gzdoom/src/p_enemy.h

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#ifndef __P_ENEMY_H__
#define __P_ENEMY_H__
#include "dobject.h"
#include "vectors.h"
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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
};
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extern double xspeed[8], yspeed[8];
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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;
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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);
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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);
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void A_Unblock(AActor *self, bool drop);
void A_BossDeath(AActor *self);
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void A_Wander(AActor *self, int flags = 0);
void A_Chase(AActor *self);
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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);
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bool CheckBossDeath (AActor *);
int P_Massacre ();
bool P_CheckMissileRange (AActor *actor);
#define SKULLSPEED (20.)
void A_SkullAttack(AActor *self, double speed);
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#endif //__P_ENEMY_H__