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//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 1993-2008 Raven Software
// Copyright(C) 2005-2014 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.
//
// 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__
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