Source to src/p_local.h


Enter a symbol's name here to quickly find it.


// 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 MININT
#define ONCEILINGZ MAXINT
#define FLOATRANDZ (MAXINT-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__