gzdoom/src/p_enemy.h
Christoph Oelckers 494a113920 - more direct native entry points.
- disallow bool as a return value for direct native calls because it only sets the lowest 8 bits of the return register.
- changed return type for several functions from bool to int where the return type was the only thing blocking use as direct native call.
2018-12-05 20:10:44 +01:00

83 lines
2.2 KiB
C++

#ifndef __P_ENEMY_H__
#define __P_ENEMY_H__
#include "dobject.h"
#include "vectors.h"
struct sector_t;
class AActor;
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;
};
int P_HitFriend (AActor *self);
void P_NoiseAlert (AActor *emmiter, AActor *target, bool splash=false, double maxdist=0);
bool P_CheckMeleeRange2 (AActor *actor);
int P_Move (AActor *actor);
bool P_TryWalk (AActor *actor);
void P_NewChaseDir (AActor *actor);
void P_RandomChaseDir(AActor *actor);;
int P_IsVisible(AActor *lookee, AActor *other, INTBOOL allaround, FLookExParams *params);
AActor *P_DropItem (AActor *source, PClassActor *type, int special, int chance);
void P_TossItem (AActor *item);
int P_LookForMonsters(AActor *actor);
int P_LookForTID(AActor *actor, INTBOOL allaround, FLookExParams *params);
int P_LookForEnemies(AActor *actor, INTBOOL allaround, FLookExParams *params);
int 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_DoChase(AActor *actor, bool fastchase, FState *meleestate, FState *missilestate, bool playactive, bool nightmarefast, bool dontmove, int flags);
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 P_CheckForResurrection(AActor *self, bool usevilestates);
int CheckBossDeath (AActor *);
int P_Massacre (bool baddies = false, PClassActor *cls = nullptr);
bool P_CheckMissileRange (AActor *actor);
#define SKULLSPEED (20.)
void A_SkullAttack(AActor *self, double speed);
#endif //__P_ENEMY_H__