gzdoom/src/actor.h
Christoph Oelckers 54d78df267 - added a new sector list to AActor that collects all portal-linked sectors the actor's center is in. (Inspired by Eternity's solution to the same problem.)
This is for rendering the sprite properly in all areas the actor touches. The original thinglist is not sufficient for this and Boom's touching thinglist has other purposes and collects too much data.
This new list will only get filled in when the actor is actually crossing a portal plane, for the normal sector thinglist will still be used.
This piggybacks on the msecnode_t code which has been extended to be able to handle more than one list by passing the sector's membert pointers as parameters.
2016-04-17 23:48:04 +02:00

1483 lines
54 KiB
C++

// 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 "templates.h"
// We need the thinker_t stuff.
#include "dthinker.h"
// States are tied to finite states are tied to animation frames.
#include "info.h"
#include "doomdef.h"
#include "textures/textures.h"
#include "r_data/renderstyle.h"
#include "s_sound.h"
#include "memarena.h"
#include "g_level.h"
#include "tflags.h"
#include "portal.h"
struct subsector_t;
class PClassAmmo;
struct FBlockNode;
struct FPortalGroupArray;
//
// 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?
//
// --- mobj.flags ---
enum ActorFlag
{
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
// --- dummies for unknown/unimplemented Strife flags ---
MF_STRIFEx8000000 = 0, // seems related to MF_SHADOW
};
// --- mobj.flags2 ---
enum ActorFlag2
{
MF2_DONTREFLECT = 0x00000001, // this projectile cannot be reflected
MF2_WINDTHRUST = 0x00000002, // gets pushed around by the wind specials
MF2_DONTSEEKINVISIBLE=0x00000004, // For seeker missiles: Don't home in on invisible/shadow targets
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_DONTTRANSLATE = 0x00010000, // Don't apply palette translations
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_THRUACTORS = 0x00100000, // performs no actor<->actor collision checks
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_ARGSDEFINED = 0x20000000, // Internal flag used by DECORATE to signal that the
// args should not be taken from the mapthing definition
MF2_SEEKERMISSILE = 0x40000000, // is a seeker (for reflection)
MF2_REFLECTIVE = 0x80000000, // reflects missiles
};
// --- mobj.flags3 ---
enum ActorFlag3
{
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_AVOIDMELEE = 0x00800000, // Avoids melee attacks (same as MBF's monster_backing but must be explicitly set)
MF3_SCREENSEEKER = 0x01000000, // Fails the IsOkayToAttack test if potential target is outside player FOV
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 ---
enum ActorFlag4
{
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 / cannot be moved by any sector action.
MF4_STRIFEDAMAGE = 0x00000100, // Strife projectiles only do up to 4x damage, not 8x
MF4_CANUSEWALLS = 0x00000200, // Can activate 'use' specials
MF4_MISSILEMORE = 0x00000400, // increases the chance of a missile attack
MF4_MISSILEEVENMORE = 0x00000800, // significantly increases the chance of a missile attack
MF4_FORCERADIUSDMG = 0x00001000, // if put on an object it will override MF3_NORADIUSDMG
MF4_DONTFALL = 0x00002000, // Doesn't have NOGRAVITY disabled when dying.
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_SCROLLMOVE = 0x00080000, // velocity has been applied by a scroller
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_DONTHARMCLASS = 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_BOSSSPAWNED = 0x80000000, // Spawned by a boss spawn cube
};
// --- mobj.flags5 ---
enum ActorFlag5
{
MF5_DONTDRAIN = 0x00000001, // cannot be drained health from.
MF5_INSTATECALL = 0x00000002, // This actor is being run through CallStateChain
MF5_NODROPOFF = 0x00000004, // cannot drop off under any circumstances.
MF5_NOFORWARDFALL = 0x00000008, // Does not make any actor fall forward by being damaged by this
MF5_COUNTSECRET = 0x00000010, // From Doom 64: actor acts like a secret
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
MF5_NOBLOODDECALS = 0x00001000, // Actor bleeds but doesn't spawn blood decals
MF5_USESPECIAL = 0x00002000, // Actor executes its special when being 'used'.
MF5_NOPAIN = 0x00004000, // If set the pain state won't be entered
MF5_ALWAYSFAST = 0x00008000, // always uses 'fast' attacking logic
MF5_NEVERFAST = 0x00010000, // never uses 'fast' attacking logic
MF5_ALWAYSRESPAWN = 0x00020000, // always respawns, regardless of skill setting
MF5_NEVERRESPAWN = 0x00040000, // never respawns, regardless of skill setting
MF5_DONTRIP = 0x00080000, // Ripping projectiles explode when hitting this actor
MF5_NOINFIGHTING = 0x00100000, // This actor doesn't switch target when it's hurt
MF5_NOINTERACTION = 0x00200000, // Thing is completely excluded from any gameplay related checks
MF5_NOTIMEFREEZE = 0x00400000, // Actor is not affected by time freezer
MF5_PUFFGETSOWNER = 0x00800000, // [BB] Sets the owner of the puff to the player who fired it
MF5_SPECIALFIREDAMAGE=0x01000000, // Special treatment of PhoenixFX1 turned into a flag to remove
// dependence of main engine code of specific actor types.
MF5_SUMMONEDMONSTER = 0x02000000, // To mark the friendly Minotaur. Hopefully to be generalized later.
MF5_NOVERTICALMELEERANGE=0x04000000,// Does not check vertical distance for melee range
MF5_BRIGHT = 0x08000000, // Actor is always rendered fullbright
MF5_CANTSEEK = 0x10000000, // seeker missiles cannot home in on this actor
MF5_INCONVERSATION = 0x20000000, // Actor is having a conversation
MF5_PAINLESS = 0x40000000, // Actor always inflicts painless damage.
MF5_MOVEWITHSECTOR = 0x80000000, // P_ChangeSector() will still process this actor if it has MF_NOBLOCKMAP
};
// --- mobj.flags6 ---
enum ActorFlag6
{
MF6_NOBOSSRIP = 0x00000001, // For rippermissiles: Don't rip through bosses.
MF6_THRUSPECIES = 0x00000002, // Actors passes through other of the same species.
MF6_MTHRUSPECIES = 0x00000004, // Missile passes through actors of its shooter's species.
MF6_FORCEPAIN = 0x00000008, // forces target into painstate (unless it has the NOPAIN flag)
MF6_NOFEAR = 0x00000010, // Not scared of frightening players
MF6_BUMPSPECIAL = 0x00000020, // Actor executes its special when being collided (as the ST flag)
MF6_DONTHARMSPECIES = 0x00000040, // Don't hurt one's own species with explosions (hitscans, too?)
MF6_STEPMISSILE = 0x00000080, // Missile can "walk" up steps
MF6_NOTELEFRAG = 0x00000100, // [HW] Actor can't be telefragged
MF6_TOUCHY = 0x00000200, // From MBF: killough 11/98: dies when solids touch it
MF6_CANJUMP = 0x00000400, // From MBF: a dedicated flag instead of the BOUNCES+FLOAT+sentient combo
MF6_JUMPDOWN = 0x00000800, // From MBF: generalization of dog behavior wrt. dropoffs.
MF6_VULNERABLE = 0x00001000, // Actor can be damaged (even if not shootable).
MF6_ARMED = 0x00002000, // From MBF: Object is armed (for MF6_TOUCHY objects)
MF6_FALLING = 0x00004000, // From MBF: Object is falling (for pseudotorque simulation)
MF6_LINEDONE = 0x00008000, // From MBF: Object has already run a line effect
MF6_NOTRIGGER = 0x00010000, // actor cannot trigger any line actions
MF6_SHATTERING = 0x00020000, // marks an ice corpse for forced shattering
MF6_KILLED = 0x00040000, // Something that was killed (but not necessarily a corpse)
MF6_BLOCKEDBYSOLIDACTORS = 0x00080000, // Blocked by solid actors, even if not solid itself
MF6_ADDITIVEPOISONDAMAGE = 0x00100000,
MF6_ADDITIVEPOISONDURATION = 0x00200000,
MF6_NOMENU = 0x00400000, // Player class should not appear in the class selection menu.
MF6_BOSSCUBE = 0x00800000, // Actor spawned by A_BrainSpit, flagged for timefreeze reasons.
MF6_SEEINVISIBLE = 0x01000000, // Monsters can see invisible player.
MF6_DONTCORPSE = 0x02000000, // [RC] Don't autoset MF_CORPSE upon death and don't force Crash state change.
MF6_POISONALWAYS = 0x04000000, // Always apply poison, even when target can't take the damage.
MF6_DOHARMSPECIES = 0x08000000, // Do hurt one's own species with projectiles.
MF6_INTRYMOVE = 0x10000000, // Executing P_TryMove
MF6_NOTAUTOAIMED = 0x20000000, // Do not subject actor to player autoaim.
MF6_NOTONAUTOMAP = 0x40000000, // will not be shown on automap with the 'scanner' powerup.
MF6_RELATIVETOFLOOR = 0x80000000, // [RC] Make flying actors be affected by lifts.
};
// --- mobj.flags7 ---
enum ActorFlag7
{
MF7_NEVERTARGET = 0x00000001, // can not be targetted at all, even if monster friendliness is considered.
MF7_NOTELESTOMP = 0x00000002, // cannot telefrag under any circumstances (even when set by MAPINFO)
MF7_ALWAYSTELEFRAG = 0x00000004, // will unconditionally be telefragged when in the way. Overrides all other settings.
MF7_HANDLENODELAY = 0x00000008, // respect NoDelay state flag
MF7_WEAPONSPAWN = 0x00000010, // subject to DF_NO_COOP_WEAPON_SPAWN dmflag
MF7_HARMFRIENDS = 0x00000020, // is allowed to harm friendly monsters.
MF7_BUDDHA = 0x00000040, // Behaves just like the buddha cheat.
MF7_FOILBUDDHA = 0x00000080, // Similar to FOILINVUL, foils buddha mode.
MF7_DONTTHRUST = 0x00000100, // Thrusting functions do not take, and do not give thrust (damage) to actors with this flag.
MF7_ALLOWPAIN = 0x00000200, // Invulnerable or immune (via damagefactors) actors can still react to taking damage even if they don't.
MF7_CAUSEPAIN = 0x00000400, // Damage sources with this flag can cause similar effects like ALLOWPAIN.
MF7_THRUREFLECT = 0x00000800, // Actors who are reflective cause the missiles to not slow down or change angles.
MF7_MIRRORREFLECT = 0x00001000, // Actor is turned directly 180 degrees around when reflected.
MF7_AIMREFLECT = 0x00002000, // Actor is directly reflected straight back at the one who fired the projectile.
MF7_HITTARGET = 0x00004000, // The actor the projectile dies on is set to target, provided it's targetable anyway.
MF7_HITMASTER = 0x00008000, // Same as HITTARGET, except it's master instead of target.
MF7_HITTRACER = 0x00010000, // Same as HITTARGET, but for tracer.
MF7_FLYCHEAT = 0x00020000, // must be part of the actor so that it can be tracked properly
MF7_NODECAL = 0x00040000, // [ZK] Forces puff to have no impact decal
MF7_FORCEDECAL = 0x00080000, // [ZK] Forces puff's decal to override the weapon's.
MF7_LAXTELEFRAGDMG = 0x00100000, // [MC] Telefrag damage can be reduced.
MF7_ICESHATTER = 0x00200000, // [MC] Shatters ice corpses regardless of damagetype.
};
// --- mobj.renderflags ---
enum ActorRenderFlag
{
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
RF_FORCEYBILLBOARD = 0x10000, // [BB] OpenGL only: draw with y axis billboard, i.e. anchored to the floor (overrides gl_billboard_mode setting)
RF_FORCEXYBILLBOARD = 0x20000, // [BB] OpenGL only: draw with xy axis billboard, i.e. unanchored (overrides gl_billboard_mode setting)
};
// This translucency value produces the closest match to Heretic's TINTTAB.
// ~40% of the value of the overlaid image shows through.
const double HR_SHADOW = (0x6800 / 65536.);
// Hexen's TINTTAB is the same as Heretic's, just reversed.
const double HX_SHADOW = (0x9800 / 65536.);
const double HX_ALTSHADOW = (0x6800 / 65536.);
// 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
};
enum ActorBounceFlag
{
BOUNCE_Walls = 1<<0, // bounces off of walls
BOUNCE_Floors = 1<<1, // bounces off of floors
BOUNCE_Ceilings = 1<<2, // bounces off of ceilings
BOUNCE_Actors = 1<<3, // bounces off of some actors
BOUNCE_AllActors = 1<<4, // bounces off of all actors (requires BOUNCE_Actors to be set, too)
BOUNCE_AutoOff = 1<<5, // when bouncing off a sector plane, if the new Z velocity is below 3.0, disable further bouncing
BOUNCE_HereticType = 1<<6, // goes into Death state when bouncing on floors or ceilings
BOUNCE_UseSeeSound = 1<<7, // compatibility fallback. This will only be set by
// the compatibility handlers for the old bounce flags.
BOUNCE_NoWallSound = 1<<8, // don't make noise when bouncing off a wall
BOUNCE_Quiet = 1<<9, // Strife's grenades don't make a bouncing sound
BOUNCE_ExplodeOnWater = 1<<10, // explodes when hitting a water surface
BOUNCE_CanBounceWater = 1<<11, // can bounce on water
// MBF bouncing is a bit different from other modes as Killough coded many special behavioral cases
// for them that are not present in ZDoom, so it is necessary to identify it properly.
BOUNCE_MBF = 1<<12, // This in itself is not a valid mode, but replaces MBF's MF_BOUNCE flag.
BOUNCE_AutoOffFloorOnly = 1<<13, // like BOUNCE_AutoOff, but only on floors
BOUNCE_UseBounceState = 1<<14, // Use Bounce[.*] states
BOUNCE_TypeMask = BOUNCE_Walls | BOUNCE_Floors | BOUNCE_Ceilings | BOUNCE_Actors | BOUNCE_AutoOff | BOUNCE_HereticType | BOUNCE_MBF,
// The three "standard" 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.
BOUNCE_None = 0,
BOUNCE_Heretic = BOUNCE_Floors | BOUNCE_Ceilings | BOUNCE_HereticType,
BOUNCE_Doom = BOUNCE_Walls | BOUNCE_Floors | BOUNCE_Ceilings | BOUNCE_Actors | BOUNCE_AutoOff,
BOUNCE_Hexen = BOUNCE_Walls | BOUNCE_Floors | BOUNCE_Ceilings | BOUNCE_Actors,
BOUNCE_Grenade = BOUNCE_MBF | BOUNCE_Doom, // Bounces on walls and flats like ZDoom bounce.
BOUNCE_Classic = BOUNCE_MBF | BOUNCE_Floors | BOUNCE_Ceilings, // Bounces on flats only, but
// does not die when bouncing.
// combined types
BOUNCE_DoomCompat = BOUNCE_Doom | BOUNCE_UseSeeSound,
BOUNCE_HereticCompat = BOUNCE_Heretic | BOUNCE_UseSeeSound,
BOUNCE_HexenCompat = BOUNCE_Hexen | BOUNCE_UseSeeSound
// The distinction between BOUNCE_Actors and BOUNCE_AllActors: A missile with
// BOUNCE_Actors set will bounce off of reflective and "non-sentient" actors.
// A missile that also has BOUNCE_AllActors set will bounce off of any actor.
// For compatibility reasons when BOUNCE_Actors was implied by the bounce type
// being "Doom" or "Hexen" and BOUNCE_AllActors was the separate
// MF5_BOUNCEONACTORS, you must set BOUNCE_Actors for BOUNCE_AllActors to have
// an effect.
};
// [TP] Flagset definitions
typedef TFlags<ActorFlag> ActorFlags;
typedef TFlags<ActorFlag2> ActorFlags2;
typedef TFlags<ActorFlag3> ActorFlags3;
typedef TFlags<ActorFlag4> ActorFlags4;
typedef TFlags<ActorFlag5> ActorFlags5;
typedef TFlags<ActorFlag6> ActorFlags6;
typedef TFlags<ActorFlag7> ActorFlags7;
typedef TFlags<ActorRenderFlag> ActorRenderFlags;
typedef TFlags<ActorBounceFlag, WORD> ActorBounceFlags;
DEFINE_TFLAGS_OPERATORS (ActorFlags)
DEFINE_TFLAGS_OPERATORS (ActorFlags2)
DEFINE_TFLAGS_OPERATORS (ActorFlags3)
DEFINE_TFLAGS_OPERATORS (ActorFlags4)
DEFINE_TFLAGS_OPERATORS (ActorFlags5)
DEFINE_TFLAGS_OPERATORS (ActorFlags6)
DEFINE_TFLAGS_OPERATORS (ActorFlags7)
DEFINE_TFLAGS_OPERATORS (ActorRenderFlags)
DEFINE_TFLAGS_OPERATORS (ActorBounceFlags)
// Used to affect the logic for thing activation through death, USESPECIAL and BUMPSPECIAL
// "thing" refers to what has the flag and the special, "trigger" refers to what used or bumped it
enum EThingSpecialActivationType
{
THINGSPEC_Default = 0, // Normal behavior: a player must be the trigger, and is the activator
THINGSPEC_ThingActs = 1, // The thing itself is the activator of the special
THINGSPEC_ThingTargets = 1<<1, // The thing changes its target to the trigger
THINGSPEC_TriggerTargets = 1<<2, // The trigger changes its target to the thing
THINGSPEC_MonsterTrigger = 1<<3, // The thing can be triggered by a monster
THINGSPEC_MissileTrigger = 1<<4, // The thing can be triggered by a projectile
THINGSPEC_ClearSpecial = 1<<5, // Clears special after successful activation
THINGSPEC_NoDeathSpecial = 1<<6, // Don't activate special on death
THINGSPEC_TriggerActs = 1<<7, // The trigger is the activator of the special
// (overrides LEVEL_ACTOWNSPECIAL Hexen hack)
THINGSPEC_Activate = 1<<8, // The thing is activated when triggered
THINGSPEC_Deactivate = 1<<9, // The thing is deactivated when triggered
THINGSPEC_Switch = 1<<10, // The thing is alternatively activated and deactivated when triggered
};
#define ONFLOORZ FIXED_MIN
#define ONCEILINGZ FIXED_MAX
#define FLOATRANDZ (FIXED_MAX-1)
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_CASTLESS(T)->Defaults);
}
struct line_t;
struct secplane_t;
struct FStrifeDialogueNode;
class DDropItem : public DObject
{
DECLARE_CLASS(DDropItem, DObject)
HAS_OBJECT_POINTERS
public:
DDropItem *Next;
FName Name;
int Probability;
int Amount;
};
const double MinVel = EQUAL_EPSILON;
// Map Object definition.
class AActor : public DThinker
{
DECLARE_CLASS_WITH_META (AActor, DThinker, PClassActor)
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 (PClassActor *type, const DVector3 &pos, replace_t allowreplacement, bool SpawningMapThing = false);
inline AActor *GetDefault () const
{
return (AActor *)(this->GetClass()->Defaults);
}
DDropItem *GetDropItems() const;
// Return true if the monster should use a missile attack, false for melee
bool SuggestMissileAttack (double dist);
// Adjusts the angle for deflection/reflection of incoming missiles
// Returns true if the missile should be allowed to explode anyway
bool AdjustReflectionAngle (AActor *thing, DAngle &angle);
// Returns true if this actor is within melee range of its target
bool CheckMeleeRange();
bool CheckNoDelay();
virtual void BeginPlay(); // Called immediately after the actor is created
virtual void PostBeginPlay(); // Called immediately before the actor's first tick
virtual void LevelSpawned(); // Called after BeginPlay if this actor was spawned by the world
virtual void HandleSpawnFlags(); // Translates SpawnFlags into in-game flags.
virtual void MarkPrecacheSounds() const; // Marks sounds used by this actor for precaching.
virtual void Activate (AActor *activator);
virtual void Deactivate (AActor *activator);
virtual void Tick ();
// Called when actor dies
virtual void Die (AActor *source, AActor *inflictor, int dmgflags = 0);
// 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, FName damagetype);
// 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 ();
// Actor just hit the floor
virtual void HitFloor ();
// plays bouncing sound
void PlayBounceSound(bool onfloor);
// Called when an actor with MF_MISSILE and MF2_FLOORBOUNCE hits the floor
virtual bool FloorBounceMissile (secplane_t &plane);
// 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, double strength);
// Called by RoughBlockCheck
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);
// 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);
// Take the amount value of an item from the inventory list.
// If nothing is left, the item may be destroyed.
// Returns true if the initial item count is positive.
virtual bool TakeInventory (PClassActor *itemclass, int amount, bool fromdecorate = false, bool notakeinfinite = false);
// 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);
// Removes all items from the inventory.
void ClearInventory();
// 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 (PClassActor *type, bool subclass=false);
AInventory *FindInventory (FName type);
template<class T> T *FindInventory ()
{
return static_cast<T *> (FindInventory (RUNTIME_TEMPLATE_CLASS(T)));
}
// Adds one item of a particular type. Returns NULL if it could not be added.
AInventory *GiveInventoryType (PClassActor *type);
// Returns the first item held with IF_INVBAR set.
AInventory *FirstInv ();
// Tries to give the actor some ammo.
bool GiveAmmo (PClassAmmo *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 (AActor *other, bool changeTarget, bool resetHealth=true);
// Moves the other actor's inventory to this one
void ObtainInventory (AActor *other);
// Die. Now.
virtual bool Massacre ();
// Transforms the actor into a finely-ground paste
virtual bool Grind(bool items);
// Get this actor's team
int GetTeam();
// 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);
inline bool IsNoClip2() const;
void CheckPortalTransition(bool islinked);
DVector3 GetPortalTransition(double byoffset, sector_t **pSec = NULL);
// What species am I?
virtual FName GetSpecies();
double GetBobOffset(double ticfrac = 0) const
{
if (!(flags2 & MF2_FLOATBOB))
{
return 0;
}
return BobSin(FloatBobPhase + level.maptime + ticfrac);
}
// Enter the crash state
void Crash();
// Return starting health adjusted by skill level
int SpawnHealth() const;
int GetGibHealth() const;
double GetCameraHeight() const;
inline bool isMissile(bool precise=true)
{
return (flags&MF_MISSILE) || (precise && GetDefault()->flags&MF_MISSILE);
}
// Check for monsters that count as kill but excludes all friendlies.
bool CountsAsKill() const
{
return (flags & MF_COUNTKILL) && !(flags & MF_FRIENDLY);
}
PalEntry GetBloodColor() const
{
return GetClass()->BloodColor;
}
// These also set CF_INTERPVIEW for players.
void SetPitch(DAngle p, bool interpolate, bool forceclamp = false);
void SetAngle(DAngle ang, bool interpolate);
void SetRoll(DAngle roll, bool interpolate);
PClassActor *GetBloodType(int type = 0) const
{
PClassActor *bloodcls;
if (type == 0)
{
bloodcls = PClass::FindActor(GetClass()->BloodType);
}
else if (type == 1)
{
bloodcls = PClass::FindActor(GetClass()->BloodType2);
}
else if (type == 2)
{
bloodcls = PClass::FindActor(GetClass()->BloodType3);
}
else
{
return NULL;
}
if (bloodcls != NULL)
{
bloodcls = bloodcls->GetReplacement();
}
return bloodcls;
}
double Distance2DSquared(AActor *other, bool absolute = false)
{
DVector2 otherpos = absolute ? other->Pos() : other->PosRelative(this);
return (Pos().XY() - otherpos).LengthSquared();
}
double Distance2D(AActor *other, bool absolute = false)
{
DVector2 otherpos = absolute ? other->Pos() : other->PosRelative(this);
return (Pos().XY() - otherpos).Length();
}
double Distance2D(double x, double y) const
{
return DVector2(X() - x, Y() - y).Length();
}
double Distance2D(AActor *other, double xadd, double yadd, bool absolute = false)
{
DVector3 otherpos = absolute ? other->Pos() : other->PosRelative(this);
return DVector2(X() - otherpos.X + xadd, Y() - otherpos.Y + yadd).Length();
}
// a full 3D version of the above
double Distance3D(AActor *other, bool absolute = false)
{
DVector3 otherpos = absolute ? other->Pos() : other->PosRelative(this);
return (Pos() - otherpos).Length();
}
DAngle AngleTo(AActor *other, bool absolute = false)
{
DVector2 otherpos = absolute ? other->Pos() : other->PosRelative(this);
return VecToAngle(otherpos - Pos().XY());
}
DAngle AngleTo(AActor *other, double oxofs, double oyofs, bool absolute = false) const
{
DVector2 otherpos = absolute ? other->Pos() : other->PosRelative(this);
return VecToAngle(otherpos - Pos() + DVector2(oxofs, oyofs));
}
DVector2 Vec2To(AActor *other) const
{
return other->PosRelative(this) - Pos();
}
DVector3 Vec3To(AActor *other) const
{
return other->PosRelative(this) - Pos();
}
DVector2 Vec2Offset(double dx, double dy, bool absolute = false)
{
if (absolute)
{
return { X() + dx, Y() + dy };
}
else
{
return P_GetOffsetPosition(X(), Y(), dx, dy);
}
}
DVector3 Vec2OffsetZ(double dx, double dy, double atz, bool absolute = false)
{
if (absolute)
{
return{ X() + dx, Y() + dy, atz };
}
else
{
DVector2 v = P_GetOffsetPosition(X(), Y(), dx, dy);
return DVector3(v, atz);
}
}
DVector2 Vec2Angle(double length, DAngle angle, bool absolute = false)
{
if (absolute)
{
return{ X() + length * angle.Cos(), Y() + length * angle.Sin() };
}
else
{
return P_GetOffsetPosition(X(), Y(), length*angle.Cos(), length*angle.Sin());
}
}
DVector3 Vec3Offset(double dx, double dy, double dz, bool absolute = false)
{
if (absolute)
{
return { X() + dx, Y() + dy, Z() + dz };
}
else
{
DVector2 v = P_GetOffsetPosition(X(), Y(), dx, dy);
return DVector3(v, Z() + dz);
}
}
DVector3 Vec3Offset(const DVector3 &ofs, bool absolute = false)
{
return Vec3Offset(ofs.X, ofs.Y, ofs.Z, absolute);
}
DVector3 Vec3Angle(double length, DAngle angle, double dz, bool absolute = false)
{
if (absolute)
{
return{ X() + length * angle.Cos(), Y() + length * angle.Sin(), Z() + dz };
}
else
{
DVector2 v = P_GetOffsetPosition(X(), Y(), length*angle.Cos(), length*angle.Sin());
return DVector3(v, Z() + dz);
}
}
double AccuracyFactor()
{
return 1. / (1 << (accuracy * 5 / 100));
}
void ClearInterpolation();
void Move(const DVector3 &vel)
{
SetOrigin(Pos() + vel, true);
}
virtual void SetOrigin(double x, double y, double z, bool moving);
void SetOrigin(const DVector3 & npos, bool moving)
{
SetOrigin(npos.X, npos.Y, npos.Z, moving);
}
inline void SetFriendPlayer(player_t *player);
bool IsVisibleToPlayer() const;
// Calculate amount of missile damage
virtual int GetMissileDamage(int mask, int add);
bool CanSeek(AActor *target) const;
double GetGravity() const;
bool IsSentient() const;
const char *GetTag(const char *def = NULL) const;
void SetTag(const char *def);
// Triggers SECSPAC_Exit/SECSPAC_Enter and related events if oldsec != current sector
void CheckSectorTransition(sector_t *oldsec);
void UpdateRenderSectorList();
void ClearRenderSectorList();
// info for drawing
// NOTE: The first member variable *must* be snext.
AActor *snext, **sprev; // links in sector (if needed)
DVector3 __Pos; // double underscores so that it won't get used by accident. Access to this should be exclusively through the designated access functions.
DVector3 OldRenderPos;
DRotator Angles;
DVector3 Vel;
double Speed;
double FloatSpeed;
WORD sprite; // used to find patch_t and flip value
BYTE frame; // sprite frame to draw
DVector2 Scale; // Scaling values; 1 is normal size
FRenderStyle RenderStyle; // Style to draw this actor with
ActorRenderFlags renderflags; // Different rendering flags
FTextureID picnum; // Draw this instead of sprite if valid
DWORD effects; // [RH] see p_effect.h
double Alpha; // Since P_CheckSight makes an alpha check this can't be a float. It has to be a double.
DWORD fillcolor; // Color to draw when STYLE_Shaded
// interaction info
FBlockNode *BlockNode; // links in blocks (if needed)
struct sector_t *Sector;
subsector_t * subsector;
double floorz, ceilingz; // closest together of contacted secs
double dropoffz; // killough 11/98: the lowest floor over all contacted Sectors.
struct sector_t *floorsector;
FTextureID floorpic; // contacted sec floorpic
int floorterrain;
struct sector_t *ceilingsector;
FTextureID ceilingpic; // contacted sec ceilingpic
double radius, Height; // for movement checking
double projectilepassheight; // height for clipping projectile movement against this actor
SDWORD tics; // state tic counter
FState *state;
VMFunction *Damage; // For missiles and monster railgun
int projectileKickback;
ActorFlags flags;
ActorFlags2 flags2; // Heretic flags
ActorFlags3 flags3; // [RH] Hexen/Heretic actor-dependant behavior made flaggable
ActorFlags4 flags4; // [RH] Even more flags!
ActorFlags5 flags5; // OMG! We need another one.
ActorFlags6 flags6; // Shit! Where did all the flags go?
ActorFlags7 flags7; // WHO WANTS TO BET ON 8!?
// [BB] If 0, everybody can see the actor, if > 0, only members of team (VisibleToTeam-1) can see it.
DWORD VisibleToTeam;
int special1; // Special info
int special2; // Special info
double specialf1; // With floats we cannot use the int versions for storing position or angle data without reverting to fixed point (which we do not want.)
double specialf2;
int weaponspecial; // Special info for weapons.
int health;
BYTE movedir; // 0-7
SBYTE visdir;
SWORD movecount; // when 0, select a new dir
SWORD strafecount; // for MF3_AVOIDMELEE
TObjPtr<AActor> target; // thing being chased/attacked (or NULL)
// also the originator for missiles
TObjPtr<AActor> lastenemy; // Last known enemy -- killough 2/15/98
TObjPtr<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
SDWORD DefThreshold; // [MC] Default threshold which the actor will reset its threshold to after switching targets
// no matter what (even if shot)
player_t *player; // only valid if type of APlayerPawn
TObjPtr<AActor> LastLookActor; // Actor last looked for (if TIDtoHate != 0)
DVector3 SpawnPoint; // For nightmare respawn
WORD SpawnAngle;
int StartHealth;
BYTE WeaveIndexXY; // Separated from special2 because it's used by globally accessible functions.
BYTE WeaveIndexZ;
int skillrespawncount;
int TIDtoHate; // TID of things to hate (0 if none)
FNameNoInit Species; // For monster families
TObjPtr<AActor> tracer; // Thing being chased/attacked for tracers
TObjPtr<AActor> master; // Thing which spawned this one (prevents mutual attacks)
double Floorclip; // value to use for floor clipping
int tid; // thing identifier
int special; // special
int args[5]; // special arguments
int accuracy, stamina; // [RH] Strife stats -- [XA] moved here for DECORATE/ACS access.
AActor *inext, **iprev;// Links to other mobjs in same bucket
TObjPtr<AActor> goal; // Monster's goal if not chasing anything
int 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.
SBYTE LastLookPlayerNumber;// Player number last looked for (if TIDtoHate == 0)
ActorBounceFlags BounceFlags; // which bouncing type?
DWORD SpawnFlags; // Increased to DWORD because of Doom 64
double meleerange; // specifies how far a melee attack reaches.
double 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
double maxtargetrange; // any target farther away cannot be attacked
double bouncefactor; // Strife's grenades use 50%, Hexen's Flechettes 70.
double wallbouncefactor; // The bounce factor for walls can be different.
int bouncecount; // Strife's grenades only bounce twice before exploding
double Gravity; // [GRB] Gravity factor
double Friction;
int FastChaseStrafeCount;
double pushfactor;
int lastpush;
int activationtype; // How the thing behaves when activated with USESPECIAL or BUMPSPECIAL
int lastbump; // Last time the actor was bumped, used to control BUMPSPECIAL
int Score; // manipulated by score items, ACS or DECORATE. The engine doesn't use this itself for anything.
FString * Tag; // Strife's tag name.
int DesignatedTeam; // Allow for friendly fire cacluations to be done on non-players.
AActor *BlockingMobj; // Actor that blocked the last move
line_t *BlockingLine; // Line that blocked the last move
int PoisonDamage; // Damage received per tic from poison.
FNameNoInit PoisonDamageType; // Damage type dealt by poison.
int PoisonDuration; // Duration left for receiving poison damage.
int PoisonPeriod; // How often poison damage is applied. (Every X tics.)
int PoisonDamageReceived; // Damage received per tic from poison.
FNameNoInit PoisonDamageTypeReceived; // Damage type received by poison.
int PoisonDurationReceived; // Duration left for receiving poison damage.
int PoisonPeriodReceived; // How often poison damage is applied. (Every X tics.)
TObjPtr<AActor> Poisoner; // Last source of received poison damage.
// a linked list of sectors where this object appears
struct msecnode_t *touching_sectorlist; // phares 3/14/98
struct msecnode_t *render_sectorlist; // same for cross-portal rendering
TObjPtr<AInventory> Inventory; // [RH] This actor's inventory
DWORD InventoryID; // A unique ID to keep track of inventory items
BYTE smokecounter;
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
FSoundIDNoInit SeeSound;
FSoundIDNoInit AttackSound;
FSoundIDNoInit PainSound;
FSoundIDNoInit DeathSound;
FSoundIDNoInit ActiveSound;
FSoundIDNoInit UseSound; // [RH] Sound to play when an actor is used.
FSoundIDNoInit BounceSound;
FSoundIDNoInit WallBounceSound;
FSoundIDNoInit CrushPainSound;
double MaxDropOffHeight;
double MaxStepHeight;
SDWORD Mass;
SWORD PainChance;
int PainThreshold;
FNameNoInit DamageType;
FNameNoInit DamageTypeReceived;
double DamageFactor;
double DamageMultiply;
FNameNoInit PainType;
FNameNoInit DeathType;
PClassActor *TeleFogSourceType;
PClassActor *TeleFogDestType;
int RipperLevel;
int RipLevelMin;
int RipLevelMax;
FState *SpawnState;
FState *SeeState;
FState *MeleeState;
FState *MissileState;
int ConversationRoot; // THe root of the current dialogue
FStrifeDialogueNode *Conversation; // [RH] The dialogue to show when this actor is "used."
// [RH] Decal(s) this weapon/projectile generates on impact.
FDecalBase *DecalGenerator;
// [RH] Used to interpolate the view to get >35 FPS
DVector3 Prev;
DRotator PrevAngles;
int PrevPortalGroup;
// ThingIDs
static void ClearTIDHashes ();
void AddToHash ();
void RemoveFromHash ();
private:
static AActor *TIDHash[128];
static inline int TIDHASH (int key) { return key & 127; }
static FSharedStringArena mStringPropertyData;
friend class FActorIterator;
friend bool P_IsTIDUsed(int tid);
bool FixMapthingPos();
public:
void LinkToWorld (bool spawningmapthing=false, sector_t *sector = NULL);
void UnlinkFromWorld ();
void AdjustFloorClip ();
bool InStateSequence(FState * newstate, FState * basestate);
int GetTics(FState * newstate);
bool SetState (FState *newstate, bool nofunction=false);
virtual bool UpdateWaterLevel (bool splash=true);
bool isFast();
bool isSlow();
void SetIdle(bool nofunction=false);
void ClearCounters();
FState *GetRaiseState();
void Revive();
FState *FindState (FName label) const
{
return GetClass()->FindState(1, &label);
}
FState *FindState (FName label, FName sublabel, bool exact = false) const
{
FName names[] = { label, sublabel };
return GetClass()->FindState(2, names, exact);
}
FState *FindState(int numnames, FName *names, bool exact = false) const
{
return GetClass()->FindState(numnames, names, exact);
}
bool HasSpecialDeathStates () const;
double X() const
{
return __Pos.X;
}
double Y() const
{
return __Pos.Y;
}
double Z() const
{
return __Pos.Z;
}
DVector3 Pos() const
{
return __Pos;
}
// Note: Never compare z directly with a plane height if you want to know if the actor is *on* the plane. Some very minor inaccuracies may creep in. Always use these inline functions!
// Comparing with floorz is ok because those values come from the same calculations.
bool isAbove(double checkz) const
{
return Z() > checkz + EQUAL_EPSILON;
}
bool isBelow(double checkz) const
{
return Z() < checkz - EQUAL_EPSILON;
}
bool isAtZ(double checkz) const
{
return fabs(Z() - checkz) < EQUAL_EPSILON;
}
DVector3 PosRelative(int grp) const;
DVector3 PosRelative(const AActor *other) const;
DVector3 PosRelative(sector_t *sec) const;
DVector3 PosRelative(line_t *line) const;
FVector3 SoundPos() const
{
// the sound system switches y and z axes so this function must, too.
// fixme: This still needs portal handling
return{ float(X()), float(Z()), float(Y()) };
}
DVector3 InterpolatedPosition(double ticFrac) const
{
return Prev + (ticFrac * (Pos() - Prev));
}
DVector3 PosPlusZ(double zadd) const
{
return { X(), Y(), Z() + zadd };
}
DVector3 PosAtZ(double zadd) const
{
return{ X(), Y(), zadd };
}
double Top() const
{
return Z() + Height;
}
double Center() const
{
return Z() + Height/2;
}
void SetZ(double newz, bool moving = true)
{
__Pos.Z = newz;
}
void AddZ(double newz, bool moving = true)
{
__Pos.Z += newz;
if (!moving) Prev.Z = Z();
}
void SetXY(const DVector2 &npos)
{
__Pos.X = npos.X;
__Pos.Y = npos.Y;
}
void SetXYZ(double xx, double yy, double zz)
{
__Pos = { xx,yy,zz };
}
void SetXYZ(const DVector3 &npos)
{
__Pos = npos;
}
double VelXYToSpeed() const
{
return DVector2(Vel.X, Vel.Y).Length();
}
double VelToSpeed() const
{
return Vel.Length();
}
void AngleFromVel()
{
Angles.Yaw = VecToAngle(Vel.X, Vel.Y);
}
void VelFromAngle()
{
Vel.X = Speed * Angles.Yaw.Cos();
Vel.Y = Speed * Angles.Yaw.Sin();
}
void VelFromAngle(double speed)
{
Vel.X = speed * Angles.Yaw.Cos();
Vel.Y = speed * Angles.Yaw.Sin();
}
void VelFromAngle(DAngle angle, double speed)
{
Vel.X = speed * angle.Cos();
Vel.Y = speed * angle.Sin();
}
void Thrust()
{
Vel.X += Speed * Angles.Yaw.Cos();
Vel.Y += Speed * Angles.Yaw.Sin();
}
void Thrust(double speed)
{
Vel.X += speed * Angles.Yaw.Cos();
Vel.Y += speed * Angles.Yaw.Sin();
}
void Thrust(DAngle angle, double speed)
{
Vel.X += speed * angle.Cos();
Vel.Y += speed * angle.Sin();
}
void Vel3DFromAngle(DAngle angle, DAngle pitch, double speed)
{
double cospitch = pitch.Cos();
Vel.X = speed * cospitch * angle.Cos();
Vel.Y = speed * cospitch * angle.Sin();
Vel.Z = speed * -pitch.Sin();
}
void Vel3DFromAngle(DAngle pitch, double speed)
{
double cospitch = pitch.Cos();
Vel.X = speed * cospitch * Angles.Yaw.Cos();
Vel.Y = speed * cospitch * Angles.Yaw.Sin();
Vel.Z = speed * -pitch.Sin();
}
// This is used by many vertical velocity calculations.
// Better have it in one place, if something needs to be changed about the formula.
double DistanceBySpeed(AActor *dest, double speed)
{
return MAX(1., Distance2D(dest) / speed);
}
int ApplyDamageFactor(FName damagetype, int damage) const;
};
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_TEMPLATE_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;
}
};
bool P_IsTIDUsed(int tid);
int P_FindUniqueTID(int start_tid, int limit);
PClassActor *ClassForSpawn(FName classname);
inline AActor *Spawn(PClassActor *type)
{
return AActor::StaticSpawn(type, DVector3(0, 0, 0), NO_REPLACE);
}
inline AActor *Spawn(PClassActor *type, const DVector3 &pos, replace_t allowreplacement)
{
return AActor::StaticSpawn(type, pos, allowreplacement);
}
inline AActor *Spawn(FName type)
{
return AActor::StaticSpawn(ClassForSpawn(type), DVector3(0, 0, 0), NO_REPLACE);
}
inline AActor *Spawn(FName type, const DVector3 &pos, replace_t allowreplacement)
{
return AActor::StaticSpawn(ClassForSpawn(type), pos, allowreplacement);
}
template<class T> inline T *Spawn(const DVector3 &pos, replace_t allowreplacement)
{
return static_cast<T *>(AActor::StaticSpawn(RUNTIME_TEMPLATE_CLASS(T), pos, allowreplacement));
}
template<class T> inline T *Spawn() // for inventory items we do not need coordinates and replacement info.
{
return static_cast<T *>(AActor::StaticSpawn(RUNTIME_TEMPLATE_CLASS(T), DVector3(0, 0, 0), NO_REPLACE));
}
void PrintMiscActorInfo(AActor * query);
AActor *P_LinePickActor(AActor *t1, DAngle angle, double distance, DAngle pitch, ActorFlags actorMask, DWORD wallMask);
// If we want to make P_AimLineAttack capable of handling arbitrary portals, it needs to pass a lot more info than just the linetarget actor.
struct FTranslatedLineTarget
{
AActor *linetarget;
DAngle angleFromSource;
bool unlinked; // found by a trace that went through an unlinked portal.
};
#define S_FREETARGMOBJ 1
#endif // __P_MOBJ_H__