diff options
Diffstat (limited to 'src/hexen/p_local.h')
-rw-r--r-- | src/hexen/p_local.h | 386 |
1 files changed, 386 insertions, 0 deletions
diff --git a/src/hexen/p_local.h b/src/hexen/p_local.h new file mode 100644 index 00000000..b9e6c5dc --- /dev/null +++ b/src/hexen/p_local.h @@ -0,0 +1,386 @@ +// 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. +// +//----------------------------------------------------------------------------- + + +#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 INT_MIN +#define ONCEILINGZ INT_MAX +#define FLOATRANDZ (INT_MAX-1) +#define FROMCEILINGZ128 (INT_MAX-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); +boolean P_LookForMonsters(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; + +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); +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; +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); + +extern mobj_t *PuffSpawned; // true if a puff was spawned +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, 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, char *message, boolean ultmsg); +void P_SetYellowMessage(player_t * player, 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__ |