mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 13:11:47 +00:00
297 lines
9.4 KiB
C
297 lines
9.4 KiB
C
/*
|
|
===========================================================================
|
|
|
|
Doom 3 BFG Edition GPL Source Code
|
|
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
|
|
|
|
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
|
|
|
|
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
|
|
it under the terms of the GNU General Public License as published by
|
|
the Free Software Foundation, either version 3 of the License, or
|
|
(at your option) any later version.
|
|
|
|
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
|
|
|
|
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
|
|
|
|
===========================================================================
|
|
*/
|
|
|
|
#ifndef __P_MOBJ__
|
|
#define __P_MOBJ__
|
|
|
|
// Basics.
|
|
#include "tables.h"
|
|
#include "m_fixed.h"
|
|
|
|
// We need the thinker_t stuff.
|
|
#include "d_think.h"
|
|
|
|
// We need the WAD data structure for Map things,
|
|
// from the THINGS lump.
|
|
#include "doomdata.h"
|
|
|
|
// States are tied to finite states are
|
|
// tied to animation frames.
|
|
// Needs precompiled tables/data structures.
|
|
#include "info.h"
|
|
|
|
|
|
|
|
#ifdef __GNUG__
|
|
#pragma interface
|
|
#endif
|
|
|
|
|
|
|
|
//
|
|
// NOTES: mobj_t
|
|
//
|
|
// mobj_ts are used to tell the refresh where to draw an image,
|
|
// tell the world simulation when objects are contacted,
|
|
// and tell the sound driver how to position a sound.
|
|
//
|
|
// The refresh uses the next and prev links to follow
|
|
// lists of things in sectors as they are being drawn.
|
|
// The sprite, frame, and angle elements determine which patch_t
|
|
// is used to draw the sprite if it is visible.
|
|
// The sprite and frame values are allmost allways set
|
|
// from state_t structures.
|
|
// The statescr.exe utility generates the states.h and states.c
|
|
// files that contain the sprite/frame numbers from the
|
|
// statescr.txt source file.
|
|
// The xyz origin point represents a point at the bottom middle
|
|
// of the sprite (between the feet of a biped).
|
|
// This is the default origin position for patch_ts grabbed
|
|
// with lumpy.exe.
|
|
// A walking creature will have its z equal to the floor
|
|
// it is standing on.
|
|
//
|
|
// The sound code uses the x,y, and subsector fields
|
|
// to do stereo positioning of any sound effited by the mobj_t.
|
|
//
|
|
// The play simulation uses the blocklinks, x,y,z, radius, height
|
|
// to determine when mobj_ts are touching each other,
|
|
// touching lines in the map, or hit by trace lines (gunshots,
|
|
// lines of sight, etc).
|
|
// The mobj_t->flags element has various bit flags
|
|
// used by the simulation.
|
|
//
|
|
// Every mobj_t is linked into a single sector
|
|
// based on its origin coordinates.
|
|
// The subsector_t is found with R_PointInSubsector(x,y),
|
|
// and the sector_t can be found with subsector->sector.
|
|
// The sector links are only used by the rendering code,
|
|
// the play simulation does not care about them at all.
|
|
//
|
|
// Any mobj_t that needs to be acted upon by something else
|
|
// in the play world (block movement, be shot, etc) will also
|
|
// need to be linked into the blockmap.
|
|
// If the thing has the MF_NOBLOCK flag set, it will not use
|
|
// the block links. It can still interact with other things,
|
|
// but only as the instigator (missiles will run into other
|
|
// things, but nothing can run into a missile).
|
|
// Each block in the grid is 128*128 units, and knows about
|
|
// every line_t that it contains a piece of, and every
|
|
// interactable mobj_t that has its origin contained.
|
|
//
|
|
// A valid mobj_t is a mobj_t that has the proper subsector_t
|
|
// filled in for its xy coordinates and is linked into the
|
|
// sector from which the subsector was made, or has the
|
|
// MF_NOSECTOR flag set (the subsector_t needs to be valid
|
|
// even if MF_NOSECTOR is set), and is linked into a blockmap
|
|
// block or has the MF_NOBLOCKMAP flag set.
|
|
// Links should only be modified by the P_[Un]SetThingPosition()
|
|
// functions.
|
|
// Do not change the MF_NO? flags while a thing is valid.
|
|
//
|
|
// Any questions?
|
|
//
|
|
|
|
//
|
|
// Misc. mobj flags
|
|
//
|
|
typedef enum
|
|
{
|
|
// Call P_SpecialThing when touched.
|
|
MF_SPECIAL = 1,
|
|
// Blocks.
|
|
MF_SOLID = 2,
|
|
// Can be hit.
|
|
MF_SHOOTABLE = 4,
|
|
// Don't use the sector links (invisible but touchable).
|
|
MF_NOSECTOR = 8,
|
|
// Don't use the blocklinks (inert but displayable)
|
|
MF_NOBLOCKMAP = 16,
|
|
|
|
// Not to be activated by sound, deaf monster.
|
|
MF_AMBUSH = 32,
|
|
// Will try to attack right back.
|
|
MF_JUSTHIT = 64,
|
|
// Will take at least one step before attacking.
|
|
MF_JUSTATTACKED = 128,
|
|
// On level spawning (initial position),
|
|
// hang from ceiling instead of stand on floor.
|
|
MF_SPAWNCEILING = 256,
|
|
// Don't apply gravity (every tic),
|
|
// that is, object will float, keeping current height
|
|
// or changing it actively.
|
|
MF_NOGRAVITY = 512,
|
|
|
|
// Movement flags.
|
|
// This allows jumps from high places.
|
|
MF_DROPOFF = 0x400,
|
|
// For players, will pick up items.
|
|
MF_PICKUP = 0x800,
|
|
// Player cheat. ???
|
|
MF_NOCLIP = 0x1000,
|
|
// Player: keep info about sliding along walls.
|
|
MF_SLIDE = 0x2000,
|
|
// Allow moves to any height, no gravity.
|
|
// For active floaters, e.g. cacodemons, pain elementals.
|
|
MF_FLOAT = 0x4000,
|
|
// Don't cross lines
|
|
// ??? or look at heights on teleport.
|
|
MF_TELEPORT = 0x8000,
|
|
// Don't hit same species, explode on block.
|
|
// Player missiles as well as fireballs of various kinds.
|
|
MF_MISSILE = 0x10000,
|
|
// Dropped by a demon, not level spawned.
|
|
// E.g. ammo clips dropped by dying former humans.
|
|
MF_DROPPED = 0x20000,
|
|
// Use fuzzy draw (shadow demons or spectres),
|
|
// temporary player invisibility powerup.
|
|
MF_SHADOW = 0x40000,
|
|
// Flag: don't bleed when shot (use puff),
|
|
// barrels and shootable furniture shall not bleed.
|
|
MF_NOBLOOD = 0x80000,
|
|
// Don't stop moving halfway off a step,
|
|
// that is, have dead bodies slide down all the way.
|
|
MF_CORPSE = 0x100000,
|
|
// Floating to a height for a move, ???
|
|
// don't auto float to target's height.
|
|
MF_INFLOAT = 0x200000,
|
|
|
|
// On kill, count this enemy object
|
|
// towards intermission kill total.
|
|
// Happy gathering.
|
|
MF_COUNTKILL = 0x400000,
|
|
|
|
// On picking up, count this item object
|
|
// towards intermission item total.
|
|
MF_COUNTITEM = 0x800000,
|
|
|
|
// Special handling: skull in flight.
|
|
// Neither a cacodemon nor a missile.
|
|
MF_SKULLFLY = 0x1000000,
|
|
|
|
// Don't spawn this object
|
|
// in death match mode (e.g. key cards).
|
|
MF_NOTDMATCH = 0x2000000,
|
|
|
|
// Player sprites in multiplayer modes are modified
|
|
// using an internal color lookup table for re-indexing.
|
|
// If 0x4 0x8 or 0xc,
|
|
// use a translation table for player colormaps
|
|
MF_TRANSLATION = 0xc000000,
|
|
// Hmm ???.
|
|
MF_TRANSSHIFT = 26
|
|
|
|
} mobjflag_t;
|
|
|
|
|
|
// Map Object definition.
|
|
struct mobj_t
|
|
{
|
|
// List: thinker links.
|
|
thinker_t thinker;
|
|
|
|
// Info for drawing: position.
|
|
fixed_t x;
|
|
fixed_t y;
|
|
fixed_t z;
|
|
|
|
// More list: links in sector (if needed)
|
|
mobj_t* snext;
|
|
mobj_t* sprev;
|
|
|
|
//More drawing info: to determine current sprite.
|
|
angle_t angle; // orientation
|
|
spritenum_t sprite; // used to find patch_t and flip value
|
|
int frame; // might be ORed with FF_FULLBRIGHT
|
|
|
|
// Interaction info, by BLOCKMAP.
|
|
// Links in blocks (if needed).
|
|
mobj_t* bnext;
|
|
mobj_t* bprev;
|
|
|
|
struct subsector_s* subsector;
|
|
|
|
// The closest interval over all contacted Sectors.
|
|
fixed_t floorz;
|
|
fixed_t ceilingz;
|
|
|
|
// For movement checking.
|
|
fixed_t radius;
|
|
fixed_t height;
|
|
|
|
// Momentums, used to update position.
|
|
fixed_t momx;
|
|
fixed_t momy;
|
|
fixed_t momz;
|
|
|
|
// If == validcount, already checked.
|
|
int validcount;
|
|
|
|
mobjtype_t type;
|
|
const mobjinfo_t* info; // &mobjinfo[mobj->type]
|
|
|
|
int tics; // state tic counter
|
|
const state_t* state;
|
|
int flags;
|
|
int health;
|
|
|
|
// Movement direction, movement generation (zig-zagging).
|
|
int movedir; // 0-7
|
|
int movecount; // when 0, select a new dir
|
|
|
|
// Thing being chased/attacked (or NULL),
|
|
// also the originator for missiles.
|
|
mobj_t* target;
|
|
|
|
// Reaction time: if non 0, don't attack yet.
|
|
// Used by player to freeze a bit after teleporting.
|
|
int reactiontime;
|
|
|
|
// If >0, the target will be chased
|
|
// no matter what (even if shot)
|
|
int threshold;
|
|
|
|
// Additional info record for player avatars only.
|
|
// Only valid if type == MT_PLAYER
|
|
struct player_s* player;
|
|
|
|
// Player number last looked for.
|
|
int lastlook;
|
|
|
|
// For nightmare respawn.
|
|
mapthing_t spawnpoint;
|
|
|
|
// Thing being chased/attacked for tracers.
|
|
mobj_t* tracer;
|
|
|
|
};
|
|
|
|
|
|
|
|
#endif
|
|
|