#ifndef __P_ENEMY_H__ #define __P_ENEMY_H__ #include "thingdef/thingdef.h" struct sector_t; class AActor; class AInventory; struct PClass; 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]; enum LO_Flags { LOF_NOSIGHTCHECK = 1, LOF_NOSOUNDCHECK = 2, LOF_DONTCHASEGOAL = 4, LOF_NOSEESOUND = 8, LOF_FULLVOLSEESOUND = 16, }; struct FLookExParams { angle_t fov; fixed_t mindist; fixed_t maxdist; fixed_t maxheardist; int flags; FState *seestate; }; void P_DaggerAlert (AActor *target, AActor *emitter); 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); AInventory *P_DropItem (AActor *source, const PClass *type, int special, int chance); void P_TossItem (AActor *item); bool P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params); void A_Weave(AActor *self, int xyspeed, int zspeed, fixed_t xydist, fixed_t zdist); void A_Unblock(AActor *self, bool drop); 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) DECLARE_ACTION(A_BossDeath) void A_Chase(AActor *self); void A_FaceTarget (AActor *actor, angle_t max_turn = 0); 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); #define SKULLSPEED (20*FRACUNIT) void A_SkullAttack(AActor *self, fixed_t speed); #endif //__P_ENEMY_H__