27#define FLOATSPEED (FRACUNIT*4)
31#define VIEWHEIGHT (41*FRACUNIT)
35#define MAPBLOCKUNITS 128
36#define MAPBLOCKSIZE (MAPBLOCKUNITS*FRACUNIT)
37#define MAPBLOCKSHIFT (FRACBITS+7)
38#define MAPBMASK (MAPBLOCKSIZE-1)
39#define MAPBTOFRAC (MAPBLOCKSHIFT-FRACBITS)
43#define PLAYERRADIUS 16*FRACUNIT
48#define MAXRADIUS 32*FRACUNIT
50#define GRAVITY FRACUNIT
51#define MAXMOVE (30*FRACUNIT)
53#define USERANGE (64*FRACUNIT)
54#define MELEERANGE (64*FRACUNIT)
55#define MISSILERANGE (32*64*FRACUNIT)
58#define BASETHRESHOLD 100
92#define ONFLOORZ INT_MIN
93#define ONCEILINGZ INT_MAX
96#define ITEMQUESIZE 128
154#define MAXINTERCEPTS_ORIGINAL 128
155#define MAXINTERCEPTS (MAXINTERCEPTS_ORIGINAL + 61)
180#define PT_ADDTHINGS 2
219#define MAXSPECIALCROSS 20
220#define MAXSPECIALCROSS_ORIGINAL 8
uint8_t flags
Definition virtio.h:0
@ NUMAMMO
Definition doomdef.h:133
boolean
Definition doomtype.h:74
statenum_t
Definition info.h:172
mobjtype_t
Definition info.h:1159
#define d
Definition libunicode.c:1833
int fixed_t
Definition m_fixed.h:32
mobj_t * P_SubstNullMobj(mobj_t *th)
Definition p_mobj.c:929
void P_MakeDivline(line_t *li, divline_t *dl)
Definition p_maputl.c:207
void P_SpawnPuff(fixed_t x, fixed_t y, fixed_t z)
Definition p_mobj.c:852
fixed_t bmaporgy
Definition p_setup.c:89
void P_LineAttack(mobj_t *t1, angle_t angle, fixed_t distance, fixed_t slope, int damage)
Definition p_map.c:1111
mobj_t * P_SpawnMissile(mobj_t *source, mobj_t *dest, mobjtype_t type)
Definition p_mobj.c:951
boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y)
Definition p_map.c:403
divline_t trace
Definition p_maputl.c:542
mobj_t * P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
Definition p_mobj.c:507
void P_SetupPsprites(player_t *curplayer)
Definition p_pspr.c:840
boolean P_BlockThingsIterator(int x, int y, boolean(*func)(mobj_t *))
Definition p_maputl.c:509
void P_RespawnSpecials(void)
Definition p_mobj.c:604
boolean P_TeleportMove(mobj_t *thing, fixed_t x, fixed_t y)
Definition p_map.c:132
boolean P_SetMobjState(mobj_t *mobj, statenum_t state)
Definition p_mobj.c:49
intercept_t intercepts[MAXINTERCEPTS]
Definition p_maputl.c:539
boolean(* traverser_t)(intercept_t *in)
Definition p_local.h:160
boolean P_CheckSight(mobj_t *t1, mobj_t *t2)
Definition p_sight.c:302
thinker_t thinkercap
Definition p_tick.c:40
int clipammo[NUMAMMO]
Definition p_inter.c:51
mapthing_t itemrespawnque[ITEMQUESIZE]
Definition p_mobj.c:566
byte * rejectmatrix
Definition p_setup.c:101
fixed_t openrange
Definition p_maputl.c:291
fixed_t P_AimLineAttack(mobj_t *t1, angle_t angle, fixed_t distance)
Definition p_map.c:1069
void P_UnsetThingPosition(mobj_t *thing)
Definition p_maputl.c:342
fixed_t P_InterceptVector(divline_t *v2, divline_t *v1)
Definition p_maputl.c:227
void P_RemoveMobj(mobj_t *th)
Definition p_mobj.c:572
fixed_t opentop
Definition p_maputl.c:289
void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher)
Definition p_inter.c:334
intercept_t * intercept_p
Definition p_maputl.c:540
void P_SpawnPlayerMissile(mobj_t *source, mobjtype_t type)
Definition p_mobj.c:997
line_t * spechit[MAXSPECIALCROSS]
Definition p_map.c:85
void P_LineOpening(line_t *linedef)
Definition p_maputl.c:295
void P_AddThinker(thinker_t *thinker)
Definition p_tick.c:58
fixed_t openbottom
Definition p_maputl.c:290
void P_PlayerThink(player_t *player)
Definition p_user.c:229
mobj_t * linetarget
Definition p_map.c:821
mobj_t ** blocklinks
Definition p_setup.c:91
void P_SetThingPosition(mobj_t *thing)
Definition p_maputl.c:391
void P_RemoveThinker(thinker_t *thinker)
Definition p_tick.c:73
boolean P_ChangeSector(sector_t *sector, boolean crunch)
Definition p_map.c:1369
short * blockmaplump
Definition p_setup.c:86
short * blockmap
Definition p_setup.c:84
#define MAXINTERCEPTS
Definition p_local.h:155
boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y)
Definition p_map.c:479
fixed_t P_AproxDistance(fixed_t dx, fixed_t dy)
Definition p_maputl.c:45
int numspechit
Definition p_map.c:86
int P_BoxOnLineSide(fixed_t *tmbox, line_t *ld)
Definition p_maputl.c:106
void P_DropWeapon(player_t *player)
Definition p_pspr.c:256
void P_MobjThinker(mobj_t *mobj)
Definition p_mobj.c:441
void P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, int damage)
Definition p_inter.c:780
void P_SpawnBlood(fixed_t x, fixed_t y, fixed_t z, int damage)
Definition p_mobj.c:879
boolean P_PathTraverse(fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, int flags, boolean(*trav)(intercept_t *))
Definition p_maputl.c:862
int bmapwidth
Definition p_setup.c:82
int iquehead
Definition p_mobj.c:568
int bmapheight
Definition p_setup.c:83
int itemrespawntime[ITEMQUESIZE]
Definition p_mobj.c:567
fixed_t tmfloorz
Definition p_map.c:74
int maxammo[NUMAMMO]
Definition p_inter.c:50
fixed_t bmaporgx
Definition p_setup.c:88
boolean P_BlockLinesIterator(int x, int y, boolean(*func)(line_t *))
Definition p_maputl.c:468
line_t * ceilingline
Definition p_map.c:80
void P_RadiusAttack(mobj_t *spot, mobj_t *source, int damage)
Definition p_map.c:1254
int P_PointOnLineSide(fixed_t x, fixed_t y, line_t *line)
Definition p_maputl.c:62
void P_UseLines(player_t *player)
Definition p_map.c:1177
#define MAXSPECIALCROSS
Definition p_local.h:219
void P_NoiseAlert(mobj_t *target, mobj_t *emmiter)
Definition p_enemy.c:153
fixed_t tmceilingz
Definition p_map.c:75
#define ITEMQUESIZE
Definition p_local.h:96
fixed_t lowfloor
Definition p_maputl.c:292
void P_MovePsprites(player_t *curplayer)
Definition p_pspr.c:860
int iquetail
Definition p_mobj.c:569
int P_PointOnDivlineSide(fixed_t x, fixed_t y, divline_t *line)
Definition p_maputl.c:157
void P_InitThinkers(void)
Definition p_tick.c:46
void P_SlideMove(mobj_t *mo)
Definition p_map.c:722
boolean floatok
Definition p_map.c:72
line_t * linedef
Definition r_bsp.c:42
fixed_t dx
Definition p_local.h:137
fixed_t x
Definition p_local.h:135
fixed_t dy
Definition p_local.h:138
fixed_t y
Definition p_local.h:136
boolean isaline
Definition p_local.h:145
fixed_t frac
Definition p_local.h:144
mobj_t * thing
Definition p_local.h:147
line_t * line
Definition p_local.h:148
unsigned angle_t
Definition tables.h:81