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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Play functions, animation, global header.
//
//-----------------------------------------------------------------------------
# ifndef __P_LOCAL__
# define __P_LOCAL__
# ifndef __R_LOCAL__
# include "r_local.h"
# endif
# include <stdlib.h>
# define STEEPSLOPE 46341 // [RH] Minimum floorplane.c value for walking
# define MAXMORPHHEALTH 30
# define BONUSADD 6
// 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)
// MAXRADIUS is for precalculated sector block boxes
// the spider demon is larger,
// but we do not have any moving sectors nearby
# define MAXRADIUS 0 /*32*FRACUNIT*/
//#define GRAVITY FRACUNIT
# define MAXMOVE (30*FRACUNIT)
# define USERANGE (64*FRACUNIT)
# define MELEERANGE (64*FRACUNIT)
# define MISSILERANGE (32*64*FRACUNIT)
# define PLAYERMISSILERANGE (8192*FRACUNIT) // [RH] New MISSILERANGE for players
// follow a player exlusively for 3 seconds
# define BASETHRESHOLD 100
//
// P_PSPR
//
void P_SetupPsprites ( player_t * curplayer ) ;
void P_MovePsprites ( player_t * curplayer ) ;
void P_DropWeapon ( player_t * player ) ;
//
// P_USER
//
void P_FallingDamage ( AActor * ent ) ;
void P_PlayerThink ( player_t * player ) ;
bool P_UndoPlayerMorph ( player_t * player , bool force = false ) ;
void P_PredictPlayer ( player_t * player ) ;
void P_UnPredictPlayer ( ) ;
//
// P_MOBJ
//
# define ONFLOORZ FIXED_MIN
# define ONCEILINGZ FIXED_MAX
# define FLOATRANDZ (FIXED_MAX-1)
extern fixed_t FloatBobOffsets [ 64 ] ;
extern AActor * MissileActor ;
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void P_SpawnPlayer ( mapthing2_t * mthing , bool tempplayer = false ) ;
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void P_ThrustMobj ( AActor * mo , angle_t angle , fixed_t move ) ;
int P_FaceMobj ( AActor * source , AActor * target , angle_t * delta ) ;
bool P_SeekerMissile ( AActor * actor , angle_t thresh , angle_t turnMax ) ;
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AActor * P_SpawnPuff ( const PClass * pufftype , fixed_t x , fixed_t y , fixed_t z , angle_t dir , int updown , bool hit = false ) ;
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void P_SpawnBlood ( fixed_t x , fixed_t y , fixed_t z , angle_t dir , int damage , AActor * originator ) ;
void P_BloodSplatter ( fixed_t x , fixed_t y , fixed_t z , AActor * originator ) ;
void P_BloodSplatter2 ( fixed_t x , fixed_t y , fixed_t z , AActor * originator ) ;
void P_RipperBlood ( AActor * mo , AActor * bleeder ) ;
int P_GetThingFloorType ( AActor * thing ) ;
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void P_ExplodeMissile ( AActor * missile , line_t * explodeline , AActor * target ) ;
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AActor * P_SpawnMissile ( AActor * source , AActor * dest , const PClass * type ) ;
AActor * P_SpawnMissileZ ( AActor * source , fixed_t z , AActor * dest , const PClass * type ) ;
AActor * P_SpawnMissileXYZ ( fixed_t x , fixed_t y , fixed_t z , AActor * source , AActor * dest , const PClass * type ) ;
AActor * P_SpawnMissileAngle ( AActor * source , const PClass * type , angle_t angle , fixed_t momz ) ;
AActor * P_SpawnMissileAngleSpeed ( AActor * source , const PClass * type , angle_t angle , fixed_t momz , fixed_t speed ) ;
AActor * P_SpawnMissileAngleZ ( AActor * source , fixed_t z , const PClass * type , angle_t angle , fixed_t momz ) ;
AActor * P_SpawnMissileAngleZSpeed ( AActor * source , fixed_t z , const PClass * type , angle_t angle , fixed_t momz , fixed_t speed , AActor * owner = NULL ) ;
AActor * P_SpawnMissileZAimed ( AActor * source , fixed_t z , AActor * dest , const PClass * type ) ;
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AActor * P_SpawnPlayerMissile ( AActor * source , const PClass * type ) ;
AActor * P_SpawnPlayerMissile ( AActor * source , const PClass * type , angle_t angle ) ;
AActor * P_SpawnPlayerMissile ( AActor * source , fixed_t x , fixed_t y , fixed_t z , const PClass * type , angle_t angle ) ;
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void P_CheckFakeFloorTriggers ( AActor * mo , fixed_t oldz ) ;
//
// [RH] P_THINGS
//
# define MAX_SPAWNABLES (256)
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extern const PClass * SpawnableThings [ MAX_SPAWNABLES ] ;
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bool P_Thing_Spawn ( int tid , AActor * source , int type , angle_t angle , bool fog , int newtid ) ;
bool P_Thing_Projectile ( int tid , AActor * source , int type , const char * type_name , angle_t angle ,
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fixed_t speed , fixed_t vspeed , int dest , AActor * forcedest , int gravity , int newtid ,
bool leadTarget ) ;
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bool P_MoveThing ( AActor * source , fixed_t x , fixed_t y , fixed_t z , bool fog ) ;
bool P_Thing_Move ( int tid , AActor * source , int mapspot , bool fog ) ;
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//
// P_ENEMY
//
void P_NoiseAlert ( AActor * target , AActor * emmiter , bool splash ) ;
//
// P_MAPUTL
//
typedef struct
{
fixed_t x ;
fixed_t y ;
fixed_t dx ;
fixed_t dy ;
} divline_t ;
typedef struct
{
fixed_t frac ; // along trace line
bool isaline ;
union {
AActor * thing ;
line_t * line ;
} d ;
} intercept_t ;
extern TArray < intercept_t > intercepts ;
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typedef bool ( * traverser_t ) ( intercept_t * in ) ;
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fixed_t P_AproxDistance ( fixed_t dx , fixed_t dy ) ;
//==========================================================================
//
// P_PointOnLineSide
//
// Returns 0 (front/on) or 1 (back)
// [RH] inlined, stripped down, and made more precise
//
//==========================================================================
inline int P_PointOnLineSide ( fixed_t x , fixed_t y , const line_t * line )
{
return DMulScale32 ( y - line - > v1 - > y , line - > dx , line - > v1 - > x - x , line - > dy ) > 0 ;
}
//==========================================================================
//
// P_PointOnDivlineSide
//
// Same as P_PointOnLineSide except it uses divlines
// [RH] inlined, stripped down, and made more precise
//
//==========================================================================
inline int P_PointOnDivlineSide ( fixed_t x , fixed_t y , const divline_t * line )
{
return DMulScale32 ( y - line - > y , line - > dx , line - > x - x , line - > dy ) > 0 ;
}
//==========================================================================
//
// P_MakeDivline
//
//==========================================================================
inline void P_MakeDivline ( const line_t * li , divline_t * dl )
{
dl - > x = li - > v1 - > x ;
dl - > y = li - > v1 - > y ;
dl - > dx = li - > dx ;
dl - > dy = li - > dy ;
}
fixed_t P_InterceptVector ( const divline_t * v2 , const divline_t * v1 ) ;
int P_BoxOnLineSide ( const fixed_t * tmbox , const line_t * ld ) ;
extern fixed_t opentop ;
extern fixed_t openbottom ;
extern fixed_t openrange ;
extern fixed_t lowfloor ;
void P_LineOpening ( const line_t * linedef , fixed_t x , fixed_t y , fixed_t refx = FIXED_MIN , fixed_t refy = 0 ) ;
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bool P_BlockLinesIterator ( int x , int y , bool ( * func ) ( line_t * ) ) ;
bool P_BlockThingsIterator ( int x , int y , bool ( * func ) ( AActor * ) , TArray < AActor * > & checkarray , AActor * start = NULL ) ;
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# define PT_ADDLINES 1
# define PT_ADDTHINGS 2
# define PT_EARLYOUT 4
extern divline_t trace ;
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bool
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P_PathTraverse
( fixed_t x1 ,
fixed_t y1 ,
fixed_t x2 ,
fixed_t y2 ,
int flags ,
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bool ( * trav ) ( intercept_t * ) ) ;
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AActor * P_BlockmapSearch ( AActor * origin , int distance , AActor * ( * func ) ( AActor * , int ) ) ;
AActor * P_RoughMonsterSearch ( AActor * mo , int distance ) ;
//
// P_MAP
//
// If "floatok" true, move would be ok
// if within "tmfloorz - tmceilingz".
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extern bool floatok ;
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extern fixed_t tmfloorz ;
extern fixed_t tmceilingz ;
extern msecnode_t * sector_list ; // phares 3/16/98
extern AActor * BlockingMobj ;
extern line_t * BlockingLine ; // Used only by P_Move
// This is not necessarily a *blocking* line
// For P_FindFloorCeiling
extern fixed_t tmffloorz , tmfceilingz ;
extern fixed_t tmfdropoffz ;
extern fixed_t tmffloorpic ;
extern sector_t * tmffloorsector ;
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extern fixed_t tmfceilingpic ;
extern sector_t * tmfceilingsector ;
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//Added by MC: tmsectortype
extern fixed_t tmdropoffz ; //Needed in b_move.c
extern sector_t * tmsector ;
extern line_t * ceilingline ;
extern TArray < line_t * > spechit ;
// [RH] These are used by PIT_CheckThing and P_XYMovement to apply
// ripping damage once per tic instead of once per move.
extern bool DoRipping ;
extern AActor * LastRipped ;
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bool P_TestMobjLocation ( AActor * mobj ) ;
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bool P_TestMobjZ ( AActor * mobj , bool quick = true ) ;
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bool P_CheckPosition ( AActor * thing , fixed_t x , fixed_t y ) ;
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AActor * P_CheckOnmobj ( AActor * thing ) ;
void P_FakeZMovement ( AActor * mo ) ;
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bool P_TryMove ( AActor * thing , fixed_t x , fixed_t y , bool dropoff , bool onfloor = false ) ;
bool P_TeleportMove ( AActor * thing , fixed_t x , fixed_t y , fixed_t z , bool telefrag ) ; // [RH] Added z and telefrag parameters
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void P_PlayerStartStomp ( AActor * actor ) ; // [RH] Stomp on things for a newly spawned player
void P_SlideMove ( AActor * mo , fixed_t tryx , fixed_t tryy , int numsteps ) ;
bool P_BounceWall ( AActor * mo ) ;
bool P_CheckSight ( const AActor * t1 , const AActor * t2 , int flags = 0 ) ;
void P_ResetSightCounters ( bool full ) ;
void P_UseLines ( player_t * player ) ;
bool P_UsePuzzleItem ( AActor * actor , int itemType ) ;
void PIT_ThrustSpike ( AActor * actor ) ;
void P_FindFloorCeiling ( AActor * actor ) ;
bool P_ChangeSector ( sector_t * sector , int crunch , int amt , int floorOrCeil ) ;
extern AActor * linetarget ; // who got hit (or NULL)
extern AActor * PuffSpawned ; // points to last puff spawned
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fixed_t P_AimLineAttack ( AActor * t1 , angle_t angle , fixed_t distance , fixed_t vrange = 0 , bool forcenosmart = false ) ;
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void P_LineAttack ( AActor * t1 , angle_t angle , fixed_t distance , int pitch , int damage , FName damageType , const PClass * pufftype ) ;
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void P_LineAttack ( AActor * t1 , angle_t angle , fixed_t distance , int pitch , int damage , FName damageType , FName pufftype ) ;
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void P_TraceBleed ( int damage , fixed_t x , fixed_t y , fixed_t z , AActor * target , angle_t angle , int pitch ) ;
void P_TraceBleed ( int damage , AActor * target , angle_t angle , int pitch ) ;
void P_TraceBleed ( int damage , AActor * target , AActor * missile ) ; // missile version
void P_TraceBleed ( int damage , AActor * target ) ; // random direction version
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void P_RailAttack ( AActor * source , int damage , int offset , int color1 = 0 , int color2 = 0 , float maxdiff = 0 , bool silent = false , FName puff = NAME_BulletPuff ) ; // [RH] Shoot a railgun
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bool P_HitFloor ( AActor * thing ) ;
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bool P_HitWater ( AActor * thing , sector_t * sec , fixed_t splashz = FIXED_MIN ) ;
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bool P_CheckMissileSpawn ( AActor * missile ) ;
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void P_PlaySpawnSound ( AActor * missile , AActor * spawner ) ;
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// [RH] Position the chasecam
void P_AimCamera ( AActor * t1 ) ;
extern fixed_t CameraX , CameraY , CameraZ ;
extern sector_t * CameraSector ;
// [RH] Means of death
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void P_RadiusAttack ( AActor * spot , AActor * source , int damage , int distance , FName damageType , bool hurtSelf , bool dodamage = true ) ;
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void P_DelSector_List ( ) ;
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void P_DelSeclist ( msecnode_t * ) ; // phares 3/16/98
void P_CreateSecNodeList ( AActor * , fixed_t , fixed_t ) ; // phares 3/14/98
int P_GetMoveFactor ( const AActor * mo , int * frictionp ) ; // phares 3/6/98
int P_GetFriction ( const AActor * mo , int * frictionfactor ) ;
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bool Check_Sides ( AActor * , int , int ) ; // phares
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// [RH]
bool P_CheckSlopeWalk ( AActor * actor , fixed_t & xmove , fixed_t & ymove ) ;
//
// P_SETUP
//
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extern BYTE * rejectmatrix ; // for fast sight rejection
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extern int * blockmaplump ; // offsets in blockmap are from here
extern int * blockmap ;
extern int bmapwidth ;
extern int bmapheight ; // in mapblocks
extern fixed_t bmaporgx ;
extern fixed_t bmaporgy ; // origin of block map
extern FBlockNode * * blocklinks ; // for thing chains
//
// P_INTER
//
void P_TouchSpecialThing ( AActor * special , AActor * toucher ) ;
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void P_DamageMobj ( AActor * target , AActor * inflictor , AActor * source , int damage , FName mod , int flags = 0 ) ;
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bool P_GiveBody ( AActor * actor , int num ) ;
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bool P_MorphPlayer ( player_t * player , const PClass * morphClass ) ;
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void P_PoisonPlayer ( player_t * player , AActor * poisoner , AActor * source , int poison ) ;
void P_PoisonDamage ( player_t * player , AActor * source , int damage , bool playPainSound ) ;
# define DMG_NO_ARMOR 1
// ===== PO_MAN =====
typedef enum
{
PODOOR_NONE ,
PODOOR_SLIDE ,
PODOOR_SWING ,
} podoortype_t ;
inline FArchive & operator < < ( FArchive & arc , podoortype_t & type )
{
BYTE val = ( BYTE ) type ;
arc < < val ;
type = ( podoortype_t ) val ;
return arc ;
}
class DPolyAction : public DThinker
{
DECLARE_CLASS ( DPolyAction , DThinker )
public :
DPolyAction ( int polyNum ) ;
~ DPolyAction ( ) ;
void Serialize ( FArchive & arc ) ;
void StopInterpolation ( ) ;
protected :
DPolyAction ( ) ;
int m_PolyObj ;
int m_Speed ;
int m_Dist ;
void SetInterpolation ( ) ;
friend void ThrustMobj ( AActor * actor , seg_t * seg , polyobj_t * po ) ;
} ;
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void ThrustMobj ( AActor * actor , seg_t * seg , polyobj_t * po ) ;
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class DRotatePoly : public DPolyAction
{
DECLARE_CLASS ( DRotatePoly , DPolyAction )
public :
DRotatePoly ( int polyNum ) ;
void Tick ( ) ;
private :
DRotatePoly ( ) ;
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friend bool EV_RotatePoly ( line_t * line , int polyNum , int speed , int byteAngle , int direction , bool overRide ) ;
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} ;
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bool EV_RotatePoly ( line_t * line , int polyNum , int speed , int byteAngle , int direction , bool overRide ) ;
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bool EV_RotatePoly ( line_t * line , int polyNum , int speed , int byteAngle , int direction , bool overRide ) ;
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class DMovePoly : public DPolyAction
{
DECLARE_CLASS ( DMovePoly , DPolyAction )
public :
DMovePoly ( int polyNum ) ;
void Serialize ( FArchive & arc ) ;
void Tick ( ) ;
protected :
DMovePoly ( ) ;
int m_Angle ;
fixed_t m_xSpeed ; // for sliding walls
fixed_t m_ySpeed ;
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friend bool EV_MovePoly ( line_t * line , int polyNum , int speed , angle_t angle , fixed_t dist , bool overRide ) ;
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} ;
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bool EV_MovePoly ( line_t * line , int polyNum , int speed , angle_t angle , fixed_t dist , bool overRide ) ;
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class DPolyDoor : public DMovePoly
{
DECLARE_CLASS ( DPolyDoor , DMovePoly )
public :
DPolyDoor ( int polyNum , podoortype_t type ) ;
void Serialize ( FArchive & arc ) ;
void Tick ( ) ;
protected :
int m_Direction ;
int m_TotalDist ;
int m_Tics ;
int m_WaitTics ;
podoortype_t m_Type ;
bool m_Close ;
friend bool EV_OpenPolyDoor ( line_t * line , int polyNum , int speed , angle_t angle , int delay , int distance , podoortype_t type ) ;
private :
DPolyDoor ( ) ;
} ;
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bool EV_OpenPolyDoor ( line_t * line , int polyNum , int speed , angle_t angle , int delay , int distance , podoortype_t type ) ;
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// [RH] Data structure for P_SpawnMapThing() to keep track
// of polyobject-related things.
typedef struct polyspawns_s
{
struct polyspawns_s * next ;
fixed_t x ;
fixed_t y ;
short angle ;
short type ;
} polyspawns_t ;
enum
{
PO_HEX_ANCHOR_TYPE = 3000 ,
PO_HEX_SPAWN_TYPE ,
PO_HEX_SPAWNCRUSH_TYPE ,
// [RH] Thing numbers that don't conflict with Doom things
PO_ANCHOR_TYPE = 9300 ,
PO_SPAWN_TYPE ,
PO_SPAWNCRUSH_TYPE ,
PO_SPAWNHURT_TYPE
} ;
# define PO_LINE_START 1 // polyobj line start special
# define PO_LINE_EXPLICIT 5
extern polyobj_t * polyobjs ; // list of all poly-objects on the level
extern int po_NumPolyobjs ;
extern polyspawns_t * polyspawns ; // [RH] list of polyobject things to spawn
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bool PO_MovePolyobj ( int num , int x , int y , bool force = false ) ;
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bool PO_RotatePolyobj ( int num , angle_t angle ) ;
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void PO_Init ( ) ;
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bool PO_Busy ( int polyobj ) ;
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//
// P_SPEC
//
# include "p_spec.h"
# endif // __P_LOCAL__