_t*) );
-boolean P_BlockThingsIterator (int x, int y, boolean(*func)(mobj_t*) );
+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 *));
+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);
+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, tmceilingz; // within tmfloorz - tmceilingz
+extern boolean floatok; // if true, move would be ok if
+extern fixed_t tmfloorz, tmceilingz; // within tmfloorz - tmceilingz
extern line_t *ceilingline;
-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);
-boolean P_CheckSight(mobj_t *t1, mobj_t *t2);
-void P_UseLines(player_t *player);
+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);
+boolean P_CheckSight(mobj_t * t1, mobj_t * t2);
+void P_UseLines(player_t * player);
-boolean P_ChangeSector (sector_t *sector, boolean crunch);
+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);
+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_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);
+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 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
+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 maxammo[NUMAMMO];
extern int clipammo[NUMAMMO];
-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,
- int damage);
-boolean P_GiveAmmo(player_t *player, ammotype_t ammo, int count);
-boolean P_GiveArtifact(player_t *player, artitype_t arti, mobj_t *mo);
-boolean P_GiveBody(player_t *player, int num);
-boolean P_GivePower(player_t *player, powertype_t power);
-boolean P_ChickenMorphPlayer(player_t *player);
+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,
+ int damage);
+boolean P_GiveAmmo(player_t * player, ammotype_t ammo, int count);
+boolean P_GiveArtifact(player_t * player, artitype_t arti, mobj_t * mo);
+boolean P_GiveBody(player_t * player, int num);
+boolean P_GivePower(player_t * player, powertype_t power);
+boolean P_ChickenMorphPlayer(player_t * player);
// ***** AM_MAP *****
-boolean AM_Responder(event_t *ev);
+boolean AM_Responder(event_t * ev);
void AM_Ticker(void);
void AM_Drawer(void);