gzdoom/src/p_local.h
Christoph Oelckers 5910d90a19 - added RandomSpawner update from Gez's experimental build.
- added thing activation types for BUMPSPECIAL and USESPECIAL. Also added
  a new ClearSpecial flag to the activation type.
- added MBF's code for dogs jumping down, controlled by the MF6_JUMPDOWN
  flag.


SVN r1835 (trunk)
2009-09-15 14:16:55 +00:00

526 lines
16 KiB
C++

// 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 "a_morph.h"
#include <stdlib.h>
#define STEEPSLOPE 46341 // [RH] Minimum floorplane.c value for walking
#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);
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];
struct FMapThing;
APlayerPawn *P_SpawnPlayer (FMapThing *mthing, bool tempplayer=false);
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);
enum EPuffFlags
{
PF_HITTHING = 1,
PF_MELEERANGE = 2,
PF_TEMPORARY = 4
};
AActor *P_SpawnPuff (AActor *source, const PClass *pufftype, fixed_t x, fixed_t y, fixed_t z, angle_t dir, int updown, int flags = 0);
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);
void P_ExplodeMissile (AActor *missile, line_t *explodeline, AActor *target);
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, bool checkspawn = true);
AActor *P_SpawnMissileAngle (AActor *source, const PClass *type, angle_t angle, fixed_t velz);
AActor *P_SpawnMissileAngleSpeed (AActor *source, const PClass *type, angle_t angle, fixed_t velz, fixed_t speed);
AActor *P_SpawnMissileAngleZ (AActor *source, fixed_t z, const PClass *type, angle_t angle, fixed_t velz);
AActor *P_SpawnMissileAngleZSpeed (AActor *source, fixed_t z, const PClass *type, angle_t angle, fixed_t velz, fixed_t speed, AActor *owner=NULL, bool checkspawn = true);
AActor *P_SpawnMissileZAimed (AActor *source, fixed_t z, AActor *dest, const PClass *type);
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,
AActor **pLineTarget = NULL, AActor **MissileActor = NULL, bool nofreeaim = false);
void P_CheckFakeFloorTriggers (AActor *mo, fixed_t oldz, bool oldz_has_viewheight=false);
//
// [RH] P_THINGS
//
#define MAX_SPAWNABLES (256)
extern const PClass *SpawnableThings[MAX_SPAWNABLES];
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,
fixed_t speed, fixed_t vspeed, int dest, AActor *forcedest, int gravity, int newtid,
bool leadTarget);
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);
int P_Thing_Damage (int tid, AActor *whofor0, int amount, FName type);
void P_Thing_SetVelocity(AActor *actor, fixed_t vx, fixed_t vy, fixed_t vz, bool add, bool setbob);
void P_RemoveThing(AActor * actor);
bool P_Thing_Raise(AActor *thing);
//
// P_ENEMY
//
void P_NoiseAlert (AActor* target, AActor* emmiter, bool splash);
//
// P_MAPUTL
//
struct divline_t
{
fixed_t x;
fixed_t y;
fixed_t dx;
fixed_t dy;
};
struct intercept_t
{
fixed_t frac; // along trace line
bool isaline;
bool done;
union {
AActor *thing;
line_t *line;
} d;
};
typedef bool (*traverser_t) (intercept_t *in);
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);
struct FLineOpening
{
fixed_t top;
fixed_t bottom;
fixed_t range;
fixed_t lowfloor;
sector_t *bottomsec;
sector_t *topsec;
FTextureID ceilingpic;
FTextureID floorpic;
bool touchmidtex;
};
void P_LineOpening (FLineOpening &open, AActor *thing, const line_t *linedef, fixed_t x, fixed_t y, fixed_t refx=FIXED_MIN, fixed_t refy=0);
class FBoundingBox;
class FBlockLinesIterator
{
int minx, maxx;
int miny, maxy;
int curx, cury;
polyblock_t *polyLink;
int polyIndex;
int *list;
void StartBlock(int x, int y);
public:
FBlockLinesIterator(int minx, int miny, int maxx, int maxy, bool keepvalidcount = false);
FBlockLinesIterator(const FBoundingBox &box);
line_t *Next();
void Reset() { StartBlock(minx, miny); }
};
class FBlockThingsIterator
{
int minx, maxx;
int miny, maxy;
int curx, cury;
FBlockNode *block;
int Buckets[32];
struct HashEntry
{
AActor *Actor;
int Next;
};
HashEntry FixedHash[10];
int NumFixedHash;
TArray<HashEntry> DynHash;
HashEntry *GetHashEntry(int i) { return i < (int)countof(FixedHash) ? &FixedHash[i] : &DynHash[i - countof(FixedHash)]; }
void StartBlock(int x, int y);
void SwitchBlock(int x, int y);
void ClearHash();
// The following is only for use in the path traverser
// and therefore declared private.
FBlockThingsIterator();
friend class FPathTraverse;
public:
FBlockThingsIterator(int minx, int miny, int maxx, int maxy);
FBlockThingsIterator(const FBoundingBox &box);
AActor *Next();
void Reset() { StartBlock(minx, miny); }
};
class FPathTraverse
{
static TArray<intercept_t> intercepts;
divline_t trace;
unsigned int intercept_index;
unsigned int intercept_count;
fixed_t maxfrac;
unsigned int count;
void AddLineIntercepts(int bx, int by);
void AddThingIntercepts(int bx, int by, FBlockThingsIterator &it);
public:
intercept_t *Next();
FPathTraverse(fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, int flags);
~FPathTraverse();
const divline_t &Trace() const { return trace; }
};
#define PT_ADDLINES 1
#define PT_ADDTHINGS 2
AActor *P_BlockmapSearch (AActor *origin, int distance, AActor *(*func)(AActor *, int));
AActor *P_RoughMonsterSearch (AActor *mo, int distance);
//
// P_MAP
//
struct FCheckPosition
{
// in
AActor *thing;
fixed_t x;
fixed_t y;
fixed_t z;
// out
sector_t *sector;
fixed_t floorz;
fixed_t ceilingz;
fixed_t dropoffz;
FTextureID floorpic;
sector_t *floorsector;
FTextureID ceilingpic;
sector_t *ceilingsector;
bool touchmidtex;
bool floatok;
line_t *ceilingline;
AActor *stepthing;
// [RH] These are used by PIT_CheckThing and P_XYMovement to apply
// ripping damage once per tic instead of once per move.
bool DoRipping;
AActor *LastRipped;
int PushTime;
FCheckPosition(bool rip=false)
{
DoRipping = rip;
LastRipped = NULL;
PushTime = 0;
}
};
// If "floatok" true, move would be ok
// if within "tmfloorz - tmceilingz".
extern msecnode_t *sector_list; // phares 3/16/98
extern TArray<line_t *> spechit;
bool P_TestMobjLocation (AActor *mobj);
bool P_TestMobjZ (AActor *mobj, bool quick=true, AActor **pOnmobj = NULL);
bool P_CheckPosition (AActor *thing, fixed_t x, fixed_t y, FCheckPosition &tm);
bool P_CheckPosition (AActor *thing, fixed_t x, fixed_t y);
AActor *P_CheckOnmobj (AActor *thing);
void P_FakeZMovement (AActor *mo);
bool P_TryMove (AActor* thing, fixed_t x, fixed_t y, int dropoff, const secplane_t * onfloor, FCheckPosition &tm);
bool P_TryMove (AActor* thing, fixed_t x, fixed_t y, int dropoff, const secplane_t * onfloor = NULL);
bool P_CheckMove(AActor *thing, fixed_t x, fixed_t y);
void P_ApplyTorque(AActor *mo);
bool P_TeleportMove (AActor* thing, fixed_t x, fixed_t y, fixed_t z, bool telefrag); // [RH] Added z and telefrag parameters
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_BounceActor (AActor *mo, AActor * BlockingMobj);
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 P_FindFloorCeiling (AActor *actor, bool onlymidtex = false);
bool P_ChangeSector (sector_t* sector, int crunch, int amt, int floorOrCeil, bool isreset);
fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, AActor **pLineTarget = NULL, fixed_t vrange=0, bool forcenosmart=false, bool check3d = false, bool checknonshootable = false);
AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance, int pitch, int damage, FName damageType, const PClass *pufftype, bool ismelee = false);
AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance, int pitch, int damage, FName damageType, FName pufftype, bool ismelee = false);
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
void P_RailAttack (AActor *source, int damage, int offset, int color1 = 0, int color2 = 0, float maxdiff = 0, bool silent = false, const PClass *puff = NULL, bool pierce = true); // [RH] Shoot a railgun
bool P_HitFloor (AActor *thing);
bool P_HitWater (AActor *thing, sector_t *sec, fixed_t splashx = FIXED_MIN, fixed_t splashy = FIXED_MIN, fixed_t splashz=FIXED_MIN, bool checkabove = false);
bool P_CheckMissileSpawn (AActor *missile);
void P_PlaySpawnSound(AActor *missile, AActor *spawner);
// [RH] Position the chasecam
void P_AimCamera (AActor *t1, fixed_t &x, fixed_t &y, fixed_t &z, sector_t *&sec);
// [RH] Means of death
void P_RadiusAttack (AActor *spot, AActor *source, int damage, int distance,
FName damageType, bool hurtSelf, bool dodamage=true, int fulldamagedistance=0);
void P_DelSector_List();
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);
bool Check_Sides(AActor *, int, int); // phares
// [RH]
const secplane_t * P_CheckSlopeWalk (AActor *actor, fixed_t &xmove, fixed_t &ymove);
//----------------------------------------------------------------------------------
//
// Added so that in the source there's a clear distinction between
// game engine and renderer specific calls.
// (For ZDoom itself this doesn't make any difference here but for GZDoom it does.)
//
//----------------------------------------------------------------------------------
inline sector_t *P_PointInSector(fixed_t x, fixed_t y)
{
return R_PointInSubsector(x,y)->sector;
}
//
// P_SETUP
//
extern BYTE* rejectmatrix; // for fast sight rejection
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);
void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, FName mod, int flags=0);
bool P_GiveBody (AActor *actor, int num);
bool P_PoisonPlayer (player_t *player, AActor *poisoner, AActor *source, int poison);
void P_PoisonDamage (player_t *player, AActor *source, int damage, bool playPainSound);
enum EDmgFlags
{
DMG_NO_ARMOR = 1,
DMG_INFLICTOR_IS_PUFF = 2,
DMG_THRUSTLESS = 4,
DMG_FORCED = 8,
};
// ===== PO_MAN =====
typedef enum
{
PODOOR_NONE,
PODOOR_SLIDE,
PODOOR_SWING,
} podoortype_t;
bool EV_RotatePoly (line_t *line, int polyNum, int speed, int byteAngle, int direction, bool overRide);
bool EV_MovePoly (line_t *line, int polyNum, int speed, angle_t angle, fixed_t dist, bool overRide);
bool EV_OpenPolyDoor (line_t *line, int polyNum, int speed, angle_t angle, int delay, int distance, podoortype_t type);
// [RH] Data structure for P_SpawnMapThing() to keep track
// of polyobject-related things.
struct polyspawns_t
{
polyspawns_t *next;
fixed_t x;
fixed_t y;
short angle;
short type;
};
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
};
extern int po_NumPolyobjs;
extern polyspawns_t *polyspawns; // [RH] list of polyobject things to spawn
bool PO_MovePolyobj (int num, int x, int y, bool force=false);
bool PO_RotatePolyobj (int num, angle_t angle);
void PO_Init ();
bool PO_Busy (int polyobj);
void PO_ClosestPoint(const FPolyObj *poly, fixed_t ox, fixed_t oy, fixed_t &x, fixed_t &y, seg_t **seg);
//
// P_SPEC
//
#include "p_spec.h"
#endif // __P_LOCAL__