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405 lines
15 KiB
C
405 lines
15 KiB
C
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/* Emacs style mode select -*- C++ -*-
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*-----------------------------------------------------------------------------
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*
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*
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* PrBoom: a Doom port merged with LxDoom and LSDLDoom
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* based on BOOM, a modified and improved DOOM engine
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* Copyright (C) 1999 by
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* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
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* Copyright (C) 1999-2000 by
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* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
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* Copyright 2005, 2006 by
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* Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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* 02111-1307, USA.
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*
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* DESCRIPTION:
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* Map Objects, MObj, definition and handling.
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*
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*-----------------------------------------------------------------------------*/
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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,
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// from the THINGS lump.
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#include "doomdata.h"
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// States are tied to finite states are
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// 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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// Call P_SpecialThing when touched.
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#define MF_SPECIAL (uint_64_t)(0x0000000000000001)
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// Blocks.
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#define MF_SOLID (uint_64_t)(0x0000000000000002)
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// Can be hit.
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#define MF_SHOOTABLE (uint_64_t)(0x0000000000000004)
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// Don't use the sector links (invisible but touchable).
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#define MF_NOSECTOR (uint_64_t)(0x0000000000000008)
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// Don't use the blocklinks (inert but displayable)
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#define MF_NOBLOCKMAP (uint_64_t)(0x0000000000000010)
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// Not to be activated by sound, deaf monster.
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#define MF_AMBUSH (uint_64_t)(0x0000000000000020)
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// Will try to attack right back.
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#define MF_JUSTHIT (uint_64_t)(0x0000000000000040)
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// Will take at least one step before attacking.
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#define MF_JUSTATTACKED (uint_64_t)(0x0000000000000080)
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// On level spawning (initial position),
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// hang from ceiling instead of stand on floor.
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#define MF_SPAWNCEILING (uint_64_t)(0x0000000000000100)
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// Don't apply gravity (every tic),
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// that is, object will float, keeping current height
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// or changing it actively.
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#define MF_NOGRAVITY (uint_64_t)(0x0000000000000200)
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// Movement flags.
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// This allows jumps from high places.
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#define MF_DROPOFF (uint_64_t)(0x0000000000000400)
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// For players, will pick up items.
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#define MF_PICKUP (uint_64_t)(0x0000000000000800)
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// Player cheat. ???
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#define MF_NOCLIP (uint_64_t)(0x0000000000001000)
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// Player: keep info about sliding along walls.
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#define MF_SLIDE (uint_64_t)(0x0000000000002000)
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// Allow moves to any height, no gravity.
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// For active floaters, e.g. cacodemons, pain elementals.
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#define MF_FLOAT (uint_64_t)(0x0000000000004000)
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// Don't cross lines
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// ??? or look at heights on teleport.
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#define MF_TELEPORT (uint_64_t)(0x0000000000008000)
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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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#define MF_MISSILE (uint_64_t)(0x0000000000010000)
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// Dropped by a demon, not level spawned.
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// E.g. ammo clips dropped by dying former humans.
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#define MF_DROPPED (uint_64_t)(0x0000000000020000)
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// Use fuzzy draw (shadow demons or spectres),
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// temporary player invisibility powerup.
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#define MF_SHADOW (uint_64_t)(0x0000000000040000)
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// Flag: don't bleed when shot (use puff),
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// barrels and shootable furniture shall not bleed.
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#define MF_NOBLOOD (uint_64_t)(0x0000000000080000)
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// Don't stop moving halfway off a step,
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// that is, have dead bodies slide down all the way.
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#define MF_CORPSE (uint_64_t)(0x0000000000100000)
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// Floating to a height for a move, ???
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// don't auto float to target's height.
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#define MF_INFLOAT (uint_64_t)(0x0000000000200000)
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// On kill, count this enemy object
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// towards intermission kill total.
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// Happy gathering.
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#define MF_COUNTKILL (uint_64_t)(0x0000000000400000)
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// On picking up, count this item object
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// towards intermission item total.
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#define MF_COUNTITEM (uint_64_t)(0x0000000000800000)
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// Special handling: skull in flight.
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// Neither a cacodemon nor a missile.
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#define MF_SKULLFLY (uint_64_t)(0x0000000001000000)
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// Don't spawn this object
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// in death match mode (e.g. key cards).
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#define MF_NOTDMATCH (uint_64_t)(0x0000000002000000)
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// Player sprites in multiplayer modes are modified
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// using an internal color lookup table for re-indexing.
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// If 0x4 0x8 or 0xc,
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// use a translation table for player colormaps
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#define MF_TRANSLATION (uint_64_t)(0x000000000c000000)
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#define MF_TRANSLATION1 (uint_64_t)(0x0000000004000000)
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#define MF_TRANSLATION2 (uint_64_t)(0x0000000008000000)
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// Hmm ???.
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#define MF_TRANSSHIFT 26
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#define MF_UNUSED2 (uint_64_t)(0x0000000010000000)
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#define MF_UNUSED3 (uint_64_t)(0x0000000020000000)
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// Translucent sprite? // phares
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#define MF_TRANSLUCENT (uint_64_t)(0x0000000040000000)
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// this is free LONGLONG(0x0000000100000000)
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// these are greater than an int. That's why the flags below are now uint_64_t
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#define MF_TOUCHY LONGLONG(0x0000000100000000)
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#define MF_BOUNCES LONGLONG(0x0000000200000000)
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#define MF_FRIEND LONGLONG(0x0000000400000000)
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// killough 9/15/98: Same, but internal flags, not intended for .deh
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// (some degree of opaqueness is good, to avoid compatibility woes)
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enum {
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MIF_FALLING = 1, // Object is falling
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MIF_ARMED = 2, // Object is armed (for MF_TOUCHY objects)
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};
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// Map Object definition.
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//
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//
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// killough 2/20/98:
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//
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// WARNING: Special steps must be taken in p_saveg.c if C pointers are added to
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// this mobj_s struct, or else savegames will crash when loaded. See p_saveg.c.
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// Do not add "struct mobj_s *fooptr" without adding code to p_saveg.c to
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// convert the pointers to ordinals and back for savegames. This was the whole
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// reason behind monsters going to sleep when loading savegames (the "target"
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// pointer was simply nullified after loading, to prevent Doom from crashing),
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// and the whole reason behind loadgames crashing on savegames of AV attacks.
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//
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// killough 9/8/98: changed some fields to shorts,
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// for better memory usage (if only for cache).
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/* cph 2006/08/28 - move Prev[XYZ] fields to the end of the struct. Add any
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* other new fields to the end, and make sure you don't break savegames! */
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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;
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fixed_t y;
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fixed_t 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 8/10/98: 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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angle_t prev_angle; // orientation
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spritenum_t sprite; // used to find patch_t and flip value
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int frame; // might be ORed with FF_FULLBRIGHT
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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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struct subsector_s* subsector;
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// The closest interval over all contacted Sectors.
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fixed_t floorz;
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fixed_t ceilingz;
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// killough 11/98: the lowest floor over all contacted Sectors.
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fixed_t dropoffz;
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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;
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fixed_t momy;
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fixed_t momz;
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// If == validcount, already checked.
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int validcount;
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mobjtype_t type;
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mobjinfo_t* info; // &mobjinfo[mobj->type]
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int tics; // state tic counter
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state_t* state;
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uint_64_t flags;
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int intflags; // killough 9/15/98: internal flags
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int health;
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// Movement direction, movement generation (zig-zagging).
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short movedir; // 0-7
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short movecount; // when 0, select a new dir
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short strafecount; // killough 9/8/98: monster strafing
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// Thing being chased/attacked (or NULL),
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// also the originator for missiles.
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struct mobj_s* target;
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// Reaction time: if non 0, don't attack yet.
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// Used by player to freeze a bit after teleporting.
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short reactiontime;
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// If >0, the current target will be chased no
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// matter what (even if shot by another object)
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short threshold;
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// killough 9/9/98: How long a monster pursues a target.
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short pursuecount;
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short gear; // killough 11/98: used in torque simulation
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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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// Player number last looked for.
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short lastlook;
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// For nightmare respawn.
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mapthing_t spawnpoint;
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// Thing being chased/attacked for tracers.
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struct mobj_s* tracer;
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// new field: last known enemy -- killough 2/15/98
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struct mobj_s* lastenemy;
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// killough 8/2/98: friction properties part of sectors,
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// not objects -- removed friction properties from here
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// e6y: restored friction properties here
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// Friction values for the sector the object is in
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int friction; // phares 3/17/98
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int movefactor;
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// a linked list of sectors where this object appears
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struct msecnode_s* touching_sectorlist; // phares 3/14/98
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fixed_t PrevX;
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fixed_t PrevY;
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fixed_t PrevZ;
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fixed_t pad; // cph - needed so I can get the size unambiguously on amd64
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// SEE WARNING ABOVE ABOUT POINTER FIELDS!!!
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} mobj_t;
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// External declarations (fomerly in p_local.h) -- killough 5/2/98
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#define VIEWHEIGHT (41*FRACUNIT)
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#define GRAVITY FRACUNIT
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#define MAXMOVE (30*FRACUNIT)
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#define ONFLOORZ INT_MIN
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#define ONCEILINGZ INT_MAX
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// Time interval for item respawning.
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#define ITEMQUESIZE 128
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#define FLOATSPEED (FRACUNIT*4)
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#define STOPSPEED (FRACUNIT/16)
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// killough 11/98:
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// For torque simulation:
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#define OVERDRIVE 6
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#define MAXGEAR (OVERDRIVE+16)
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// killough 11/98:
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// Whether an object is "sentient" or not. Used for environmental influences.
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#define sentient(mobj) ((mobj)->health > 0 && (mobj)->info->seestate)
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extern int iquehead;
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extern int iquetail;
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void P_RespawnSpecials(void);
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mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type);
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void P_RemoveMobj(mobj_t *th);
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boolean P_SetMobjState(mobj_t *mobj, statenum_t state);
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void P_MobjThinker(mobj_t *mobj);
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void P_SpawnPuff(fixed_t x, fixed_t y, fixed_t z);
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void P_SpawnBlood(fixed_t x, fixed_t y, fixed_t z, int damage);
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mobj_t *P_SpawnMissile(mobj_t *source, mobj_t *dest, mobjtype_t type);
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void P_SpawnPlayerMissile(mobj_t *source, mobjtype_t type);
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boolean P_IsDoomnumAllowed(int doomnum);
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void P_SpawnMapThing (const mapthing_t* mthing);
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void P_SpawnPlayer(int n, const mapthing_t *mthing);
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void P_CheckMissileSpawn(mobj_t*); // killough 8/2/98
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void P_ExplodeMissile(mobj_t*); // killough
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#endif
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