#ifndef __P_ENEMY_H__ #define __P_ENEMY_H__ #include "dobject.h" #include "vectors.h" struct sector_t; class AActor; class AInventory; class PClass; enum dirtype_t { DI_EAST, DI_NORTHEAST, DI_NORTH, DI_NORTHWEST, DI_WEST, DI_SOUTHWEST, DI_SOUTH, DI_SOUTHEAST, DI_NODIR, NUMDIRS }; extern double xspeed[8], yspeed[8]; enum LO_Flags { LOF_NOSIGHTCHECK = 1, LOF_NOSOUNDCHECK = 2, LOF_DONTCHASEGOAL = 4, LOF_NOSEESOUND = 8, LOF_FULLVOLSEESOUND = 16, LOF_NOJUMP = 32, }; struct FLookExParams { DAngle Fov; double minDist; double maxDist; double maxHeardist; int flags; FState *seestate; }; void P_DaggerAlert (AActor *target, AActor *emitter); bool P_HitFriend (AActor *self); void P_NoiseAlert (AActor *target, AActor *emmiter, bool splash=false, double maxdist=0); bool P_CheckMeleeRange2 (AActor *actor); bool P_Move (AActor *actor); bool P_TryWalk (AActor *actor); void P_NewChaseDir (AActor *actor); AInventory *P_DropItem (AActor *source, PClassActor *type, int special, int chance); void P_TossItem (AActor *item); bool P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params); void A_Weave(AActor *self, int xyspeed, int zspeed, double xydist, double zdist); void A_Unblock(AActor *self, bool drop); void A_BossDeath(AActor *self); void A_Wander(AActor *self, int flags = 0); void A_Chase(AActor *self); void A_FaceTarget(AActor *actor); void A_Face(AActor *self, AActor *other, DAngle max_turn = 0., DAngle max_pitch = 270., DAngle ang_offset = 0., DAngle pitch_offset = 0., int flags = 0, double z_add = 0); bool CheckBossDeath (AActor *); int P_Massacre (); bool P_CheckMissileRange (AActor *actor); #define SKULLSPEED (20.) void A_SkullAttack(AActor *self, double speed); #endif //__P_ENEMY_H__