summaryrefslogtreecommitdiff
path: root/src/hexen/p_local.h
blob: 71dd292a9bc3c4d0c6281f4274001e91b11dfb8a (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
//
// 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.
//


#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__