mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 15:02:39 +00:00
0535d15df3
- Moved the common code of ACS and DECORATE translation generation into the FRemapTable class. - Fixed: The DECORATE translation code was not changed for the new data structures. - Expanded range of ACS and DECORATE translations to 65535. - Fixed: R_CopyTranslation was not altered for the new functionality. I removed the function and replaced the one use with a simple assignment. SVN r644 (trunk)
877 lines
34 KiB
C++
877 lines
34 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source 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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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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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_H__
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#define __P_MOBJ_H__
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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 "dthinker.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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#include "doomdef.h"
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//
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// NOTES: AActor
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//
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// Actors 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 almost always 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 sometimes z fields
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// to do stereo positioning of any sound emitted by the actor.
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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 AActors 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 AActor->flags element has various bit flags
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// used by the simulation.
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//
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// Every actor 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 actor 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 actor that has its origin contained.
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//
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// A valid actor is an actor 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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enum
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{
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// --- mobj.flags ---
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MF_SPECIAL = 0x00000001, // call P_SpecialThing when touched
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MF_SOLID = 0x00000002,
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MF_SHOOTABLE = 0x00000004,
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MF_NOSECTOR = 0x00000008, // don't use the sector links
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// (invisible but touchable)
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MF_NOBLOCKMAP = 0x00000010, // don't use the blocklinks
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// (inert but displayable)
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MF_AMBUSH = 0x00000020, // not activated by sound; deaf monster
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MF_JUSTHIT = 0x00000040, // try to attack right back
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MF_JUSTATTACKED = 0x00000080, // take at least one step before attacking
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MF_SPAWNCEILING = 0x00000100, // hang from ceiling instead of floor
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MF_NOGRAVITY = 0x00000200, // don't apply gravity every tic
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// movement flags
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MF_DROPOFF = 0x00000400, // allow jumps from high places
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MF_PICKUP = 0x00000800, // for players to pick up items
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MF_NOCLIP = 0x00001000, // player cheat
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MF_INCHASE = 0x00002000, // [RH] used by A_Chase and A_Look to avoid recursion
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MF_FLOAT = 0x00004000, // allow moves to any height, no gravity
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MF_TELEPORT = 0x00008000, // don't cross lines or look at heights
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MF_MISSILE = 0x00010000, // don't hit same species, explode on block
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MF_DROPPED = 0x00020000, // dropped by a demon, not level spawned
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MF_SHADOW = 0x00040000, // actor is hard for monsters to see
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MF_NOBLOOD = 0x00080000, // don't bleed when shot (use puff)
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MF_CORPSE = 0x00100000, // don't stop moving halfway off a step
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MF_INFLOAT = 0x00200000, // floating to a height for a move, don't
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// auto float to target's height
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MF_INBOUNCE = 0x00200000, // used by Heretic bouncing missiles
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MF_COUNTKILL = 0x00400000, // count towards intermission kill total
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MF_COUNTITEM = 0x00800000, // count towards intermission item total
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MF_SKULLFLY = 0x01000000, // skull in flight
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MF_NOTDMATCH = 0x02000000, // don't spawn in death match (key cards)
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MF_SPAWNSOUNDSOURCE = 0x04000000, // Plays missile's see sound at spawning object.
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MF_FRIENDLY = 0x08000000, // [RH] Friendly monsters for Strife (and MBF)
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MF_UNMORPHED = 0x10000000, // [RH] Actor is the unmorphed version of something else
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MF_NOLIFTDROP = 0x20000000, // [RH] Used with MF_NOGRAVITY to avoid dropping with lifts
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MF_STEALTH = 0x40000000, // [RH] Andy Baker's stealth monsters
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MF_ICECORPSE = 0x80000000, // a frozen corpse (for blasting) [RH] was 0x800000
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// --- mobj.flags2 ---
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MF2_DONTREFLECT = 0x00000001, // this projectile cannot be reflected
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MF2_WINDTHRUST = 0x00000002, // gets pushed around by the wind specials
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MF2_BOUNCE1 = 0x00000004,
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MF2_BLASTED = 0x00000008, // actor will temporarily take damage from impact
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MF2_FLY = 0x00000010, // fly mode is active
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MF2_FLOORCLIP = 0x00000020, // if feet are allowed to be clipped
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MF2_SPAWNFLOAT = 0x00000040, // spawn random float z
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MF2_NOTELEPORT = 0x00000080, // does not teleport
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MF2_RIP = 0x00000100, // missile rips through solid targets
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MF2_PUSHABLE = 0x00000200, // can be pushed by other moving actors
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MF2_SLIDE = 0x00000400, // slides against walls
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MF2_ONMOBJ = 0x00000800, // actor is resting on top of another actor
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MF2_PASSMOBJ = 0x00001000, // Enable z block checking. If on,
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// this flag will allow the actor to
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// pass over/under other actors.
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MF2_CANNOTPUSH = 0x00002000, // cannot push other pushable mobjs
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MF2_THRUGHOST = 0x00004000, // missile will pass through ghosts [RH] was 8
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MF2_BOSS = 0x00008000, // mobj is a major boss
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MF2_DONTTRANSLATE = 0x00010000, // Don't apply palette translations
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MF2_NODMGTHRUST = 0x00020000, // does not thrust target when damaging
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MF2_TELESTOMP = 0x00040000, // mobj can stomp another
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MF2_FLOATBOB = 0x00080000, // use float bobbing z movement
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MF2_BOUNCE2 = 0x00100000,
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MF2_IMPACT = 0x00200000, // an MF_MISSILE mobj can activate SPAC_IMPACT
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MF2_PUSHWALL = 0x00400000, // mobj can push walls
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MF2_MCROSS = 0x00800000, // can activate monster cross lines
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MF2_PCROSS = 0x01000000, // can activate projectile cross lines
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MF2_CANTLEAVEFLOORPIC=0x02000000, // stay within a certain floor type
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MF2_NONSHOOTABLE = 0x04000000, // mobj is totally non-shootable,
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// but still considered solid
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MF2_INVULNERABLE = 0x08000000, // mobj is invulnerable
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MF2_DORMANT = 0x10000000, // thing is dormant
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MF2_ARGSDEFINED = 0x20000000, // Internal flag used by DECORATE to signal that the
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// args should not be taken from the mapthing definition
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MF2_SEEKERMISSILE = 0x40000000, // is a seeker (for reflection)
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MF2_REFLECTIVE = 0x80000000, // reflects missiles
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// The three types of bounciness are:
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// HERETIC - Missile will only bounce off the floor once and then enter
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// its death state. It does not bounce off walls at all.
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// HEXEN - Missile bounces off of walls and floors indefinitely.
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// DOOM - Like Hexen, but the bounce turns off if its vertical velocity
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// is too low.
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MF2_BOUNCETYPE = MF2_BOUNCE1|MF2_BOUNCE2,
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MF2_NOBOUNCE = 0,
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MF2_HERETICBOUNCE = MF2_BOUNCE1,
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MF2_HEXENBOUNCE = MF2_BOUNCE2,
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MF2_DOOMBOUNCE = MF2_BOUNCE1|MF2_BOUNCE2,
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// --- mobj.flags3 ---
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MF3_FLOORHUGGER = 0x00000001, // Missile stays on floor
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MF3_CEILINGHUGGER = 0x00000002, // Missile stays on ceiling
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MF3_NORADIUSDMG = 0x00000004, // Actor does not take radius damage
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MF3_GHOST = 0x00000008, // Actor is a ghost
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MF3_ALWAYSPUFF = 0x00000010, // Puff always appears, even when hit nothing
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MF3_SPECIALFLOORCLIP= 0x00000020, // Actor uses floorclip for special effect (e.g. Wraith)
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MF3_DONTSPLASH = 0x00000040, // Thing doesn't make a splash
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MF3_NOSIGHTCHECK = 0x00000080, // Go after first acceptable target without checking sight
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MF3_DONTOVERLAP = 0x00000100, // Don't pass over/under other things with this bit set
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MF3_DONTMORPH = 0x00000200, // Immune to arti_egg
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MF3_DONTSQUASH = 0x00000400, // Death ball can't squash this actor
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MF3_EXPLOCOUNT = 0x00000800, // Don't explode until special2 counts to special1
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MF3_FULLVOLACTIVE = 0x00001000, // Active sound is played at full volume
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MF3_ISMONSTER = 0x00002000, // Actor is a monster
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MF3_SKYEXPLODE = 0x00004000, // Explode missile when hitting sky
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MF3_STAYMORPHED = 0x00008000, // Monster cannot unmorph
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MF3_DONTBLAST = 0x00010000, // Actor cannot be pushed by blasting
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MF3_CANBLAST = 0x00020000, // Actor is not a monster but can be blasted
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MF3_NOTARGET = 0x00040000, // This actor not targetted when it hurts something else
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MF3_DONTGIB = 0x00080000, // Don't gib this corpse
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MF3_NOBLOCKMONST = 0x00100000, // Can cross ML_BLOCKMONSTERS lines
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MF3_CRASHED = 0x00200000, // Actor entered its crash state
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MF3_FULLVOLDEATH = 0x00400000, // DeathSound is played full volume (for missiles)
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MF3_CANBOUNCEWATER = 0x00800000, // Missile can bounce on water
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MF3_NOWALLBOUNCESND = 0x01000000, // Don't make noise when bouncing off a wall
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MF3_FOILINVUL = 0x02000000, // Actor can hurt MF2_INVULNERABLE things
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MF3_NOTELEOTHER = 0x04000000, // Monster is unaffected by teleport other artifact
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MF3_BLOODLESSIMPACT = 0x08000000, // Projectile does not leave blood
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MF3_NOEXPLODEFLOOR = 0x10000000, // Missile stops at floor instead of exploding
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MF3_WARNBOT = 0x20000000, // Missile warns bot
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MF3_PUFFONACTORS = 0x40000000, // Puff appears even when hit bleeding actors
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MF3_HUNTPLAYERS = 0x80000000, // Used with TIDtoHate, means to hate players too
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// --- mobj.flags4 ---
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MF4_NOHATEPLAYERS = 0x00000001, // Ignore player attacks
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MF4_QUICKTORETALIATE= 0x00000002, // Always switch targets when hurt
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MF4_NOICEDEATH = 0x00000004, // Actor never enters an ice death, not even the generic one
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MF4_BOSSDEATH = 0x00000008, // A_FreezeDeathChunks calls A_BossDeath
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MF4_RANDOMIZE = 0x00000010, // Missile has random initial tic count
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MF4_NOSKIN = 0x00000020, // Player cannot use skins
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MF4_FIXMAPTHINGPOS = 0x00000040, // Fix this actor's position when spawned as a map thing
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MF4_ACTLIKEBRIDGE = 0x00000080, // Pickups can "stand" on this actor
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MF4_STRIFEDAMAGE = 0x00000100, // Strife projectiles only do up to 4x damage, not 8x
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MF4_CANUSEWALLS = 0x00000200, // Can activate 'use' specials
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MF4_MISSILEMORE = 0x00000400, // increases the chance of a missile attack
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MF4_MISSILEEVENMORE = 0x00000800, // significantly increases the chance of a missile attack
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MF4_FORCERADIUSDMG = 0x00001000, // if put on an object it will override MF3_NORADIUSDMG
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MF4_DONTFALL = 0x00002000, // Doesn't have NOGRAVITY disabled when dying.
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MF4_SEESDAGGERS = 0x00004000, // This actor can see you striking with a dagger
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MF4_INCOMBAT = 0x00008000, // Don't alert others when attacked by a dagger
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MF4_LOOKALLAROUND = 0x00010000, // Monster has eyes in the back of its head
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MF4_STANDSTILL = 0x00020000, // Monster should not chase targets unless attacked?
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MF4_SPECTRAL = 0x00040000,
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MF4_FIRERESIST = 0x00080000, // Actor takes half damage from fire
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MF4_NOSPLASHALERT = 0x00100000, // Splashes don't alert this monster
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MF4_SYNCHRONIZED = 0x00200000, // For actors spawned at load-time only: Do not randomize tics
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MF4_NOTARGETSWITCH = 0x00400000, // monster never switches target until current one is dead
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MF4_VFRICTION = 0x00800000, // Internal flag used by A_PainAttack to push a monster down
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MF4_DONTHURTSPECIES = 0x01000000, // Don't hurt one's own kind with explosions (hitscans, too?)
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MF4_SHIELDREFLECT = 0x02000000,
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MF4_DEFLECT = 0x04000000, // different projectile reflection styles
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MF4_ALLOWPARTICLES = 0x08000000, // this puff type can be replaced by particles
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MF4_NOEXTREMEDEATH = 0x10000000, // this projectile or weapon never gibs its victim
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MF4_EXTREMEDEATH = 0x20000000, // this projectile or weapon always gibs its victim
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MF4_FRIGHTENED = 0x40000000, // Monster runs away from player
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MF4_NOBOUNCESOUND = 0x80000000, // Strife's grenades don't make a bouncing sound.
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MF5_FASTER = 0x00000001, // moves faster when DF_FAST_MONSTERS or nightmare is on.
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MF5_FASTMELEE = 0x00000002, // has a faster melee attack when DF_FAST_MONSTERS or nightmare is on.
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MF5_NODROPOFF = 0x00000004, // cannot drop off under any circumstances.
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MF5_BOUNCEONACTORS = 0x00000008, // bouncing missile doesn't explode when it hits an actor
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MF5_EXPLODEONWATER = 0x00000010, // bouncing missile explodes when hitting a water surface
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MF5_AVOIDINGDROPOFF = 0x00000020, // Used to move monsters away from dropoffs
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MF5_NODAMAGE = 0x00000040, // Actor can be shot and reacts to being shot but takes no damage
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MF5_CHASEGOAL = 0x00000080, // Walks to goal instead of target if a valid goal is set.
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MF5_BLOODSPLATTER = 0x00000100, // Blood splatter like in Raven's games.
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MF5_OLDRADIUSDMG = 0x00000200, // Use old radius damage code (for barrels and boss brain)
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MF5_DEHEXPLOSION = 0x00000400, // Use the DEHACKED explosion options when this projectile explodes
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MF5_PIERCEARMOR = 0x00000800, // Armor doesn't protect against damage from this actor
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MF5_NOBLOODDECALS = 0x00001000, // Actor bleeds but doesn't spawn blood decals
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MF5_USESPECIAL = 0x00002000, // Actor executes its special when being 'used'.
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MF5_NOPAIN = 0x00004000, // If set the pain state won't be entered
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MF5_ALWAYSFAST = 0x00008000, // always uses 'fast' attacking logic
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MF5_NEVERFAST = 0x00010000, // never uses 'fast' attacking logic
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// --- mobj.renderflags ---
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RF_XFLIP = 0x0001, // Flip sprite horizontally
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RF_YFLIP = 0x0002, // Flip sprite vertically
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RF_ONESIDED = 0x0004, // Wall/floor sprite is visible from front only
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RF_FULLBRIGHT = 0x0010, // Sprite is drawn at full brightness
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RF_RELMASK = 0x0300, // ---Relative z-coord for bound actors (these obey texture pegging)
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RF_RELABSOLUTE = 0x0000, // Actor z is absolute
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RF_RELUPPER = 0x0100, // Actor z is relative to upper part of wall
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RF_RELLOWER = 0x0200, // Actor z is relative to lower part of wall
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RF_RELMID = 0x0300, // Actor z is relative to middle part of wall
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RF_CLIPMASK = 0x0c00, // ---Clipping for bound actors
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RF_CLIPFULL = 0x0000, // Clip sprite to full height of wall
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RF_CLIPUPPER = 0x0400, // Clip sprite to upper part of wall
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RF_CLIPMID = 0x0800, // Clip sprite to mid part of wall
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RF_CLIPLOWER = 0x0c00, // Clip sprite to lower part of wall
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RF_DECALMASK = RF_RELMASK|RF_CLIPMASK,
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RF_SPRITETYPEMASK = 0x7000, // ---Different sprite types, not all implemented
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RF_FACESPRITE = 0x0000, // Face sprite
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RF_WALLSPRITE = 0x1000, // Wall sprite
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RF_FLOORSPRITE = 0x2000, // Floor sprite
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RF_VOXELSPRITE = 0x3000, // Voxel object
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RF_INVISIBLE = 0x8000, // Don't bother drawing this actor
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RF_FORCEYBILLBOARD = 0x10000, // [BB] OpenGL only: draw with y axis billboard, i.e. anchored to the floor (overrides gl_billboard_mode setting)
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RF_FORCEXYBILLBOARD = 0x20000, // [BB] OpenGL only: draw with xy axis billboard, i.e. unanchored (overrides gl_billboard_mode setting)
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// --- dummies for unknown/unimplemented Strife flags ---
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MF_STRIFEx8000000 = 0, // seems related to MF_SHADOW
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};
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enum ERenderStyle
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{
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STYLE_None, // Do not draw
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STYLE_Normal, // Normal; just copy the image to the screen
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STYLE_Fuzzy, // Draw silhouette using "fuzz" effect
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STYLE_SoulTrans, // Draw translucent with amount in r_transsouls
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STYLE_OptFuzzy, // Draw as fuzzy or translucent, based on user preference
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STYLE_Stencil, // Fill image interior with alphacolor
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// The following styles can affect visibility in P_CheckSight()
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STYLE_Translucent=64, // Draw translucent
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STYLE_Add, // Draw additive
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STYLE_Shaded, // Treat patch data as alpha values for alphacolor
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STYLE_TranslucentStencil,
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STYLE_Count
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};
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#define TRANSLUC25 (FRACUNIT/4)
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#define TRANSLUC33 (FRACUNIT/3)
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#define TRANSLUC50 (FRACUNIT/2)
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#define TRANSLUC66 ((FRACUNIT*2)/3)
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#define TRANSLUC75 ((FRACUNIT*3)/4)
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// <wingdi.h> also #defines OPAQUE
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#ifndef OPAQUE
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#define OPAQUE (FRACUNIT)
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#endif
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// 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<class T>
|
|
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
|
|
AMETA_HowlSound, // Sound being played when electrocuted or poisoned
|
|
AMETA_BloodType, // Blood replacement type
|
|
AMETA_BloodType2, // Bloodsplatter replacement type
|
|
AMETA_BloodType3, // AxeBlood replacement type
|
|
};
|
|
|
|
// 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
|
|
// Made a metadata property so no longer 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);
|
|
|
|
// 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;
|
|
AInventory *FindInventory (FName type) const;
|
|
template<class T> T *FindInventory () const
|
|
{
|
|
return static_cast<T *> (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();
|
|
|
|
// Enter the crash state
|
|
void Crash();
|
|
|
|
// 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
|
|
int 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 boomwaterlevel; // splash information for non-swimmable water sectors
|
|
BYTE MinMissileChance;// [RH] If a random # is > than this, then missile attack.
|
|
WORD SpawnFlags;
|
|
fixed_t meleerange; // specifies how far a melee attack reaches.
|
|
fixed_t meleethreshold; // Distance below which a monster doesn't try to shoot missiles anynore
|
|
// but instead tries to come closer for a melee attack.
|
|
// This is not the same as meleerange
|
|
fixed_t maxtargetrange; // any target farther away cannot be attacked
|
|
fixed_t bouncefactor; // Strife's grenades use 50%, Hexen's Flechettes 70.
|
|
int bouncecount; // Strife's grenades only bounce twice before exploding
|
|
fixed_t gravity; // [GRB] Gravity factor
|
|
int FastChaseStrafeCount;
|
|
// [KS] These temporary-use properties are needed to allow A_LookEx to pass it's parameters to LookFor*InBlock in
|
|
// P_BlockmapSearch so that friendly enemies and monsters that look for other monsters can find their targets properly.
|
|
// If there's a cleaner way of doing this, feel free to remove these and use that method instead.
|
|
fixed_t LookExMinDist; // Minimum sight distance
|
|
fixed_t LookExMaxDist; // Maximum sight distance
|
|
angle_t LookExFOV; // Field of Vision
|
|
|
|
// 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)
|
|
DWORD 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);
|
|
virtual bool UpdateWaterLevel (fixed_t oldz, bool splash=true);
|
|
bool isFast();
|
|
|
|
FState *FindState (FName label) const;
|
|
FState *FindState (FName label, FName sublabel, bool exact = false) 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 T>
|
|
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<T *>(actor);
|
|
}
|
|
};
|
|
|
|
class NActorIterator : public FActorIterator
|
|
{
|
|
const PClass *type;
|
|
public:
|
|
NActorIterator (const PClass *cls, int id) : FActorIterator (id) { type = cls; }
|
|
NActorIterator (FName cls, int id) : FActorIterator (id) { type = PClass::FindClass(cls); }
|
|
NActorIterator (const char *cls, int id) : FActorIterator (id) { type = PClass::FindClass(cls); }
|
|
AActor *Next ()
|
|
{
|
|
AActor *actor;
|
|
if (type == NULL) return NULL;
|
|
do
|
|
{
|
|
actor = FActorIterator::Next ();
|
|
} while (actor && !actor->IsKindOf (type));
|
|
return 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<class T>
|
|
inline T *Spawn (fixed_t x, fixed_t y, fixed_t z, replace_t allowreplacement)
|
|
{
|
|
return static_cast<T *>(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);
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#define AR_SOUND(id) (*(FSoundIndex *)&(id))
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#define AR_SOUNDW(id) (*(FSoundIndexWord *)&(id))
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#endif // __P_MOBJ_H__
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