gzdoom-gles/src/p_enemy.h
Randy Heit c412b42703 - Fixed: cycle_t was still a DWORD and not a QWORD under GCC.
- The stat meters now return an FString instead of sprintfing into a fixed
  output buffer.
- NOASM is now automatically defined when compiling for a non-x86 target.
- Some changes have been made to the integral types in doomtype.h:
  - For consistancy with the other integral types, byte is no longer a
    synonym for BYTE.
  - Most uses of BOOL have been change to the standard C++ bool type. Those
    that weren't were changed to INTBOOL to indicate they may contain values
    other than 0 or 1 but are still used as a boolean.
  - Compiler-provided types with explicit bit sizes are now used. In
    particular, DWORD is no longer a long so it will work with both 64-bit
    Windows and Linux.
  - Since some files need to include Windows headers, uint32 is a synonym
    for the non-Windows version of DWORD.
- Removed d_textur.h. The pic_t struct it defined was used nowhere, and that
  was all it contained.


SVN r326 (trunk)
2006-09-14 00:02:31 +00:00

63 lines
1.6 KiB
C

#ifndef __P_ENEMY_H__
#define __P_ENEMY_H__
#include "r_defs.h"
enum dirtype_t
{
DI_EAST,
DI_NORTHEAST,
DI_NORTH,
DI_NORTHWEST,
DI_WEST,
DI_SOUTHWEST,
DI_SOUTH,
DI_SOUTHEAST,
DI_NODIR,
NUMDIRS
};
extern fixed_t xspeed[8], yspeed[8];
bool P_HitFriend (AActor *self);
void P_NoiseAlert (AActor *target, AActor *emmiter, bool splash=false);
bool P_CheckMeleeRange2 (AActor *actor);
bool P_Move (AActor *actor);
bool P_TryWalk (AActor *actor);
void P_NewChaseDir (AActor *actor);
bool P_LookForPlayers (AActor *actor, INTBOOL allaround);
AInventory *P_DropItem (AActor *source, const PClass *type, int special, int chance);
inline AInventory *P_DropItem (AActor *source, const char *type, int special, int chance)
{
return P_DropItem (source, PClass::FindClass (type), special, chance);
}
void P_TossItem (AActor *item);
void A_Look (AActor *actor);
void A_Wander (AActor *actor);
void A_Look2 (AActor *actor);
void A_Chase (AActor *actor);
void A_FastChase (AActor *actor);
void A_FaceTarget (AActor *actor);
void A_MonsterRail (AActor *actor);
void A_Scream (AActor *actor);
void A_XScream (AActor *actor);
void A_Pain (AActor *actor);
void A_Die (AActor *actor);
void A_Detonate (AActor *mo);
void A_Explode (AActor *thing);
void A_ExplodeAndAlert (AActor *thing);
void A_Mushroom (AActor *actor);
void A_BossDeath (AActor *actor);
void A_FireScream (AActor *mo);
void A_PlayerScream (AActor *mo);
void A_ClassBossHealth (AActor *);
bool A_RaiseMobj (AActor *);
bool A_SinkMobj (AActor *);
bool CheckBossDeath (AActor *);
int P_Massacre ();
bool P_CheckMissileRange (AActor *actor);
#endif //__P_ENEMY_H__