Odamex
Setting the Standard in Multiplayer Doom
common/p_map.cpp File Reference

Functions

 EXTERN_CVAR (co_allowdropoff) EXTERN_CVAR(co_realactorheight) EXTERN_CVAR(co_boomlinecheck) EXTERN_CVAR(co_zdoomphys) CVAR_FUNC_IMPL(sv_gravity)
BOOL PIT_StompThing (AActor *thing)
BOOL P_TeleportMove (AActor *thing, fixed_t x, fixed_t y, fixed_t z, BOOL telefrag)
int P_GetFriction (const AActor *mo, int *frictionfactor)
int P_GetMoveFactor (const AActor *mo, int *frictionp)
 EXTERN_CVAR (sv_unblockplayers) staticBOOL PIT_CheckThing(AActor *thing)
BOOL Check_Sides (AActor *actor, int x, int y)
BOOL PIT_CheckOnmobjZ (AActor *thing)
BOOL P_TestMobjLocation (AActor *mobj)
bool P_CheckPosition (AActor *thing, fixed_t x, fixed_t y)
AActorP_CheckOnmobj (AActor *thing)
void P_FakeZMovement (AActor *mo)
BOOL P_TryMove (AActor *thing, fixed_t x, fixed_t y, bool dropoff)
BOOL P_ThingHeightClip (AActor *thing)
void P_HitSlideLine (line_t *ld)
BOOL PTR_SlideTraverse (intercept_t *in)
void P_SlideMove (AActor *mo)
BOOL PTR_AimTraverse (intercept_t *in)
BOOL PTR_ShootTraverse (intercept_t *in)
 EXTERN_CVAR (sv_freelook) fixed_t P_AimLineAttack(AActor *t1
 if (topangle<=ANG360-ANG180) topslope
 if (bottomangle >=ANG180) bottomslope
 P_PathTraverse (t1->x, t1->y, x2, y2, PT_ADDLINES|PT_ADDTHINGS, PTR_AimTraverse)
 if (linetarget) return aimslope
void P_LineAttack (AActor *t1, angle_t angle, fixed_t distance, fixed_t slope, int damage)
BOOL PTR_CameraTraverse (intercept_t *in)
 EXTERN_CVAR (chase_height) EXTERN_CVAR(chase_dist) void P_AimCamera(AActor *t1)
BOOL PTR_UseTraverse (intercept_t *in)
BOOL PTR_NoWayTraverse (intercept_t *in)
void P_UseLines (player_t *player)
 BEGIN_CUSTOM_CVAR (sv_splashfactor,"1.0", CVAR_ARCHIVE|CVAR_SERVERARCHIVE|CVAR_SERVERINFO)
 END_CUSTOM_CVAR (sv_splashfactor) BOOL PIT_ZdoomRadiusAttack(AActor *thing)
BOOL PIT_RadiusAttack (AActor *thing)
void P_RadiusAttack (AActor *spot, AActor *source, int damage, int mod)
BOOL PIT_ChangeSector (AActor *thing)
bool P_ChangeSector (sector_t *sector, bool crunch)
msecnode_tP_GetSecnode ()
void P_PutSecnode (msecnode_t *node)
msecnode_tP_AddSecnode (sector_t *s, AActor *thing, msecnode_t *nextnode)
msecnode_tP_DelSecnode (msecnode_t *node)
void P_DelSeclist (msecnode_t *node)
BOOL PIT_GetSectors (line_t *ld)
void P_CreateSecNodeList (AActor *thing, fixed_t x, fixed_t y)

Variables

fixed_t tmbbox [4]
BOOL floatok
bool HasBehavior
fixed_t tmfloorz
fixed_t tmceilingz
fixed_t tmdropoffz
sector_ttmsector
line_tceilingline
line_tBlockingLine
int MaxSpecialCross = 0
line_t ** spechit
int numspechit
AActoronmobj
AActorBlockingMobj
msecnode_tsector_list = NULL
fixed_t bestslidefrac
fixed_t secondslidefrac
line_tbestslideline
line_tsecondslideline
AActorslidemo
fixed_t tmxmove
fixed_t tmymove
AActorlinetarget = NULL
AActorshootthing = t1
fixed_t shootz = t1->z + (t1->height>>1) + 8*FRACUNIT
int la_damage
fixed_t attackrange = distance
fixed_t aimslope
angle_t angle = ANGLETOFINESHIFT
angle_t fixed_t distance fixed_t x2 = t1->x + (distance>>FRACBITS)*finecosine[angle]
fixed_t y2 = t1->y + (distance>>FRACBITS)*finesine[angle]
angle_t topangle = t1->pitch - ANG(32)
angle_t bottomangle = t1->pitch + ANG(32)
 return
fixed_t CameraX
fixed_t CameraY
fixed_t CameraZ
AActorusething
AActorbombsource
AActorbombspot
int bombdamage
float bombdamagefloat
int bombmod
vec3_t bombvec
bool crushchange
bool nofit
msecnode_theadsecnode = NULL

Function Documentation

BEGIN_CUSTOM_CVAR ( sv_splashfactor  ,
"1.0"  ,
CVAR_ARCHIVE|CVAR_SERVERARCHIVE|  CVAR_SERVERINFO 
)
BOOL Check_Sides ( AActor actor,
int  x,
int  y 
)
END_CUSTOM_CVAR ( sv_splashfactor  )
EXTERN_CVAR ( sv_unblockplayers  )

(thing->flags & MF_SPECIAL) &&

EXTERN_CVAR ( co_allowdropoff  )
EXTERN_CVAR ( sv_freelook  )
EXTERN_CVAR ( chase_height  )
if ( topangle<=ANG360-  ANG180)
if ( bottomangle >=  ANG180)
if ( linetarget  )
msecnode_t* P_AddSecnode ( sector_t s,
AActor thing,
msecnode_t nextnode 
)
bool P_ChangeSector ( sector_t sector,
bool  crunch 
)
AActor* P_CheckOnmobj ( AActor thing)
bool P_CheckPosition ( AActor thing,
fixed_t  x,
fixed_t  y 
)
void P_CreateSecNodeList ( AActor thing,
fixed_t  x,
fixed_t  y 
)
void P_DelSeclist ( msecnode_t node)
msecnode_t* P_DelSecnode ( msecnode_t node)
void P_FakeZMovement ( AActor mo)
int P_GetFriction ( const AActor mo,
int *  frictionfactor 
)
int P_GetMoveFactor ( const AActor mo,
int *  frictionp 
)
msecnode_t* P_GetSecnode ( )
void P_HitSlideLine ( line_t ld)
void P_LineAttack ( AActor t1,
angle_t  angle,
fixed_t  distance,
fixed_t  slope,
int  damage 
)
P_PathTraverse ( t1->  x,
t1->  y,
x2  ,
y2  ,
PT_ADDLINES|  PT_ADDTHINGS,
PTR_AimTraverse   
)
void P_PutSecnode ( msecnode_t node)
void P_RadiusAttack ( AActor spot,
AActor source,
int  damage,
int  mod 
)
void P_SlideMove ( AActor mo)
BOOL P_TeleportMove ( AActor thing,
fixed_t  x,
fixed_t  y,
fixed_t  z,
BOOL  telefrag 
)
BOOL P_TestMobjLocation ( AActor mobj)
BOOL P_ThingHeightClip ( AActor thing)
BOOL P_TryMove ( AActor thing,
fixed_t  x,
fixed_t  y,
bool  dropoff 
)
void P_UseLines ( player_t player)
BOOL PIT_ChangeSector ( AActor thing)
BOOL PIT_CheckOnmobjZ ( AActor thing)
BOOL PIT_GetSectors ( line_t ld)
BOOL PIT_RadiusAttack ( AActor thing)
BOOL PIT_StompThing ( AActor thing)
BOOL PTR_AimTraverse ( intercept_t in)
BOOL PTR_CameraTraverse ( intercept_t in)
BOOL PTR_NoWayTraverse ( intercept_t in)
BOOL PTR_ShootTraverse ( intercept_t in)
BOOL PTR_SlideTraverse ( intercept_t in)
BOOL PTR_UseTraverse ( intercept_t in)

Variable Documentation

angle = ANGLETOFINESHIFT
attackrange = distance
int bombmod
angle_t bottomangle = t1->pitch + ANG(32)
int la_damage
int MaxSpecialCross = 0
bool nofit
return
shootthing = t1
shootz = t1->z + (t1->height>>1) + 8*FRACUNIT
angle_t topangle = t1->pitch - ANG(32)
x2 = t1->x + (distance>>FRACBITS)*finecosine[angle]
y2 = t1->y + (distance>>FRACBITS)*finesine[angle]
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