📄 p_local.h
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// Emacs style mode select -*- C++ -*- //-----------------------------------------------------------------------------//// $Id: p_local.h,v 1.2 2003/09/08 22:34:29 jasonk Exp $//// 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 listextern 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 128extern 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 128extern 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 4extern divline_t trace;booleanP_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_tP_AimLineAttack( mobj_t* t1, angle_t angle, fixed_t distance );voidP_LineAttack( mobj_t* t1, angle_t angle, fixed_t distance, fixed_t slope, int damage );voidP_RadiusAttack( mobj_t* spot, mobj_t* source, int damage );//// P_SETUP//extern byte* rejectmatrix; // for fast sight rejectionextern short* blockmaplump; // offsets in blockmap are from hereextern short* blockmap;extern int bmapwidth;extern int bmapheight; // in mapblocksextern fixed_t bmaporgx;extern fixed_t bmaporgy; // origin of block mapextern mobj_t** blocklinks; // for thing chains//// P_INTER//extern int maxammo[NUMAMMO];extern int clipammo[NUMAMMO];voidP_TouchSpecialThing( mobj_t* special, mobj_t* toucher );voidP_DamageMobj( mobj_t* target, mobj_t* inflictor, mobj_t* source, int damage );//// P_SPEC//#include "p_spec.h"#endif // __P_LOCAL__//-----------------------------------------------------------------------------//// $Log: p_local.h,v $// Revision 1.2 2003/09/08 22:34:29 jasonk// Updated files because this fucker won't build for no fucking good reason.//// Revision 1.1.1.1 2003/09/04 21:08:13 jasonk// Initial import//// Revision 1.1 2000/12/08 21:07:53 jeffw// nxdoom initial entry -- No nxdoom/Makefile so it won't build automatically//////-----------------------------------------------------------------------------
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