p_local.h
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上传用户:xuyinpeng
上传日期:2021-05-12
资源大小:455k
文件大小:6k
源码类别:
射击游戏
开发平台:
Visual C++
- // 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__
- #ifndef __R_LOCAL__
- #include "r_local.h"
- #endif
- #define FLOATSPEED (FRACUNIT*4)
- #define MAXHEALTH 100
- #define VIEWHEIGHT (41*FRACUNIT)
- // 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)
- // player radius for movement checking
- #define PLAYERRADIUS 16*FRACUNIT
- // MAXRADIUS is for precalculated sector block boxes
- // the spider demon is larger,
- // but we do not have any moving sectors nearby
- #define MAXRADIUS 32*FRACUNIT
- #define GRAVITY FRACUNIT
- #define MAXMOVE (30*FRACUNIT)
- #define USERANGE (64*FRACUNIT)
- #define MELEERANGE (64*FRACUNIT)
- #define MISSILERANGE (32*64*FRACUNIT)
- // follow a player exlusively for 3 seconds
- #define BASETHRESHOLD 100
- //
- // P_TICK
- //
- // both the head and tail of the thinker list
- extern thinker_t thinkercap;
- void P_InitThinkers (void);
- void P_AddThinker (thinker_t* thinker);
- void P_RemoveThinker (thinker_t* thinker);
- //
- // P_PSPR
- //
- void P_SetupPsprites (player_t* curplayer);
- void P_MovePsprites (player_t* curplayer);
- void P_DropWeapon (player_t* player);
- //
- // P_USER
- //
- void P_PlayerThink (player_t* player);
- //
- // P_MOBJ
- //
- #define ONFLOORZ MININT
- #define ONCEILINGZ MAXINT
- // Time interval for item respawning.
- #define ITEMQUESIZE 128
- extern mapthing_t itemrespawnque[ITEMQUESIZE];
- extern int itemrespawntime[ITEMQUESIZE];
- extern int iquehead;
- extern int iquetail;
- void P_RespawnSpecials (void);
- mobj_t*
- P_SpawnMobj
- ( fixed_t x,
- fixed_t y,
- fixed_t z,
- mobjtype_t type );
- void P_RemoveMobj (mobj_t* th);
- boolean P_SetMobjState (mobj_t* mobj, statenum_t state);
- void P_MobjThinker (mobj_t* mobj);
- void P_SpawnPuff (fixed_t x, fixed_t y, fixed_t z);
- void P_SpawnBlood (fixed_t x, fixed_t y, fixed_t z, int damage);
- mobj_t* P_SpawnMissile (mobj_t* source, mobj_t* dest, mobjtype_t type);
- void P_SpawnPlayerMissile (mobj_t* source, mobjtype_t type);
- //
- // P_ENEMY
- //
- void P_NoiseAlert (mobj_t* target, mobj_t* emmiter);
- //
- // P_MAPUTL
- //
- typedef struct
- {
- fixed_t x;
- fixed_t y;
- fixed_t dx;
- fixed_t dy;
- } divline_t;
- typedef struct
- {
- fixed_t frac; // along trace line
- boolean isaline;
- union {
- mobj_t* thing;
- line_t* line;
- } d;
- } intercept_t;
- #define MAXINTERCEPTS 128
- extern intercept_t intercepts[MAXINTERCEPTS];
- extern intercept_t* intercept_p;
- typedef boolean (*traverser_t) (intercept_t *in);
- fixed_t P_AproxDistance (fixed_t dx, fixed_t dy);
- int P_PointOnLineSide (fixed_t x, fixed_t y, line_t* line);
- int P_PointOnDivlineSide (fixed_t x, fixed_t y, divline_t* line);
- void P_MakeDivline (line_t* li, divline_t* dl);
- fixed_t P_InterceptVector (divline_t* v2, divline_t* v1);
- int P_BoxOnLineSide (fixed_t* tmbox, line_t* ld);
- extern fixed_t opentop;
- extern fixed_t openbottom;
- extern fixed_t openrange;
- extern fixed_t lowfloor;
- void P_LineOpening (line_t* linedef);
- boolean P_BlockLinesIterator (int x, int y, boolean(*func)(line_t*) );
- boolean P_BlockThingsIterator (int x, int y, boolean(*func)(mobj_t*) );
- #define PT_ADDLINES 1
- #define PT_ADDTHINGS 2
- #define PT_EARLYOUT 4
- extern divline_t trace;
- boolean
- P_PathTraverse
- ( fixed_t x1,
- fixed_t y1,
- fixed_t x2,
- fixed_t y2,
- int flags,
- boolean (*trav) (intercept_t *));
- void P_UnsetThingPosition (mobj_t* thing);
- void P_SetThingPosition (mobj_t* thing);
- //
- // P_MAP
- //
- // If "floatok" true, move would be ok
- // if within "tmfloorz - tmceilingz".
- extern boolean floatok;
- extern fixed_t tmfloorz;
- extern fixed_t tmceilingz;
- extern line_t* ceilingline;
- boolean P_CheckPosition (mobj_t *thing, fixed_t x, fixed_t y);
- boolean P_TryMove (mobj_t* thing, fixed_t x, fixed_t y);
- boolean P_TeleportMove (mobj_t* thing, fixed_t x, fixed_t y);
- void P_SlideMove (mobj_t* mo);
- boolean P_CheckSight (mobj_t* t1, mobj_t* t2);
- void P_UseLines (player_t* player);
- boolean P_ChangeSector (sector_t* sector, boolean crunch);
- extern mobj_t* linetarget; // who got hit (or NULL)
- fixed_t
- P_AimLineAttack
- ( mobj_t* t1,
- angle_t angle,
- fixed_t distance );
- void
- P_LineAttack
- ( mobj_t* t1,
- angle_t angle,
- fixed_t distance,
- fixed_t slope,
- int damage );
- void
- P_RadiusAttack
- ( mobj_t* spot,
- mobj_t* source,
- int damage );
- //
- // P_SETUP
- //
- extern byte* rejectmatrix; // for fast sight rejection
- extern short* blockmaplump; // offsets in blockmap are from here
- extern short* blockmap;
- extern int bmapwidth;
- extern int bmapheight; // in mapblocks
- extern fixed_t bmaporgx;
- extern fixed_t bmaporgy; // origin of block map
- extern mobj_t** blocklinks; // for thing chains
- //
- // P_INTER
- //
- extern int maxammo[NUMAMMO];
- extern int clipammo[NUMAMMO];
- void
- P_TouchSpecialThing
- ( mobj_t* special,
- mobj_t* toucher );
- void
- P_DamageMobj
- ( mobj_t* target,
- mobj_t* inflictor,
- mobj_t* source,
- int damage );
- //
- // P_SPEC
- //
- #include "p_spec.h"
- #endif // __P_LOCAL__
- //-----------------------------------------------------------------------------
- //
- // $Log:$
- //
- //-----------------------------------------------------------------------------