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318 lines
12 KiB
C++
318 lines
12 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__
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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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typedef enum
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{
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// Call P_SpecialThing when touched.
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MF_SPECIAL = 0x00000001,
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// Blocks.
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MF_SOLID = 0x00000002,
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// Can be hit.
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MF_SHOOTABLE = 0x00000004,
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// Don't use the sector links (invisible but touchable).
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MF_NOSECTOR = 0x00000008,
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// Don't use the blocklinks (inert but displayable)
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MF_NOBLOCKMAP = 0x00000010,
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// Not to be activated by sound, deaf monster.
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MF_AMBUSH = 0x00000020,
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// Will try to attack right back.
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MF_JUSTHIT = 0x00000040,
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// Will take at least one step before attacking.
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MF_JUSTATTACKED = 0x00000080,
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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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MF_SPAWNCEILING = 0x00000100,
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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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MF_NOGRAVITY = 0x00000200,
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// Movement flags.
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// This allows jumps from high places.
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MF_DROPOFF = 0x00000400,
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// For players, will pick up items.
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MF_PICKUP = 0x00000800,
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// Player cheat. ???
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MF_NOCLIP = 0x00001000,
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// Player: keep info about sliding along walls.
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MF_SLIDE = 0x00002000,
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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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MF_FLOAT = 0x00004000,
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// Don't cross lines
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// ??? or look at heights on teleport.
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MF_TELEPORT = 0x00008000,
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// Don't hit same species, explode on block.
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// Player missiles as well as fireballs of various kinds.
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MF_MISSILE = 0x00010000,
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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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MF_DROPPED = 0x00020000,
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// Use fuzzy draw (shadow demons or spectres),
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// temporary player invisibility powerup.
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MF_SHADOW = 0x00040000,
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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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MF_NOBLOOD = 0x00080000,
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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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MF_CORPSE = 0x00100000,
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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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MF_INFLOAT = 0x00200000,
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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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MF_COUNTKILL = 0x00400000,
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// On picking up, count this item object
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// towards intermission item total.
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MF_COUNTITEM = 0x00800000,
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// Special handling: skull in flight.
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// Neither a cacodemon nor a missile.
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MF_SKULLFLY = 0x01000000,
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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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MF_NOTDMATCH = 0x02000000,
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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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MF_TRANSLATION = 0x0c000000,
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// Hmm ???.
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MF_TRANSSHIFT = 26,
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// [RH] Andy Baker's stealth monsters
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//Stealth Mode - Creatures that dissappear and reappear.
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MF_STEALTH = 0x10000000,
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// [RH] 3 (4 counting opaque) levels of translucency
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MF_TRANSLUCSHIFT = 29,
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MF_TRANSLUCBITS = 0x60000000,
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MF_TRANSLUC25 = 0x20000000,
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MF_TRANSLUC50 = 0x40000000,
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MF_TRANSLUC75 = 0x60000000,
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} mobjflag_t;
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// [RH] These are all from Hexen. Very few are used.
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#define MF2_LOGRAV 0x00000001 // alternate gravity setting
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#define MF2_WINDTHRUST 0x00000002 // gets pushed around by the wind specials
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#define MF2_FLOORBOUNCE 0x00000004 // bounces off the floor
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#define MF2_BLASTED 0x00000008 // missile will pass through ghosts
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#define MF2_FLY 0x00000010 // fly mode is active
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#define MF2_FLOORCLIP 0x00000020 // if feet are allowed to be clipped
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#define MF2_SPAWNFLOAT 0x00000040 // spawn random float z
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#define MF2_NOTELEPORT 0x00000080 // does not teleport
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#define MF2_RIP 0x00000100 // missile rips through solid targets
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#define MF2_PUSHABLE 0x00000200 // can be pushed by other moving mobjs
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#define MF2_SLIDE 0x00000400 // slides against walls
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#define MF2_ONMOBJ 0x00000800 // mobj is resting on top of another mobj
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#define MF2_PASSMOBJ 0x00001000 // Enable z block checking. If on,
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// this flag will allow the mobj to
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// pass over/under other mobjs.
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#define MF2_CANNOTPUSH 0x00002000 // cannot push other pushable mobjs
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#define MF2_DROPPED 0x00004000 // dropped by a demon
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#define MF2_BOSS 0x00008000 // mobj is a major boss
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#define MF2_FIREDAMAGE 0x00010000 // does fire damage
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#define MF2_NODMGTHRUST 0x00020000 // does not thrust target when damaging
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#define MF2_TELESTOMP 0x00040000 // mobj can stomp another
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#define MF2_FLOATBOB 0x00080000 // use float bobbing z movement
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#define MF2_DONTDRAW 0x00100000 // don't generate a vissprite
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#define MF2_IMPACT 0x00200000 // an MF_MISSILE mobj can activate SPAC_IMPACT
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#define MF2_PUSHWALL 0x00400000 // mobj can push walls
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#define MF2_MCROSS 0x00800000 // can activate monster cross lines
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#define MF2_PCROSS 0x01000000 // can activate projectile cross lines
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#define MF2_CANTLEAVEFLOORPIC 0x02000000 // stay within a certain floor type
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#define MF2_NONSHOOTABLE 0x04000000 // mobj is totally non-shootable,
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// but still considered solid
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#define MF2_INVULNERABLE 0x08000000 // mobj is invulnerable
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#define MF2_DORMANT 0x10000000 // thing is dormant
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#define MF2_ICEDAMAGE 0x20000000 // does ice damage
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#define MF2_SEEKERMISSILE 0x40000000 // is a seeker (for reflection)
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#define MF2_REFLECTIVE 0x80000000 // reflects missiles
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// Map Object definition.
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typedef struct mobj_s
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{
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thinker_t thinker; // thinker node
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// info for drawing
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fixed_t x,y,z;
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struct mobj_s *snext, *sprev; // links in sector (if needed)
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angle_t angle;
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spritenum_t sprite; // used to find patch_t and flip value
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int frame; // might be ord with FF_FULLBRIGHT
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int effects; // [RH] see p_effect.h
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// interaction info
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fixed_t pitch, roll;
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struct mobj_s *bnext, *bprev; // links in blocks (if needed)
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struct subsector_s *subsector;
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fixed_t floorz, ceilingz; // closest together of contacted secs
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// fixed_t floorpic; // contacted sec floorpic
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fixed_t radius, height; // for movement checking
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fixed_t momx, momy, momz; // momentums
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int validcount; // if == validcount, already checked
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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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int damage; // For missiles
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int flags;
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int flags2; // Heretic flags
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int special1; // Special info
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int special2; // Special info
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int health;
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int movedir; // 0-7
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int movecount; // when 0, select a new dir
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struct mobj_s *target; // thing being chased/attacked (or NULL)
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// also the originator for missiles
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struct mobj_s *lastenemy; // Last known enemy -- killogh 2/15/98
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int reactiontime; // if non 0, don't attack yet
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// used by player to freeze a bit after
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// teleporting
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int threshold; // if > 0, the target will be chased
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// no matter what (even if shot)
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struct player_s *player; // only valid if type == MT_PLAYER
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int lastlook; // player number last looked for
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mapthing2_t spawnpoint; // For nightmare respawn
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struct mobj_s *tracer; // Thing being chased/attacked for tracers
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// fixed_t floorclip; // value to use for floor clipping
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// int archiveNum; // Identity during archive
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short tid; // thing identifier
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byte special; // special
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byte args[5]; // special arguments
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struct mobj_s *inext, *iprev; // Links to other mobjs in same bucket
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struct mobj_s *goal; // Monster's goal if not chasing anything
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unsigned targettic; // Avoid missiles blowing up in your face
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byte *translation; // Translation table (or NULL)
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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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} mobj_t;
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#endif
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//-----------------------------------------------------------------------------
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//
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// $Log:$
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//
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//-----------------------------------------------------------------------------
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