2006-02-24 04:48:15 +00:00
|
|
|
#ifndef __P_ENEMY_H__
|
|
|
|
#define __P_ENEMY_H__
|
|
|
|
|
2008-08-10 22:48:37 +00:00
|
|
|
#include "thingdef/thingdef.h"
|
2006-02-24 04:48:15 +00:00
|
|
|
|
2008-09-15 14:11:05 +00:00
|
|
|
struct sector_t;
|
|
|
|
class AActor;
|
|
|
|
class AInventory;
|
|
|
|
struct PClass;
|
|
|
|
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
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];
|
|
|
|
|
2008-08-05 17:58:38 +00:00
|
|
|
void P_RecursiveSound (sector_t *sec, AActor *soundtarget, bool splash, int soundblocks);
|
2006-02-24 04:48:15 +00:00
|
|
|
bool P_HitFriend (AActor *self);
|
|
|
|
void P_NoiseAlert (AActor *target, AActor *emmiter, bool splash=false);
|
|
|
|
bool P_CheckMeleeRange2 (AActor *actor);
|
2006-09-14 00:02:31 +00:00
|
|
|
bool P_Move (AActor *actor);
|
|
|
|
bool P_TryWalk (AActor *actor);
|
2006-02-24 04:48:15 +00:00
|
|
|
void P_NewChaseDir (AActor *actor);
|
2006-09-14 00:02:31 +00:00
|
|
|
bool P_LookForPlayers (AActor *actor, INTBOOL allaround);
|
2006-05-10 02:40:43 +00:00
|
|
|
AInventory *P_DropItem (AActor *source, const PClass *type, int special, int chance);
|
2006-02-24 04:48:15 +00:00
|
|
|
void P_TossItem (AActor *item);
|
|
|
|
|
2008-08-10 22:48:37 +00:00
|
|
|
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)
|
2009-03-03 21:17:00 +00:00
|
|
|
DECLARE_ACTION(A_BossDeath)
|
2008-08-10 22:48:37 +00:00
|
|
|
|
|
|
|
void A_Chase(AActor *self);
|
2006-02-24 04:48:15 +00:00
|
|
|
void A_FaceTarget (AActor *actor);
|
|
|
|
|
2008-08-10 11:29:19 +00:00
|
|
|
bool A_RaiseMobj (AActor *, fixed_t speed);
|
|
|
|
bool A_SinkMobj (AActor *, fixed_t speed);
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
bool CheckBossDeath (AActor *);
|
|
|
|
int P_Massacre ();
|
2006-09-14 00:02:31 +00:00
|
|
|
bool P_CheckMissileRange (AActor *actor);
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
#endif //__P_ENEMY_H__
|