diff options
Diffstat (limited to 'src/heretic/p_local.h')
-rw-r--r-- | src/heretic/p_local.h | 236 |
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); |