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291ebf302c
# Conflicts: # src/Makefile # src/lua_script.c # src/p_user.c # src/sdl/i_system.c # src/v_video.c # src/w_wad.c
468 lines
16 KiB
C
468 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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// Thin, paper-like collision bound (for visual equivalent, see FF_PAPERSPRITE)
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MF_PAPERCOLLISION = 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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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_SLIDEPUSH = 1<<10, // MF_PUSHABLE that pushes continuously.
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MF2_CLASSICPUSH = 1<<11, // Drops straight down when object has negative momz.
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MF2_INVERTAIMABLE = 1<<12, // Flips whether it's targetable by A_LookForEnemies (enemies no, decoys yes)
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MF2_INFLOAT = 1<<13, // Floating to a height for a move, don't auto float to target's height.
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MF2_DEBRIS = 1<<14, // Splash ring from explosion ring
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MF2_NIGHTSPULL = 1<<15, // Attracted from a paraloop
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MF2_JUSTATTACKED = 1<<16, // can be pushed by other moving mobjs
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MF2_FIRING = 1<<17, // turret fire
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MF2_SUPERFIRE = 1<<18, // 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<<19, // Fuzzy draw, makes targeting harder.
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MF2_STRONGBOX = 1<<20, // Flag used for "strong" random monitors.
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MF2_OBJECTFLIP = 1<<21, // Flag for objects that always have flipped gravity.
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MF2_SKULLFLY = 1<<22, // Special handling: skull in flight.
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MF2_FRET = 1<<23, // Flashing from a previous hit
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MF2_BOSSNOTRAP = 1<<24, // No Egg Trap after boss
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MF2_BOSSFLEE = 1<<25, // Boss is fleeing!
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MF2_BOSSDEAD = 1<<26, // Boss is dead! (Not necessarily fleeing, if a fleeing point doesn't exist.)
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MF2_AMBUSH = 1<<27, // Alternate behaviour typically set by MTF_AMBUSH
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MF2_LINKDRAW = 1<<28, // Draw vissprite of mobj immediately before/after tracer's vissprite (dependent on dispoffset and position)
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MF2_SHIELD = 1<<29, // Thinker calls P_AddShield/P_ShieldLook (must be partnered with MF_SCENERY to use)
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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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// Mobj was already pushed this tic
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MFE_PUSHED = 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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// Is rain.
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PCF_RAIN = 16,
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// Ran the thinker this tic.
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PCF_THUNK = 32,
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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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UINT8 sprite2; // player sprites
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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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struct ffloor_s *floorrover; // FOF referred by floorz
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struct ffloor_s *ceilingrover; // FOF referred by ceilingz
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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 -- no it isn't, not any more!!
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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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UINT8 sprite2; // player sprites
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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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struct ffloor_s *floorrover; // FOF referred by floorz
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struct ffloor_s *ceilingrover; // FOF referred by ceilingz
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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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// 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, boolean bonustime);
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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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FUNCMATH 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 UINT16 emeraldspawndelay;
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extern INT32 numstarposts;
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#endif
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