mirror of
https://github.com/id-Software/DOOM-iOS.git
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118 lines
3.6 KiB
C++
118 lines
3.6 KiB
C++
/* Emacs style mode select -*- C++ -*-
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*-----------------------------------------------------------------------------
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*
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*
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* PrBoom: a Doom port merged with LxDoom and LSDLDoom
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* based on BOOM, a modified and improved DOOM engine
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* Copyright (C) 1999 by
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* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
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* Copyright (C) 1999-2000 by
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* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
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* Copyright 2005, 2006 by
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* Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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* 02111-1307, USA.
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*
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* DESCRIPTION:
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* Enemy thinking, AI.
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* Action Pointer Functions
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* that are associated with states/frames.
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*
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*-----------------------------------------------------------------------------*/
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#ifndef __P_ENEMY__
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#define __P_ENEMY__
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#include "p_mobj.h"
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void P_NoiseAlert (mobj_t *target, mobj_t *emmiter);
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void P_SpawnBrainTargets(void); /* killough 3/26/98: spawn icon landings */
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extern struct brain_s { /* killough 3/26/98: global state of boss brain */
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int easy, targeton;
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} brain;
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// ********************************************************************
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// Function addresses or Code Pointers
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// ********************************************************************
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// These function addresses are the Code Pointers that have been
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// modified for years by Dehacked enthusiasts. The new BEX format
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// allows more extensive changes (see d_deh.c)
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// Doesn't work with g++, needs actionf_p1
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void A_Explode();
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void A_Pain();
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void A_PlayerScream();
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void A_Fall();
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void A_XScream();
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void A_Look();
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void A_Chase();
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void A_FaceTarget();
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void A_PosAttack();
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void A_Scream();
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void A_SPosAttack();
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void A_VileChase();
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void A_VileStart();
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void A_VileTarget();
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void A_VileAttack();
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void A_StartFire();
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void A_Fire();
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void A_FireCrackle();
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void A_Tracer();
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void A_SkelWhoosh();
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void A_SkelFist();
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void A_SkelMissile();
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void A_FatRaise();
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void A_FatAttack1();
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void A_FatAttack2();
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void A_FatAttack3();
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void A_BossDeath();
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void A_CPosAttack();
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void A_CPosRefire();
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void A_TroopAttack();
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void A_SargAttack();
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void A_HeadAttack();
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void A_BruisAttack();
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void A_SkullAttack();
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void A_Metal();
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void A_SpidRefire();
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void A_BabyMetal();
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void A_BspiAttack();
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void A_Hoof();
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void A_CyberAttack();
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void A_PainAttack();
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void A_PainDie();
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void A_KeenDie();
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void A_BrainPain();
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void A_BrainScream();
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void A_BrainDie();
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void A_BrainAwake();
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void A_BrainSpit();
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void A_SpawnSound();
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void A_SpawnFly();
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void A_BrainExplode();
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void A_Die();
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void A_Detonate(); /* killough 8/9/98: detonate a bomb or other device */
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void A_Mushroom(); /* killough 10/98: mushroom effect */
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void A_Spawn(); // killough 11/98
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void A_Turn(); // killough 11/98
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void A_Face(); // killough 11/98
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void A_Scratch(); // killough 11/98
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void A_PlaySound(); // killough 11/98
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void A_RandomJump(); // killough 11/98
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void A_LineEffect(); // killough 11/98
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#endif // __P_ENEMY__
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