RingRacers/src/p_local.h

612 lines
22 KiB
C
Raw Blame History

// DR. ROBOTNIK'S RING RACERS
//-----------------------------------------------------------------------------
// Copyright (C) 2024 by Kart Krew.
// Copyright (C) 2020 by Sonic Team Junior.
// Copyright (C) 2000 by DooM Legacy Team.
// Copyright (C) 1996 by id Software, Inc.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file p_local.h
/// \brief Play functions, animation, global header
#ifndef __P_LOCAL__
#define __P_LOCAL__
#include "command.h"
#include "d_player.h"
#include "d_think.h"
#include "m_fixed.h"
#include "m_bbox.h"
#include "p_tick.h"
#include "r_defs.h"
#include "p_maputl.h"
#include "doomstat.h" // MAXSPLITSCREENPLAYERS
#ifdef __cplusplus
extern "C" {
#endif
#define FLOATSPEED (FRACUNIT*4)
//#define VIEWHEIGHTS "41"
// Maximum player score.
#define MAXSCORE 99999990 // 999999990
// 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)
// Convenience macro to fix issue with collision along bottom/left edges of blockmap -Red
#define BMBOUNDFIX(xl, xh, yl, yh) {if (xl > xh) xl = 0; if (yl > yh) yl = 0;}
// MAXRADIUS is for precalculated sector block boxes
#define MAXRADIUS (MAPBLOCKSIZE >> 1)
// max Z move up or down without jumping
// above this, a height difference is considered as a 'dropoff'
#define MAXSTEPMOVE (24*FRACUNIT)
#define USERANGE (64*FRACUNIT)
#define MELEERANGE (64*FRACUNIT)
#define MISSILERANGE (32*64*FRACUNIT)
#define AIMINGTOSLOPE(aiming) FINESINE((aiming>>ANGLETOFINESHIFT) & FINEMASK)
#define P_GetPlayerViewHeight(player) (41*player->mo->height/48)
typedef enum
{
THINK_POLYOBJ,
THINK_MAIN,
THINK_MOBJ,
THINK_DYNSLOPE,
// Lists after this may exist but they do not call an
// action in P_RunThinkers
NUM_ACTIVETHINKERLISTS,
THINK_PRECIP = NUM_ACTIVETHINKERLISTS,
NUM_THINKERLISTS
} thinklistnum_t; /**< Thinker lists. */
extern thinker_t thlist[];
extern mobj_t *mobjcache;
void P_InitThinkers(void);
void P_InvalidateThinkersWithoutInit(void);
void P_AddThinker(const thinklistnum_t n, thinker_t *thinker);
void P_RemoveThinker(thinker_t *thinker);
void P_UnlinkThinker(thinker_t *thinker);
//
// P_USER
//
struct camera_t
{
boolean chase;
boolean freecam;
angle_t aiming;
// Things used by FS cameras.
fixed_t viewheight;
angle_t startangle;
// Camera demobjerization
// Info for drawing: position.
fixed_t x, y, z;
//More drawing info: to determine current sprite.
angle_t angle; // orientation
subsector_t *subsector;
// The closest interval over all contacted Sectors (or Things).
fixed_t floorz;
fixed_t ceilingz;
// From the player
fixed_t centerfloorz;
fixed_t centerceilingz;
// For movement checking.
fixed_t radius;
fixed_t height;
fixed_t relativex;
// Momentums, used to update position.
fixed_t momx, momy, momz;
fixed_t pmomz;
// SRB2Kart: camera pans while drifting
fixed_t pan;
// SRB2Kart: camera pitches on slopes
angle_t pitch;
// Freecam: A button was held since entering from menu, so don't move camera
UINT8 button_a_held;
// Freecam: aiming needs to be reset after switching from chasecam
boolean reset_aiming;
// Hold up/down to pan the camera vertically
SINT8 dpad_y_held;
// Interpolation data
fixed_t old_x, old_y, old_z;
angle_t old_angle, old_aiming;
};
extern camera_t camera[MAXSPLITSCREENPLAYERS];
extern consvar_t cv_cam_dist[MAXSPLITSCREENPLAYERS], cv_cam_still[MAXSPLITSCREENPLAYERS], cv_cam_height[MAXSPLITSCREENPLAYERS];
extern consvar_t cv_cam_speed[MAXSPLITSCREENPLAYERS], cv_cam_rotate[MAXSPLITSCREENPLAYERS];
extern consvar_t cv_tilting;
extern fixed_t t_cam_dist[MAXSPLITSCREENPLAYERS], t_cam_height[MAXSPLITSCREENPLAYERS], t_cam_rotate[MAXSPLITSCREENPLAYERS];
void P_AddPlayerScore(player_t *player, INT32 amount);
void P_ResetCamera(player_t *player, camera_t *thiscam);
boolean P_TryCameraMove(fixed_t x, fixed_t y, camera_t *thiscam);
void P_SlideCameraMove(camera_t *thiscam);
void P_DemoCameraMovement(camera_t *cam, UINT8 num);
boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcalled);
void P_ToggleDemoCamera(UINT8 viewnum);
boolean P_PlayerInPain(const player_t *player);
void P_ResetPlayer(player_t *player);
boolean P_PlayerCanDamage(player_t *player, mobj_t *thing);
boolean P_IsPartyPlayer(const player_t *player);
boolean P_IsMachineLocalPlayer(const player_t *player); // TODO: rename back to P_IsLocalPlayer?
boolean P_IsDisplayPlayer(const player_t *player);
void P_SetPlayerAngle(player_t *player, angle_t angle);
void P_ForceLocalAngle(player_t *player, angle_t angle);
boolean P_PlayerFullbright(player_t *player);
boolean P_IsObjectInGoop(const mobj_t *mo);
boolean P_IsObjectOnGround(const mobj_t *mo);
boolean P_IsObjectOnGroundIn(const mobj_t *mo, const sector_t *sec);
boolean P_IsObjectOnRealGround(const mobj_t *mo, const sector_t *sec); // SRB2Kart
#define P_IsObjectFlipped(o) (((o)->eflags & MFE_VERTICALFLIP) == MFE_VERTICALFLIP)
boolean P_InQuicksand(const mobj_t *mo);
boolean P_PlayerHitFloor(player_t *player, boolean fromAir, angle_t oldPitch, angle_t oldRoll);
void P_SetObjectMomZ(mobj_t *mo, fixed_t value, boolean relative);
void P_StartPositionMusic(boolean exact);
void P_EndingMusic(void);
void P_InvincGrowMusic(void);
mobj_t *P_SpawnGhostMobj(mobj_t *mobj);
mobj_t *P_SpawnFakeShadow(mobj_t *mobj, UINT8 offset);
INT32 P_GivePlayerRings(player_t *player, INT32 num_rings);
INT32 P_GivePlayerSpheres(player_t *player, INT32 num_spheres);
void P_GivePlayerLives(player_t *player, INT32 numlives);
UINT8 P_GetNextEmerald(void);
boolean P_AutoPause(void);
void P_ElementalFire(player_t *player, boolean cropcircle);
void P_SpawnSkidDust(player_t *player, fixed_t radius, boolean sound);
void P_SprayCanInit(mobj_t* mobj);
void P_HaltPlayerOrbit(player_t *player);
void P_ExitPlayerOrbit(player_t *player);
boolean P_PlayerOrbit(player_t *player);
void P_TickAltView(altview_t *view);
void P_MovePlayer(player_t *player);
void P_PlayerThink(player_t *player);
void P_PlayerAfterThink(player_t *player);
void P_DoPlayerExit(player_t *player, pflags_t flags);
void P_DoAllPlayersExit(pflags_t flags, boolean givelife);
void P_DoTimeOver(player_t *player);
void P_IncrementGriefValue(player_t *player, UINT32 *grief, const UINT32 griefMax);
void P_CheckRaceGriefing(player_t *player, boolean dopunishment);
void P_ResetPlayerCheats(void);
void P_InstaThrust(mobj_t *mo, angle_t angle, fixed_t move);
fixed_t P_ReturnThrustX(mobj_t *mo, angle_t angle, fixed_t move);
fixed_t P_ReturnThrustY(mobj_t *mo, angle_t angle, fixed_t move);
mobj_t *P_LookForFocusTarget(player_t *player, mobj_t *exclude, SINT8 direction, UINT8 lockonflags);
void P_NukeEnemies(mobj_t *inflictor, mobj_t *source, fixed_t radius);
UINT8 P_FindLowestLap(void);
UINT8 P_FindHighestLap(void);
boolean P_PlayerMoving(INT32 pnum);
void P_PlayRinglossSound(mobj_t *source);
void P_PlayDeathSound(mobj_t *source);
void P_PlayVictorySound(mobj_t *source);
boolean P_GetLives(player_t *player);
boolean P_SpectatorJoinGame(player_t *player);
void P_RestoreMultiMusic(player_t *player);
//
// P_MOBJ
//
#define ONFLOORZ INT32_MIN
#define ONCEILINGZ INT32_MAX
// Time interval for item respawning.
// WARNING MUST be a power of 2
#define ITEMQUESIZE 1024
extern mapthing_t *itemrespawnque[ITEMQUESIZE];
extern tic_t itemrespawntime[ITEMQUESIZE];
extern size_t iquehead, iquetail;
extern consvar_t cv_gravity, cv_movebob;
void P_RespawnBattleBoxes(void);
mobjtype_t P_GetMobjtype(UINT16 mthingtype);
void P_RespawnSpecials(void);
fixed_t P_GetMobjDefaultScale(mobj_t *mobj);
mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type);
void P_CalculatePrecipFloor(precipmobj_t *mobj);
void P_RecalcPrecipInSector(sector_t *sector);
void P_PrecipitationEffects(void);
void P_RemoveMobj(mobj_t *th);
void P_RemoveSavegameMobj(mobj_t *th);
boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state);
boolean P_SetMobjState(mobj_t *mobj, statenum_t state);
void P_RunOverlays(void);
#define OV_DONTSCREENOFFSET 1
#define OV_DONT3DOFFSET 1<<1
#define OV_DONTXYSCALE 1<<2
#define OV_DONTROLL 1<<3
void P_HandleMinecartSegments(mobj_t *mobj);
void P_MobjThinker(mobj_t *mobj);
boolean P_RailThinker(mobj_t *mobj);
void P_PushableThinker(mobj_t *mobj);
void P_SceneryThinker(mobj_t *mobj);
fixed_t P_MobjFloorZ(const mobj_t *mobj, const sector_t *sector, const sector_t *boundsec, fixed_t x, fixed_t y, const line_t *line, boolean lowest, boolean perfect);
fixed_t P_MobjCeilingZ(const mobj_t *mobj, const sector_t *sector, const sector_t *boundsec, fixed_t x, fixed_t y, const line_t *line, boolean lowest, boolean perfect);
#define P_GetFloorZ(mobj, sector, x, y, line) P_MobjFloorZ(mobj, sector, NULL, x, y, line, false, false)
#define P_GetCeilingZ(mobj, sector, x, y, line) P_MobjCeilingZ(mobj, sector, NULL, x, y, line, true, false)
#define P_GetFOFTopZ(mobj, sector, fof, x, y, line) P_MobjCeilingZ(mobj, sectors + fof->secnum, sector, x, y, line, false, false)
#define P_GetFOFBottomZ(mobj, sector, fof, x, y, line) P_MobjFloorZ(mobj, sectors + fof->secnum, sector, x, y, line, true, false)
#define P_GetSpecialBottomZ(mobj, src, bound) P_MobjFloorZ(mobj, src, bound, mobj->x, mobj->y, NULL, src != bound, true)
#define P_GetSpecialTopZ(mobj, src, bound) P_MobjCeilingZ(mobj, src, bound, mobj->x, mobj->y, NULL, src == bound, true)
fixed_t P_CameraFloorZ(camera_t *mobj, sector_t *sector, sector_t *boundsec, fixed_t x, fixed_t y, line_t *line, boolean lowest, boolean perfect);
fixed_t P_CameraCeilingZ(camera_t *mobj, sector_t *sector, sector_t *boundsec, fixed_t x, fixed_t y, line_t *line, boolean lowest, boolean perfect);
#define P_CameraGetFloorZ(mobj, sector, x, y, line) P_CameraFloorZ(mobj, sector, NULL, x, y, line, false, false)
#define P_CameraGetCeilingZ(mobj, sector, x, y, line) P_CameraCeilingZ(mobj, sector, NULL, x, y, line, true, false)
#define P_CameraGetFOFTopZ(mobj, sector, fof, x, y, line) P_CameraCeilingZ(mobj, sectors + fof->secnum, sector, x, y, line, false, false)
#define P_CameraGetFOFBottomZ(mobj, sector, fof, x, y, line) P_CameraFloorZ(mobj, sectors + fof->secnum, sector, x, y, line, true, false)
boolean P_InsideANonSolidFFloor(mobj_t *mobj, ffloor_t *rover);
boolean P_CheckDeathPitCollide(mobj_t *mo);
boolean P_CheckSolidLava(mobj_t *mobj, ffloor_t *rover);
void P_AdjustMobjFloorZ_FFloors(mobj_t *mo, sector_t *sector, UINT8 motype);
mobj_t *P_SpawnMobjFromMobjUnscaled(mobj_t *mobj, fixed_t xofs, fixed_t yofs, fixed_t zofs, mobjtype_t type);
mobj_t *P_SpawnMobjFromMobj(mobj_t *mobj, fixed_t xofs, fixed_t yofs, fixed_t zofs, mobjtype_t type);
mobj_t *P_SpawnMissile(mobj_t *source, mobj_t *dest, mobjtype_t type);
mobj_t *P_SpawnXYZMissile(mobj_t *source, mobj_t *dest, mobjtype_t type, fixed_t x, fixed_t y, fixed_t z);
mobj_t *P_SpawnPointMissile(mobj_t *source, fixed_t xa, fixed_t ya, fixed_t za, mobjtype_t type, fixed_t x, fixed_t y, fixed_t z);
mobj_t *P_SpawnAlteredDirectionMissile(mobj_t *source, mobjtype_t type, fixed_t x, fixed_t y, fixed_t z, INT32 shiftingAngle);
mobj_t *P_SPMAngle(mobj_t *source, mobjtype_t type, angle_t angle, UINT8 aimtype, UINT32 flags2);
#define P_SpawnPlayerMissile(s,t,f) P_SPMAngle(s,t,s->angle,true,f)
#define P_SpawnNameFinder(s,t) P_SPMAngle(s,t,s->angle,true,0)
void P_ColorTeamMissile(mobj_t *missile, player_t *source);
SINT8 P_MobjFlip(const mobj_t *mobj);
fixed_t P_GetMobjGravity(mobj_t *mo);
void P_CalcChasePostImg(player_t *player, camera_t *thiscam);
boolean P_CameraThinker(player_t *player, camera_t *thiscam, boolean resetcalled);
void P_Attract(mobj_t *source, mobj_t *enemy, boolean nightsgrab);
mobj_t *P_GetClosestAxis(mobj_t *source);
boolean P_CanRunOnWater(mobj_t *mobj, ffloor_t *rover);
boolean P_CheckSolidFFloorSurface(mobj_t *mobj, ffloor_t *rover);
void P_MaceRotate(mobj_t *center, INT32 baserot, INT32 baseprevrot);
void P_FlashPal(player_t *pl, UINT16 type, UINT16 duration);
#define PAL_WHITE 1
#define PAL_MIXUP 2
#define PAL_RECYCLE 3
#define PAL_NUKE 4
boolean P_MobjIsFrozen(mobj_t *mobj);
//
// P_ENEMY
//
// main player in game
extern player_t *stplyr; // for splitscreen correct palette changes and overlay
// Is there a better place for these?
extern INT32 var1;
extern INT32 var2;
boolean P_CheckMeleeRange(mobj_t *actor);
boolean P_JetbCheckMeleeRange(mobj_t *actor);
boolean P_FaceStabCheckMeleeRange(mobj_t *actor);
boolean P_SkimCheckMeleeRange(mobj_t *actor);
boolean P_CheckMissileRange(mobj_t *actor);
void P_NewChaseDir(mobj_t *actor);
boolean P_LookForPlayers(mobj_t *actor, boolean allaround, boolean tracer, fixed_t dist);
mobj_t *P_InternalFlickySpawn(mobj_t *actor, mobjtype_t flickytype, fixed_t momz, boolean lookforplayers, SINT8 moveforward);
void P_InternalFlickySetColor(mobj_t *actor, UINT8 color);
#define P_IsFlickyCenter(type) (type > MT_FLICKY_01 && type < MT_SEED && (type - MT_FLICKY_01) % 2 ? 1 : 0)
void P_InternalFlickyBubble(mobj_t *actor);
void P_InternalFlickyFly(mobj_t *actor, fixed_t flyspeed, fixed_t targetdist, fixed_t chasez);
void P_InternalFlickyHop(mobj_t *actor, fixed_t momz, fixed_t momh, angle_t angle);
//
// P_MAP
//
struct tm_t
{
mobj_t *thing;
fixed_t x, y;
fixed_t bbox[4];
INT32 flags;
precipmobj_t *precipthing;
fixed_t precipbbox[4];
// If "floatok" true, move would be ok
// if within "tm.floorz - tm.ceilingz".
boolean floatok;
fixed_t floorz, ceilingz;
fixed_t dropoffz, drpoffceilz; // drop-off floor/ceiling heights
mobj_t *floorthing; // the thing corresponding to tm.floorz or NULL if tm.floorz is from a sector
mobj_t *hitthing; // the solid thing you bumped into (for collisions)
ffloor_t *floorrover, *ceilingrover;
pslope_t *floorslope, *ceilingslope;
INT32 floorpic, ceilingpic;
fixed_t floorstep, ceilingstep;
// keep track of the line that lowers the ceiling,
// so missiles don't explode against sky hack walls
line_t *ceilingline;
// P_CheckPosition: this position blocks movement
boolean blocking;
// P_CheckPosition: set this before each call to
// P_CheckPosition to enable a line sweep on collided
// lines
boolean sweep;
// sweep: max step up at tm.x, tm.y
fixed_t maxstep;
};
extern tm_t g_tm;
void P_RestoreTMStruct(tm_t tmrestore);
extern camera_t *mapcampointer;
/* cphipps 2004/08/30 */
extern void P_MapStart(void);
extern void P_MapEnd(void);
extern msecnode_t *sector_list;
extern mprecipsecnode_t *precipsector_list;
void P_UnsetThingPosition(mobj_t *thing);
void P_SetThingPosition(mobj_t *thing);
void P_SetUnderlayPosition(mobj_t *thing);
struct TryMoveResult_t
{
boolean success;
line_t *line;
mobj_t *mo;
vector2_t normal;
};
boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y, TryMoveResult_t *result);
boolean P_CheckMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff, TryMoveResult_t *result);
boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff, TryMoveResult_t *result);
boolean P_SceneryTryMove(mobj_t *thing, fixed_t x, fixed_t y, TryMoveResult_t *result);
void P_TestLine(line_t *ld);
void P_ClearTestLines(void);
line_t *P_SweepTestLines(fixed_t ax, fixed_t ay, fixed_t bx, fixed_t by, fixed_t r, vector2_t *return_normal);
boolean P_IsLineBlocking(const line_t *ld, const mobj_t *thing);
boolean P_IsLineTripWire(const line_t *ld);
boolean P_CheckCameraPosition(fixed_t x, fixed_t y, camera_t *thiscam);
fixed_t P_BaseStepUp(void);
fixed_t P_GetThingStepUp(mobj_t *thing, fixed_t destX, fixed_t destY);
boolean P_Move(mobj_t *actor, fixed_t speed);
boolean P_SetOrigin(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z);
boolean P_MoveOrigin(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z);
void P_SlideMove(mobj_t *mo, TryMoveResult_t *result);
void P_BounceMove(mobj_t *mo, TryMoveResult_t *result);
boolean P_CheckSight(mobj_t *t1, mobj_t *t2);
boolean P_TraceBlockingLines(mobj_t *t1, mobj_t *t2);
boolean P_TraceBotTraversal(mobj_t *t1, mobj_t *t2);
boolean P_TraceWaypointTraversal(mobj_t *t1, mobj_t *t2);
void P_CheckHoopPosition(mobj_t *hoopthing, fixed_t x, fixed_t y, fixed_t z, fixed_t radius);
boolean P_CheckSector(sector_t *sector, boolean crunch);
void P_DelSeclist(msecnode_t *node);
void P_DelPrecipSeclist(mprecipsecnode_t *node);
void P_CreateSecNodeList(mobj_t *thing, fixed_t x, fixed_t y);
void P_Initsecnode(void);
void P_RadiusAttack(mobj_t *spot, mobj_t *source, fixed_t damagedist, UINT8 damagetype, boolean sightcheck);
fixed_t P_FloorzAtPos(fixed_t x, fixed_t y, fixed_t z, fixed_t height);
fixed_t P_CeilingzAtPos(fixed_t x, fixed_t y, fixed_t z, fixed_t height);
BlockItReturn_t PIT_PushableMoved(mobj_t *thing);
void P_DoSpringEx(mobj_t *object, fixed_t scaleVal, fixed_t vertispeed, fixed_t horizspeed, angle_t finalAngle, UINT16 starcolor);
boolean P_DoSpring(mobj_t *spring, mobj_t *object);
fixed_t P_GetFOFTopZAt (ffloor_t *rover, fixed_t x, fixed_t y);
fixed_t P_GetFOFBottomZAt (ffloor_t *rover, fixed_t x, fixed_t y);
fixed_t P_VeryTopOfFOF (ffloor_t *rover);
fixed_t P_VeryBottomOfFOF (ffloor_t *rover);
//
// P_SETUP
//
extern UINT8 *rejectmatrix; // for fast sight rejection
extern INT32 *blockmaplump; // offsets in blockmap are from here
extern INT32 *blockmap; // Big blockmap
extern INT32 bmapwidth;
extern INT32 bmapheight; // in mapblocks
extern fixed_t bmaporgx;
extern fixed_t bmaporgy; // origin of block map
extern mobj_t **blocklinks; // for thing chains
extern precipmobj_t **precipblocklinks; // special blockmap for precip rendering
extern struct minimapinfo
{
patch_t *minimap_pic;
INT32 min_x, min_y;
INT32 max_x, max_y;
INT32 map_w, map_h;
INT32 minimap_w, minimap_h;
fixed_t offs_x, offs_y;
fixed_t zoom;
} minimapinfo;
//
// P_INTER
//
struct BasicFF_t
{
INT32 ForceX; ///< The X of the Force's Vel
INT32 ForceY; ///< The Y of the Force's Vel
const player_t *player; ///< Player of Rumble
//All
UINT32 Duration; ///< The total duration of the effect, in microseconds
INT32 Gain; ///< /The gain to be applied to the effect, in the range from 0 through 10,000.
//All, CONSTANTFORCE <20>10,000 to 10,000
INT32 Magnitude; ///< Magnitude of the effect, in the range from 0 through 10,000.
};
/* Damage/death types, for P_DamageMobj and related */
//// Damage types
#define DMG_NORMAL 0x00
#define DMG_WIPEOUT 0x01 // Normal, but with extra flashy effects
#define DMG_EXPLODE 0x02
#define DMG_TUMBLE 0x03
#define DMG_STING 0x04
#define DMG_KARMA 0x05 // Karma Bomb explosion -- works like DMG_EXPLODE, but steals half of their bumpers & deletes the rest
#define DMG_VOLTAGE 0x06
#define DMG_STUMBLE 0x07 // Does not award points in Battle
#define DMG_WHUMBLE 0x08 // <-- But this one DOES!
//// Death types - cannot be combined with damage types
#define DMG_INSTAKILL 0x80
#define DMG_DEATHPIT 0x81
#define DMG_CRUSHED 0x82
#define DMG_SPECTATOR 0x83
#define DMG_TIMEOVER 0x84
// Masks
#define DMG_WOMBO 0x10 // Flag - setting this flag allows objects to damage you if you're already in spinout. The effect is reversed on objects with MF_MISSILE (setting it prevents them from comboing in spinout)
#define DMG_STEAL 0x20 // Flag - can steal bumpers, will only deal damage to players, and will not deal damage outside Battle Mode.
#define DMG_CANTHURTSELF 0x40 // Flag - cannot hurt your self or your team
#define DMG_DEATHMASK DMG_INSTAKILL // if bit 7 is set, this is a death type instead of a damage type
#define DMG_TYPEMASK 0x0F // Get type without any flags
void P_ForceFeed(const player_t *player, INT32 attack, INT32 fade, tic_t duration, INT32 period);
void P_ForceConstant(const BasicFF_t *FFInfo);
void P_RampConstant(const BasicFF_t *FFInfo, INT32 Start, INT32 End);
void P_SpecialStageDamage(player_t *player, mobj_t *inflictor, mobj_t *source);
boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype);
void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damagetype);
void P_PlayerRingBurst(player_t *player, INT32 num_rings); /// \todo better fit in p_user.c
void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck);
void P_TouchCheatcheck(mobj_t *cheatcheck, player_t *player, boolean snaptopost);
void P_CheckTimeLimit(void);
void P_CheckPointLimit(void);
boolean P_CheckRacers(void);
boolean P_CanPickupItem(player_t *player, UINT8 weapon);
boolean P_IsPickupCheesy(player_t *player, UINT8 type);
void P_UpdateLastPickup(player_t *player, UINT8 type);
boolean P_CanPickupEmblem(player_t *player, INT32 emblemID);
boolean P_EmblemWasCollected(INT32 emblemID);
void P_TrackRoundConditionTargetDamage(targetdamaging_t targetdamaging);
//
// P_SPEC
//
#include "p_spec.h"
extern INT32 ceilmovesound;
// Factor to scale scrolling effect into mobj-carrying properties = 3/32.
// (This is so scrolling floors and objects on them can move at same speed.)
#define CARRYFACTOR (FRACUNIT-ORIG_FRICTION)
void P_MixUp(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle,
INT16 cheatcheckx, INT16 cheatchecky, INT16 cheatcheckz,
INT32 cheatchecknum, tic_t cheatchecktime, angle_t cheatcheckangle,
fixed_t cheatcheckscale, angle_t drawangle, INT32 flags2);
boolean P_Teleport(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle, boolean flash, boolean dontstopmove);
boolean P_SetMobjStateNF(mobj_t *mobj, statenum_t state);
boolean P_CheckMissileSpawn(mobj_t *th);
void P_Thrust(mobj_t *mo, angle_t angle, fixed_t move);
void P_ExplodeMissile(mobj_t *mo);
void P_CheckGravity(mobj_t *mo, boolean affect);
void P_SetPitchRollFromSlope(mobj_t *mo, pslope_t *slope);
void P_SetPitchRoll(mobj_t *mo, angle_t pitch, angle_t yaw);
void P_ResetPitchRoll(mobj_t *mo);
fixed_t P_ScaleFromMap(fixed_t n, fixed_t scale);
fixed_t P_GetMobjHead(const mobj_t *);
fixed_t P_GetMobjFeet(const mobj_t *);
fixed_t P_GetMobjGround(const mobj_t *);
fixed_t P_GetMobjZMovement(mobj_t *mo);
boolean P_MobjCanChangeFlip(mobj_t *mobj);
void P_InitTIDHash(void);
void P_SetThingTID(mobj_t *mo, mtag_t tid);
void P_RemoveThingTID(mobj_t *mo);
mobj_t *P_FindMobjFromTID(mtag_t tid, mobj_t *i, mobj_t *activator);
void P_DeleteMobjStringArgs(mobj_t *mobj);
tic_t P_MobjIsReappearing(const mobj_t *mobj);
#ifdef __cplusplus
} // extern "C"
#endif
#endif // __P_LOCAL__