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fa002e58ad
*The No Physics flag now works (Red, you might want to doublecheck this to see whether I haven't missed any eosteric stuff out). Going downhill is a little bumpy, and I'm not sure whether that's good or not. Someone help me out here? *The SRB2CB typeshims are now behind #ifdef ESLOPE_TYPESHIM instead of #if 1 for easier disabling. *Slopes' downhill thrusts are now scaled with regards to object gravity. This is actually untested in gravities other than normal and reverse normal but it's one line which can be easily reverted in that circumstance. I also checked with MI to make sure this is how it's calculated elsewhere, so fingers crossed this doesn't cause any edge cases. *As a consequence of the above point, there's now a function in p_mobj.c/h that returns an object's internal gravity - seperated out from the logic of P_CheckGravity, which really didn't need to be so monolithic. Multiply by global gravity to get the thrust. This should probably be available to Lua somehow, but I have absolutely no idea where to start with that. Wolfs, maybe? Non-comprehensive test file available at /toaster/slptst3.wad on the ftp.
458 lines
16 KiB
C
458 lines
16 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2016 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file p_mobj.h
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/// \brief Map Objects, MObj, definition and handling
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#ifndef __P_MOBJ__
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#define __P_MOBJ__
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// Basics.
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#include "tables.h"
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#include "m_fixed.h"
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// We need the thinker_t stuff.
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#include "d_think.h"
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// We need the WAD data structure for Map things, from the THINGS lump.
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#include "doomdata.h"
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// States are tied to finite states are tied to animation frames.
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// Needs precompiled tables/data structures.
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#include "info.h"
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//
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// NOTES: mobj_t
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//
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// mobj_ts are used to tell the refresh where to draw an image,
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// tell the world simulation when objects are contacted,
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// and tell the sound driver how to position a sound.
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//
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// The refresh uses the next and prev links to follow
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// lists of things in sectors as they are being drawn.
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// The sprite, frame, and angle elements determine which patch_t
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// is used to draw the sprite if it is visible.
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// The sprite and frame values are allmost allways set
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// from state_t structures.
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// The statescr.exe utility generates the states.h and states.c
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// files that contain the sprite/frame numbers from the
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// statescr.txt source file.
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// The xyz origin point represents a point at the bottom middle
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// of the sprite (between the feet of a biped).
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// This is the default origin position for patch_ts grabbed
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// with lumpy.exe.
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// A walking creature will have its z equal to the floor
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// it is standing on.
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//
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// The sound code uses the x,y, and subsector fields
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// to do stereo positioning of any sound effited by the mobj_t.
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//
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// The play simulation uses the blocklinks, x,y,z, radius, height
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// to determine when mobj_ts are touching each other,
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// touching lines in the map, or hit by trace lines (gunshots,
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// lines of sight, etc).
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// The mobj_t->flags element has various bit flags
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// used by the simulation.
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//
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// Every mobj_t is linked into a single sector
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// based on its origin coordinates.
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// The subsector_t is found with R_PointInSubsector(x,y),
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// and the sector_t can be found with subsector->sector.
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// The sector links are only used by the rendering code,
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// the play simulation does not care about them at all.
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//
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// Any mobj_t that needs to be acted upon by something else
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// in the play world (block movement, be shot, etc) will also
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// need to be linked into the blockmap.
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// If the thing has the MF_NOBLOCK flag set, it will not use
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// the block links. It can still interact with other things,
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// but only as the instigator (missiles will run into other
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// things, but nothing can run into a missile).
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// Each block in the grid is 128*128 units, and knows about
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// every line_t that it contains a piece of, and every
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// interactable mobj_t that has its origin contained.
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//
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// A valid mobj_t is a mobj_t that has the proper subsector_t
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// filled in for its xy coordinates and is linked into the
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// sector from which the subsector was made, or has the
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// MF_NOSECTOR flag set (the subsector_t needs to be valid
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// even if MF_NOSECTOR is set), and is linked into a blockmap
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// block or has the MF_NOBLOCKMAP flag set.
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// Links should only be modified by the P_[Un]SetThingPosition()
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// functions.
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// Do not change the MF_NO? flags while a thing is valid.
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//
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// Any questions?
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//
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//
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// Misc. mobj flags
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//
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typedef enum
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{
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// Call P_TouchSpecialThing when touched.
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MF_SPECIAL = 1,
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// Blocks.
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MF_SOLID = 1<<1,
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// Can be hit.
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MF_SHOOTABLE = 1<<2,
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// Don't use the sector links (invisible but touchable).
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MF_NOSECTOR = 1<<3,
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// Don't use the blocklinks (inert but displayable)
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MF_NOBLOCKMAP = 1<<4,
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// Not to be activated by sound, deaf monster.
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MF_AMBUSH = 1<<5,
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// You can push this object. It can activate switches and things by pushing it on top.
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MF_PUSHABLE = 1<<6,
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// Object is a boss.
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MF_BOSS = 1<<7,
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// On level spawning (initial position), hang from ceiling instead of stand on floor.
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MF_SPAWNCEILING = 1<<8,
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// Don't apply gravity (every tic); object will float, keeping current height
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// or changing it actively.
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MF_NOGRAVITY = 1<<9,
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// This object is an ambient sound.
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MF_AMBIENT = 1<<10,
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// Slide this object when it hits a wall.
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MF_SLIDEME = 1<<11,
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// Player cheat.
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MF_NOCLIP = 1<<12,
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// Allow moves to any height, no gravity. For active floaters.
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MF_FLOAT = 1<<13,
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// Monitor powerup icon. These rise a bit.
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MF_BOXICON = 1<<14,
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// Don't hit same species, explode on block.
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// Player missiles as well as fireballs of various kinds.
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MF_MISSILE = 1<<15,
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// Item is a spring.
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MF_SPRING = 1<<16,
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// Bounce off walls and things.
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MF_BOUNCE = 1<<17,
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// Item box
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MF_MONITOR = 1<<18,
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// Don't run the thinker for this object.
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MF_NOTHINK = 1<<19,
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// Fire object. Doesn't harm if you have fire shield.
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MF_FIRE = 1<<20,
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// Don't adjust z if below or above floorz/ceilingz
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MF_NOCLIPHEIGHT = 1<<21,
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// This mobj is an enemy!
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MF_ENEMY = 1<<22,
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// Scenery (uses scenery thinker).
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MF_SCENERY = 1<<23,
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// Painful (shit hurts).
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MF_PAIN = 1<<24,
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// This mobj will stick to any surface or solid object it touches.
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MF_STICKY = 1<<25,
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// NiGHTS hidden item. Goes to seestate and turns MF_SPECIAL when paralooped.
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MF_NIGHTSITEM = 1<<26,
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// for chase camera, don't be blocked by things (partial clipping)
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// (need comma at end of this for SOC editor)
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MF_NOCLIPTHING = 1<<27,
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// Missile bounces like a grenade.
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MF_GRENADEBOUNCE = 1<<28,
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// Run the action thinker on spawn.
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MF_RUNSPAWNFUNC = 1<<29,
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// free: 1<<30 and 1<<31
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} mobjflag_t;
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typedef enum
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{
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MF2_AXIS = 1, // It's a NiGHTS axis! (For faster checking)
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MF2_TWOD = 1<<1, // Moves like it's in a 2D level
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MF2_DONTRESPAWN = 1<<2, // Don't respawn this object!
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MF2_DONTDRAW = 1<<3, // Don't generate a vissprite
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MF2_AUTOMATIC = 1<<4, // Thrown ring has automatic properties
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MF2_RAILRING = 1<<5, // Thrown ring has rail properties
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MF2_BOUNCERING = 1<<6, // Thrown ring has bounce properties
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MF2_EXPLOSION = 1<<7, // Thrown ring has explosive properties
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MF2_SCATTER = 1<<8, // Thrown ring has scatter properties
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MF2_BEYONDTHEGRAVE = 1<<9, // Source of this missile has died and has since respawned.
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MF2_PUSHED = 1<<10, // Mobj was already pushed this tic
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MF2_SLIDEPUSH = 1<<11, // MF_PUSHABLE that pushes continuously.
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MF2_CLASSICPUSH = 1<<12, // Drops straight down when object has negative Z.
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MF2_STANDONME = 1<<13, // While not pushable, stand on me anyway.
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MF2_INFLOAT = 1<<14, // Floating to a height for a move, don't auto float to target's height.
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MF2_DEBRIS = 1<<15, // Splash ring from explosion ring
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MF2_NIGHTSPULL = 1<<16, // Attracted from a paraloop
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MF2_JUSTATTACKED = 1<<17, // can be pushed by other moving mobjs
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MF2_FIRING = 1<<18, // turret fire
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MF2_SUPERFIRE = 1<<19, // Firing something with Super Sonic-stopping properties. Or, if mobj has MF_MISSILE, this is the actual fire from it.
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MF2_SHADOW = 1<<20, // Fuzzy draw, makes targeting harder.
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MF2_STRONGBOX = 1<<21, // Flag used for "strong" random monitors.
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MF2_OBJECTFLIP = 1<<22, // Flag for objects that always have flipped gravity.
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MF2_SKULLFLY = 1<<23, // Special handling: skull in flight.
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MF2_FRET = 1<<24, // Flashing from a previous hit
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MF2_BOSSNOTRAP = 1<<25, // No Egg Trap after boss
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MF2_BOSSFLEE = 1<<26, // Boss is fleeing!
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MF2_BOSSDEAD = 1<<27, // Boss is dead! (Not necessarily fleeing, if a fleeing point doesn't exist.)
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// free: to and including 1<<31
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} mobjflag2_t;
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typedef enum
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{
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DI_NODIR = -1,
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DI_EAST = 0,
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DI_NORTHEAST = 1,
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DI_NORTH = 2,
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DI_NORTHWEST = 3,
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DI_WEST = 4,
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DI_SOUTHWEST = 5,
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DI_SOUTH = 6,
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DI_SOUTHEAST = 7,
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NUMDIRS = 8,
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} dirtype_t;
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//
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// Mobj extra flags
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//
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typedef enum
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{
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// The mobj stands on solid floor (not on another mobj or in air)
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MFE_ONGROUND = 1,
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// The mobj just hit the floor while falling, this is cleared on next frame
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// (instant damage in lava/slime sectors to prevent jump cheat..)
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MFE_JUSTHITFLOOR = 1<<1,
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// The mobj stands in a sector with water, and touches the surface
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// this bit is set once and for all at the start of mobjthinker
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MFE_TOUCHWATER = 1<<2,
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// The mobj stands in a sector with water, and his waist is BELOW the water surface
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// (for player, allows swimming up/down)
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MFE_UNDERWATER = 1<<3,
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// used for ramp sectors
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MFE_JUSTSTEPPEDDOWN = 1<<4,
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// Vertically flip sprite/allow upside-down physics
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MFE_VERTICALFLIP = 1<<5,
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// Goo water
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MFE_GOOWATER = 1<<6,
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// free: to and including 1<<7
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// Mobj was already sprung this tic
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MFE_SPRUNG = 1<<8,
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// Platform movement
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MFE_APPLYPMOMZ = 1<<9,
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// free: to and including 1<<15
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} mobjeflag_t;
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//
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// PRECIPITATION flags ?! ?! ?!
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//
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typedef enum {
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// Don't draw.
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PCF_INVISIBLE = 1,
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// Above pit.
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PCF_PIT = 2,
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// Above FOF.
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PCF_FOF = 4,
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// Above MOVING FOF (this means we need to keep floorz up to date...)
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PCF_MOVINGFOF = 8,
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} precipflag_t;
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// Map Object definition.
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typedef struct mobj_s
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{
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// List: thinker links.
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thinker_t thinker;
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// Info for drawing: position.
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fixed_t x, y, z;
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// More list: links in sector (if needed)
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struct mobj_s *snext;
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struct mobj_s **sprev; // killough 8/11/98: change to ptr-to-ptr
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// More drawing info: to determine current sprite.
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angle_t angle; // orientation
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spritenum_t sprite; // used to find patch_t and flip value
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UINT32 frame; // frame number, plus bits see p_pspr.h
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UINT16 anim_duration; // for FF_ANIMATE states
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struct msecnode_s *touching_sectorlist; // a linked list of sectors where this object appears
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struct subsector_s *subsector; // Subsector the mobj resides in.
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// The closest interval over all contacted sectors (or things).
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fixed_t floorz; // Nearest floor below.
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fixed_t ceilingz; // Nearest ceiling above.
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// For movement checking.
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fixed_t radius;
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fixed_t height;
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// Momentums, used to update position.
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fixed_t momx, momy, momz;
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fixed_t pmomz; // If you're on a moving floor, its "momz" would be here
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INT32 tics; // state tic counter
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state_t *state;
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UINT32 flags; // flags from mobjinfo tables
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UINT32 flags2; // MF2_ flags
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UINT16 eflags; // extra flags
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void *skin; // overrides 'sprite' when non-NULL (for player bodies to 'remember' the skin)
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// Player and mobj sprites in multiplayer modes are modified
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// using an internal color lookup table for re-indexing.
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UINT8 color; // This replaces MF_TRANSLATION. Use 0 for default (no translation).
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// Interaction info, by BLOCKMAP.
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// Links in blocks (if needed).
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struct mobj_s *bnext;
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struct mobj_s **bprev; // killough 8/11/98: change to ptr-to-ptr
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// Additional pointers for NiGHTS hoops
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struct mobj_s *hnext;
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struct mobj_s *hprev;
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mobjtype_t type;
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const mobjinfo_t *info; // &mobjinfo[mobj->type]
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INT32 health; // for player this is rings + 1
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// Movement direction, movement generation (zig-zagging).
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angle_t movedir; // dirtype_t 0-7; also used by Deton for up/down angle
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INT32 movecount; // when 0, select a new dir
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struct mobj_s *target; // Thing being chased/attacked (or NULL), and originator for missiles.
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INT32 reactiontime; // If not 0, don't attack yet.
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INT32 threshold; // If >0, the target will be chased no matter what.
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// Additional info record for player avatars only.
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// Only valid if type == MT_PLAYER
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struct player_s *player;
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INT32 lastlook; // Player number last looked for.
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mapthing_t *spawnpoint; // Used for CTF flags, objectplace, and a handful other applications.
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struct mobj_s *tracer; // Thing being chased/attacked for tracers.
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fixed_t friction;
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fixed_t movefactor;
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INT32 fuse; // Does something in P_MobjThinker on reaching 0.
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fixed_t watertop; // top of the water FOF the mobj is in
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fixed_t waterbottom; // bottom of the water FOF the mobj is in
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UINT32 mobjnum; // A unique number for this mobj. Used for restoring pointers on save games.
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fixed_t scale;
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fixed_t destscale;
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fixed_t scalespeed;
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// Extra values are for internal use for whatever you want
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INT32 extravalue1;
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INT32 extravalue2;
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// Custom values are not to be altered by us!
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// They are for SOCs to store things in.
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INT32 cusval;
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INT32 cvmem;
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#ifdef ESLOPE
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struct pslope_s *standingslope; // The slope that the object is standing on (shouldn't need synced in savegames, right?)
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#endif
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// WARNING: New fields must be added separately to savegame and Lua.
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} mobj_t;
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//
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// For precipitation
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//
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// Sometimes this is casted to a mobj_t,
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// so please keep the start of the
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// structure the same.
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//
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typedef struct precipmobj_s
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{
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// List: thinker links.
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thinker_t thinker;
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// Info for drawing: position.
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fixed_t x, y, z;
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// More list: links in sector (if needed)
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struct precipmobj_s *snext;
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struct precipmobj_s **sprev; // killough 8/11/98: change to ptr-to-ptr
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// More drawing info: to determine current sprite.
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angle_t angle; // orientation
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spritenum_t sprite; // used to find patch_t and flip value
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UINT32 frame; // frame number, plus bits see p_pspr.h
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UINT16 anim_duration; // for FF_ANIMATE states
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struct mprecipsecnode_s *touching_sectorlist; // a linked list of sectors where this object appears
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struct subsector_s *subsector; // Subsector the mobj resides in.
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// The closest interval over all contacted sectors (or things).
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fixed_t floorz; // Nearest floor below.
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fixed_t ceilingz; // Nearest ceiling above.
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// For movement checking.
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fixed_t radius; // Fixed at 2*FRACUNIT
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fixed_t height; // Fixed at 4*FRACUNIT
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// Momentums, used to update position.
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fixed_t momx, momy, momz;
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fixed_t precipflags; // fixed_t so it uses the same spot as "pmomz" even as we use precipflags_t for it
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INT32 tics; // state tic counter
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state_t *state;
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INT32 flags; // flags from mobjinfo tables
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} precipmobj_t;
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typedef struct actioncache_s
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{
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struct actioncache_s *next;
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struct actioncache_s *prev;
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struct mobj_s *mobj;
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INT32 statenum;
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} actioncache_t;
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extern actioncache_t actioncachehead;
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void P_InitCachedActions(void);
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void P_RunCachedActions(void);
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void P_AddCachedAction(mobj_t *mobj, INT32 statenum);
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// check mobj against water content, before movement code
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void P_MobjCheckWater(mobj_t *mobj);
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// get mobj gravity
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fixed_t P_GetMobjGravity(mobj_t *mo);
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// Player spawn points
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void P_SpawnPlayer(INT32 playernum);
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void P_MovePlayerToSpawn(INT32 playernum, mapthing_t *mthing);
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void P_MovePlayerToStarpost(INT32 playernum);
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void P_AfterPlayerSpawn(INT32 playernum);
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void P_SpawnMapThing(mapthing_t *mthing);
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void P_SpawnHoopsAndRings(mapthing_t *mthing);
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void P_SpawnHoopOfSomething(fixed_t x, fixed_t y, fixed_t z, fixed_t radius, INT32 number, mobjtype_t type, angle_t rotangle);
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void P_SpawnPrecipitation(void);
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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);
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boolean P_BossTargetPlayer(mobj_t *actor, boolean closest);
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boolean P_SupermanLook4Players(mobj_t *actor);
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void P_DestroyRobots(void);
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void P_SnowThinker(precipmobj_t *mobj);
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void P_RainThinker(precipmobj_t *mobj);
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void P_NullPrecipThinker(precipmobj_t *mobj);
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void P_RemovePrecipMobj(precipmobj_t *mobj);
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void P_SetScale(mobj_t *mobj, fixed_t newscale);
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void P_XYMovement(mobj_t *mo);
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void P_EmeraldManager(void);
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#define MAXHUNTEMERALDS 64
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extern mapthing_t *huntemeralds[MAXHUNTEMERALDS];
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extern INT32 numhuntemeralds;
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extern boolean runemeraldmanager;
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extern INT32 numstarposts;
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#endif
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