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+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// $Id: p_local.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+// Play functions, animation, global header.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __P_LOCAL__
+#define __P_LOCAL__
+
+#ifndef __R_LOCAL__
+#include "r_local.h"
+#endif
+
+#define FLOATSPEED (FRACUNIT*4)
+
+
+#define MAXHEALTH 100
+#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 do not 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)
+
+// follow a player exlusively for 3 seconds
+#define BASETHRESHOLD 100
+
+
+
+//
+// P_TICK
+//
+
+// both the head and tail of the thinker list
+extern thinker_t thinkercap;
+
+
+void P_InitThinkers (void);
+void P_AddThinker (thinker_t* thinker);
+void P_RemoveThinker (thinker_t* thinker);
+
+
+//
+// P_PSPR
+//
+void P_SetupPsprites (player_t* curplayer);
+void P_MovePsprites (player_t* curplayer);
+void P_DropWeapon (player_t* player);
+
+
+//
+// P_USER
+//
+void P_PlayerThink (player_t* player);
+
+
+//
+// P_MOBJ
+//
+#define ONFLOORZ MININT
+#define ONCEILINGZ MAXINT
+
+// Time interval for item respawning.
+#define ITEMQUESIZE 128
+
+extern mapthing_t itemrespawnque[ITEMQUESIZE];
+extern int itemrespawntime[ITEMQUESIZE];
+extern int iquehead;
+extern int iquetail;
+
+
+void P_RespawnSpecials (void);
+
+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);
+void P_MobjThinker (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);
+mobj_t* P_SpawnMissile (mobj_t* source, mobj_t* dest, mobjtype_t type);
+void P_SpawnPlayerMissile (mobj_t* source, mobjtype_t type);
+
+
+//
+// P_ENEMY
+//
+void P_NoiseAlert (mobj_t* target, mobj_t* emmiter);
+
+
+//
+// P_MAPUTL
+//
+typedef struct
+{
+ fixed_t x;
+ fixed_t y;
+ fixed_t dx;
+ fixed_t 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];
+extern intercept_t* 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;
+extern fixed_t openbottom;
+extern fixed_t 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
+//
+
+// If "floatok" true, move would be ok
+// if within "tmfloorz - tmceilingz".
+extern boolean floatok;
+extern fixed_t tmfloorz;
+extern fixed_t tmceilingz;
+
+
+extern line_t* ceilingline;
+
+boolean P_CheckPosition (mobj_t *thing, fixed_t x, fixed_t y);
+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;
+extern int bmapheight; // in mapblocks
+extern fixed_t bmaporgx;
+extern fixed_t bmaporgy; // origin of block map
+extern mobj_t** blocklinks; // for thing chains
+
+
+
+//
+// P_INTER
+//
+extern int maxammo[NUMAMMO];
+extern int clipammo[NUMAMMO];
+
+void
+P_TouchSpecialThing
+( mobj_t* special,
+ mobj_t* toucher );
+
+void
+P_DamageMobj
+( mobj_t* target,
+ mobj_t* inflictor,
+ mobj_t* source,
+ int damage );
+
+
+//
+// P_SPEC
+//
+#include "p_spec.h"
+
+
+#endif // __P_LOCAL__
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1 2005/07/23 16:20:49 fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
+
+