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1/* Emacs style mode select -*- C++ -*-
2 *-----------------------------------------------------------------------------
3 *
4 *
5 * PrBoom: a Doom port merged with LxDoom and LSDLDoom
6 * based on BOOM, a modified and improved DOOM engine
7 * Copyright (C) 1999 by
8 * id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
9 * Copyright (C) 1999-2000 by
10 * Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
11 * Copyright 2005, 2006 by
12 * Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
13 *
14 * This program is free software; you can redistribute it and/or
15 * modify it under the terms of the GNU General Public License
16 * as published by the Free Software Foundation; either version 2
17 * of the License, or (at your option) any later version.
18 *
19 * This program is distributed in the hope that it will be useful,
20 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
22 * GNU General Public License for more details.
23 *
24 * You should have received a copy of the GNU General Public License
25 * along with this program; if not, write to the Free Software
26 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
27 * 02111-1307, USA.
28 *
29 * DESCRIPTION:
30 * Enemy thinking, AI.
31 * Action Pointer Functions
32 * that are associated with states/frames.
33 *
34 *-----------------------------------------------------------------------------*/
35
36#ifndef __P_ENEMY__
37#define __P_ENEMY__
38
39#include "p_mobj.h"
40
41void P_NoiseAlert (mobj_t *target, mobj_t *emmiter);
42void P_SpawnBrainTargets(void); /* killough 3/26/98: spawn icon landings */
43
44extern struct brain_s { /* killough 3/26/98: global state of boss brain */
45 int easy, targeton;
46} brain;
47
48// ********************************************************************
49// Function addresses or Code Pointers
50// ********************************************************************
51// These function addresses are the Code Pointers that have been
52// modified for years by Dehacked enthusiasts. The new BEX format
53// allows more extensive changes (see d_deh.c)
54
55// Doesn't work with g++, needs actionf_p1
56void A_Explode();
57void A_Pain();
58void A_PlayerScream();
59void A_Fall();
60void A_XScream();
61void A_Look();
62void A_Chase();
63void A_FaceTarget();
64void A_PosAttack();
65void A_Scream();
66void A_SPosAttack();
67void A_VileChase();
68void A_VileStart();
69void A_VileTarget();
70void A_VileAttack();
71void A_StartFire();
72void A_Fire();
73void A_FireCrackle();
74void A_Tracer();
75void A_SkelWhoosh();
76void A_SkelFist();
77void A_SkelMissile();
78void A_FatRaise();
79void A_FatAttack1();
80void A_FatAttack2();
81void A_FatAttack3();
82void A_BossDeath();
83void A_CPosAttack();
84void A_CPosRefire();
85void A_TroopAttack();
86void A_SargAttack();
87void A_HeadAttack();
88void A_BruisAttack();
89void A_SkullAttack();
90void A_Metal();
91void A_SpidRefire();
92void A_BabyMetal();
93void A_BspiAttack();
94void A_Hoof();
95void A_CyberAttack();
96void A_PainAttack();
97void A_PainDie();
98void A_KeenDie();
99void A_BrainPain();
100void A_BrainScream();
101void A_BrainDie();
102void A_BrainAwake();
103void A_BrainSpit();
104void A_SpawnSound();
105void A_SpawnFly();
106void A_BrainExplode();
107void A_Die();
108void A_Detonate(); /* killough 8/9/98: detonate a bomb or other device */
109void A_Mushroom(); /* killough 10/98: mushroom effect */
110void A_Spawn(); // killough 11/98
111void A_Turn(); // killough 11/98
112void A_Face(); // killough 11/98
113void A_Scratch(); // killough 11/98
114void A_PlaySound(); // killough 11/98
115void A_RandomJump(); // killough 11/98
116void A_LineEffect(); // killough 11/98
117
118#endif // __P_ENEMY__