qzdoom/src/p_enemy.h

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#ifndef __P_ENEMY_H__
#define __P_ENEMY_H__
#include "r_defs.h"
#include "thingdef/thingdef.h"
enum dirtype_t
{
DI_EAST,
DI_NORTHEAST,
DI_NORTH,
DI_NORTHWEST,
DI_WEST,
DI_SOUTHWEST,
DI_SOUTH,
DI_SOUTHEAST,
DI_NODIR,
NUMDIRS
};
extern fixed_t xspeed[8], yspeed[8];
void P_RecursiveSound (sector_t *sec, AActor *soundtarget, bool splash, int soundblocks);
bool P_HitFriend (AActor *self);
void P_NoiseAlert (AActor *target, AActor *emmiter, bool splash=false);
bool P_CheckMeleeRange2 (AActor *actor);
bool P_Move (AActor *actor);
bool P_TryWalk (AActor *actor);
void P_NewChaseDir (AActor *actor);
bool P_LookForPlayers (AActor *actor, INTBOOL allaround);
AInventory *P_DropItem (AActor *source, const PClass *type, int special, int chance);
inline AInventory *P_DropItem (AActor *source, const char *type, int special, int chance)
{
return P_DropItem (source, PClass::FindClass (type), special, chance);
}
void P_TossItem (AActor *item);
DECLARE_ACTION(A_Look)
DECLARE_ACTION(A_Wander)
DECLARE_ACTION(A_BossDeath)
DECLARE_ACTION(A_Pain)
DECLARE_ACTION(A_MonsterRail)
DECLARE_ACTION(A_NoBlocking)
DECLARE_ACTION(A_Scream)
DECLARE_ACTION(A_FreezeDeath)
DECLARE_ACTION(A_FreezeDeathChunks)
void A_Chase(AActor *self);
void A_FaceTarget (AActor *actor);
bool A_RaiseMobj (AActor *, fixed_t speed);
bool A_SinkMobj (AActor *, fixed_t speed);
bool CheckBossDeath (AActor *);
int P_Massacre ();
bool P_CheckMissileRange (AActor *actor);
#endif //__P_ENEMY_H__