SRB2/src/p_local.h
lachwright 527e682931 Add sightcheck boolean to P_RadiusAttack
Also now destroys Egg Guard shields, and circumstantially Minuses
2020-07-04 18:27:06 +08:00

529 lines
20 KiB
C
Raw Blame History

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2020 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_local.h
/// \brief Play functions, animation, global header
#ifndef __P_LOCAL__
#define __P_LOCAL__
#include "command.h"
#include "d_player.h"
#include "d_think.h"
#include "m_fixed.h"
#include "m_bbox.h"
#include "p_tick.h"
#include "r_defs.h"
#include "p_maputl.h"
#define FLOATSPEED (FRACUNIT*4)
// Maximum player score.
#define MAXSCORE 99999990 // 999999990
// 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)
// Convenience macro to fix issue with collision along bottom/left edges of blockmap -Red
#define BMBOUNDFIX(xl, xh, yl, yh) {if (xl > xh) xl = 0; if (yl > yh) yl = 0;}
// MAXRADIUS is for precalculated sector block boxes
// the spider demon is larger,
// but we do not have any moving sectors nearby
#define MAXRADIUS (32*FRACUNIT)
// max Z move up or down without jumping
// above this, a height difference is considered as a 'dropoff'
#define MAXSTEPMOVE (24*FRACUNIT)
#define USERANGE (64*FRACUNIT)
#define MELEERANGE (64*FRACUNIT)
#define MISSILERANGE (32*64*FRACUNIT)
#define AIMINGTOSLOPE(aiming) FINESINE((aiming>>ANGLETOFINESHIFT) & FINEMASK)
#define twodlevel (maptol & TOL_2D)
#define mariomode (maptol & TOL_MARIO)
#define P_GetPlayerHeight(player) FixedMul(player->height, player->mo->scale)
#define P_GetPlayerSpinHeight(player) FixedMul(player->spinheight, player->mo->scale)
typedef enum
{
THINK_POLYOBJ,
THINK_MAIN,
THINK_MOBJ,
THINK_DYNSLOPE,
THINK_PRECIP,
NUM_THINKERLISTS
} thinklistnum_t; /**< Thinker lists. */
extern thinker_t thlist[];
void P_InitThinkers(void);
void P_AddThinker(const thinklistnum_t n, thinker_t *thinker);
void P_RemoveThinker(thinker_t *thinker);
//
// P_USER
//
typedef struct camera_s
{
boolean chase;
angle_t aiming;
// Things used by FS cameras.
fixed_t viewheight;
angle_t startangle;
// Camera demobjerization
// Info for drawing: position.
fixed_t x, y, z;
//More drawing info: to determine current sprite.
angle_t angle; // orientation
struct subsector_s *subsector;
// The closest interval over all contacted Sectors (or Things).
fixed_t floorz;
fixed_t ceilingz;
// For movement checking.
fixed_t radius;
fixed_t height;
fixed_t relativex;
// Momentums, used to update position.
fixed_t momx, momy, momz;
} camera_t;
extern camera_t camera, camera2;
extern consvar_t cv_cam_dist, cv_cam_still, cv_cam_height;
extern consvar_t cv_cam_speed, cv_cam_rotate, cv_cam_rotspeed, cv_cam_turnmultiplier, cv_cam_orbit, cv_cam_adjust;
extern consvar_t cv_cam2_dist, cv_cam2_still, cv_cam2_height;
extern consvar_t cv_cam2_speed, cv_cam2_rotate, cv_cam2_rotspeed, cv_cam2_turnmultiplier, cv_cam2_orbit, cv_cam2_adjust;
extern consvar_t cv_cam_savedist[2][2], cv_cam_saveheight[2][2];
void CV_UpdateCamDist(void);
void CV_UpdateCam2Dist(void);
extern fixed_t t_cam_dist, t_cam_height, t_cam_rotate;
extern fixed_t t_cam2_dist, t_cam2_height, t_cam2_rotate;
INT32 P_GetPlayerControlDirection(player_t *player);
void P_AddPlayerScore(player_t *player, UINT32 amount);
void P_StealPlayerScore(player_t *player, UINT32 amount);
void P_ResetCamera(player_t *player, camera_t *thiscam);
boolean P_TryCameraMove(fixed_t x, fixed_t y, camera_t *thiscam);
void P_SlideCameraMove(camera_t *thiscam);
boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcalled);
pflags_t P_GetJumpFlags(player_t *player);
boolean P_PlayerInPain(player_t *player);
void P_DoPlayerPain(player_t *player, mobj_t *source, mobj_t *inflictor);
void P_ResetPlayer(player_t *player);
boolean P_PlayerCanDamage(player_t *player, mobj_t *thing);
boolean P_IsLocalPlayer(player_t *player);
void P_SetPlayerAngle(player_t *player, angle_t angle);
angle_t P_GetLocalAngle(player_t *player);
void P_SetLocalAngle(player_t *player, angle_t angle);
void P_ForceLocalAngle(player_t *player, angle_t angle);
boolean P_IsObjectInGoop(mobj_t *mo);
boolean P_IsObjectOnGround(mobj_t *mo);
boolean P_IsObjectOnGroundIn(mobj_t *mo, sector_t *sec);
boolean P_InSpaceSector(mobj_t *mo);
boolean P_InQuicksand(mobj_t *mo);
boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff);
void P_SetObjectMomZ(mobj_t *mo, fixed_t value, boolean relative);
void P_RestoreMusic(player_t *player);
void P_SpawnShieldOrb(player_t *player);
void P_SwitchShield(player_t *player, UINT16 shieldtype);
mobj_t *P_SpawnGhostMobj(mobj_t *mobj);
void P_GivePlayerRings(player_t *player, INT32 num_rings);
void P_GivePlayerSpheres(player_t *player, INT32 num_spheres);
void P_GivePlayerLives(player_t *player, INT32 numlives);
void P_GiveCoopLives(player_t *player, INT32 numlives, boolean sound);
UINT8 P_GetNextEmerald(void);
void P_GiveEmerald(boolean spawnObj);
void P_GiveFinishFlags(player_t *player);
#if 0
void P_ResetScore(player_t *player);
#else
#define P_ResetScore(player) player->scoreadd = 0
#endif
boolean P_AutoPause(void);
void P_DoJumpShield(player_t *player);
void P_DoBubbleBounce(player_t *player);
void P_DoAbilityBounce(player_t *player, boolean changemomz);
void P_TwinSpinRejuvenate(player_t *player, mobjtype_t type);
void P_BlackOw(player_t *player);
void P_ElementalFire(player_t *player, boolean cropcircle);
void P_SpawnSkidDust(player_t *player, fixed_t radius, boolean sound);
void P_DoPityCheck(player_t *player);
void P_PlayerThink(player_t *player);
void P_PlayerAfterThink(player_t *player);
void P_DoPlayerFinish(player_t *player);
void P_DoPlayerExit(player_t *player);
void P_NightserizePlayer(player_t *player, INT32 ptime);
void P_InstaThrust(mobj_t *mo, angle_t angle, fixed_t move);
fixed_t P_ReturnThrustX(mobj_t *mo, angle_t angle, fixed_t move);
fixed_t P_ReturnThrustY(mobj_t *mo, angle_t angle, fixed_t move);
void P_InstaThrustEvenIn2D(mobj_t *mo, angle_t angle, fixed_t move);
mobj_t *P_LookForFocusTarget(player_t *player, mobj_t *exclude, SINT8 direction, UINT8 lockonflags);
mobj_t *P_LookForEnemies(player_t *player, boolean nonenemies, boolean bullet);
void P_NukeEnemies(mobj_t *inflictor, mobj_t *source, fixed_t radius);
void P_Earthquake(mobj_t *inflictor, mobj_t *source, fixed_t radius);
boolean P_HomingAttack(mobj_t *source, mobj_t *enemy); /// \todo doesn't belong in p_user
boolean P_SuperReady(player_t *player);
void P_DoJump(player_t *player, boolean soundandstate);
#define P_AnalogMove(player) (P_ControlStyle(player) == CS_LMAOGALOG)
boolean P_TransferToNextMare(player_t *player);
UINT8 P_FindLowestMare(void);
void P_FindEmerald(void);
void P_TransferToAxis(player_t *player, INT32 axisnum);
boolean P_PlayerMoving(INT32 pnum);
void P_SpawnThokMobj(player_t *player);
void P_SpawnSpinMobj(player_t *player, mobjtype_t type);
void P_Telekinesis(player_t *player, fixed_t thrust, fixed_t range);
void P_PlayLivesJingle(player_t *player);
#define P_PlayRinglossSound(s) S_StartSound(s, (mariomode) ? sfx_mario8 : sfx_altow1 + P_RandomKey(4));
#define P_PlayDeathSound(s) S_StartSound(s, sfx_altdi1 + P_RandomKey(4));
#define P_PlayVictorySound(s) S_StartSound(s, sfx_victr1 + P_RandomKey(4));
boolean P_GetLives(player_t *player);
boolean P_SpectatorJoinGame(player_t *player);
void P_RestoreMultiMusic(player_t *player);
/// ------------------------
/// Jingle stuff
/// ------------------------
typedef enum
{
JT_NONE, // Null state
JT_OTHER, // Other state
JT_MASTER, // Main level music
JT_1UP, // Extra life
JT_SHOES, // Speed shoes
JT_INV, // Invincibility
JT_MINV, // Mario Invincibility
JT_DROWN, // Drowning
JT_SUPER, // Super Sonic
JT_GOVER, // Game Over
JT_NIGHTSTIMEOUT, // NiGHTS Time Out (10 seconds)
JT_SSTIMEOUT, // NiGHTS Special Stage Time Out (10 seconds)
// these are not jingles
// JT_LCLEAR, // Level Clear
// JT_RACENT, // Multiplayer Intermission
// JT_CONTSC, // Continue
NUMJINGLES
} jingletype_t;
typedef struct
{
char musname[7];
boolean looping;
} jingle_t;
extern jingle_t jingleinfo[NUMJINGLES];
#define JINGLEPOSTFADE 1000
void P_PlayJingle(player_t *player, jingletype_t jingletype);
boolean P_EvaluateMusicStatus(UINT16 status, const char *musname);
void P_PlayJingleMusic(player_t *player, const char *musname, UINT16 musflags, boolean looping, UINT16 status);
//
// P_MOBJ
//
#define ONFLOORZ INT32_MIN
#define ONCEILINGZ INT32_MAX
// Time interval for item respawning.
// WARNING MUST be a power of 2
#define ITEMQUESIZE 1024
extern mapthing_t *itemrespawnque[ITEMQUESIZE];
extern tic_t itemrespawntime[ITEMQUESIZE];
extern size_t iquehead, iquetail;
extern consvar_t cv_gravity, cv_movebob;
void P_RespawnSpecials(void);
mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type);
void P_RecalcPrecipInSector(sector_t *sector);
void P_PrecipitationEffects(void);
void P_RemoveMobj(mobj_t *th);
boolean P_MobjWasRemoved(mobj_t *th);
void P_RemoveSavegameMobj(mobj_t *th);
boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state);
boolean P_SetMobjState(mobj_t *mobj, statenum_t state);
void P_RunShields(void);
void P_RunOverlays(void);
void P_HandleMinecartSegments(mobj_t *mobj);
void P_MobjThinker(mobj_t *mobj);
boolean P_RailThinker(mobj_t *mobj);
void P_PushableThinker(mobj_t *mobj);
void P_SceneryThinker(mobj_t *mobj);
fixed_t P_MobjFloorZ(mobj_t *mobj, sector_t *sector, sector_t *boundsec, fixed_t x, fixed_t y, line_t *line, boolean lowest, boolean perfect);
fixed_t P_MobjCeilingZ(mobj_t *mobj, sector_t *sector, sector_t *boundsec, fixed_t x, fixed_t y, line_t *line, boolean lowest, boolean perfect);
#define P_GetFloorZ(mobj, sector, x, y, line) P_MobjFloorZ(mobj, sector, NULL, x, y, line, false, false)
#define P_GetCeilingZ(mobj, sector, x, y, line) P_MobjCeilingZ(mobj, sector, NULL, x, y, line, true, false)
#define P_GetFOFTopZ(mobj, sector, fof, x, y, line) P_MobjCeilingZ(mobj, sectors + fof->secnum, sector, x, y, line, false, false)
#define P_GetFOFBottomZ(mobj, sector, fof, x, y, line) P_MobjFloorZ(mobj, sectors + fof->secnum, sector, x, y, line, true, false)
#define P_GetSpecialBottomZ(mobj, src, bound) P_MobjFloorZ(mobj, src, bound, mobj->x, mobj->y, NULL, src != bound, true)
#define P_GetSpecialTopZ(mobj, src, bound) P_MobjCeilingZ(mobj, src, bound, mobj->x, mobj->y, NULL, src == bound, true)
fixed_t P_CameraFloorZ(camera_t *mobj, sector_t *sector, sector_t *boundsec, fixed_t x, fixed_t y, line_t *line, boolean lowest, boolean perfect);
fixed_t P_CameraCeilingZ(camera_t *mobj, sector_t *sector, sector_t *boundsec, fixed_t x, fixed_t y, line_t *line, boolean lowest, boolean perfect);
#define P_CameraGetFloorZ(mobj, sector, x, y, line) P_CameraFloorZ(mobj, sector, NULL, x, y, line, false, false)
#define P_CameraGetCeilingZ(mobj, sector, x, y, line) P_CameraCeilingZ(mobj, sector, NULL, x, y, line, true, false)
#define P_CameraGetFOFTopZ(mobj, sector, fof, x, y, line) P_CameraCeilingZ(mobj, sectors + fof->secnum, sector, x, y, line, false, false)
#define P_CameraGetFOFBottomZ(mobj, sector, fof, x, y, line) P_CameraFloorZ(mobj, sectors + fof->secnum, sector, x, y, line, true, false)
boolean P_InsideANonSolidFFloor(mobj_t *mobj, ffloor_t *rover);
boolean P_CheckDeathPitCollide(mobj_t *mo);
boolean P_CheckSolidLava(ffloor_t *rover);
void P_AdjustMobjFloorZ_FFloors(mobj_t *mo, sector_t *sector, UINT8 motype);
mobj_t *P_SpawnMobjFromMobj(mobj_t *mobj, fixed_t xofs, fixed_t yofs, fixed_t zofs, mobjtype_t type);
mobj_t *P_SpawnMissile(mobj_t *source, mobj_t *dest, mobjtype_t type);
mobj_t *P_SpawnXYZMissile(mobj_t *source, mobj_t *dest, mobjtype_t type, fixed_t x, fixed_t y, fixed_t z);
mobj_t *P_SpawnPointMissile(mobj_t *source, fixed_t xa, fixed_t ya, fixed_t za, mobjtype_t type, fixed_t x, fixed_t y, fixed_t z);
mobj_t *P_SpawnAlteredDirectionMissile(mobj_t *source, mobjtype_t type, fixed_t x, fixed_t y, fixed_t z, INT32 shiftingAngle);
mobj_t *P_SPMAngle(mobj_t *source, mobjtype_t type, angle_t angle, UINT8 aimtype, UINT32 flags2);
#define P_SpawnPlayerMissile(s,t,f) P_SPMAngle(s,t,s->angle,true,f)
#ifdef SEENAMES
#define P_SpawnNameFinder(s,t) P_SPMAngle(s,t,s->angle,true,0)
#endif
void P_ColorTeamMissile(mobj_t *missile, player_t *source);
SINT8 P_MobjFlip(mobj_t *mobj);
fixed_t P_GetMobjGravity(mobj_t *mo);
FUNCMATH boolean P_WeaponOrPanel(mobjtype_t type);
void P_CalcChasePostImg(player_t *player, camera_t *thiscam);
boolean P_CameraThinker(player_t *player, camera_t *thiscam, boolean resetcalled);
void P_Attract(mobj_t *source, mobj_t *enemy, boolean nightsgrab);
mobj_t *P_GetClosestAxis(mobj_t *source);
boolean P_CanRunOnWater(player_t *player, ffloor_t *rover);
void P_MaceRotate(mobj_t *center, INT32 baserot, INT32 baseprevrot);
void P_FlashPal(player_t *pl, UINT16 type, UINT16 duration);
#define PAL_WHITE 1
#define PAL_MIXUP 2
#define PAL_RECYCLE 3
#define PAL_NUKE 4
//
// P_ENEMY
//
// main player in game
extern player_t *stplyr; // for splitscreen correct palette changes and overlay
// Is there a better place for these?
extern INT32 var1;
extern INT32 var2;
boolean P_CheckMeleeRange(mobj_t *actor);
boolean P_JetbCheckMeleeRange(mobj_t *actor);
boolean P_FaceStabCheckMeleeRange(mobj_t *actor);
boolean P_SkimCheckMeleeRange(mobj_t *actor);
boolean P_CheckMissileRange(mobj_t *actor);
void P_NewChaseDir(mobj_t *actor);
boolean P_LookForPlayers(mobj_t *actor, boolean allaround, boolean tracer, fixed_t dist);
mobj_t *P_InternalFlickySpawn(mobj_t *actor, mobjtype_t flickytype, fixed_t momz, boolean lookforplayers, SINT8 moveforward);
void P_InternalFlickySetColor(mobj_t *actor, UINT8 extrainfo);
#define P_IsFlickyCenter(type) (type > MT_FLICKY_01 && type < MT_SEED && (type - MT_FLICKY_01) % 2 ? 1 : 0)
void P_InternalFlickyBubble(mobj_t *actor);
void P_InternalFlickyFly(mobj_t *actor, fixed_t flyspeed, fixed_t targetdist, fixed_t chasez);
void P_InternalFlickyHop(mobj_t *actor, fixed_t momz, fixed_t momh, angle_t angle);
//
// P_MAP
//
// If "floatok" true, move would be ok
// if within "tmfloorz - tmceilingz".
extern boolean floatok;
extern fixed_t tmfloorz;
extern fixed_t tmceilingz;
extern ffloor_t *tmfloorrover, *tmceilingrover;
extern mobj_t *tmfloorthing, *tmhitthing, *tmthing;
extern camera_t *mapcampointer;
extern fixed_t tmx;
extern fixed_t tmy;
extern pslope_t *tmfloorslope, *tmceilingslope;
/* cphipps 2004/08/30 */
extern void P_MapStart(void);
extern void P_MapEnd(void);
extern line_t *ceilingline;
extern line_t *blockingline;
extern msecnode_t *sector_list;
extern mprecipsecnode_t *precipsector_list;
void P_UnsetThingPosition(mobj_t *thing);
void P_SetThingPosition(mobj_t *thing);
void P_SetUnderlayPosition(mobj_t *thing);
boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y);
boolean P_CheckCameraPosition(fixed_t x, fixed_t y, camera_t *thiscam);
boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff);
boolean P_Move(mobj_t *actor, fixed_t speed);
boolean P_TeleportMove(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z);
void P_SlideMove(mobj_t *mo);
void P_BounceMove(mobj_t *mo);
boolean P_CheckSight(mobj_t *t1, mobj_t *t2);
void P_CheckHoopPosition(mobj_t *hoopthing, fixed_t x, fixed_t y, fixed_t z, fixed_t radius);
boolean P_CheckSector(sector_t *sector, boolean crunch);
void P_DelSeclist(msecnode_t *node);
void P_DelPrecipSeclist(mprecipsecnode_t *node);
void P_CreateSecNodeList(mobj_t *thing, fixed_t x, fixed_t y);
void P_Initsecnode(void);
void P_RadiusAttack(mobj_t *spot, mobj_t *source, fixed_t damagedist, UINT8 damagetype, boolean sightcheck);
fixed_t P_FloorzAtPos(fixed_t x, fixed_t y, fixed_t z, fixed_t height);
boolean PIT_PushableMoved(mobj_t *thing);
boolean P_DoSpring(mobj_t *spring, mobj_t *object);
//
// P_SETUP
//
extern UINT8 *rejectmatrix; // for fast sight rejection
extern INT32 *blockmaplump; // offsets in blockmap are from here
extern INT32 *blockmap; // Big blockmap
extern INT32 bmapwidth;
extern INT32 bmapheight; // in mapblocks
extern fixed_t bmaporgx;
extern fixed_t bmaporgy; // origin of block map
extern mobj_t **blocklinks; // for thing chains
//
// P_INTER
//
typedef struct BasicFF_s
{
INT32 ForceX; ///< The X of the Force's Vel
INT32 ForceY; ///< The Y of the Force's Vel
const player_t *player; ///< Player of Rumble
//All
UINT32 Duration; ///< The total duration of the effect, in microseconds
INT32 Gain; ///< /The gain to be applied to the effect, in the range from 0 through 10,000.
//All, CONSTANTFORCE <20>10,000 to 10,000
INT32 Magnitude; ///< Magnitude of the effect, in the range from 0 through 10,000.
} BasicFF_t;
/* Damage/death types, for P_DamageMobj and related */
//// Damage types
//#define DMG_NORMAL 0 (unneeded?)
#define DMG_WATER 1
#define DMG_FIRE 2
#define DMG_ELECTRIC 3
#define DMG_SPIKE 4
#define DMG_NUKE 5 // bomb shield
//#define DMG_SPECIALSTAGE 6
//// Death types - cannot be combined with damage types
#define DMG_INSTAKILL 0x80
#define DMG_DROWNED 0x80+1
#define DMG_SPACEDROWN 0x80+2
#define DMG_DEATHPIT 0x80+3
#define DMG_CRUSHED 0x80+4
#define DMG_SPECTATOR 0x80+5
// Masks
#define DMG_CANHURTSELF 0x40 // Flag - can hurt self/team indirectly, such as through mines
#define DMG_DEATHMASK DMG_INSTAKILL // if bit 7 is set, this is a death type instead of a damage type
void P_ForceFeed(const player_t *player, INT32 attack, INT32 fade, tic_t duration, INT32 period);
void P_ForceConstant(const BasicFF_t *FFInfo);
void P_RampConstant(const BasicFF_t *FFInfo, INT32 Start, INT32 End);
void P_RemoveShield(player_t *player);
void P_SpecialStageDamage(player_t *player, mobj_t *inflictor, mobj_t *source);
boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype);
void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damagetype);
void P_PlayerRingBurst(player_t *player, INT32 num_rings); /// \todo better fit in p_user.c
void P_PlayerWeaponPanelBurst(player_t *player);
void P_PlayerWeaponAmmoBurst(player_t *player);
void P_PlayerWeaponPanelOrAmmoBurst(player_t *player);
void P_PlayerEmeraldBurst(player_t *player, boolean toss);
void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck);
void P_TouchStarPost(mobj_t *starpost, player_t *player, boolean snaptopost);
void P_PlayerFlagBurst(player_t *player, boolean toss);
void P_CheckTimeLimit(void);
void P_CheckPointLimit(void);
void P_CheckSurvivors(void);
boolean P_CheckRacers(void);
void P_ClearStarPost(INT32 postnum);
void P_ResetStarposts(void);
boolean P_CanPickupItem(player_t *player, boolean weapon);
void P_DoNightsScore(player_t *player);
void P_DoMatchSuper(player_t *player);
//
// P_SPEC
//
#include "p_spec.h"
extern INT32 ceilmovesound;
// Factor to scale scrolling effect into mobj-carrying properties = 3/32.
// (This is so scrolling floors and objects on them can move at same speed.)
#define CARRYFACTOR ((3*FRACUNIT)/32)
void P_MixUp(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle,
INT16 starpostx, INT16 starposty, INT16 starpostz,
INT32 starpostnum, tic_t starposttime, angle_t starpostangle,
fixed_t starpostscale, angle_t drawangle, INT32 flags2);
boolean P_Teleport(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle, boolean flash, boolean dontstopmove);
boolean P_SetMobjStateNF(mobj_t *mobj, statenum_t state);
boolean P_CheckMissileSpawn(mobj_t *th);
void P_Thrust(mobj_t *mo, angle_t angle, fixed_t move);
void P_DoSuperTransformation(player_t *player, boolean giverings);
void P_ExplodeMissile(mobj_t *mo);
void P_CheckGravity(mobj_t *mo, boolean affect);
#endif // __P_LOCAL__