qzdoom/src/p_local.h

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// 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__
#include <float.h>
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#include "doomtype.h"
#include "tables.h"
#include "vectors.h"
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const double NO_VALUE = FLT_MAX;
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class player_t;
class AActor;
struct FPlayerStart;
class PClassActor;
struct fixedvec3;
class APlayerPawn;
struct line_t;
struct sector_t;
struct msecnode_t;
struct secplane_t;
struct FCheckPosition;
struct FTranslatedLineTarget;
#include <stdlib.h>
#define STEEPSLOPE 46342 // [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)
// Inspired by Maes
extern int bmapnegx;
extern int bmapnegy;
inline int GetSafeBlockX(int blockx)
{
blockx >>= MAPBLOCKSHIFT;
return (blockx <= bmapnegx) ? blockx & 0x1FF : blockx;
}
inline int GetSafeBlockX(long long blockx)
{
blockx >>= MAPBLOCKSHIFT;
return int((blockx <= bmapnegx) ? blockx & 0x1FF : blockx);
}
inline int GetSafeBlockY(int blocky)
{
blocky >>= MAPBLOCKSHIFT;
return (blocky <= bmapnegy) ? blocky & 0x1FF: blocky;
}
inline int GetSafeBlockY(long long blocky)
{
blocky >>= MAPBLOCKSHIFT;
return int((blocky <= bmapnegy) ? blocky & 0x1FF: blocky);
}
//#define GRAVITY FRACUNIT
#define _f_MAXMOVE (30*FRACUNIT)
#define MAXMOVE (30.)
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#define TALKRANGE (128.)
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#define USERANGE (64*FRACUNIT)
#define MELEERANGE (64.)
#define SAWRANGE (64.+(1./65536.)) // use meleerange + 1 so the puff doesn't skip the flash (i.e. plays all states)
#define MISSILERANGE (32*64.)
#define PLAYERMISSILERANGE (8192.) // [RH] New MISSILERANGE for players
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// follow a player exlusively for 3 seconds
// No longer used.
// #define BASETHRESHOLD 100
//
// P_PSPR
//
void P_SetupPsprites (player_t* curplayer, bool startweaponup);
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 ();
void P_PredictionLerpReset();
//
// P_MOBJ
//
#define SPF_TEMPPLAYER 1 // spawning a short-lived dummy player
#define SPF_WEAPONFULLYUP 2 // spawn with weapon already raised
APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags=0);
int P_FaceMobj (AActor *source, AActor *target, DAngle *delta);
bool P_SeekerMissile (AActor *actor, double thresh, double turnMax, bool precise = false, bool usecurspeed=false);
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enum EPuffFlags
{
PF_HITTHING = 1,
PF_MELEERANGE = 2,
PF_TEMPORARY = 4,
PF_HITTHINGBLEED = 8,
PF_NORANDOMZ = 16
};
AActor *P_SpawnPuff(AActor *source, PClassActor *pufftype, const DVector3 &pos, DAngle hitdir, DAngle particledir, int updown, int flags = 0, AActor *vict = NULL);
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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{
DVector3 _pos(FIXED2DBL(pos.x), FIXED2DBL(pos.y), FIXED2DBL(pos.z));
return P_SpawnPuff(source, pufftype, _pos, ANGLE2DBL(hitdir), ANGLE2DBL(particledir), updown, flags, vict);
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}
void P_SpawnBlood (const DVector3 &pos, DAngle angle, int damage, AActor *originator);
void P_BloodSplatter (const DVector3 &pos, AActor *originator, DAngle hitangle);
void P_BloodSplatter2 (const DVector3 &pos, AActor *originator, DAngle hitangle);
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void P_RipperBlood (AActor *mo, AActor *bleeder);
int P_GetThingFloorType (AActor *thing);
void P_ExplodeMissile (AActor *missile, line_t *explodeline, AActor *target);
AActor *P_OldSpawnMissile(AActor *source, AActor *owner, AActor *dest, PClassActor *type);
AActor *P_SpawnMissile (AActor* source, AActor* dest, PClassActor *type, AActor* owner = NULL);
AActor *P_SpawnMissileZ (AActor* source, fixed_t z, AActor* dest, PClassActor *type);
inline AActor *P_SpawnMissileZ(AActor* source, double z, AActor* dest, PClassActor *type)
{
return P_SpawnMissileZ(source, FLOAT2FIXED(z), dest, 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);
inline AActor *P_SpawnMissileXYZ(const fixedvec3 &pos, AActor *source, AActor *dest, PClassActor *type, bool checkspawn = true, AActor *owner = NULL)
{
return P_SpawnMissileXYZ(pos.x, pos.y, pos.z, source, dest, type, checkspawn, owner);
}
inline AActor *P_SpawnMissileXYZ(const DVector3 &pos, AActor *source, AActor *dest, PClassActor *type, bool checkspawn = true, AActor *owner = NULL)
{
return P_SpawnMissileXYZ(FLOAT2FIXED(pos.X), FLOAT2FIXED(pos.Y), FLOAT2FIXED(pos.Z), source, dest, type, checkspawn, owner);
}
AActor *P_SpawnMissileAngle (AActor *source, PClassActor *type, angle_t angle, fixed_t vz);
inline AActor *P_SpawnMissileAngle(AActor *source, PClassActor *type, DAngle angle, double vz)
{
return P_SpawnMissileAngle(source, type, angle.BAMs(), FLOAT2FIXED(vz));
}
AActor *P_SpawnMissileAngleSpeed (AActor *source, PClassActor *type, angle_t angle, fixed_t vz, fixed_t speed);
AActor *P_SpawnMissileAngleZ (AActor *source, fixed_t z, PClassActor *type, angle_t angle, fixed_t vz);
inline AActor *P_SpawnMissileAngleZ(AActor *source, double z, PClassActor *type, DAngle angle, double vz)
{
return P_SpawnMissileAngleZ(source, FLOAT2FIXED(z), type, angle.BAMs(), FLOAT2FIXED(vz));
}
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);
inline AActor *P_SpawnMissileAngleZSpeed(AActor *source, double z, PClassActor *type, DAngle angle, double vz, double speed, AActor *owner = NULL, bool checkspawn = true)
{
return P_SpawnMissileAngleZSpeed(source, FLOAT2FIXED(z), type, angle.BAMs(), FLOAT2FIXED(vz), FLOAT2FIXED(speed), owner, checkspawn);
}
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AActor *P_SpawnMissileZAimed (AActor *source, fixed_t z, AActor *dest, PClassActor *type);
inline AActor *P_SpawnMissileZAimed(AActor *source, double z, AActor *dest, PClassActor *type)
{
return P_SpawnMissileZAimed(source, FLOAT2FIXED(z), dest, type);
}
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AActor *P_SpawnPlayerMissile (AActor* source, PClassActor *type);
AActor *P_SpawnPlayerMissile (AActor *source, PClassActor *type, DAngle angle);
AActor *P_SpawnPlayerMissile (AActor *source, double x, double y, double z, PClassActor *type, DAngle 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);
AActor *P_SpawnSubMissile (AActor *source, PClassActor *type, AActor *target); // Strife uses it
//
// [RH] P_THINGS
//
extern FClassMap SpawnableThings;
extern FClassMap StrifeTypes;
bool P_Thing_Spawn (int tid, AActor *source, int type, DAngle angle, bool fog, int newtid);
bool P_Thing_Projectile (int tid, AActor *source, int type, const char * type_name, DAngle angle,
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fixed_t speed, fixed_t vspeed, int dest, AActor *forcedest, int gravity, int newtid,
bool leadTarget);
bool P_MoveThing(AActor *source, const DVector3 &pos, bool fog);
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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, const DVector3 &vec, bool add, bool setbob);
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void P_RemoveThing(AActor * actor);
bool P_Thing_Raise(AActor *thing, AActor *raiser);
bool P_Thing_CanRaise(AActor *thing);
PClassActor *P_GetSpawnableType(int spawnnum);
void InitSpawnablesFromMapinfo();
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);
enum WARPF
{
WARPF_ABSOLUTEOFFSET = 0x1,
WARPF_ABSOLUTEANGLE = 0x2,
WARPF_USECALLERANGLE = 0x4,
WARPF_NOCHECKPOSITION = 0x8,
WARPF_INTERPOLATE = 0x10,
WARPF_WARPINTERPOLATION = 0x20,
WARPF_COPYINTERPOLATION = 0x40,
WARPF_STOP = 0x80,
WARPF_TOFLOOR = 0x100,
WARPF_TESTONLY = 0x200,
WARPF_ABSOLUTEPOSITION = 0x400,
WARPF_BOB = 0x800,
WARPF_MOVEPTR = 0x1000,
WARPF_USEPTR = 0x2000,
WARPF_USETID = 0x2000,
WARPF_COPYVELOCITY = 0x4000,
WARPF_COPYPITCH = 0x8000,
};
AActor *P_BlockmapSearch (AActor *mo, int distance, AActor *(*check)(AActor*, int, void *), void *params = NULL);
AActor *P_RoughMonsterSearch (AActor *mo, int distance, bool onlyseekable=false);
//
// P_MAP
//
// If "floatok" true, move would be ok
// if within "tmfloorz - tm_f_ceilingz()".
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extern msecnode_t *sector_list; // phares 3/16/98
struct spechit_t
{
line_t *line;
fixedvec2 oldrefpos;
fixedvec2 refpos;
};
extern TArray<spechit_t> spechit;
extern TArray<spechit_t> portalhit;
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 actorsonly=false);
bool P_CheckPosition (AActor *thing, fixed_t x, fixed_t y, bool actorsonly=false);
inline bool P_CheckPosition(AActor *thing, const fixedvec3 &pos, bool actorsonly = false)
{
return P_CheckPosition(thing, pos.x, pos.y, actorsonly);
}
inline bool P_CheckPosition(AActor *thing, const DVector3 &pos, bool actorsonly = false)
{
return P_CheckPosition(thing, FLOAT2FIXED(pos.X), FLOAT2FIXED(pos.Y), actorsonly);
}
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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 missileCheck = false);
bool P_TryMove (AActor* thing, fixed_t x, fixed_t y, int dropoff, const secplane_t * onfloor = NULL);
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inline bool P_TryMove(AActor* thing, double x, double y, int dropoff, const secplane_t * onfloor = NULL)
{
return P_TryMove(thing, FLOAT2FIXED(x), FLOAT2FIXED(y), dropoff, onfloor);
}
inline bool P_TryMove(AActor* thing, const DVector2 &pos, int dropoff, const secplane_t * onfloor = NULL)
{
return P_TryMove(thing, FLOAT2FIXED(pos.X), FLOAT2FIXED(pos.Y), dropoff, onfloor);
}
inline bool P_TryMove(AActor* thing, const DVector2 &pos, int dropoff, const secplane_t * onfloor, FCheckPosition &tm, bool missileCheck = false)
{
return P_TryMove(thing, FLOAT2FIXED(pos.X), FLOAT2FIXED(pos.Y), dropoff, onfloor, tm, missileCheck);
}
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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, bool modifyactor = true); // [RH] Added z and telefrag parameters
inline bool P_TeleportMove(AActor* thing, const fixedvec3 &pos, bool telefrag, bool modifyactor = true)
{
return P_TeleportMove(thing, pos.x, pos.y, pos.z, telefrag, modifyactor);
}
inline bool P_TeleportMove(AActor* thing, const DVector3 &pos, bool telefrag, bool modifyactor = true)
{
return P_TeleportMove(thing, FLOAT2FIXED(pos.X), FLOAT2FIXED(pos.Y), FLOAT2FIXED(pos.Z), telefrag, modifyactor);
}
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void P_PlayerStartStomp (AActor *actor, bool mononly=false); // [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 ontop);
bool P_CheckSight (AActor *t1, AActor *t2, int flags=0);
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enum ESightFlags
{
SF_IGNOREVISIBILITY=1,
SF_SEEPASTSHOOTABLELINES=2,
SF_SEEPASTBLOCKEVERYTHING=4,
SF_IGNOREWATERBOUNDARY=8
};
void P_ResetSightCounters (bool full);
bool P_TalkFacing (AActor *player);
void P_UseLines (player_t* player);
bool P_UsePuzzleItem (AActor *actor, int itemType);
enum
{
FFCF_ONLYSPAWNPOS = 1,
FFCF_SAMESECTOR = 2,
FFCF_ONLY3DFLOORS = 4, // includes 3D midtexes
FFCF_3DRESTRICT = 8, // ignore 3D midtexes and floors whose floorz are above thing's z
FFCF_NOPORTALS = 16, // ignore portals (considers them impassable.)
FFCF_NOFLOOR = 32,
FFCF_NOCEILING = 64,
FFCF_RESTRICTEDPORTAL = 128, // current values in the iterator's return are through a restricted portal type (i.e. some features are blocked.)
FFCF_NODROPOFF = 256, // Caller does not need a dropoff (saves some time when checking portals)
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};
void P_FindFloorCeiling (AActor *actor, int flags=0);
bool P_ChangeSector (sector_t* sector, int crunch, int amt, int floorOrCeil, bool isreset);
DAngle P_AimLineAttack(AActor *t1, DAngle angle, double distance, FTranslatedLineTarget *pLineTarget = NULL, DAngle vrange = 0., int flags = 0, AActor *target = NULL, AActor *friender = NULL);
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enum // P_AimLineAttack flags
{
ALF_FORCENOSMART = 1,
ALF_CHECK3D = 2,
ALF_CHECKNONSHOOTABLE = 4,
ALF_CHECKCONVERSATION = 8,
ALF_NOFRIENDS = 16,
ALF_PORTALRESTRICT = 32, // only work through portals with a global offset (to be used for stuff that cannot remember the calculated FTranslatedLineTarget info)
};
enum // P_LineAttack flags
{
LAF_ISMELEEATTACK = 1,
LAF_NORANDOMPUFFZ = 2,
LAF_NOIMPACTDECAL = 4
};
AActor *P_LineAttack(AActor *t1, DAngle angle, double distance, DAngle pitch, int damage, FName damageType, PClassActor *pufftype, int flags = 0, FTranslatedLineTarget *victim = NULL, int *actualdamage = NULL);
AActor *P_LineAttack(AActor *t1, DAngle angle, double distance, DAngle 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);
inline void P_TraceBleed(int damage, const fixedvec3 &pos, AActor *target, angle_t angle, int pitch)
{
P_TraceBleed(damage, pos.x, pos.y, pos.z, target, angle, pitch);
}
inline void P_TraceBleed(int damage, const DVector3 &pos, AActor *target, DAngle angle, DAngle pitch)
{
P_TraceBleed(damage, FLOAT2FIXED(pos.X), FLOAT2FIXED(pos.Y), FLOAT2FIXED(pos.Z), target,angle.BAMs(), pitch.BAMs());
}
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void P_TraceBleed (int damage, AActor *target, angle_t angle, int pitch);
inline void P_TraceBleed(int damage, AActor *target, DAngle angle, DAngle pitch)
{
P_TraceBleed(damage, target, angle.BAMs(), pitch.BAMs());
}
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void P_TraceBleed (int damage, AActor *target, AActor *missile); // missile version
void P_TraceBleed(int damage, FTranslatedLineTarget *t, AActor *puff); // hitscan version
void P_TraceBleed (int damage, AActor *target); // random direction version
bool P_HitFloor (AActor *thing);
bool P_HitWater (AActor *thing, sector_t *sec, const DVector3 &pos, bool checkabove = false, bool alert = true, bool force = false);
inline bool P_HitWater(AActor *thing, sector_t *sec, const fixedvec3 &pos, bool checkabove = false, bool alert = true, bool force = false)
{
DVector3 fpos(FIXED2DBL(pos.x), FIXED2DBL(pos.y), FIXED2DBL(pos.z));
return P_HitWater(thing, sec, fpos, checkabove, alert, force);
}
void P_CheckSplash(AActor *self, double 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
enum // P_RailAttack / A_RailAttack / A_CustomRailgun / P_DrawRailTrail flags
{
RAF_SILENT = 1,
RAF_NOPIERCE = 2,
RAF_EXPLICITANGLE = 4,
RAF_FULLBRIGHT = 8,
RAF_CENTERZ = 16,
};
bool P_CheckMissileSpawn(AActor *missile, double maxdist);
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void P_PlaySpawnSound(AActor *missile, AActor *spawner);
// [RH] Position the chasecam
void P_AimCamera (AActor *t1, DVector3 &, sector_t *&sec, bool &unlinked);
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// [RH] Means of death
enum
{
RADF_HURTSOURCE = 1,
RADF_NOIMPACTDAMAGE = 2,
RADF_SOURCEISSPOT = 4,
RADF_NODAMAGE = 8,
};
void P_RadiusAttack (AActor *spot, AActor *source, int damage, int distance,
FName damageType, int flags, int fulldamagedistance=0);
void P_DelSector_List();
void P_DelSeclist(msecnode_t *); // phares 3/16/98
msecnode_t* P_DelSecnode(msecnode_t *);
void P_CreateSecNodeList(AActor*,fixed_t,fixed_t); // phares 3/14/98
int P_GetMoveFactor(const AActor *mo, int *frictionp); // phares 3/6/98
inline double P_GetMoveFactor(const AActor *mo, double *frictionp)
{
int rv, fp;
rv = P_GetMoveFactor(mo, &fp);
*frictionp = FIXED2DBL(fp);
return FIXED2DBL(rv);
}
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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);
//
// P_SETUP
//
extern BYTE* rejectmatrix; // for fast sight rejection
//
// P_INTER
//
void P_TouchSpecialThing (AActor *special, AActor *toucher);
int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, FName mod, int flags=0, DAngle angle = 0.);
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void P_PoisonMobj (AActor *target, AActor *inflictor, AActor *source, int damage, int duration, int period, FName type);
bool P_GiveBody (AActor *actor, int num, int max=0);
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,
DMG_NO_FACTOR = 16,
DMG_PLAYERATTACK = 32,
DMG_FOILINVUL = 64,
DMG_FOILBUDDHA = 128,
DMG_NO_PROTECT = 256,
DMG_USEANGLE = 512,
};
//
// P_SPEC
//
bool P_AlignFlat (int linenum, int side, int fc);
#endif // __P_LOCAL__