mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-15 17:02:05 +00:00
651817fad7
(This commit is 95% search & replace with only a few places where velz was used as a local variable changed.)
423 lines
15 KiB
C++
423 lines
15 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// DESCRIPTION:
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// Play functions, animation, global header.
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//
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//-----------------------------------------------------------------------------
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#ifndef __P_LOCAL__
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#define __P_LOCAL__
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#include "doomtype.h"
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#include "tables.h"
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class player_t;
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class AActor;
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struct FPlayerStart;
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class PClassActor;
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struct fixedvec3;
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class APlayerPawn;
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struct line_t;
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struct sector_t;
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struct msecnode_t;
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struct secplane_t;
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struct FCheckPosition;
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struct FTranslatedLineTarget;
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#include <stdlib.h>
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#define STEEPSLOPE 46342 // [RH] Minimum floorplane.c value for walking
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#define BONUSADD 6
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// mapblocks are used to check movement
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// against lines and things
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#define MAPBLOCKUNITS 128
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#define MAPBLOCKSIZE (MAPBLOCKUNITS*FRACUNIT)
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#define MAPBLOCKSHIFT (FRACBITS+7)
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#define MAPBMASK (MAPBLOCKSIZE-1)
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#define MAPBTOFRAC (MAPBLOCKSHIFT-FRACBITS)
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// Inspired by Maes
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extern int bmapnegx;
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extern int bmapnegy;
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inline int GetSafeBlockX(int blockx)
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{
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blockx >>= MAPBLOCKSHIFT;
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return (blockx <= bmapnegx) ? blockx & 0x1FF : blockx;
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}
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inline int GetSafeBlockX(long long blockx)
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{
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blockx >>= MAPBLOCKSHIFT;
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return int((blockx <= bmapnegx) ? blockx & 0x1FF : blockx);
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}
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inline int GetSafeBlockY(int blocky)
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{
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blocky >>= MAPBLOCKSHIFT;
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return (blocky <= bmapnegy) ? blocky & 0x1FF: blocky;
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}
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inline int GetSafeBlockY(long long blocky)
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{
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blocky >>= MAPBLOCKSHIFT;
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return int((blocky <= bmapnegy) ? blocky & 0x1FF: blocky);
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}
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// MAXRADIUS is for precalculated sector block boxes
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// the spider demon is larger,
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// but we do not have any moving sectors nearby
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#define MAXRADIUS 0/*32*FRACUNIT*/
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//#define GRAVITY FRACUNIT
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#define MAXMOVE (30*FRACUNIT)
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#define TALKRANGE (128*FRACUNIT)
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#define USERANGE (64*FRACUNIT)
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#define MELEERANGE (64*FRACUNIT)
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#define MISSILERANGE (32*64*FRACUNIT)
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#define PLAYERMISSILERANGE (8192*FRACUNIT) // [RH] New MISSILERANGE for players
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// follow a player exlusively for 3 seconds
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// No longer used.
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// #define BASETHRESHOLD 100
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//
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// P_PSPR
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//
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void P_SetupPsprites (player_t* curplayer, bool startweaponup);
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void P_MovePsprites (player_t* curplayer);
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void P_DropWeapon (player_t* player);
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//
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// P_USER
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//
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void P_FallingDamage (AActor *ent);
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void P_PlayerThink (player_t *player);
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void P_PredictPlayer (player_t *player);
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void P_UnPredictPlayer ();
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void P_PredictionLerpReset();
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//
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// P_MOBJ
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//
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#define ONFLOORZ FIXED_MIN
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#define ONCEILINGZ FIXED_MAX
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#define FLOATRANDZ (FIXED_MAX-1)
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#define SPF_TEMPPLAYER 1 // spawning a short-lived dummy player
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#define SPF_WEAPONFULLYUP 2 // spawn with weapon already raised
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APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags=0);
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void P_ThrustMobj (AActor *mo, angle_t angle, fixed_t move);
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int P_FaceMobj (AActor *source, AActor *target, angle_t *delta);
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bool P_SeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax, bool precise = false, bool usecurspeed=false);
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enum EPuffFlags
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{
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PF_HITTHING = 1,
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PF_MELEERANGE = 2,
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PF_TEMPORARY = 4,
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PF_HITTHINGBLEED = 8,
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PF_NORANDOMZ = 16
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};
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AActor *P_SpawnPuff (AActor *source, PClassActor *pufftype, fixed_t x, fixed_t y, fixed_t z, angle_t hitdir, angle_t particledir, int updown, int flags = 0, AActor *vict = NULL);
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inline AActor *P_SpawnPuff(AActor *source, PClassActor *pufftype, const fixedvec3 &pos, angle_t hitdir, angle_t particledir, int updown, int flags = 0, AActor *vict = NULL)
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{
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return P_SpawnPuff(source, pufftype, pos.x, pos.y, pos.z, hitdir, particledir, updown, flags, vict);
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}
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void P_SpawnBlood (fixed_t x, fixed_t y, fixed_t z, angle_t dir, int damage, AActor *originator);
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inline void P_SpawnBlood(const fixedvec3 &pos, angle_t dir, int damage, AActor *originator)
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{
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P_SpawnBlood(pos.x, pos.y, pos.z, dir, damage, originator);
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}
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void P_BloodSplatter (fixedvec3 pos, AActor *originator);
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void P_BloodSplatter2 (fixedvec3 pos, AActor *originator);
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void P_RipperBlood (AActor *mo, AActor *bleeder);
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int P_GetThingFloorType (AActor *thing);
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void P_ExplodeMissile (AActor *missile, line_t *explodeline, AActor *target);
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AActor *P_OldSpawnMissile(AActor *source, AActor *owner, AActor *dest, PClassActor *type);
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AActor *P_SpawnMissile (AActor* source, AActor* dest, PClassActor *type, AActor* owner = NULL);
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AActor *P_SpawnMissileZ (AActor* source, fixed_t z, AActor* dest, PClassActor *type);
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AActor *P_SpawnMissileXYZ (fixed_t x, fixed_t y, fixed_t z, AActor *source, AActor *dest, PClassActor *type, bool checkspawn = true, AActor *owner = NULL);
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inline AActor *P_SpawnMissileXYZ(const fixedvec3 &pos, AActor *source, AActor *dest, PClassActor *type, bool checkspawn = true, AActor *owner = NULL)
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{
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return P_SpawnMissileXYZ(pos.x, pos.y, pos.z, source, dest, type, checkspawn, owner);
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}
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AActor *P_SpawnMissileAngle (AActor *source, PClassActor *type, angle_t angle, fixed_t vz);
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AActor *P_SpawnMissileAngleSpeed (AActor *source, PClassActor *type, angle_t angle, fixed_t vz, fixed_t speed);
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AActor *P_SpawnMissileAngleZ (AActor *source, fixed_t z, PClassActor *type, angle_t angle, fixed_t vz);
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AActor *P_SpawnMissileAngleZSpeed (AActor *source, fixed_t z, PClassActor *type, angle_t angle, fixed_t vz, fixed_t speed, AActor *owner=NULL, bool checkspawn = true);
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AActor *P_SpawnMissileZAimed (AActor *source, fixed_t z, AActor *dest, PClassActor *type);
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AActor *P_SpawnPlayerMissile (AActor* source, PClassActor *type);
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AActor *P_SpawnPlayerMissile (AActor *source, PClassActor *type, angle_t angle);
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AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z, PClassActor *type, angle_t angle,
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FTranslatedLineTarget *pLineTarget = NULL, AActor **MissileActor = NULL, bool nofreeaim = false, bool noautoaim = false, int aimflags = 0);
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void P_CheckFakeFloorTriggers (AActor *mo, fixed_t oldz, bool oldz_has_viewheight=false);
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AActor *P_SpawnSubMissile (AActor *source, PClassActor *type, AActor *target); // Strife uses it
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//
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// [RH] P_THINGS
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//
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extern FClassMap SpawnableThings;
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extern FClassMap StrifeTypes;
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bool P_Thing_Spawn (int tid, AActor *source, int type, angle_t angle, bool fog, int newtid);
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bool P_Thing_Projectile (int tid, AActor *source, int type, const char * type_name, angle_t angle,
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fixed_t speed, fixed_t vspeed, int dest, AActor *forcedest, int gravity, int newtid,
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bool leadTarget);
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bool P_MoveThing(AActor *source, fixed_t x, fixed_t y, fixed_t z, bool fog);
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bool P_Thing_Move (int tid, AActor *source, int mapspot, bool fog);
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int P_Thing_Damage (int tid, AActor *whofor0, int amount, FName type);
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void P_Thing_SetVelocity(AActor *actor, fixed_t vx, fixed_t vy, fixed_t vz, bool add, bool setbob);
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void P_RemoveThing(AActor * actor);
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bool P_Thing_Raise(AActor *thing, AActor *raiser);
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bool P_Thing_CanRaise(AActor *thing);
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PClassActor *P_GetSpawnableType(int spawnnum);
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void InitSpawnablesFromMapinfo();
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int P_Thing_Warp(AActor *caller, AActor *reference, fixed_t xofs, fixed_t yofs, fixed_t zofs, angle_t angle, int flags, fixed_t heightoffset, fixed_t radiusoffset, angle_t pitch);
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enum WARPF
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{
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WARPF_ABSOLUTEOFFSET = 0x1,
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WARPF_ABSOLUTEANGLE = 0x2,
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WARPF_USECALLERANGLE = 0x4,
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WARPF_NOCHECKPOSITION = 0x8,
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WARPF_INTERPOLATE = 0x10,
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WARPF_WARPINTERPOLATION = 0x20,
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WARPF_COPYINTERPOLATION = 0x40,
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WARPF_STOP = 0x80,
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WARPF_TOFLOOR = 0x100,
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WARPF_TESTONLY = 0x200,
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WARPF_ABSOLUTEPOSITION = 0x400,
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WARPF_BOB = 0x800,
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WARPF_MOVEPTR = 0x1000,
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WARPF_USEPTR = 0x2000,
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WARPF_USETID = 0x2000,
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WARPF_COPYVELOCITY = 0x4000,
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WARPF_COPYPITCH = 0x8000,
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};
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AActor *P_BlockmapSearch (AActor *mo, int distance, AActor *(*check)(AActor*, int, void *), void *params = NULL);
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AActor *P_RoughMonsterSearch (AActor *mo, int distance, bool onlyseekable=false);
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//
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// P_MAP
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//
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// If "floatok" true, move would be ok
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// if within "tmfloorz - tmceilingz".
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extern msecnode_t *sector_list; // phares 3/16/98
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struct spechit_t
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{
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line_t *line;
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fixedvec2 oldrefpos;
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fixedvec2 refpos;
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};
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extern TArray<spechit_t> spechit;
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extern TArray<spechit_t> portalhit;
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bool P_TestMobjLocation (AActor *mobj);
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bool P_TestMobjZ (AActor *mobj, bool quick=true, AActor **pOnmobj = NULL);
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bool P_CheckPosition (AActor *thing, fixed_t x, fixed_t y, FCheckPosition &tm, bool actorsonly=false);
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bool P_CheckPosition (AActor *thing, fixed_t x, fixed_t y, bool actorsonly=false);
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inline bool P_CheckPosition(AActor *thing, const fixedvec3 &pos, bool actorsonly = false)
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{
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return P_CheckPosition(thing, pos.x, pos.y, actorsonly);
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}
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AActor *P_CheckOnmobj (AActor *thing);
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void P_FakeZMovement (AActor *mo);
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bool P_TryMove (AActor* thing, fixed_t x, fixed_t y, int dropoff, const secplane_t * onfloor, FCheckPosition &tm, bool missileCheck = false);
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bool P_TryMove (AActor* thing, fixed_t x, fixed_t y, int dropoff, const secplane_t * onfloor = NULL);
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bool P_CheckMove(AActor *thing, fixed_t x, fixed_t y);
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void P_ApplyTorque(AActor *mo);
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bool P_TeleportMove (AActor* thing, fixed_t x, fixed_t y, fixed_t z, bool telefrag, bool modifyactor = true); // [RH] Added z and telefrag parameters
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inline bool P_TeleportMove(AActor* thing, const fixedvec3 &pos, bool telefrag, bool modifyactor = true)
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{
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return P_TeleportMove(thing, pos.x, pos.y, pos.z, telefrag, modifyactor);
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}
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void P_PlayerStartStomp (AActor *actor, bool mononly=false); // [RH] Stomp on things for a newly spawned player
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void P_SlideMove (AActor* mo, fixed_t tryx, fixed_t tryy, int numsteps);
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bool P_BounceWall (AActor *mo);
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bool P_BounceActor (AActor *mo, AActor *BlockingMobj, bool ontop);
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bool P_CheckSight (AActor *t1, AActor *t2, int flags=0);
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enum ESightFlags
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{
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SF_IGNOREVISIBILITY=1,
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SF_SEEPASTSHOOTABLELINES=2,
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SF_SEEPASTBLOCKEVERYTHING=4,
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SF_IGNOREWATERBOUNDARY=8
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};
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void P_ResetSightCounters (bool full);
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bool P_TalkFacing (AActor *player);
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void P_UseLines (player_t* player);
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bool P_UsePuzzleItem (AActor *actor, int itemType);
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enum
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{
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FFCF_ONLYSPAWNPOS = 1,
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FFCF_SAMESECTOR = 2,
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FFCF_ONLY3DFLOORS = 4, // includes 3D midtexes
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FFCF_3DRESTRICT = 8, // ignore 3D midtexes and floors whose floorz are above thing's z
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FFCF_NOPORTALS = 16, // ignore portals (considers them impassable.)
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FFCF_NOFLOOR = 32,
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FFCF_NOCEILING = 64,
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FFCF_RESTRICTEDPORTAL = 128, // current values in the iterator's return are through a restricted portal type (i.e. some features are blocked.)
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FFCF_NODROPOFF = 256, // Caller does not need a dropoff (saves some time when checking portals)
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};
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void P_FindFloorCeiling (AActor *actor, int flags=0);
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bool P_ChangeSector (sector_t* sector, int crunch, int amt, int floorOrCeil, bool isreset);
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fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, FTranslatedLineTarget *pLineTarget = NULL, fixed_t vrange=0, int flags = 0, AActor *target=NULL, AActor *friender=NULL);
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enum // P_AimLineAttack flags
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{
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ALF_FORCENOSMART = 1,
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ALF_CHECK3D = 2,
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ALF_CHECKNONSHOOTABLE = 4,
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ALF_CHECKCONVERSATION = 8,
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ALF_NOFRIENDS = 16,
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ALF_PORTALRESTRICT = 32, // only work through portals with a global offset (to be used for stuff that cannot remember the calculated FTranslatedLineTarget info)
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};
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enum // P_LineAttack flags
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{
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LAF_ISMELEEATTACK = 1,
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LAF_NORANDOMPUFFZ = 2,
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LAF_NOIMPACTDECAL = 4
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};
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AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance, int pitch, int damage, FName damageType, PClassActor *pufftype, int flags = 0, FTranslatedLineTarget *victim = NULL, int *actualdamage = NULL);
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AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance, int pitch, int damage, FName damageType, FName pufftype, int flags = 0, FTranslatedLineTarget *victim = NULL, int *actualdamage = NULL);
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void P_TraceBleed (int damage, fixed_t x, fixed_t y, fixed_t z, AActor *target, angle_t angle, int pitch);
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inline void P_TraceBleed(int damage, const fixedvec3 &pos, AActor *target, angle_t angle, int pitch)
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{
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P_TraceBleed(damage, pos.x, pos.y, pos.z, target, angle, pitch);
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}
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void P_TraceBleed (int damage, AActor *target, angle_t angle, int pitch);
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void P_TraceBleed (int damage, AActor *target, AActor *missile); // missile version
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void P_TraceBleed(int damage, FTranslatedLineTarget *t, AActor *puff); // hitscan version
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void P_TraceBleed (int damage, AActor *target); // random direction version
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bool P_HitFloor (AActor *thing);
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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 alert = true, bool force = false);
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inline bool P_HitWater(AActor *thing, sector_t *sec, const fixedvec3 &pos, bool checkabove = false, bool alert = true, bool force = false)
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{
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return P_HitWater(thing, sec, pos.x, pos.y, pos.z, checkabove, alert, force);
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}
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void P_CheckSplash(AActor *self, fixed_t distance);
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void P_RailAttack (AActor *source, int damage, int offset_xy, fixed_t offset_z = 0, int color1 = 0, int color2 = 0, double maxdiff = 0, int flags = 0, PClassActor *puff = NULL, angle_t angleoffset = 0, angle_t pitchoffset = 0, fixed_t distance = 8192*FRACUNIT, int duration = 0, double sparsity = 1.0, double drift = 1.0, PClassActor *spawnclass = NULL, int SpiralOffset = 270); // [RH] Shoot a railgun
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enum // P_RailAttack / A_RailAttack / A_CustomRailgun / P_DrawRailTrail flags
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{
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RAF_SILENT = 1,
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RAF_NOPIERCE = 2,
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RAF_EXPLICITANGLE = 4,
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RAF_FULLBRIGHT = 8,
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RAF_CENTERZ = 16,
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};
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bool P_CheckMissileSpawn (AActor *missile, fixed_t maxdist);
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void P_PlaySpawnSound(AActor *missile, AActor *spawner);
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// [RH] Position the chasecam
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void P_AimCamera (AActor *t1, fixed_t &x, fixed_t &y, fixed_t &z, sector_t *&sec, bool &unlinked);
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// [RH] Means of death
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enum
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{
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RADF_HURTSOURCE = 1,
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RADF_NOIMPACTDAMAGE = 2,
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RADF_SOURCEISSPOT = 4,
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RADF_NODAMAGE = 8,
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};
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void P_RadiusAttack (AActor *spot, AActor *source, int damage, int distance,
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FName damageType, int flags, int fulldamagedistance=0);
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void P_DelSector_List();
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void P_DelSeclist(msecnode_t *); // phares 3/16/98
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msecnode_t* P_DelSecnode(msecnode_t *);
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void P_CreateSecNodeList(AActor*,fixed_t,fixed_t); // phares 3/14/98
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int P_GetMoveFactor(const AActor *mo, int *frictionp); // phares 3/6/98
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int P_GetFriction(const AActor *mo, int *frictionfactor);
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bool Check_Sides(AActor *, int, int); // phares
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// [RH]
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const secplane_t * P_CheckSlopeWalk (AActor *actor, fixed_t &xmove, fixed_t &ymove);
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//
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// P_SETUP
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//
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extern BYTE* rejectmatrix; // for fast sight rejection
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//
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// P_INTER
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//
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void P_TouchSpecialThing (AActor *special, AActor *toucher);
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int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, FName mod, int flags=0, angle_t angle = 0);
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void P_PoisonMobj (AActor *target, AActor *inflictor, AActor *source, int damage, int duration, int period, FName type);
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bool P_GiveBody (AActor *actor, int num, int max=0);
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bool P_PoisonPlayer (player_t *player, AActor *poisoner, AActor *source, int poison);
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void P_PoisonDamage (player_t *player, AActor *source, int damage, bool playPainSound);
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enum EDmgFlags
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{
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DMG_NO_ARMOR = 1,
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DMG_INFLICTOR_IS_PUFF = 2,
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DMG_THRUSTLESS = 4,
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DMG_FORCED = 8,
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DMG_NO_FACTOR = 16,
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DMG_PLAYERATTACK = 32,
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DMG_FOILINVUL = 64,
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DMG_FOILBUDDHA = 128,
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DMG_NO_PROTECT = 256,
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DMG_USEANGLE = 512,
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};
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//
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// P_SPEC
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//
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bool P_AlignFlat (int linenum, int side, int fc);
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#endif // __P_LOCAL__
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