// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2018 by Sonic Team Junior. // // This program is free software distributed under the // terms of the GNU General Public License, version 2. // See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file p_mobj.h /// \brief Map Objects, MObj, definition and handling #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" // // 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_TouchSpecialThing when touched. MF_SPECIAL = 1, // Blocks. MF_SOLID = 1<<1, // Can be hit. MF_SHOOTABLE = 1<<2, // Don't use the sector links (invisible but touchable). MF_NOSECTOR = 1<<3, // Don't use the blocklinks (inert but displayable) MF_NOBLOCKMAP = 1<<4, // Thin, paper-like collision bound (for visual equivalent, see FF_PAPERSPRITE) MF_PAPERCOLLISION = 1<<5, // You can push this object. It can activate switches and things by pushing it on top. MF_PUSHABLE = 1<<6, // Object is a boss. MF_BOSS = 1<<7, // On level spawning (initial position), hang from ceiling instead of stand on floor. MF_SPAWNCEILING = 1<<8, // Don't apply gravity (every tic); object will float, keeping current height // or changing it actively. MF_NOGRAVITY = 1<<9, // This object is an ambient sound. MF_AMBIENT = 1<<10, // Slide this object when it hits a wall. MF_SLIDEME = 1<<11, // Player cheat. MF_NOCLIP = 1<<12, // Allow moves to any height, no gravity. For active floaters. MF_FLOAT = 1<<13, // Monitor powerup icon. These rise a bit. MF_BOXICON = 1<<14, // Don't hit same species, explode on block. // Player missiles as well as fireballs of various kinds. MF_MISSILE = 1<<15, // Item is a spring. MF_SPRING = 1<<16, // Bounce off walls and things. MF_BOUNCE = 1<<17, // Item box MF_MONITOR = 1<<18, // Don't run the thinker for this object. MF_NOTHINK = 1<<19, // Fire object. Doesn't harm if you have fire shield. MF_FIRE = 1<<20, // Don't adjust z if below or above floorz/ceilingz MF_NOCLIPHEIGHT = 1<<21, // This mobj is an enemy! MF_ENEMY = 1<<22, // Scenery (uses scenery thinker). MF_SCENERY = 1<<23, // Painful (shit hurts). MF_PAIN = 1<<24, // This mobj will stick to any surface or solid object it touches. MF_STICKY = 1<<25, // NiGHTS hidden item. Goes to seestate and turns MF_SPECIAL when paralooped. MF_NIGHTSITEM = 1<<26, // for chase camera, don't be blocked by things (partial clipping) MF_NOCLIPTHING = 1<<27, // Missile bounces like a grenade. MF_GRENADEBOUNCE = 1<<28, // Run the action thinker on spawn. MF_RUNSPAWNFUNC = 1<<29, // free: 1<<30 and 1<<31 } mobjflag_t; typedef enum { MF2_AXIS = 1, // It's a NiGHTS axis! (For faster checking) MF2_TWOD = 1<<1, // Moves like it's in a 2D level MF2_DONTRESPAWN = 1<<2, // Don't respawn this object! MF2_DONTDRAW = 1<<3, // Don't generate a vissprite MF2_AUTOMATIC = 1<<4, // Thrown ring has automatic properties MF2_RAILRING = 1<<5, // Thrown ring has rail properties MF2_BOUNCERING = 1<<6, // Thrown ring has bounce properties MF2_EXPLOSION = 1<<7, // Thrown ring has explosive properties MF2_SCATTER = 1<<8, // Thrown ring has scatter properties MF2_BEYONDTHEGRAVE = 1<<9, // Source of this missile has died and has since respawned. MF2_SLIDEPUSH = 1<<10, // MF_PUSHABLE that pushes continuously. MF2_CLASSICPUSH = 1<<11, // Drops straight down when object has negative momz. MF2_INVERTAIMABLE = 1<<12, // Flips whether it's targetable by A_LookForEnemies (enemies no, decoys yes) MF2_INFLOAT = 1<<13, // Floating to a height for a move, don't auto float to target's height. MF2_DEBRIS = 1<<14, // Splash ring from explosion ring MF2_NIGHTSPULL = 1<<15, // Attracted from a paraloop MF2_JUSTATTACKED = 1<<16, // can be pushed by other moving mobjs MF2_FIRING = 1<<17, // turret fire MF2_SUPERFIRE = 1<<18, // Firing something with Super Sonic-stopping properties. Or, if mobj has MF_MISSILE, this is the actual fire from it. MF2_SHADOW = 1<<19, // Fuzzy draw, makes targeting harder. MF2_STRONGBOX = 1<<20, // Flag used for "strong" random monitors. MF2_OBJECTFLIP = 1<<21, // Flag for objects that always have flipped gravity. MF2_SKULLFLY = 1<<22, // Special handling: skull in flight. MF2_FRET = 1<<23, // Flashing from a previous hit MF2_BOSSNOTRAP = 1<<24, // No Egg Trap after boss MF2_BOSSFLEE = 1<<25, // Boss is fleeing! MF2_BOSSDEAD = 1<<26, // Boss is dead! (Not necessarily fleeing, if a fleeing point doesn't exist.) MF2_AMBUSH = 1<<27, // Alternate behaviour typically set by MTF_AMBUSH MF2_LINKDRAW = 1<<28, // Draw vissprite of mobj immediately before/after tracer's vissprite (dependent on dispoffset and position) MF2_SHIELD = 1<<29, // Thinker calls P_AddShield/P_ShieldLook (must be partnered with MF_SCENERY to use) // free: to and including 1<<31 } mobjflag2_t; typedef enum { DI_NODIR = -1, DI_EAST = 0, DI_NORTHEAST = 1, DI_NORTH = 2, DI_NORTHWEST = 3, DI_WEST = 4, DI_SOUTHWEST = 5, DI_SOUTH = 6, DI_SOUTHEAST = 7, NUMDIRS = 8, } dirtype_t; // // Mobj extra flags // typedef enum { // The mobj stands on solid floor (not on another mobj or in air) MFE_ONGROUND = 1, // The mobj just hit the floor while falling, this is cleared on next frame // (instant damage in lava/slime sectors to prevent jump cheat..) MFE_JUSTHITFLOOR = 1<<1, // The mobj stands in a sector with water, and touches the surface // this bit is set once and for all at the start of mobjthinker MFE_TOUCHWATER = 1<<2, // The mobj stands in a sector with water, and his waist is BELOW the water surface // (for player, allows swimming up/down) MFE_UNDERWATER = 1<<3, // used for ramp sectors MFE_JUSTSTEPPEDDOWN = 1<<4, // Vertically flip sprite/allow upside-down physics MFE_VERTICALFLIP = 1<<5, // Goo water MFE_GOOWATER = 1<<6, // Mobj was already pushed this tic MFE_PUSHED = 1<<7, // Mobj was already sprung this tic MFE_SPRUNG = 1<<8, // Platform movement MFE_APPLYPMOMZ = 1<<9, // Compute and trigger on mobj angle relative to tracer // See Linedef Exec 457 (Track mobj angle to point) MFE_TRACERANGLE = 1<<10, // free: to and including 1<<15 } mobjeflag_t; // // PRECIPITATION flags ?! ?! ?! // typedef enum { // Don't draw. PCF_INVISIBLE = 1, // Above pit. PCF_PIT = 2, // Above FOF. PCF_FOF = 4, // Above MOVING FOF (this means we need to keep floorz up to date...) PCF_MOVINGFOF = 8, // Is rain. PCF_RAIN = 16, // Ran the thinker this tic. PCF_THUNK = 32, } precipflag_t; // Map Object definition. typedef struct mobj_s { // List: thinker links. thinker_t thinker; // Info for drawing: position. fixed_t x, y, z; // More list: links in sector (if needed) struct mobj_s *snext; struct mobj_s **sprev; // killough 8/11/98: change to ptr-to-ptr // More drawing info: to determine current sprite. angle_t angle; // orientation spritenum_t sprite; // used to find patch_t and flip value UINT32 frame; // frame number, plus bits see p_pspr.h UINT8 sprite2; // player sprites UINT16 anim_duration; // for FF_ANIMATE states struct msecnode_s *touching_sectorlist; // a linked list of sectors where this object appears struct subsector_s *subsector; // Subsector the mobj resides in. // The closest interval over all contacted sectors (or things). fixed_t floorz; // Nearest floor below. fixed_t ceilingz; // Nearest ceiling above. struct ffloor_s *floorrover; // FOF referred by floorz struct ffloor_s *ceilingrover; // FOF referred by ceilingz // For movement checking. fixed_t radius; fixed_t height; // Momentums, used to update position. fixed_t momx, momy, momz; fixed_t pmomz; // If you're on a moving floor, its "momz" would be here INT32 tics; // state tic counter state_t *state; UINT32 flags; // flags from mobjinfo tables UINT32 flags2; // MF2_ flags UINT16 eflags; // extra flags void *skin; // overrides 'sprite' when non-NULL (for player bodies to 'remember' the skin) // Player and mobj sprites in multiplayer modes are modified // using an internal color lookup table for re-indexing. UINT8 color; // This replaces MF_TRANSLATION. Use 0 for default (no translation). // Interaction info, by BLOCKMAP. // Links in blocks (if needed). struct mobj_s *bnext; struct mobj_s **bprev; // killough 8/11/98: change to ptr-to-ptr // Additional pointers for NiGHTS hoops struct mobj_s *hnext; struct mobj_s *hprev; mobjtype_t type; const mobjinfo_t *info; // &mobjinfo[mobj->type] INT32 health; // for player this is rings + 1 -- no it isn't, not any more!! // Movement direction, movement generation (zig-zagging). angle_t movedir; // dirtype_t 0-7; also used by Deton for up/down angle INT32 movecount; // when 0, select a new dir struct mobj_s *target; // Thing being chased/attacked (or NULL), and originator for missiles. INT32 reactiontime; // If not 0, don't attack yet. INT32 threshold; // If >0, the target will be chased no matter what. // Additional info record for player avatars only. // Only valid if type == MT_PLAYER struct player_s *player; INT32 lastlook; // Player number last looked for. mapthing_t *spawnpoint; // Used for CTF flags, objectplace, and a handful other applications. struct mobj_s *tracer; // Thing being chased/attacked for tracers. fixed_t friction; fixed_t movefactor; INT32 fuse; // Does something in P_MobjThinker on reaching 0. fixed_t watertop; // top of the water FOF the mobj is in fixed_t waterbottom; // bottom of the water FOF the mobj is in UINT32 mobjnum; // A unique number for this mobj. Used for restoring pointers on save games. fixed_t scale; fixed_t destscale; fixed_t scalespeed; // Extra values are for internal use for whatever you want INT32 extravalue1; INT32 extravalue2; // Custom values are not to be altered by us! // They are for SOCs to store things in. INT32 cusval; INT32 cvmem; #ifdef ESLOPE struct pslope_s *standingslope; // The slope that the object is standing on (shouldn't need synced in savegames, right?) #endif boolean colorized; // Whether the mobj uses the rainbow colormap // WARNING: New fields must be added separately to savegame and Lua. } mobj_t; // // For precipitation // // Sometimes this is casted to a mobj_t, // so please keep the start of the // structure the same. // typedef struct precipmobj_s { // List: thinker links. thinker_t thinker; // Info for drawing: position. fixed_t x, y, z; // More list: links in sector (if needed) struct precipmobj_s *snext; struct precipmobj_s **sprev; // killough 8/11/98: change to ptr-to-ptr // More drawing info: to determine current sprite. angle_t angle; // orientation spritenum_t sprite; // used to find patch_t and flip value UINT32 frame; // frame number, plus bits see p_pspr.h UINT8 sprite2; // player sprites UINT16 anim_duration; // for FF_ANIMATE states struct mprecipsecnode_s *touching_sectorlist; // a linked list of sectors where this object appears struct subsector_s *subsector; // Subsector the mobj resides in. // The closest interval over all contacted sectors (or things). fixed_t floorz; // Nearest floor below. fixed_t ceilingz; // Nearest ceiling above. struct ffloor_s *floorrover; // FOF referred by floorz struct ffloor_s *ceilingrover; // FOF referred by ceilingz // For movement checking. fixed_t radius; // Fixed at 2*FRACUNIT fixed_t height; // Fixed at 4*FRACUNIT // Momentums, used to update position. fixed_t momx, momy, momz; fixed_t precipflags; // fixed_t so it uses the same spot as "pmomz" even as we use precipflags_t for it INT32 tics; // state tic counter state_t *state; INT32 flags; // flags from mobjinfo tables } precipmobj_t; typedef struct actioncache_s { struct actioncache_s *next; struct actioncache_s *prev; struct mobj_s *mobj; INT32 statenum; } actioncache_t; extern actioncache_t actioncachehead; void P_InitCachedActions(void); void P_RunCachedActions(void); void P_AddCachedAction(mobj_t *mobj, INT32 statenum); // check mobj against water content, before movement code void P_MobjCheckWater(mobj_t *mobj); // Player spawn points void P_SpawnPlayer(INT32 playernum); void P_MovePlayerToSpawn(INT32 playernum, mapthing_t *mthing); void P_MovePlayerToStarpost(INT32 playernum); void P_AfterPlayerSpawn(INT32 playernum); void P_SpawnMapThing(mapthing_t *mthing); void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime); void P_SpawnHoopOfSomething(fixed_t x, fixed_t y, fixed_t z, fixed_t radius, INT32 number, mobjtype_t type, angle_t rotangle); void P_SpawnPrecipitation(void); void P_SpawnParaloop(fixed_t x, fixed_t y, fixed_t z, fixed_t radius, INT32 number, mobjtype_t type, statenum_t nstate, angle_t rotangle, boolean spawncenter); boolean P_BossTargetPlayer(mobj_t *actor, boolean closest); boolean P_SupermanLook4Players(mobj_t *actor); void P_DestroyRobots(void); void P_SnowThinker(precipmobj_t *mobj); void P_RainThinker(precipmobj_t *mobj); void P_NullPrecipThinker(precipmobj_t *mobj); void P_RemovePrecipMobj(precipmobj_t *mobj); void P_SetScale(mobj_t *mobj, fixed_t newscale); void P_XYMovement(mobj_t *mo); void P_EmeraldManager(void); extern INT32 modulothing; #define MAXHUNTEMERALDS 64 extern mapthing_t *huntemeralds[MAXHUNTEMERALDS]; extern INT32 numhuntemeralds; extern boolean runemeraldmanager; extern UINT16 emeraldspawndelay; extern INT32 numstarposts; extern UINT16 bossdisabled; #endif