mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2024-11-15 01:01:33 +00:00
ee96ed12a4
Add 'sprite2' field to states See merge request STJr/SRB2!2211
550 lines
20 KiB
C
550 lines
20 KiB
C
// SONIC ROBO BLAST 2
|
|
//-----------------------------------------------------------------------------
|
|
// Copyright (C) 1993-1996 by id Software, Inc.
|
|
// Copyright (C) 1998-2000 by DooM Legacy Team.
|
|
// Copyright (C) 1999-2023 by Sonic Team Junior.
|
|
//
|
|
// This program is free software distributed under the
|
|
// terms of the GNU General Public License, version 2.
|
|
// See the 'LICENSE' file for more details.
|
|
//-----------------------------------------------------------------------------
|
|
/// \file p_mobj.h
|
|
/// \brief Map Objects, MObj, definition and handling
|
|
|
|
#ifndef __P_MOBJ__
|
|
#define __P_MOBJ__
|
|
|
|
// Basics.
|
|
#include "tables.h"
|
|
#include "m_fixed.h"
|
|
|
|
// We need the thinker_t stuff.
|
|
#include "d_think.h"
|
|
|
|
// We need the WAD data structure for Map things, from the THINGS lump.
|
|
#include "doomdata.h"
|
|
|
|
// States are tied to finite states are tied to animation frames.
|
|
// Needs precompiled tables/data structures.
|
|
#include "info.h"
|
|
|
|
//
|
|
// NOTES: mobj_t
|
|
//
|
|
// mobj_ts are used to tell the refresh where to draw an image,
|
|
// tell the world simulation when objects are contacted,
|
|
// and tell the sound driver how to position a sound.
|
|
//
|
|
// The refresh uses the next and prev links to follow
|
|
// lists of things in sectors as they are being drawn.
|
|
// The sprite, frame, and angle elements determine which patch_t
|
|
// is used to draw the sprite if it is visible.
|
|
// The sprite and frame values are allmost allways set
|
|
// from state_t structures.
|
|
// The statescr.exe utility generates the states.h and states.c
|
|
// files that contain the sprite/frame numbers from the
|
|
// statescr.txt source file.
|
|
// The xyz origin point represents a point at the bottom middle
|
|
// of the sprite (between the feet of a biped).
|
|
// This is the default origin position for patch_ts grabbed
|
|
// with lumpy.exe.
|
|
// A walking creature will have its z equal to the floor
|
|
// it is standing on.
|
|
//
|
|
// The sound code uses the x,y, and subsector fields
|
|
// to do stereo positioning of any sound effited by the mobj_t.
|
|
//
|
|
// The play simulation uses the blocklinks, x,y,z, radius, height
|
|
// to determine when mobj_ts are touching each other,
|
|
// touching lines in the map, or hit by trace lines (gunshots,
|
|
// lines of sight, etc).
|
|
// The mobj_t->flags element has various bit flags
|
|
// used by the simulation.
|
|
//
|
|
// Every mobj_t is linked into a single sector
|
|
// based on its origin coordinates.
|
|
// The subsector_t is found with R_PointInSubsector(x,y),
|
|
// and the sector_t can be found with subsector->sector.
|
|
// The sector links are only used by the rendering code,
|
|
// the play simulation does not care about them at all.
|
|
//
|
|
// Any mobj_t that needs to be acted upon by something else
|
|
// in the play world (block movement, be shot, etc) will also
|
|
// need to be linked into the blockmap.
|
|
// If the thing has the MF_NOBLOCK flag set, it will not use
|
|
// the block links. It can still interact with other things,
|
|
// but only as the instigator (missiles will run into other
|
|
// things, but nothing can run into a missile).
|
|
// Each block in the grid is 128*128 units, and knows about
|
|
// every line_t that it contains a piece of, and every
|
|
// interactable mobj_t that has its origin contained.
|
|
//
|
|
// A valid mobj_t is a mobj_t that has the proper subsector_t
|
|
// filled in for its xy coordinates and is linked into the
|
|
// sector from which the subsector was made, or has the
|
|
// MF_NOSECTOR flag set (the subsector_t needs to be valid
|
|
// even if MF_NOSECTOR is set), and is linked into a blockmap
|
|
// block or has the MF_NOBLOCKMAP flag set.
|
|
// Links should only be modified by the P_[Un]SetThingPosition()
|
|
// functions.
|
|
// Do not change the MF_NO? flags while a thing is valid.
|
|
//
|
|
// Any questions?
|
|
//
|
|
|
|
//
|
|
// Misc. mobj flags
|
|
//
|
|
typedef enum
|
|
{
|
|
// Call P_TouchSpecialThing when touched.
|
|
MF_SPECIAL = 1,
|
|
// Blocks.
|
|
MF_SOLID = 1<<1,
|
|
// Can be hit.
|
|
MF_SHOOTABLE = 1<<2,
|
|
// Don't use the sector links (invisible but touchable).
|
|
MF_NOSECTOR = 1<<3,
|
|
// Don't use the blocklinks (inert but displayable)
|
|
MF_NOBLOCKMAP = 1<<4,
|
|
// Thin, paper-like collision bound (for visual equivalent, see FF_PAPERSPRITE)
|
|
MF_PAPERCOLLISION = 1<<5,
|
|
// You can push this object. It can activate switches and things by pushing it on top.
|
|
MF_PUSHABLE = 1<<6,
|
|
// Object is a boss.
|
|
MF_BOSS = 1<<7,
|
|
// On level spawning (initial position), hang from ceiling instead of stand on floor.
|
|
MF_SPAWNCEILING = 1<<8,
|
|
// Don't apply gravity (every tic); object will float, keeping current height
|
|
// or changing it actively.
|
|
MF_NOGRAVITY = 1<<9,
|
|
// This object is an ambient sound.
|
|
MF_AMBIENT = 1<<10,
|
|
// Slide this object when it hits a wall.
|
|
MF_SLIDEME = 1<<11,
|
|
// Don't collide with walls or solid objects. Two MF_NOCLIP objects can't touch each other at all!
|
|
MF_NOCLIP = 1<<12,
|
|
// Allow moves to any height, no gravity. For active floaters.
|
|
MF_FLOAT = 1<<13,
|
|
// Monitor powerup icon. These rise a bit.
|
|
MF_BOXICON = 1<<14,
|
|
// Don't hit same species, explode on block.
|
|
// Player missiles as well as fireballs of various kinds.
|
|
MF_MISSILE = 1<<15,
|
|
// Item is a spring.
|
|
MF_SPRING = 1<<16,
|
|
// Bounce off walls and things.
|
|
MF_BOUNCE = 1<<17,
|
|
// Item box
|
|
MF_MONITOR = 1<<18,
|
|
// Don't run the thinker for this object.
|
|
MF_NOTHINK = 1<<19,
|
|
// Fire object. Doesn't harm if you have fire shield.
|
|
MF_FIRE = 1<<20,
|
|
// Don't adjust z if below or above floorz/ceilingz
|
|
MF_NOCLIPHEIGHT = 1<<21,
|
|
// This mobj is an enemy!
|
|
MF_ENEMY = 1<<22,
|
|
// Scenery (uses scenery thinker).
|
|
MF_SCENERY = 1<<23,
|
|
// Painful (shit hurts).
|
|
MF_PAIN = 1<<24,
|
|
// This mobj will stick to any surface or solid object it touches.
|
|
MF_STICKY = 1<<25,
|
|
// NiGHTS hidden item. Goes to seestate and turns MF_SPECIAL when paralooped.
|
|
MF_NIGHTSITEM = 1<<26,
|
|
// for chase camera, don't be blocked by things (partial clipping)
|
|
MF_NOCLIPTHING = 1<<27,
|
|
// Missile bounces like a grenade.
|
|
MF_GRENADEBOUNCE = 1<<28,
|
|
// Run the action thinker on spawn.
|
|
MF_RUNSPAWNFUNC = 1<<29,
|
|
// free: 1<<30 and 1<<31
|
|
} mobjflag_t;
|
|
|
|
typedef enum
|
|
{
|
|
MF2_AXIS = 1, // It's a NiGHTS axis! (For faster checking)
|
|
MF2_TWOD = 1<<1, // Moves like it's in a 2D level
|
|
MF2_DONTRESPAWN = 1<<2, // Don't respawn this object!
|
|
MF2_DONTDRAW = 1<<3, // Don't generate a vissprite
|
|
MF2_AUTOMATIC = 1<<4, // Thrown ring has automatic properties
|
|
MF2_RAILRING = 1<<5, // Thrown ring has rail properties
|
|
MF2_BOUNCERING = 1<<6, // Thrown ring has bounce properties
|
|
MF2_EXPLOSION = 1<<7, // Thrown ring has explosive properties
|
|
MF2_SCATTER = 1<<8, // Thrown ring has scatter properties
|
|
MF2_BEYONDTHEGRAVE = 1<<9, // Source of this missile has died and has since respawned.
|
|
MF2_SLIDEPUSH = 1<<10, // MF_PUSHABLE that pushes continuously.
|
|
MF2_CLASSICPUSH = 1<<11, // Drops straight down when object has negative momz.
|
|
MF2_INVERTAIMABLE = 1<<12, // Flips whether it's targetable by A_LookForEnemies (enemies no, decoys yes)
|
|
MF2_INFLOAT = 1<<13, // Floating to a height for a move, don't auto float to target's height.
|
|
MF2_DEBRIS = 1<<14, // Splash ring from explosion ring
|
|
MF2_NIGHTSPULL = 1<<15, // Attracted from a paraloop
|
|
MF2_JUSTATTACKED = 1<<16, // can be pushed by other moving mobjs
|
|
MF2_FIRING = 1<<17, // turret fire
|
|
MF2_SUPERFIRE = 1<<18, // Firing something with Super Sonic-stopping properties. Or, if mobj has MF_MISSILE, this is the actual fire from it.
|
|
MF2_SHADOW = 1<<19, // Fuzzy draw, makes targeting harder.
|
|
MF2_STRONGBOX = 1<<20, // Flag used for "strong" random monitors.
|
|
MF2_OBJECTFLIP = 1<<21, // Flag for objects that always have flipped gravity.
|
|
MF2_SKULLFLY = 1<<22, // Special handling: skull in flight.
|
|
MF2_FRET = 1<<23, // Flashing from a previous hit
|
|
MF2_BOSSNOTRAP = 1<<24, // No Egg Trap after boss
|
|
MF2_BOSSFLEE = 1<<25, // Boss is fleeing!
|
|
MF2_BOSSDEAD = 1<<26, // Boss is dead! (Not necessarily fleeing, if a fleeing point doesn't exist.)
|
|
MF2_AMBUSH = 1<<27, // Alternate behaviour typically set by MTF_AMBUSH
|
|
MF2_LINKDRAW = 1<<28, // Draw vissprite of mobj immediately before/after tracer's vissprite (dependent on dispoffset and position)
|
|
MF2_SHIELD = 1<<29, // Thinker calls P_AddShield/P_ShieldLook (must be partnered with MF_SCENERY to use)
|
|
MF2_SPLAT = 1<<30, // Renders as a splat
|
|
// free: to and including 1<<31
|
|
} mobjflag2_t;
|
|
|
|
typedef enum
|
|
{
|
|
DI_NODIR = -1,
|
|
DI_EAST = 0,
|
|
DI_NORTHEAST = 1,
|
|
DI_NORTH = 2,
|
|
DI_NORTHWEST = 3,
|
|
DI_WEST = 4,
|
|
DI_SOUTHWEST = 5,
|
|
DI_SOUTH = 6,
|
|
DI_SOUTHEAST = 7,
|
|
NUMDIRS = 8,
|
|
} dirtype_t;
|
|
|
|
//
|
|
// Mobj extra flags
|
|
//
|
|
typedef enum
|
|
{
|
|
// The mobj stands on solid floor (not on another mobj or in air)
|
|
MFE_ONGROUND = 1,
|
|
// The mobj just hit the floor while falling, this is cleared on next frame
|
|
// (instant damage in lava/slime sectors to prevent jump cheat..)
|
|
MFE_JUSTHITFLOOR = 1<<1,
|
|
// The mobj stands in a sector with water, and touches the surface
|
|
// this bit is set once and for all at the start of mobjthinker
|
|
MFE_TOUCHWATER = 1<<2,
|
|
// The mobj stands in a sector with water, and his waist is BELOW the water surface
|
|
// (for player, allows swimming up/down)
|
|
MFE_UNDERWATER = 1<<3,
|
|
// used for ramp sectors
|
|
MFE_JUSTSTEPPEDDOWN = 1<<4,
|
|
// Vertically flip sprite/allow upside-down physics
|
|
MFE_VERTICALFLIP = 1<<5,
|
|
// Goo water
|
|
MFE_GOOWATER = 1<<6,
|
|
// The mobj is touching a lava block
|
|
MFE_TOUCHLAVA = 1<<7,
|
|
// Mobj was already pushed this tic
|
|
MFE_PUSHED = 1<<8,
|
|
// Mobj was already sprung this tic
|
|
MFE_SPRUNG = 1<<9,
|
|
// Platform movement
|
|
MFE_APPLYPMOMZ = 1<<10,
|
|
// Compute and trigger on mobj angle relative to tracer
|
|
// See Linedef Exec 457 (Track mobj angle to point)
|
|
MFE_TRACERANGLE = 1<<11,
|
|
// Forces an object to use super sprites with SPR_PLAY.
|
|
MFE_FORCESUPER = 1<<12,
|
|
// Forces an object to NOT use super sprites with SPR_PLAY.
|
|
MFE_FORCENOSUPER = 1<<13,
|
|
// Makes an object use super sprites where they wouldn't have otherwise and vice-versa
|
|
MFE_REVERSESUPER = MFE_FORCESUPER|MFE_FORCENOSUPER
|
|
|
|
// free: to and including 1<<15
|
|
} mobjeflag_t;
|
|
|
|
//
|
|
// PRECIPITATION flags ?! ?! ?!
|
|
//
|
|
typedef enum {
|
|
// Don't draw.
|
|
PCF_INVISIBLE = 1,
|
|
// Above pit.
|
|
PCF_PIT = 2,
|
|
// Above FOF.
|
|
PCF_FOF = 4,
|
|
// Above MOVING FOF (this means we need to keep floorz up to date...)
|
|
PCF_MOVINGFOF = 8,
|
|
// Is rain.
|
|
PCF_RAIN = 16,
|
|
// Ran the thinker this tic.
|
|
PCF_THUNK = 32,
|
|
} precipflag_t;
|
|
|
|
// [RH] Like msecnode_t, but for the blockmap
|
|
typedef struct blocknode_s
|
|
{
|
|
struct mobj_s *mobj;
|
|
|
|
int blockindex; // index into blocklinks for the block this node is in
|
|
|
|
struct blocknode_s **mprev; // previous actor in this block
|
|
struct blocknode_s *mnext; // next actor in this block
|
|
struct blocknode_s **bprev; // previous block this actor is in
|
|
struct blocknode_s *bnext; // next block this actor is in
|
|
} blocknode_t;
|
|
|
|
// Map Object definition.
|
|
typedef struct mobj_s
|
|
{
|
|
// List: thinker links.
|
|
thinker_t thinker;
|
|
|
|
// Info for drawing: position.
|
|
fixed_t x, y, z;
|
|
fixed_t old_x, old_y, old_z; // position interpolation
|
|
fixed_t old_x2, old_y2, old_z2;
|
|
|
|
// More list: links in sector (if needed)
|
|
struct mobj_s *snext;
|
|
struct mobj_s **sprev; // killough 8/11/98: change to ptr-to-ptr
|
|
|
|
// More drawing info: to determine current sprite.
|
|
angle_t angle, pitch, roll; // orientation
|
|
angle_t old_angle, old_pitch, old_roll; // orientation interpolation
|
|
angle_t old_angle2, old_pitch2, old_roll2;
|
|
angle_t spriteroll, old_spriteroll, old_spriteroll2;
|
|
spritenum_t sprite; // used to find patch_t and flip value
|
|
UINT32 frame; // frame number, plus bits see p_pspr.h
|
|
UINT16 sprite2; // player sprites
|
|
UINT16 anim_duration; // for FF_ANIMATE states
|
|
|
|
UINT32 renderflags; // render flags
|
|
INT32 blendmode; // blend mode
|
|
fixed_t spritexscale, spriteyscale;
|
|
fixed_t spritexoffset, spriteyoffset;
|
|
fixed_t old_spritexscale, old_spriteyscale, old_spritexscale2, old_spriteyscale2;
|
|
fixed_t old_spritexoffset, old_spriteyoffset, old_spritexoffset2, old_spriteyoffset2;
|
|
struct pslope_s *floorspriteslope; // The slope that the floorsprite is rotated by
|
|
|
|
struct msecnode_s *touching_sectorlist; // a linked list of sectors where this object appears
|
|
|
|
struct subsector_s *subsector; // Subsector the mobj resides in.
|
|
|
|
// The closest interval over all contacted sectors (or things).
|
|
fixed_t floorz; // Nearest floor below.
|
|
fixed_t ceilingz; // Nearest ceiling above.
|
|
struct ffloor_s *floorrover; // FOF referred by floorz
|
|
struct ffloor_s *ceilingrover; // FOF referred by ceilingz
|
|
|
|
// For movement checking.
|
|
fixed_t radius;
|
|
fixed_t height;
|
|
|
|
// Momentums, used to update position.
|
|
fixed_t momx, momy, momz;
|
|
fixed_t pmomz; // If you're on a moving floor, its "momz" would be here
|
|
|
|
INT32 tics; // state tic counter
|
|
state_t *state;
|
|
UINT32 flags; // flags from mobjinfo tables
|
|
UINT32 flags2; // MF2_ flags
|
|
UINT16 eflags; // extra flags
|
|
|
|
void *skin; // overrides 'sprite' when non-NULL (for player bodies to 'remember' the skin)
|
|
|
|
// Player and mobj sprites in multiplayer modes are modified
|
|
// using an internal color lookup table for re-indexing.
|
|
UINT16 color;
|
|
|
|
// This replaces MF_TRANSLATION. Use 0 for default (no translation).
|
|
UINT16 translation;
|
|
|
|
struct player_s *drawonlyforplayer; // If set, hides the mobj for everyone except this player and their spectators
|
|
struct mobj_s *dontdrawforviewmobj; // If set, hides the mobj if dontdrawforviewmobj is the current camera (first-person player or awayviewmobj)
|
|
|
|
// Interaction info, by BLOCKMAP.
|
|
// Links in blocks (if needed).
|
|
blocknode_t *blocknode;
|
|
|
|
// Additional pointers for NiGHTS hoops
|
|
struct mobj_s *hnext;
|
|
struct mobj_s *hprev;
|
|
|
|
mobjtype_t type;
|
|
const mobjinfo_t *info; // &mobjinfo[mobj->type]
|
|
|
|
INT32 health; // for player this is rings + 1 -- no it isn't, not any more!!
|
|
|
|
// Movement direction, movement generation (zig-zagging).
|
|
angle_t movedir; // dirtype_t 0-7; also used by Deton for up/down angle
|
|
INT32 movecount; // when 0, select a new dir
|
|
|
|
struct mobj_s *target; // Thing being chased/attacked (or NULL), and originator for missiles.
|
|
|
|
INT32 reactiontime; // If not 0, don't attack yet.
|
|
|
|
INT32 threshold; // If >0, the target will be chased no matter what.
|
|
|
|
// Additional info record for player avatars only.
|
|
// Only valid if type == MT_PLAYER
|
|
struct player_s *player;
|
|
|
|
INT32 lastlook; // Player number last looked for.
|
|
|
|
mapthing_t *spawnpoint; // Used for CTF flags, objectplace, and a handful other applications.
|
|
|
|
struct mobj_s *tracer; // Thing being chased/attacked for tracers.
|
|
|
|
fixed_t friction;
|
|
fixed_t movefactor;
|
|
|
|
INT32 fuse; // Does something in P_MobjThinker on reaching 0.
|
|
fixed_t watertop; // top of the water FOF the mobj is in
|
|
fixed_t waterbottom; // bottom of the water FOF the mobj is in
|
|
|
|
UINT32 mobjnum; // A unique number for this mobj. Used for restoring pointers on save games.
|
|
|
|
fixed_t scale;
|
|
fixed_t old_scale; // interpolation
|
|
fixed_t old_scale2;
|
|
fixed_t destscale;
|
|
fixed_t scalespeed;
|
|
|
|
// Extra values are for internal use for whatever you want
|
|
INT32 extravalue1;
|
|
INT32 extravalue2;
|
|
|
|
// Custom values are not to be altered by us!
|
|
// They are for SOCs to store things in.
|
|
INT32 cusval;
|
|
INT32 cvmem;
|
|
|
|
struct pslope_s *standingslope; // The slope that the object is standing on (shouldn't need synced in savegames, right?)
|
|
|
|
boolean resetinterp; // if true, some fields should not be interpolated (see R_InterpolateMobjState implementation)
|
|
boolean colorized; // Whether the mobj uses the rainbow colormap
|
|
boolean mirrored; // The object's rotations will be mirrored left to right, e.g., see frame AL from the right and AR from the left
|
|
fixed_t shadowscale; // If this object casts a shadow, and the size relative to radius
|
|
INT32 dispoffset; // copy of info->dispoffset, so mobjs can be sorted independently of their type
|
|
|
|
// WARNING: New fields must be added separately to savegame and Lua.
|
|
} mobj_t;
|
|
|
|
//
|
|
// For precipitation
|
|
//
|
|
// Sometimes this is casted to a mobj_t,
|
|
// so please keep the start of the
|
|
// structure the same.
|
|
//
|
|
typedef struct precipmobj_s
|
|
{
|
|
// List: thinker links.
|
|
thinker_t thinker;
|
|
|
|
// Info for drawing: position.
|
|
fixed_t x, y, z;
|
|
fixed_t old_x, old_y, old_z; // position interpolation
|
|
fixed_t old_x2, old_y2, old_z2;
|
|
|
|
// More list: links in sector (if needed)
|
|
struct precipmobj_s *snext;
|
|
struct precipmobj_s **sprev; // killough 8/11/98: change to ptr-to-ptr
|
|
|
|
// More drawing info: to determine current sprite.
|
|
angle_t angle, pitch, roll; // orientation
|
|
angle_t old_angle, old_pitch, old_roll; // orientation interpolation
|
|
angle_t old_angle2, old_pitch2, old_roll2;
|
|
angle_t spriteroll, old_spriteroll, old_spriteroll2;
|
|
spritenum_t sprite; // used to find patch_t and flip value
|
|
UINT32 frame; // frame number, plus bits see p_pspr.h
|
|
UINT16 sprite2; // player sprites
|
|
UINT16 anim_duration; // for FF_ANIMATE states
|
|
|
|
UINT32 renderflags; // render flags
|
|
INT32 blendmode; // blend mode
|
|
fixed_t spritexscale, spriteyscale;
|
|
fixed_t spritexoffset, spriteyoffset;
|
|
fixed_t old_spritexscale, old_spriteyscale, old_spritexscale2, old_spriteyscale2;
|
|
fixed_t old_spritexoffset, old_spriteyoffset, old_spritexoffset2, old_spriteyoffset2;
|
|
struct pslope_s *floorspriteslope; // The slope that the floorsprite is rotated by
|
|
|
|
struct mprecipsecnode_s *touching_sectorlist; // a linked list of sectors where this object appears
|
|
|
|
struct subsector_s *subsector; // Subsector the mobj resides in.
|
|
|
|
// The closest interval over all contacted sectors (or things).
|
|
fixed_t floorz; // Nearest floor below.
|
|
fixed_t ceilingz; // Nearest ceiling above.
|
|
struct ffloor_s *floorrover; // FOF referred by floorz
|
|
struct ffloor_s *ceilingrover; // FOF referred by ceilingz
|
|
|
|
// For movement checking.
|
|
fixed_t radius; // Fixed at 2*FRACUNIT
|
|
fixed_t height; // Fixed at 4*FRACUNIT
|
|
|
|
// Momentums, used to update position.
|
|
fixed_t momx, momy, momz;
|
|
fixed_t precipflags; // fixed_t so it uses the same spot as "pmomz" even as we use precipflags_t for it
|
|
|
|
INT32 tics; // state tic counter
|
|
state_t *state;
|
|
INT32 flags; // flags from mobjinfo tables
|
|
} precipmobj_t;
|
|
|
|
typedef struct actioncache_s
|
|
{
|
|
struct actioncache_s *next;
|
|
struct actioncache_s *prev;
|
|
struct mobj_s *mobj;
|
|
INT32 statenum;
|
|
} actioncache_t;
|
|
|
|
extern actioncache_t actioncachehead;
|
|
|
|
void P_InitCachedActions(void);
|
|
void P_RunCachedActions(void);
|
|
void P_AddCachedAction(mobj_t *mobj, INT32 statenum);
|
|
|
|
// check mobj against water content, before movement code
|
|
void P_MobjCheckWater(mobj_t *mobj);
|
|
|
|
// Player spawn points
|
|
void P_SpawnPlayer(INT32 playernum);
|
|
void P_MovePlayerToSpawn(INT32 playernum, mapthing_t *mthing);
|
|
void P_MovePlayerToStarpost(INT32 playernum);
|
|
void P_AfterPlayerSpawn(INT32 playernum);
|
|
|
|
fixed_t P_GetMobjSpawnHeight(const mobjtype_t mobjtype, const fixed_t x, const fixed_t y, const fixed_t dz, const fixed_t offset, const boolean flip, const fixed_t scale, const boolean absolutez);
|
|
fixed_t P_GetMapThingSpawnHeight(const mobjtype_t mobjtype, const mapthing_t* mthing, const fixed_t x, const fixed_t y);
|
|
|
|
mobj_t *P_SpawnMapThing(mapthing_t *mthing);
|
|
void P_SpawnHoop(mapthing_t *mthing);
|
|
void P_SetBonusTime(mobj_t *mobj);
|
|
void P_SpawnItemPattern(mapthing_t *mthing, boolean bonustime);
|
|
void P_SpawnHoopOfSomething(fixed_t x, fixed_t y, fixed_t z, fixed_t radius, INT32 number, mobjtype_t type, angle_t rotangle);
|
|
void P_SpawnPrecipitation(void);
|
|
void P_SpawnParaloop(fixed_t x, fixed_t y, fixed_t z, fixed_t radius, INT32 number, mobjtype_t type, statenum_t nstate, angle_t rotangle, boolean spawncenter);
|
|
void *P_CreateFloorSpriteSlope(mobj_t *mobj);
|
|
void P_RemoveFloorSpriteSlope(mobj_t *mobj);
|
|
boolean P_BossTargetPlayer(mobj_t *actor, boolean closest);
|
|
boolean P_SupermanLook4Players(mobj_t *actor);
|
|
void P_DestroyRobots(void);
|
|
void P_SnowThinker(precipmobj_t *mobj);
|
|
void P_RainThinker(precipmobj_t *mobj);
|
|
void P_NullPrecipThinker(precipmobj_t *mobj);
|
|
void P_RemovePrecipMobj(precipmobj_t *mobj);
|
|
void P_SetScale(mobj_t *mobj, fixed_t newscale, boolean instant);
|
|
void P_XYMovement(mobj_t *mo);
|
|
void P_RingXYMovement(mobj_t *mo);
|
|
void P_SceneryXYMovement(mobj_t *mo);
|
|
boolean P_ZMovement(mobj_t *mo);
|
|
void P_RingZMovement(mobj_t *mo);
|
|
boolean P_SceneryZMovement(mobj_t *mo);
|
|
void P_PlayerZMovement(mobj_t *mo);
|
|
void P_EmeraldManager(void);
|
|
|
|
extern INT32 modulothing;
|
|
|
|
#define MAXHUNTEMERALDS 64
|
|
extern mapthing_t *huntemeralds[MAXHUNTEMERALDS];
|
|
extern INT32 numhuntemeralds;
|
|
extern boolean runemeraldmanager;
|
|
extern UINT16 emeraldspawndelay;
|
|
extern INT32 numstarposts;
|
|
extern UINT16 bossdisabled;
|
|
extern boolean stoppedclock;
|
|
#endif
|