mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-25 21:41:03 +00:00
494a113920
- 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.
83 lines
2.2 KiB
C++
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__
|