XenevaOS
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Macros | Enumerations | Functions | Variables
p_enemy.c File Reference
#include <stdio.h>
#include <stdlib.h>
#include "m_random.h"
#include "i_system.h"
#include "doomdef.h"
#include "p_local.h"
#include "s_sound.h"
#include "g_game.h"
#include "doomstat.h"
#include "r_state.h"
#include "sounds.h"
Include dependency graph for p_enemy.c:

Macros

#define FATSPREAD   (ANG90/8)
 
#define SKULLSPEED   (20*FRACUNIT)
 

Enumerations

enum  dirtype_t {
  DI_EAST , DI_NORTHEAST , DI_NORTH , DI_NORTHWEST ,
  DI_WEST , DI_SOUTHWEST , DI_SOUTH , DI_SOUTHEAST ,
  DI_NODIR , NUMDIRS
}
 

Functions

void A_Fall (mobj_t *actor)
 
void P_RecursiveSound (sector_t *sec, int soundblocks)
 
void P_NoiseAlert (mobj_t *target, mobj_t *emmiter)
 
boolean P_CheckMeleeRange (mobj_t *actor)
 
boolean P_CheckMissileRange (mobj_t *actor)
 
boolean P_Move (mobj_t *actor)
 
boolean P_TryWalk (mobj_t *actor)
 
void P_NewChaseDir (mobj_t *actor)
 
boolean P_LookForPlayers (mobj_t *actor, boolean allaround)
 
void A_KeenDie (mobj_t *mo)
 
void A_Look (mobj_t *actor)
 
void A_Chase (mobj_t *actor)
 
void A_FaceTarget (mobj_t *actor)
 
void A_PosAttack (mobj_t *actor)
 
void A_SPosAttack (mobj_t *actor)
 
void A_CPosAttack (mobj_t *actor)
 
void A_CPosRefire (mobj_t *actor)
 
void A_SpidRefire (mobj_t *actor)
 
void A_BspiAttack (mobj_t *actor)
 
void A_TroopAttack (mobj_t *actor)
 
void A_SargAttack (mobj_t *actor)
 
void A_HeadAttack (mobj_t *actor)
 
void A_CyberAttack (mobj_t *actor)
 
void A_BruisAttack (mobj_t *actor)
 
void A_SkelMissile (mobj_t *actor)
 
void A_Tracer (mobj_t *actor)
 
void A_SkelWhoosh (mobj_t *actor)
 
void A_SkelFist (mobj_t *actor)
 
boolean PIT_VileCheck (mobj_t *thing)
 
void A_VileChase (mobj_t *actor)
 
void A_VileStart (mobj_t *actor)
 
void A_Fire (mobj_t *actor)
 
void A_StartFire (mobj_t *actor)
 
void A_FireCrackle (mobj_t *actor)
 
void A_VileTarget (mobj_t *actor)
 
void A_VileAttack (mobj_t *actor)
 
void A_FatRaise (mobj_t *actor)
 
void A_FatAttack1 (mobj_t *actor)
 
void A_FatAttack2 (mobj_t *actor)
 
void A_FatAttack3 (mobj_t *actor)
 
void A_SkullAttack (mobj_t *actor)
 
void A_PainShootSkull (mobj_t *actor, angle_t angle)
 
void A_PainAttack (mobj_t *actor)
 
void A_PainDie (mobj_t *actor)
 
void A_Scream (mobj_t *actor)
 
void A_XScream (mobj_t *actor)
 
void A_Pain (mobj_t *actor)
 
void A_Explode (mobj_t *thingy)
 
void A_BossDeath (mobj_t *mo)
 
void A_Hoof (mobj_t *mo)
 
void A_Metal (mobj_t *mo)
 
void A_BabyMetal (mobj_t *mo)
 
void A_OpenShotgun2 (player_t *player, pspdef_t *psp)
 
void A_LoadShotgun2 (player_t *player, pspdef_t *psp)
 
void A_ReFire (player_t *player, pspdef_t *psp)
 
void A_CloseShotgun2 (player_t *player, pspdef_t *psp)
 
void A_BrainAwake (mobj_t *mo)
 
void A_BrainPain (mobj_t *mo)
 
void A_BrainScream (mobj_t *mo)
 
void A_BrainExplode (mobj_t *mo)
 
void A_BrainDie (mobj_t *mo)
 
void A_BrainSpit (mobj_t *mo)
 
void A_SpawnFly (mobj_t *mo)
 
void A_SpawnSound (mobj_t *mo)
 
void A_PlayerScream (mobj_t *mo)
 

Variables

dirtype_t opposite []
 
dirtype_t diags []
 
mobj_t * soundtarget
 
fixed_t xspeed [8] = {FRACUNIT,47000,0,-47000,-FRACUNIT,-47000,0,47000}
 
fixed_t yspeed [8] = {0,47000,FRACUNIT,47000,0,-47000,-FRACUNIT,-47000}
 
int TRACEANGLE = 0xc000000
 
mobj_t * corpsehit
 
mobj_t * vileobj
 
fixed_t viletryx
 
fixed_t viletryy
 
mobj_t * braintargets [32]
 
int numbraintargets
 
int braintargeton = 0
 

Macro Definition Documentation

◆ FATSPREAD

#define FATSPREAD   (ANG90/8)

◆ SKULLSPEED

#define SKULLSPEED   (20*FRACUNIT)

Enumeration Type Documentation

◆ dirtype_t

enum dirtype_t
Enumerator
DI_EAST 
DI_NORTHEAST 
DI_NORTH 
DI_NORTHWEST 
DI_WEST 
DI_SOUTHWEST 
DI_SOUTH 
DI_SOUTHEAST 
DI_NODIR 
NUMDIRS 

Function Documentation

◆ A_BabyMetal()

void A_BabyMetal ( mobj_t *  mo)

◆ A_BossDeath()

void A_BossDeath ( mobj_t *  mo)

◆ A_BrainAwake()

void A_BrainAwake ( mobj_t *  mo)

◆ A_BrainDie()

void A_BrainDie ( mobj_t *  mo)

◆ A_BrainExplode()

void A_BrainExplode ( mobj_t *  mo)

◆ A_BrainPain()

void A_BrainPain ( mobj_t *  mo)

◆ A_BrainScream()

void A_BrainScream ( mobj_t *  mo)

◆ A_BrainSpit()

void A_BrainSpit ( mobj_t *  mo)

◆ A_BruisAttack()

void A_BruisAttack ( mobj_t *  actor)

◆ A_BspiAttack()

void A_BspiAttack ( mobj_t *  actor)

◆ A_Chase()

void A_Chase ( mobj_t *  actor)

◆ A_CloseShotgun2()

void A_CloseShotgun2 ( player_t *  player,
pspdef_t *  psp 
)

◆ A_CPosAttack()

void A_CPosAttack ( mobj_t *  actor)

◆ A_CPosRefire()

void A_CPosRefire ( mobj_t *  actor)

◆ A_CyberAttack()

void A_CyberAttack ( mobj_t *  actor)

◆ A_Explode()

void A_Explode ( mobj_t *  thingy)

◆ A_FaceTarget()

void A_FaceTarget ( mobj_t *  actor)

◆ A_Fall()

void A_Fall ( mobj_t *  actor)

◆ A_FatAttack1()

void A_FatAttack1 ( mobj_t *  actor)

◆ A_FatAttack2()

void A_FatAttack2 ( mobj_t *  actor)

◆ A_FatAttack3()

void A_FatAttack3 ( mobj_t *  actor)

◆ A_FatRaise()

void A_FatRaise ( mobj_t *  actor)

◆ A_Fire()

void A_Fire ( mobj_t *  actor)

◆ A_FireCrackle()

void A_FireCrackle ( mobj_t *  actor)

◆ A_HeadAttack()

void A_HeadAttack ( mobj_t *  actor)

◆ A_Hoof()

void A_Hoof ( mobj_t *  mo)

◆ A_KeenDie()

void A_KeenDie ( mobj_t *  mo)

◆ A_LoadShotgun2()

void A_LoadShotgun2 ( player_t *  player,
pspdef_t *  psp 
)

◆ A_Look()

void A_Look ( mobj_t *  actor)

◆ A_Metal()

void A_Metal ( mobj_t *  mo)

◆ A_OpenShotgun2()

void A_OpenShotgun2 ( player_t *  player,
pspdef_t *  psp 
)

◆ A_Pain()

void A_Pain ( mobj_t *  actor)

◆ A_PainAttack()

void A_PainAttack ( mobj_t *  actor)

◆ A_PainDie()

void A_PainDie ( mobj_t *  actor)

◆ A_PainShootSkull()

void A_PainShootSkull ( mobj_t *  actor,
angle_t  angle 
)

◆ A_PlayerScream()

void A_PlayerScream ( mobj_t *  mo)

◆ A_PosAttack()

void A_PosAttack ( mobj_t *  actor)

◆ A_ReFire()

void A_ReFire ( player_t *  player,
pspdef_t *  psp 
)

◆ A_SargAttack()

void A_SargAttack ( mobj_t *  actor)

◆ A_Scream()

void A_Scream ( mobj_t *  actor)

◆ A_SkelFist()

void A_SkelFist ( mobj_t *  actor)

◆ A_SkelMissile()

void A_SkelMissile ( mobj_t *  actor)

◆ A_SkelWhoosh()

void A_SkelWhoosh ( mobj_t *  actor)

◆ A_SkullAttack()

void A_SkullAttack ( mobj_t *  actor)

◆ A_SpawnFly()

void A_SpawnFly ( mobj_t *  mo)

◆ A_SpawnSound()

void A_SpawnSound ( mobj_t *  mo)

◆ A_SpidRefire()

void A_SpidRefire ( mobj_t *  actor)

◆ A_SPosAttack()

void A_SPosAttack ( mobj_t *  actor)

◆ A_StartFire()

void A_StartFire ( mobj_t *  actor)

◆ A_Tracer()

void A_Tracer ( mobj_t *  actor)

◆ A_TroopAttack()

void A_TroopAttack ( mobj_t *  actor)

◆ A_VileAttack()

void A_VileAttack ( mobj_t *  actor)

◆ A_VileChase()

void A_VileChase ( mobj_t *  actor)

◆ A_VileStart()

void A_VileStart ( mobj_t *  actor)

◆ A_VileTarget()

void A_VileTarget ( mobj_t *  actor)

◆ A_XScream()

void A_XScream ( mobj_t *  actor)

◆ P_CheckMeleeRange()

boolean P_CheckMeleeRange ( mobj_t *  actor)

◆ P_CheckMissileRange()

boolean P_CheckMissileRange ( mobj_t *  actor)

◆ P_LookForPlayers()

boolean P_LookForPlayers ( mobj_t *  actor,
boolean  allaround 
)

◆ P_Move()

boolean P_Move ( mobj_t *  actor)

◆ P_NewChaseDir()

void P_NewChaseDir ( mobj_t *  actor)

◆ P_NoiseAlert()

void P_NoiseAlert ( mobj_t *  target,
mobj_t *  emmiter 
)

◆ P_RecursiveSound()

void P_RecursiveSound ( sector_t *  sec,
int  soundblocks 
)

◆ P_TryWalk()

boolean P_TryWalk ( mobj_t *  actor)

◆ PIT_VileCheck()

boolean PIT_VileCheck ( mobj_t *  thing)

Variable Documentation

◆ braintargeton

int braintargeton = 0

◆ braintargets

mobj_t* braintargets[32]

◆ corpsehit

mobj_t* corpsehit

◆ diags

dirtype_t diags[]
Initial value:
=
{
}
@ DI_SOUTHWEST
Definition p_enemy.c:51
@ DI_NORTHEAST
Definition p_enemy.c:47
@ DI_SOUTHEAST
Definition p_enemy.c:53
@ DI_NORTHWEST
Definition p_enemy.c:49

◆ numbraintargets

int numbraintargets

◆ opposite

dirtype_t opposite[]
Initial value:
=
{
}
@ DI_NORTH
Definition p_enemy.c:48
@ DI_NODIR
Definition p_enemy.c:54
@ DI_EAST
Definition p_enemy.c:46
@ DI_SOUTH
Definition p_enemy.c:52
@ DI_WEST
Definition p_enemy.c:50

◆ soundtarget

mobj_t* soundtarget

◆ TRACEANGLE

int TRACEANGLE = 0xc000000

◆ vileobj

mobj_t* vileobj

◆ viletryx

fixed_t viletryx

◆ viletryy

fixed_t viletryy

◆ xspeed

fixed_t xspeed[8] = {FRACUNIT,47000,0,-47000,-FRACUNIT,-47000,0,47000}

◆ yspeed

fixed_t yspeed[8] = {0,47000,FRACUNIT,47000,0,-47000,-FRACUNIT,-47000}