// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: // Map Objects, MObj, definition and handling. // //----------------------------------------------------------------------------- #ifndef __P_MOBJ_H__ #define __P_MOBJ_H__ // Basics. #include "tables.h" #include "m_fixed.h" // We need the thinker_t stuff. #include "dthinker.h" // We need the WAD data structure for Map things, // from the THINGS lump. #include "doomdata.h" // States are tied to finite states are // tied to animation frames. // Needs precompiled tables/data structures. #include "info.h" #include "doomdef.h" // // NOTES: AActor // // Actors are used to tell the refresh where to draw an image, // tell the world simulation when objects are contacted, // and tell the sound driver how to position a sound. // // The refresh uses the next and prev links to follow // lists of things in sectors as they are being drawn. // The sprite, frame, and angle elements determine which patch_t // is used to draw the sprite if it is visible. // The sprite and frame values are almost always set // from state_t structures. // The statescr.exe utility generates the states.h and states.c // files that contain the sprite/frame numbers from the // statescr.txt source file. // The xyz origin point represents a point at the bottom middle // of the sprite (between the feet of a biped). // This is the default origin position for patch_ts grabbed // with lumpy.exe. // A walking creature will have its z equal to the floor // it is standing on. // // The sound code uses the x,y, and sometimes z fields // to do stereo positioning of any sound emitted by the actor. // // The play simulation uses the blocklinks, x,y,z, radius, height // to determine when AActors are touching each other, // touching lines in the map, or hit by trace lines (gunshots, // lines of sight, etc). // The AActor->flags element has various bit flags // used by the simulation. // // Every actor is linked into a single sector // based on its origin coordinates. // The subsector_t is found with R_PointInSubsector(x,y), // and the sector_t can be found with subsector->sector. // The sector links are only used by the rendering code, // the play simulation does not care about them at all. // // Any actor that needs to be acted upon by something else // in the play world (block movement, be shot, etc) will also // need to be linked into the blockmap. // If the thing has the MF_NOBLOCK flag set, it will not use // the block links. It can still interact with other things, // but only as the instigator (missiles will run into other // things, but nothing can run into a missile). // Each block in the grid is 128*128 units, and knows about // every line_t that it contains a piece of, and every // interactable actor that has its origin contained. // // A valid actor is an actor that has the proper subsector_t // filled in for its xy coordinates and is linked into the // sector from which the subsector was made, or has the // MF_NOSECTOR flag set (the subsector_t needs to be valid // even if MF_NOSECTOR is set), and is linked into a blockmap // block or has the MF_NOBLOCKMAP flag set. // Links should only be modified by the P_[Un]SetThingPosition() // functions. // Do not change the MF_NO* flags while a thing is valid. // // Any questions? // enum { // --- mobj.flags --- MF_SPECIAL = 0x00000001, // call P_SpecialThing when touched MF_SOLID = 0x00000002, MF_SHOOTABLE = 0x00000004, MF_NOSECTOR = 0x00000008, // don't use the sector links // (invisible but touchable) MF_NOBLOCKMAP = 0x00000010, // don't use the blocklinks // (inert but displayable) MF_AMBUSH = 0x00000020, // not activated by sound; deaf monster MF_JUSTHIT = 0x00000040, // try to attack right back MF_JUSTATTACKED = 0x00000080, // take at least one step before attacking MF_SPAWNCEILING = 0x00000100, // hang from ceiling instead of floor MF_NOGRAVITY = 0x00000200, // don't apply gravity every tic // movement flags MF_DROPOFF = 0x00000400, // allow jumps from high places MF_PICKUP = 0x00000800, // for players to pick up items MF_NOCLIP = 0x00001000, // player cheat MF_INCHASE = 0x00002000, // [RH] used by A_Chase and A_Look to avoid recursion MF_FLOAT = 0x00004000, // allow moves to any height, no gravity MF_TELEPORT = 0x00008000, // don't cross lines or look at heights MF_MISSILE = 0x00010000, // don't hit same species, explode on block MF_DROPPED = 0x00020000, // dropped by a demon, not level spawned MF_SHADOW = 0x00040000, // actor is hard for monsters to see MF_NOBLOOD = 0x00080000, // don't bleed when shot (use puff) MF_CORPSE = 0x00100000, // don't stop moving halfway off a step MF_INFLOAT = 0x00200000, // floating to a height for a move, don't // auto float to target's height MF_INBOUNCE = 0x00200000, // used by Heretic bouncing missiles MF_COUNTKILL = 0x00400000, // count towards intermission kill total MF_COUNTITEM = 0x00800000, // count towards intermission item total MF_SKULLFLY = 0x01000000, // skull in flight MF_NOTDMATCH = 0x02000000, // don't spawn in death match (key cards) MF_SPAWNSOUNDSOURCE = 0x04000000, // Plays missile's see sound at spawning object. MF_FRIENDLY = 0x08000000, // [RH] Friendly monsters for Strife (and MBF) MF_UNMORPHED = 0x10000000, // [RH] Actor is the unmorphed version of something else MF_NOLIFTDROP = 0x20000000, // [RH] Used with MF_NOGRAVITY to avoid dropping with lifts MF_STEALTH = 0x40000000, // [RH] Andy Baker's stealth monsters MF_ICECORPSE = 0x80000000, // a frozen corpse (for blasting) [RH] was 0x800000 // --- mobj.flags2 --- MF2_LOGRAV = 0x00000001, // alternate gravity setting MF2_WINDTHRUST = 0x00000002, // gets pushed around by the wind specials MF2_BOUNCE1 = 0x00000004, MF2_BLASTED = 0x00000008, // actor will temporarily take damage from impact MF2_FLY = 0x00000010, // fly mode is active MF2_FLOORCLIP = 0x00000020, // if feet are allowed to be clipped MF2_SPAWNFLOAT = 0x00000040, // spawn random float z MF2_NOTELEPORT = 0x00000080, // does not teleport MF2_RIP = 0x00000100, // missile rips through solid targets MF2_PUSHABLE = 0x00000200, // can be pushed by other moving actors MF2_SLIDE = 0x00000400, // slides against walls MF2_ONMOBJ = 0x00000800, // actor is resting on top of another actor MF2_PASSMOBJ = 0x00001000, // Enable z block checking. If on, // this flag will allow the actor to // pass over/under other actors. MF2_CANNOTPUSH = 0x00002000, // cannot push other pushable mobjs MF2_THRUGHOST = 0x00004000, // missile will pass through ghosts [RH] was 8 MF2_BOSS = 0x00008000, // mobj is a major boss MF2_NODMGTHRUST = 0x00020000, // does not thrust target when damaging MF2_TELESTOMP = 0x00040000, // mobj can stomp another MF2_FLOATBOB = 0x00080000, // use float bobbing z movement MF2_BOUNCE2 = 0x00100000, MF2_IMPACT = 0x00200000, // an MF_MISSILE mobj can activate SPAC_IMPACT MF2_PUSHWALL = 0x00400000, // mobj can push walls MF2_MCROSS = 0x00800000, // can activate monster cross lines MF2_PCROSS = 0x01000000, // can activate projectile cross lines MF2_CANTLEAVEFLOORPIC=0x02000000, // stay within a certain floor type MF2_NONSHOOTABLE = 0x04000000, // mobj is totally non-shootable, // but still considered solid MF2_INVULNERABLE = 0x08000000, // mobj is invulnerable MF2_DORMANT = 0x10000000, // thing is dormant MF2_SEEKERMISSILE = 0x40000000, // is a seeker (for reflection) MF2_REFLECTIVE = 0x80000000, // reflects missiles // The three types of bounciness are: // HERETIC - Missile will only bounce off the floor once and then enter // its death state. It does not bounce off walls at all. // HEXEN - Missile bounces off of walls and floors indefinitely. // DOOM - Like Hexen, but the bounce turns off if its vertical velocity // is too low. MF2_BOUNCETYPE = MF2_BOUNCE1|MF2_BOUNCE2, MF2_NOBOUNCE = 0, MF2_HERETICBOUNCE = MF2_BOUNCE1, MF2_HEXENBOUNCE = MF2_BOUNCE2, MF2_DOOMBOUNCE = MF2_BOUNCE1|MF2_BOUNCE2, // --- mobj.flags3 --- MF3_FLOORHUGGER = 0x00000001, // Missile stays on floor MF3_CEILINGHUGGER = 0x00000002, // Missile stays on ceiling MF3_NORADIUSDMG = 0x00000004, // Actor does not take radius damage MF3_GHOST = 0x00000008, // Actor is a ghost MF3_ALWAYSPUFF = 0x00000010, // Puff always appears, even when hit nothing MF3_SPECIALFLOORCLIP= 0x00000020, // Actor uses floorclip for special effect (e.g. Wraith) MF3_DONTSPLASH = 0x00000040, // Thing doesn't make a splash MF3_NOSIGHTCHECK = 0x00000080, // Go after first acceptable target without checking sight MF3_DONTOVERLAP = 0x00000100, // Don't pass over/under other things with this bit set MF3_DONTMORPH = 0x00000200, // Immune to arti_egg MF3_DONTSQUASH = 0x00000400, // Death ball can't squash this actor MF3_EXPLOCOUNT = 0x00000800, // Don't explode until special2 counts to special1 MF3_FULLVOLACTIVE = 0x00001000, // Active sound is played at full volume MF3_ISMONSTER = 0x00002000, // Actor is a monster MF3_SKYEXPLODE = 0x00004000, // Explode missile when hitting sky MF3_STAYMORPHED = 0x00008000, // Monster cannot unmorph MF3_DONTBLAST = 0x00010000, // Actor cannot be pushed by blasting MF3_CANBLAST = 0x00020000, // Actor is not a monster but can be blasted MF3_NOTARGET = 0x00040000, // This actor not targetted when it hurts something else MF3_DONTGIB = 0x00080000, // Don't gib this corpse MF3_NOBLOCKMONST = 0x00100000, // Can cross ML_BLOCKMONSTERS lines MF3_CRASHED = 0x00200000, // Actor entered its crash state MF3_FULLVOLDEATH = 0x00400000, // DeathSound is played full volume (for missiles) MF3_CANBOUNCEWATER = 0x00800000, // Missile can bounce on water MF3_NOWALLBOUNCESND = 0x01000000, // Don't make noise when bouncing off a wall MF3_FOILINVUL = 0x02000000, // Actor can hurt MF2_INVULNERABLE things MF3_NOTELEOTHER = 0x04000000, // Monster is unaffected by teleport other artifact MF3_BLOODLESSIMPACT = 0x08000000, // Projectile does not leave blood MF3_NOEXPLODEFLOOR = 0x10000000, // Missile stops at floor instead of exploding MF3_WARNBOT = 0x20000000, // Missile warns bot MF3_PUFFONACTORS = 0x40000000, // Puff appears even when hit bleeding actors MF3_HUNTPLAYERS = 0x80000000, // Used with TIDtoHate, means to hate players too // --- mobj.flags4 --- MF4_NOHATEPLAYERS = 0x00000001, // Ignore player attacks MF4_QUICKTORETALIATE= 0x00000002, // Always switch targets when hurt MF4_NOICEDEATH = 0x00000004, // Actor never enters an ice death, not even the generic one MF4_BOSSDEATH = 0x00000008, // A_FreezeDeathChunks calls A_BossDeath MF4_RANDOMIZE = 0x00000010, // Missile has random initial tic count MF4_NOSKIN = 0x00000020, // Player cannot use skins MF4_FIXMAPTHINGPOS = 0x00000040, // Fix this actor's position when spawned as a map thing MF4_ACTLIKEBRIDGE = 0x00000080, // Pickups can "stand" on this actor MF4_STRIFEDAMAGE = 0x00000100, // Strife projectiles only do up to 4x damage, not 8x MF4_LONGMELEERANGE = 0x00000200, MF4_MISSILEMORE = 0x00000400, MF4_MISSILEEVENMORE = 0x00000800, MF4_SHORTMISSILERANGE=0x00001000, MF4_DONTFALL = 0x00002000, MF4_SEESDAGGERS = 0x00004000, // This actor can see you striking with a dagger MF4_INCOMBAT = 0x00008000, // Don't alert others when attacked by a dagger MF4_LOOKALLAROUND = 0x00010000, // Monster has eyes in the back of its head MF4_STANDSTILL = 0x00020000, // Monster should not chase targets unless attacked? MF4_SPECTRAL = 0x00040000, MF4_FIRERESIST = 0x00080000, // Actor takes half damage from fire MF4_NOSPLASHALERT = 0x00100000, // Splashes don't alert this monster MF4_SYNCHRONIZED = 0x00200000, // For actors spawned at load-time only: Do not randomize tics MF4_NOTARGETSWITCH = 0x00400000, // monster never switches target until current one is dead MF4_VFRICTION = 0x00800000, // Internal flag used by A_PainAttack to push a monster down MF4_DONTHURTSPECIES = 0x01000000, // Don't hurt one's own kind with explosions (hitscans, too?) MF4_SHIELDREFLECT = 0x02000000, MF4_DEFLECT = 0x04000000, // different projectile reflection styles MF4_ALLOWPARTICLES = 0x08000000, // this puff type can be replaced by particles MF4_NOEXTREMEDEATH = 0x10000000, // this projectile or weapon never gibs its victim MF4_EXTREMEDEATH = 0x20000000, // this projectile or weapon always gibs its victim MF4_FRIGHTENED = 0x40000000, // Monster runs away from player MF4_NOBOUNCESOUND = 0x80000000, // Strife's grenades don't make a bouncing sound. MF5_FASTER = 0x00000001, // moves faster when DF_FAST_MONSTERS or nightmare is on. MF5_FASTMELEE = 0x00000002, // has a faster melee attack when DF_FAST_MONSTERS or nightmare is on. MF5_NODROPOFF = 0x00000004, // cannot drop off under any circumstances. MF5_BOUNCEONACTORS = 0x00000008, // bouncing missile doesn't explode when it hits an actor MF5_EXPLODEONWATER = 0x00000010, // bouncing missile explodes when hitting a water surface MF5_AVOIDINGDROPOFF = 0x00000020, // Used to move monsters away from dropoffs MF5_NODAMAGE = 0x00000040, // Actor can be shot and reacts to being shot but takes no damage MF5_CHASEGOAL = 0x00000080, // Walks to goal instead of target if a valid goal is set. MF5_BLOODSPLATTER = 0x00000100, // Blood splatter like in Raven's games. MF5_OLDRADIUSDMG = 0x00000200, // Use old radius damage code (for barrels and boss brain) MF5_DEHEXPLOSION = 0x00000400, // Use the DEHACKED explosion options when this projectile explodes MF5_PIERCEARMOR = 0x00000800, // Armor doesn't protect against damage from this actor // --- mobj.renderflags --- RF_XFLIP = 0x0001, // Flip sprite horizontally RF_YFLIP = 0x0002, // Flip sprite vertically RF_ONESIDED = 0x0004, // Wall/floor sprite is visible from front only RF_FULLBRIGHT = 0x0010, // Sprite is drawn at full brightness RF_RELMASK = 0x0300, // ---Relative z-coord for bound actors (these obey texture pegging) RF_RELABSOLUTE = 0x0000, // Actor z is absolute RF_RELUPPER = 0x0100, // Actor z is relative to upper part of wall RF_RELLOWER = 0x0200, // Actor z is relative to lower part of wall RF_RELMID = 0x0300, // Actor z is relative to middle part of wall RF_CLIPMASK = 0x0c00, // ---Clipping for bound actors RF_CLIPFULL = 0x0000, // Clip sprite to full height of wall RF_CLIPUPPER = 0x0400, // Clip sprite to upper part of wall RF_CLIPMID = 0x0800, // Clip sprite to mid part of wall RF_CLIPLOWER = 0x0c00, // Clip sprite to lower part of wall RF_DECALMASK = RF_RELMASK|RF_CLIPMASK, RF_SPRITETYPEMASK = 0x7000, // ---Different sprite types, not all implemented RF_FACESPRITE = 0x0000, // Face sprite RF_WALLSPRITE = 0x1000, // Wall sprite RF_FLOORSPRITE = 0x2000, // Floor sprite RF_VOXELSPRITE = 0x3000, // Voxel object RF_INVISIBLE = 0x8000, // Don't bother drawing this actor // --- dummies for unknown/unimplemented Strife flags --- MF_STRIFEx8000000 = 0, // seems related to MF_SHADOW }; enum ERenderStyle { STYLE_None, // Do not draw STYLE_Normal, // Normal; just copy the image to the screen STYLE_Fuzzy, // Draw silhouette using "fuzz" effect STYLE_SoulTrans, // Draw translucent with amount in r_transsouls STYLE_OptFuzzy, // Draw as fuzzy or translucent, based on user preference STYLE_Stencil, // Fill image interior with alphacolor // The following styles can affect visibility in P_CheckSight() STYLE_Translucent=64, // Draw translucent STYLE_Add, // Draw additive STYLE_Shaded, // Treat patch data as alpha values for alphacolor STYLE_TranslucentStencil, STYLE_Count }; #define TRANSLUC25 (FRACUNIT/4) #define TRANSLUC33 (FRACUNIT/3) #define TRANSLUC50 (FRACUNIT/2) #define TRANSLUC66 ((FRACUNIT*2)/3) #define TRANSLUC75 ((FRACUNIT*3)/4) // also #defines OPAQUE #ifndef OPAQUE #define OPAQUE (FRACUNIT) #endif // This translucency value produces the closest match to Heretic's TINTTAB. // ~40% of the value of the overlaid image shows through. #define HR_SHADOW (0x6800) // Hexen's TINTTAB is the same as Heretic's, just reversed. #define HX_SHADOW (0x9800) #define HX_ALTSHADOW (0x6800) // This could easily be a bool but then it'd be much harder to find later. ;) enum replace_t { NO_REPLACE = 0, ALLOW_REPLACE = 1 }; // [RH] Like msecnode_t, but for the blockmap struct FBlockNode { AActor *Me; // actor this node references int BlockIndex; // index into blocklinks for the block this node is in FBlockNode **PrevActor; // previous actor in this block FBlockNode *NextActor; // next actor in this block FBlockNode **PrevBlock; // previous block this actor is in FBlockNode *NextBlock; // next block this actor is in static FBlockNode *Create (AActor *who, int x, int y); void Release (); static FBlockNode *FreeBlocks; }; class FDecalBase; class AInventory; inline AActor *GetDefaultByName (const char *name) { return (AActor *)(PClass::FindClass(name)->Defaults); } inline AActor *GetDefaultByType (const PClass *type) { return (AActor *)(type->Defaults); } template inline T *GetDefault () { return (T *)(RUNTIME_CLASS(T)->Defaults); } struct secplane_t; struct FStrifeDialogueNode; enum { AMETA_BASE = 0x12000, AMETA_Obituary, // string (player was killed by this actor) AMETA_HitObituary, // string (player was killed by this actor in melee) AMETA_DeathHeight, // fixed (height on normal death) AMETA_BurnHeight, // fixed (height on burning death) AMETA_StrifeName, // string (for named Strife objects) AMETA_BloodColor, // colorized blood AMETA_GibHealth, // negative health below which this monster dies an extreme death AMETA_WoundHealth, // health needed to enter wound state AMETA_PoisonDamage, // Amount of poison damage AMETA_FastSpeed, // Speed in fast mode AMETA_RDFactor, // Radius damage factor AMETA_CameraHeight, // Height of camera when used as such }; // Map Object definition. class AActor : public DThinker { DECLARE_CLASS (AActor, DThinker) HAS_OBJECT_POINTERS public: AActor () throw(); AActor (const AActor &other) throw(); AActor &operator= (const AActor &other); void Destroy (); ~AActor (); void Serialize (FArchive &arc); static AActor *StaticSpawn (const PClass *type, fixed_t x, fixed_t y, fixed_t z, replace_t allowreplacement); inline AActor *GetDefault () const { return (AActor *)(RUNTIME_TYPE(this)->Defaults); } // BeginPlay: Called just after the actor is created virtual void BeginPlay (); // LevelSpawned: Called after BeginPlay if this actor was spawned by the world virtual void LevelSpawned (); // Translates SpawnFlags into in-game flags. virtual void HandleSpawnFlags (); virtual void Activate (AActor *activator); virtual void Deactivate (AActor *activator); virtual void Tick (); // Smallest yaw interval for a mapthing to be spawned with virtual angle_t AngleIncrements (); // Return true if the monster should use a missile attack, false for melee virtual bool SuggestMissileAttack (fixed_t dist); // Called when actor dies virtual void Die (AActor *source, AActor *inflictor); // Called by A_Explode just before exploding the actor virtual void PreExplode (); // Called by A_Explode to find out how much damage to do virtual void GetExplodeParms (int &damage, int &dist, bool &hurtSource); // Perform some special damage action. Returns the amount of damage to do. // Returning -1 signals the damage routine to exit immediately virtual int DoSpecialDamage (AActor *target, int damage); // Like DoSpecialDamage, but called on the actor receiving the damage. virtual int TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, FName damagetype); // Centaurs and ettins squeal when electrocuted, poisoned, or "holy"-ed virtual void Howl (); // Called by A_NoBlocking in case the actor wants to drop some presents virtual void NoBlockingSet (); // Called by A_SinkMobj virtual fixed_t GetSinkSpeed (); // Called by A_RaiseMobj virtual fixed_t GetRaiseSpeed (); // Actor just hit the floor virtual void HitFloor (); // Called when an actor with MF_MISSILE and MF2_FLOORBOUNCE hits the floor virtual bool FloorBounceMissile (secplane_t &plane); // Adjusts the angle for deflection/reflection of incoming missiles // Returns true if the missile should be allowed to explode anyway virtual bool AdjustReflectionAngle (AActor *thing, angle_t &angle); // Called when an actor is to be reflected by a disc of repulsion. // Returns true to continue normal blast processing. virtual bool SpecialBlastHandling (AActor *source, fixed_t strength); // Called by RoughBlockCheck virtual bool IsOkayToAttack (AActor *target); virtual void ChangeSpecial (int special, int data1, int data2, int data3, int data4, int data5); // Plays the actor's ActiveSound if its voice isn't already making noise. void PlayActiveSound (); // Actor had MF_SKULLFLY set and rammed into something // Returns false to stop moving and true to keep moving virtual bool Slam (AActor *victim); // Called by PIT_CheckThing() and needed for some Hexen things. // Returns -1 for normal behavior, 0 to return false, and 1 to return true. // I'm not sure I like it this way, but it will do for now. virtual int SpecialMissileHit (AActor *victim); // Returns true if it's okay to switch target to "other" after being attacked by it. virtual bool OkayToSwitchTarget (AActor *other); // Returns true if this actor is within melee range of its target virtual bool CheckMeleeRange (); // Something just touched this actor. virtual void Touch (AActor *toucher); // Adds the item to this actor's inventory and sets its Owner. virtual void AddInventory (AInventory *item); // Removes the item from the inventory list. virtual void RemoveInventory (AInventory *item); // Uses an item and removes it from the inventory. virtual bool UseInventory (AInventory *item); // Tosses an item out of the inventory. virtual AInventory *DropInventory (AInventory *item); // Returns true if this view is considered "local" for the player. bool CheckLocalView (int playernum) const; // Finds the first item of a particular type. AInventory *FindInventory (const PClass *type) const; template T *FindInventory () const { return static_cast (FindInventory (RUNTIME_CLASS(T))); } // Adds one item of a particular type. Returns NULL if it could not be added. AInventory *GiveInventoryType (const PClass *type); // Returns the first item held with IF_INVBAR set. AInventory *FirstInv () const; // Tries to give the actor some ammo. bool GiveAmmo (const PClass *type, int amount); // Destroys all the inventory the actor is holding. void DestroyAllInventory (); // Set the alphacolor field properly void SetShade (DWORD rgb); void SetShade (int r, int g, int b); // Plays a conversation animation void ConversationAnimation (int animnum); // Make this actor hate the same things as another actor void CopyFriendliness (const AActor *other, bool changeTarget); // Moves the other actor's inventory to this one void ObtainInventory (AActor *other); // Die. Now. virtual bool Massacre (); // Is the other actor on my team? bool IsTeammate (AActor *other); // Is the other actor my friend? bool IsFriend (AActor *other); // Do I hate the other actor? bool IsHostile (AActor *other); // What species am I? virtual const PClass *GetSpecies(); // Check for monsters that count as kill but excludes all friendlies. bool CountsAsKill() const { return (flags & MF_COUNTKILL) && !(flags & MF_FRIENDLY); } // Calculate amount of missile damage virtual int GetMissileDamage(int mask, int add); // info for drawing // NOTE: The first member variable *must* be x. fixed_t x,y,z; AActor *snext, **sprev; // links in sector (if needed) angle_t angle; WORD sprite; // used to find patch_t and flip value BYTE frame; // sprite frame to draw fixed_t scaleX, scaleY; // Scaling values; FRACUNIT is normal size BYTE RenderStyle; // Style to draw this actor with DWORD renderflags; // Different rendering flags WORD picnum; // Draw this instead of sprite if != 0xffff SWORD TIDtoHate; // TID of things to hate (0 if none) DWORD effects; // [RH] see p_effect.h fixed_t alpha; DWORD alphacolor; // Color to draw when STYLE_Shaded // interaction info fixed_t pitch, roll; FBlockNode *BlockNode; // links in blocks (if needed) struct sector_t *Sector; fixed_t floorz, ceilingz; // closest together of contacted secs fixed_t dropoffz; // killough 11/98: the lowest floor over all contacted Sectors. struct sector_t *floorsector; SDWORD floorpic; // contacted sec floorpic struct sector_t *ceilingsector; SDWORD ceilingpic; // contacted sec ceilingpic fixed_t radius, height; // for movement checking fixed_t momx, momy, momz; // momentums SDWORD tics; // state tic counter FState *state; SDWORD Damage; // For missiles and monster railgun DWORD flags; DWORD flags2; // Heretic flags DWORD flags3; // [RH] Hexen/Heretic actor-dependant behavior made flaggable DWORD flags4; // [RH] Even more flags! DWORD flags5; // OMG! We need another one. int special1; // Special info int special2; // Special info int health; BYTE movedir; // 0-7 SBYTE visdir; SWORD movecount; // when 0, select a new dir AActor *target; // thing being chased/attacked (or NULL) // also the originator for missiles AActor *lastenemy; // Last known enemy -- killogh 2/15/98 AActor *LastHeard; // [RH] Last actor this one heard SDWORD reactiontime; // if non 0, don't attack yet; used by // player to freeze a bit after teleporting SDWORD threshold; // if > 0, the target will be chased // no matter what (even if shot) player_s *player; // only valid if type of APlayerPawn union { AActor *Actor; // Actor last looked for (if TIDtoHate != 0) SDWORD PlayerNumber; // Player number last looked for } LastLook; WORD SpawnPoint[3]; // For nightmare respawn WORD SpawnAngle; AActor *tracer; // Thing being chased/attacked for tracers AActor *master; // Thing which spawned this one (prevents mutual attacks) fixed_t floorclip; // value to use for floor clipping SWORD tid; // thing identifier BYTE special; // special int args[5]; // special arguments AActor *inext, **iprev;// Links to other mobjs in same bucket AActor *goal; // Monster's goal if not chasing anything BYTE waterlevel; // 0=none, 1=feet, 2=waist, 3=eyes BYTE MinMissileChance;// [RH] If a random # is > than this, then missile attack. WORD SpawnFlags; fixed_t meleerange; fixed_t bouncefactor; // Strife's grenades use 50%, Hexen's Flechettes 70. int bouncecount; // Strife's grenades only bounce twice before exploding // a linked list of sectors where this object appears struct msecnode_s *touching_sectorlist; // phares 3/14/98 AInventory *Inventory; // [RH] This actor's inventory DWORD InventoryID; // A unique ID to keep track of inventory items //Added by MC: SDWORD id; // Player ID (for items, # in list.) BYTE FloatBobPhase; BYTE FriendPlayer; // [RH] Player # + 1 this friendly monster works for (so 0 is no player, 1 is player 0, etc) WORD Translation; // [RH] Stuff that used to be part of an Actor Info WORD SeeSound; WORD AttackSound; WORD PainSound; WORD DeathSound; WORD ActiveSound; WORD UseSound; // [RH] Sound to play when an actor is used. fixed_t Speed; fixed_t FloatSpeed; fixed_t MaxDropOffHeight, MaxStepHeight; SDWORD Mass; SWORD PainChance; FNameNoInit DamageType; FState *SpawnState; FState *SeeState; FState *MeleeState; FState *MissileState; // [RH] The dialogue to show when this actor is "used." FStrifeDialogueNode *Conversation; // [RH] Decal(s) this weapon/projectile generates on impact. FDecalBase *DecalGenerator; // [RH] Used to interpolate the view to get >35 FPS fixed_t PrevX, PrevY, PrevZ; // ThingIDs static void ClearTIDHashes (); void AddToHash (); void RemoveFromHash (); private: static AActor *TIDHash[128]; static inline int TIDHASH (int key) { return key & 127; } friend class FActorIterator; sector_t *LinkToWorldForMapThing (); public: void LinkToWorld (bool buggy=false); void LinkToWorld (sector_t *sector); void UnlinkFromWorld (); void AdjustFloorClip (); void SetOrigin (fixed_t x, fixed_t y, fixed_t z); bool InStateSequence(FState * newstate, FState * basestate); int GetTics(FState * newstate); bool SetState (FState *newstate); bool SetStateNF (FState *newstate); bool UpdateWaterLevel (fixed_t oldz); FState *FindState (FName label) const; FState *FindState (int numnames, int first, ...) const; FState *FindState (int numnames, va_list arglist) const; bool HasSpecialDeathStates () const; static FState States[]; enum { S_NULL = 2, S_GENERICFREEZEDEATH = 3 }; }; class FActorIterator { public: FActorIterator (int i) : base (NULL), id (i) { } FActorIterator (int i, AActor *start) : base (start), id (i) { } AActor *Next () { if (id == 0) return NULL; if (!base) base = AActor::TIDHash[id & 127]; else base = base->inext; while (base && base->tid != id) base = base->inext; return base; } private: AActor *base; int id; }; template class TActorIterator : public FActorIterator { public: TActorIterator (int id) : FActorIterator (id) {} T *Next () { AActor *actor; do { actor = FActorIterator::Next (); } while (actor && !actor->IsKindOf (RUNTIME_CLASS(T))); return static_cast(actor); } }; inline AActor *Spawn (const PClass *type, fixed_t x, fixed_t y, fixed_t z, replace_t allowreplacement) { return AActor::StaticSpawn (type, x, y, z, allowreplacement); } AActor *Spawn (const char *type, fixed_t x, fixed_t y, fixed_t z, replace_t allowreplacement); template inline T *Spawn (fixed_t x, fixed_t y, fixed_t z, replace_t allowreplacement) { return static_cast(AActor::StaticSpawn (RUNTIME_CLASS(T), x, y, z, allowreplacement)); } #define S_FREETARGMOBJ 1 struct FSoundIndex { int Index; }; struct FSoundIndexWord { WORD Index; }; FArchive &operator<< (FArchive &arc, FSoundIndex &snd); FArchive &operator<< (FArchive &arc, FSoundIndexWord &snd); #define AR_SOUND(id) (*(FSoundIndex *)&(id)) #define AR_SOUNDW(id) (*(FSoundIndexWord *)&(id)) #endif // __P_MOBJ_H__