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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 "doomtype.h"
# include "tables.h"
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# include "vectors.h"
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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
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# define _f_MAXMOVE (30*FRACUNIT)
# define MAXMOVE (30.)
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# define TALKRANGE (128.)
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# define USERANGE (64*FRACUNIT)
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# 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 ) ;
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int P_FaceMobj ( AActor * source , AActor * target , DAngle * delta ) ;
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bool P_SeekerMissile ( AActor * actor , angle_t thresh , angle_t turnMax , bool precise = false , bool usecurspeed = false ) ;
enum EPuffFlags
{
PF_HITTHING = 1 ,
PF_MELEERANGE = 2 ,
PF_TEMPORARY = 4 ,
PF_HITTHINGBLEED = 8 ,
PF_NORANDOMZ = 16
} ;
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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 ) ;
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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inline AActor * P_SpawnPuff ( AActor * source , PClassActor * pufftype , const DVector3 & pos , DAngle hitdir , DAngle particledir , int updown , int flags = 0 , AActor * vict = NULL )
{
return P_SpawnPuff ( source , pufftype , FLOAT2FIXED ( pos . X ) , FLOAT2FIXED ( pos . Y ) , FLOAT2FIXED ( pos . Z ) , hitdir . BAMs ( ) , particledir . BAMs ( ) , updown , flags , vict ) ;
}
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void P_SpawnBlood ( fixed_t x , fixed_t y , fixed_t z , angle_t dir , int damage , AActor * originator ) ;
inline void P_SpawnBlood ( const fixedvec3 & pos , angle_t dir , int damage , AActor * originator )
{
P_SpawnBlood ( pos . x , pos . y , pos . z , dir , damage , originator ) ;
}
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void P_BloodSplatter ( fixedvec3 pos , AActor * originator ) ;
void P_BloodSplatter2 ( fixedvec3 pos , AActor * originator ) ;
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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 ) ;
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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 ) ;
}
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AActor * P_SpawnMissileAngle ( AActor * source , PClassActor * type , angle_t angle , fixed_t vz ) ;
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inline AActor * P_SpawnMissileAngle ( AActor * source , PClassActor * type , DAngle angle , double vz )
{
return P_SpawnMissileAngle ( source , type , angle . BAMs ( ) , FLOAT2FIXED ( vz ) ) ;
}
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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 ) ;
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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 ) ) ;
}
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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 ) ;
AActor * P_SpawnPlayerMissile ( AActor * source , PClassActor * type ) ;
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AActor * P_SpawnPlayerMissile ( AActor * source , PClassActor * type , DAngle angle ) ;
AActor * P_SpawnPlayerMissile ( AActor * source , fixed_t x , fixed_t y , fixed_t z , PClassActor * type , DAngle angle ,
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FTranslatedLineTarget * pLineTarget = NULL , AActor * * MissileActor = NULL , bool nofreeaim = false , bool noautoaim = false , int aimflags = 0 ) ;
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 ;
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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 , 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 ) ;
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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
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// 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 ) ;
}
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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 ) ;
}
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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 ) ;
}
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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 ) ;
}
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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 ) ;
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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.)
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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 ) ;
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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
} ;
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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 ) ;
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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 ) ;
}
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void P_TraceBleed ( int damage , AActor * target , angle_t angle , int pitch ) ;
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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 , 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 )
{
return P_HitWater ( thing , sec , pos . x , pos . y , pos . z , checkabove , alert , force ) ;
}
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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 ,
} ;
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bool P_CheckMissileSpawn ( AActor * missile , double maxdist ) ;
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void P_PlaySpawnSound ( AActor * missile , AActor * spawner ) ;
// [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
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
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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 ) ;
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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__