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+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// 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
+
+#ifndef __P_LOCAL__
+#define __P_LOCAL__
+
+#ifndef __R_LOCAL__
+#include "r_local.h"
+#endif
+
+#define STARTREDPALS 1
+#define STARTBONUSPALS 9
+#define NUMREDPALS 8
+#define NUMBONUSPALS 4
+
+#define FOOTCLIPSIZE 10*FRACUNIT
+
+#define TOCENTER -8
+#define FLOATSPEED (FRACUNIT*4)
+
+#define MAXHEALTH 100
+#define MAXCHICKENHEALTH 30
+#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
+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_GWND_AMMO_1 1
+#define USE_GWND_AMMO_2 1
+#define USE_CBOW_AMMO_1 1
+#define USE_CBOW_AMMO_2 1
+#define USE_BLSR_AMMO_1 1
+#define USE_BLSR_AMMO_2 5
+#define USE_SKRD_AMMO_1 1
+#define USE_SKRD_AMMO_2 5
+#define USE_PHRD_AMMO_1 1
+#define USE_PHRD_AMMO_2 1
+#define USE_MACE_AMMO_1 1
+#define USE_MACE_AMMO_2 5
+
+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);
+
+// ***** 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);
+
+// ***** P_MOBJ *****
+
+#define FLOOR_SOLID 0
+#define FLOOR_WATER 1
+#define FLOOR_LAVA 2
+#define FLOOR_SLUDGE 3
+
+#define ONFLOORZ INT_MIN
+#define ONCEILINGZ INT_MAX
+#define FLOATRANDZ (INT_MAX-1)
+
+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_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_InitMonsters(void);
+void P_AddBossSpot(fixed_t x, fixed_t y, angle_t angle);
+void P_Massacre(void);
+void P_DSparilTeleport(mobj_t * actor);
+
+// ***** 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
+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 * linedef);
+
+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);
+
+// ***** P_MAP *****
+
+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_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,
+ 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, 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);
+
+// ***** AM_MAP *****
+
+boolean AM_Responder(event_t * ev);
+void AM_Ticker(void);
+void AM_Drawer(void);
+
+// ***** SB_BAR *****
+
+extern int SB_state;
+extern int ArtifactFlash;
+void SB_PaletteFlash(void);
+
+#include "p_spec.h"
+
+#endif // __P_LOCAL__