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https://github.com/ZDoom/gzdoom.git
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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__
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#define __P_ENEMY_H__
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#include "dobject.h"
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#include "vectors.h"
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struct sector_t;
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class AActor;
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class PClass;
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enum dirtype_t
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{
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DI_EAST,
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DI_NORTHEAST,
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DI_NORTH,
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DI_NORTHWEST,
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DI_WEST,
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DI_SOUTHWEST,
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DI_SOUTH,
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DI_SOUTHEAST,
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DI_NODIR,
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NUMDIRS
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};
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extern double xspeed[8], yspeed[8];
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enum LO_Flags
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{
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LOF_NOSIGHTCHECK = 1,
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LOF_NOSOUNDCHECK = 2,
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LOF_DONTCHASEGOAL = 4,
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LOF_NOSEESOUND = 8,
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LOF_FULLVOLSEESOUND = 16,
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LOF_NOJUMP = 32,
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};
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struct FLookExParams
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{
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DAngle Fov;
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double minDist;
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double maxDist;
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double maxHeardist;
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int flags;
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FState *seestate;
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};
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int P_HitFriend (AActor *self);
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void P_NoiseAlert (AActor *emmiter, AActor *target, bool splash=false, double maxdist=0);
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bool P_CheckMeleeRange2 (AActor *actor);
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int P_Move (AActor *actor);
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bool P_TryWalk (AActor *actor);
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void P_NewChaseDir (AActor *actor);
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void P_RandomChaseDir(AActor *actor);;
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int P_IsVisible(AActor *lookee, AActor *other, INTBOOL allaround, FLookExParams *params);
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AActor *P_DropItem (AActor *source, PClassActor *type, int special, int chance);
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void P_TossItem (AActor *item);
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int P_LookForMonsters(AActor *actor);
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int P_LookForTID(AActor *actor, INTBOOL allaround, FLookExParams *params);
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int P_LookForEnemies(AActor *actor, INTBOOL allaround, FLookExParams *params);
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int P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params);
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void A_Weave(AActor *self, int xyspeed, int zspeed, double xydist, double zdist);
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void A_Unblock(AActor *self, bool drop);
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void A_BossDeath(AActor *self);
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void A_Wander(AActor *self, int flags = 0);
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void A_DoChase(AActor *actor, bool fastchase, FState *meleestate, FState *missilestate, bool playactive, bool nightmarefast, bool dontmove, int flags);
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void A_Chase(AActor *self);
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void A_FaceTarget(AActor *actor);
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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 P_CheckForResurrection(AActor *self, bool usevilestates);
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int CheckBossDeath (AActor *);
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int P_Massacre (bool baddies = false, PClassActor *cls = nullptr);
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bool P_CheckMissileRange (AActor *actor);
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#define SKULLSPEED (20.)
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void A_SkullAttack(AActor *self, double speed);
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#endif //__P_ENEMY_H__
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