gzdoom/src/p_enemy.h

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#ifndef __P_ENEMY_H__
#define __P_ENEMY_H__
#include "thingdef/thingdef.h"
#include "tables.h"
struct sector_t;
class AActor;
class AInventory;
struct PClass;
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];
enum LO_Flags
{
LOF_NOSIGHTCHECK = 1,
LOF_NOSOUNDCHECK = 2,
LOF_DONTCHASEGOAL = 4,
LOF_NOSEESOUND = 8,
LOF_FULLVOLSEESOUND = 16,
LOF_NOJUMP = 32,
};
struct FLookExParams
{
angle_t fov;
fixed_t mindist;
fixed_t maxdist;
fixed_t maxheardist;
int flags;
FState *seestate;
};
void P_DaggerAlert (AActor *target, AActor *emitter);
void P_RecursiveSound (sector_t *sec, AActor *soundtarget, bool splash, int soundblocks, AActor *emitter=NULL, fixed_t maxdist=0);
bool P_HitFriend (AActor *self);
void P_NoiseAlert (AActor *target, AActor *emmiter, bool splash=false, fixed_t 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, const PClass *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, fixed_t xydist, fixed_t zdist);
void A_Unblock(AActor *self, bool drop);
DECLARE_ACTION(A_Look)
DECLARE_ACTION(A_Wander)
DECLARE_ACTION(A_BossDeath)
DECLARE_ACTION(A_Pain)
DECLARE_ACTION(A_MonsterRail)
DECLARE_ACTION(A_NoBlocking)
DECLARE_ACTION(A_Scream)
DECLARE_ACTION(A_FreezeDeath)
DECLARE_ACTION(A_FreezeDeathChunks)
DECLARE_ACTION(A_BossDeath)
void A_Chase(AActor *self);
void A_FaceTarget (AActor *actor, angle_t max_turn = 0);
bool A_RaiseMobj (AActor *, fixed_t speed);
bool A_SinkMobj (AActor *, fixed_t speed);
bool CheckBossDeath (AActor *);
int P_Massacre ();
bool P_CheckMissileRange (AActor *actor);
#define SKULLSPEED (20*FRACUNIT)
void A_SkullAttack(AActor *self, fixed_t speed);
#endif //__P_ENEMY_H__