mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-15 00:42:20 +00:00
47dafa3824
if the first spawned one died and executed some code in its death state. - Added Karate Chris's submission for 'allowrespawn' MAPINFO option. - Added Karate Chris's submission for customizable skill confirmation text. - Fixed: Doom's statusbar only checked for primary attacks, not secondary ones when setting Doomguy's face. (Thanks to Karate Chris for the fix.) - added Skulltag's FORCEYBILLBOARD and FORCEXYBILLBOARD flags to the DECORATE parser. Even though the software renderer has no use for them it is necessary to support them so that mods can use these flags without becoming incompatible with ZDoom. SVN r576 (trunk)
871 lines
34 KiB
C++
871 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.
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// ~40% of the value of the overlaid image shows through.
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#define HR_SHADOW (0x6800)
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// Hexen's TINTTAB is the same as Heretic's, just reversed.
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#define HX_SHADOW (0x9800)
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#define HX_ALTSHADOW (0x6800)
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// This could easily be a bool but then it'd be much harder to find later. ;)
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enum replace_t
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{
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NO_REPLACE = 0,
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ALLOW_REPLACE = 1
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};
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// [RH] Like msecnode_t, but for the blockmap
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struct FBlockNode
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{
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AActor *Me; // actor this node references
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int BlockIndex; // index into blocklinks for the block this node is in
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FBlockNode **PrevActor; // previous actor in this block
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FBlockNode *NextActor; // next actor in this block
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FBlockNode **PrevBlock; // previous block this actor is in
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FBlockNode *NextBlock; // next block this actor is in
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static FBlockNode *Create (AActor *who, int x, int y);
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void Release ();
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static FBlockNode *FreeBlocks;
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};
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class FDecalBase;
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class AInventory;
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inline AActor *GetDefaultByName (const char *name)
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{
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return (AActor *)(PClass::FindClass(name)->Defaults);
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}
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inline AActor *GetDefaultByType (const PClass *type)
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{
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return (AActor *)(type->Defaults);
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}
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template<class T>
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inline T *GetDefault ()
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{
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return (T *)(RUNTIME_CLASS(T)->Defaults);
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}
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struct secplane_t;
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struct FStrifeDialogueNode;
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enum
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{
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AMETA_BASE = 0x12000,
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AMETA_Obituary, // string (player was killed by this actor)
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AMETA_HitObituary, // string (player was killed by this actor in melee)
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AMETA_DeathHeight, // fixed (height on normal death)
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AMETA_BurnHeight, // fixed (height on burning death)
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AMETA_StrifeName, // string (for named Strife objects)
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AMETA_BloodColor, // colorized blood
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AMETA_GibHealth, // negative health below which this monster dies an extreme death
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AMETA_WoundHealth, // health needed to enter wound state
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AMETA_PoisonDamage, // Amount of poison damage
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AMETA_FastSpeed, // Speed in fast mode
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AMETA_RDFactor, // Radius damage factor
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AMETA_CameraHeight, // Height of camera when used as such
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AMETA_HowlSound, // Sound being played when electrocuted or poisoned
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AMETA_BloodType, // Blood replacement type
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AMETA_BloodType2, // Bloodsplatter replacement type
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AMETA_BloodType3, // AxeBlood replacement type
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};
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// Map Object definition.
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class AActor : public DThinker
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{
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DECLARE_CLASS (AActor, DThinker)
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HAS_OBJECT_POINTERS
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public:
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AActor () throw();
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AActor (const AActor &other) throw();
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AActor &operator= (const AActor &other);
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void Destroy ();
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~AActor ();
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void Serialize (FArchive &arc);
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static AActor *StaticSpawn (const PClass *type, fixed_t x, fixed_t y, fixed_t z, replace_t allowreplacement);
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inline AActor *GetDefault () const
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{
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return (AActor *)(RUNTIME_TYPE(this)->Defaults);
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}
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// BeginPlay: Called just after the actor is created
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virtual void BeginPlay ();
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// LevelSpawned: Called after BeginPlay if this actor was spawned by the world
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virtual void LevelSpawned ();
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// Translates SpawnFlags into in-game flags.
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virtual void HandleSpawnFlags ();
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virtual void Activate (AActor *activator);
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virtual void Deactivate (AActor *activator);
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virtual void Tick ();
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// Smallest yaw interval for a mapthing to be spawned with
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virtual angle_t AngleIncrements ();
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// Return true if the monster should use a missile attack, false for melee
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virtual bool SuggestMissileAttack (fixed_t dist);
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// Called when actor dies
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virtual void Die (AActor *source, AActor *inflictor);
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// Called by A_Explode just before exploding the actor
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virtual void PreExplode ();
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// Called by A_Explode to find out how much damage to do
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virtual void GetExplodeParms (int &damage, int &dist, bool &hurtSource);
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// Perform some special damage action. Returns the amount of damage to do.
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// Returning -1 signals the damage routine to exit immediately
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virtual int DoSpecialDamage (AActor *target, int damage);
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// Like DoSpecialDamage, but called on the actor receiving the damage.
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virtual int TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, FName damagetype);
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// Centaurs and ettins squeal when electrocuted, poisoned, or "holy"-ed
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// Made a metadata property so no longer virtual
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void Howl ();
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// Called by A_NoBlocking in case the actor wants to drop some presents
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virtual void NoBlockingSet ();
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// Called by A_SinkMobj
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virtual fixed_t GetSinkSpeed ();
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// Called by A_RaiseMobj
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virtual fixed_t GetRaiseSpeed ();
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// Actor just hit the floor
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virtual void HitFloor ();
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// Called when an actor with MF_MISSILE and MF2_FLOORBOUNCE hits the floor
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virtual bool FloorBounceMissile (secplane_t &plane);
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// Adjusts the angle for deflection/reflection of incoming missiles
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// Returns true if the missile should be allowed to explode anyway
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virtual bool AdjustReflectionAngle (AActor *thing, angle_t &angle);
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// Called when an actor is to be reflected by a disc of repulsion.
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// Returns true to continue normal blast processing.
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virtual bool SpecialBlastHandling (AActor *source, fixed_t strength);
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// Called by RoughBlockCheck
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virtual bool IsOkayToAttack (AActor *target);
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// Plays the actor's ActiveSound if its voice isn't already making noise.
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void PlayActiveSound ();
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// Actor had MF_SKULLFLY set and rammed into something
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// Returns false to stop moving and true to keep moving
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virtual bool Slam (AActor *victim);
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// Called by PIT_CheckThing() and needed for some Hexen things.
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// Returns -1 for normal behavior, 0 to return false, and 1 to return true.
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// I'm not sure I like it this way, but it will do for now.
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virtual int SpecialMissileHit (AActor *victim);
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// Returns true if it's okay to switch target to "other" after being attacked by it.
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virtual bool OkayToSwitchTarget (AActor *other);
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// Returns true if this actor is within melee range of its target
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virtual bool CheckMeleeRange ();
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// Something just touched this actor.
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virtual void Touch (AActor *toucher);
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// Adds the item to this actor's inventory and sets its Owner.
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virtual void AddInventory (AInventory *item);
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// Removes the item from the inventory list.
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virtual void RemoveInventory (AInventory *item);
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// Uses an item and removes it from the inventory.
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virtual bool UseInventory (AInventory *item);
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// Tosses an item out of the inventory.
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virtual AInventory *DropInventory (AInventory *item);
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// Returns true if this view is considered "local" for the player.
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bool CheckLocalView (int playernum) const;
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// Finds the first item of a particular type.
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AInventory *FindInventory (const PClass *type) const;
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AInventory *FindInventory (FName type) const;
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template<class T> T *FindInventory () const
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{
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return static_cast<T *> (FindInventory (RUNTIME_CLASS(T)));
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}
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// Adds one item of a particular type. Returns NULL if it could not be added.
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AInventory *GiveInventoryType (const PClass *type);
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// Returns the first item held with IF_INVBAR set.
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AInventory *FirstInv () const;
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// Tries to give the actor some ammo.
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bool GiveAmmo (const PClass *type, int amount);
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// Destroys all the inventory the actor is holding.
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void DestroyAllInventory ();
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// Set the alphacolor field properly
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void SetShade (DWORD rgb);
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void SetShade (int r, int g, int b);
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// Plays a conversation animation
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void ConversationAnimation (int animnum);
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// Make this actor hate the same things as another actor
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void CopyFriendliness (const AActor *other, bool changeTarget);
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// Moves the other actor's inventory to this one
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void ObtainInventory (AActor *other);
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// Die. Now.
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virtual bool Massacre ();
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// Is the other actor on my team?
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bool IsTeammate (AActor *other);
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// Is the other actor my friend?
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bool IsFriend (AActor *other);
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// Do I hate the other actor?
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bool IsHostile (AActor *other);
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// What species am I?
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virtual const PClass *GetSpecies();
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// Enter the crash state
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void Crash();
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// Check for monsters that count as kill but excludes all friendlies.
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bool CountsAsKill() const
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{
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return (flags & MF_COUNTKILL) && !(flags & MF_FRIENDLY);
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}
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// Calculate amount of missile damage
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virtual int GetMissileDamage(int mask, int add);
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// info for drawing
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// NOTE: The first member variable *must* be x.
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fixed_t x,y,z;
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AActor *snext, **sprev; // links in sector (if needed)
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angle_t angle;
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WORD sprite; // used to find patch_t and flip value
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BYTE frame; // sprite frame to draw
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fixed_t scaleX, scaleY; // Scaling values; FRACUNIT is normal size
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BYTE RenderStyle; // Style to draw this actor with
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DWORD renderflags; // Different rendering flags
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int picnum; // Draw this instead of sprite if != 0xffff
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SWORD TIDtoHate; // TID of things to hate (0 if none)
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DWORD effects; // [RH] see p_effect.h
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fixed_t alpha;
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DWORD alphacolor; // Color to draw when STYLE_Shaded
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// interaction info
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fixed_t pitch, roll;
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FBlockNode *BlockNode; // links in blocks (if needed)
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struct sector_t *Sector;
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fixed_t floorz, ceilingz; // closest together of contacted secs
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fixed_t dropoffz; // killough 11/98: the lowest floor over all contacted Sectors.
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struct sector_t *floorsector;
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SDWORD floorpic; // contacted sec floorpic
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struct sector_t *ceilingsector;
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SDWORD ceilingpic; // contacted sec ceilingpic
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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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SDWORD tics; // state tic counter
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FState *state;
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SDWORD Damage; // For missiles and monster railgun
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DWORD flags;
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DWORD flags2; // Heretic flags
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DWORD flags3; // [RH] Hexen/Heretic actor-dependant behavior made flaggable
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DWORD flags4; // [RH] Even more flags!
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DWORD flags5; // OMG! We need another one.
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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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BYTE movedir; // 0-7
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SBYTE visdir;
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SWORD movecount; // when 0, select a new dir
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AActor *target; // thing being chased/attacked (or NULL)
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// also the originator for missiles
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AActor *lastenemy; // Last known enemy -- killogh 2/15/98
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AActor *LastHeard; // [RH] Last actor this one heard
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SDWORD reactiontime; // if non 0, don't attack yet; used by
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// player to freeze a bit after teleporting
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SDWORD threshold; // if > 0, the target will be chased
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// no matter what (even if shot)
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player_s *player; // only valid if type of APlayerPawn
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union
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{
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AActor *Actor; // Actor last looked for (if TIDtoHate != 0)
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SDWORD PlayerNumber; // Player number last looked for
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} LastLook;
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WORD SpawnPoint[3]; // For nightmare respawn
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WORD SpawnAngle;
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AActor *tracer; // Thing being chased/attacked for tracers
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AActor *master; // Thing which spawned this one (prevents mutual attacks)
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fixed_t floorclip; // value to use for floor clipping
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SWORD tid; // thing identifier
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BYTE special; // special
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int args[5]; // special arguments
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AActor *inext, **iprev;// Links to other mobjs in same bucket
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AActor *goal; // Monster's goal if not chasing anything
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BYTE waterlevel; // 0=none, 1=feet, 2=waist, 3=eyes
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BYTE boomwaterlevel; // splash information for non-swimmable water sectors
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BYTE MinMissileChance;// [RH] If a random # is > than this, then missile attack.
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WORD SpawnFlags;
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fixed_t meleerange; // specifies how far a melee attack reaches.
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fixed_t meleethreshold; // Distance below which a monster doesn't try to shoot missiles anynore
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// but instead tries to come closer for a melee attack.
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// This is not the same as meleerange
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fixed_t maxtargetrange; // any target farther away cannot be attacked
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fixed_t bouncefactor; // Strife's grenades use 50%, Hexen's Flechettes 70.
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int bouncecount; // Strife's grenades only bounce twice before exploding
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fixed_t gravity; // [GRB] Gravity factor
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int FastChaseStrafeCount;
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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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AInventory *Inventory; // [RH] This actor's inventory
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DWORD InventoryID; // A unique ID to keep track of inventory items
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//Added by MC:
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SDWORD id; // Player ID (for items, # in list.)
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BYTE FloatBobPhase;
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BYTE FriendPlayer; // [RH] Player # + 1 this friendly monster works for (so 0 is no player, 1 is player 0, etc)
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WORD Translation;
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// [RH] Stuff that used to be part of an Actor Info
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WORD SeeSound;
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WORD AttackSound;
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WORD PainSound;
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WORD DeathSound;
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WORD ActiveSound;
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WORD UseSound; // [RH] Sound to play when an actor is used.
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fixed_t Speed;
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fixed_t FloatSpeed;
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fixed_t MaxDropOffHeight, MaxStepHeight;
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SDWORD Mass;
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SWORD PainChance;
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FNameNoInit DamageType;
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FState *SpawnState;
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FState *SeeState;
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FState *MeleeState;
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FState *MissileState;
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// [RH] The dialogue to show when this actor is "used."
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FStrifeDialogueNode *Conversation;
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// [RH] Decal(s) this weapon/projectile generates on impact.
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FDecalBase *DecalGenerator;
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// [RH] Used to interpolate the view to get >35 FPS
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fixed_t PrevX, PrevY, PrevZ;
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// ThingIDs
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static void ClearTIDHashes ();
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void AddToHash ();
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void RemoveFromHash ();
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private:
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static AActor *TIDHash[128];
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static inline int TIDHASH (int key) { return key & 127; }
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friend class FActorIterator;
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sector_t *LinkToWorldForMapThing ();
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public:
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void LinkToWorld (bool buggy=false);
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void LinkToWorld (sector_t *sector);
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void UnlinkFromWorld ();
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void AdjustFloorClip ();
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void SetOrigin (fixed_t x, fixed_t y, fixed_t z);
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bool InStateSequence(FState * newstate, FState * basestate);
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int GetTics(FState * newstate);
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bool SetState (FState *newstate);
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bool SetStateNF (FState *newstate);
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virtual bool UpdateWaterLevel (fixed_t oldz, bool splash=true);
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bool isFast();
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FState *FindState (FName label) const;
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FState *FindState (FName label, FName sublabel, bool exact = false) const;
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bool HasSpecialDeathStates () const;
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static FState States[];
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enum { S_NULL = 2, S_GENERICFREEZEDEATH = 3 };
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};
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|
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class FActorIterator
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{
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public:
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FActorIterator (int i) : base (NULL), id (i)
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{
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}
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FActorIterator (int i, AActor *start) : base (start), id (i)
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{
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}
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AActor *Next ()
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{
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if (id == 0)
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return NULL;
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if (!base)
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base = AActor::TIDHash[id & 127];
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else
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base = base->inext;
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while (base && base->tid != id)
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base = base->inext;
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return base;
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}
|
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private:
|
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AActor *base;
|
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int id;
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};
|
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|
|
template<class T>
|
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class TActorIterator : public FActorIterator
|
|
{
|
|
public:
|
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TActorIterator (int id) : FActorIterator (id) {}
|
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T *Next ()
|
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{
|
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AActor *actor;
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do
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|
{
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actor = FActorIterator::Next ();
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} while (actor && !actor->IsKindOf (RUNTIME_CLASS(T)));
|
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return static_cast<T *>(actor);
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}
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};
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|
|
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); }
|
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NActorIterator (const char *cls, int id) : FActorIterator (id) { type = PClass::FindClass(cls); }
|
|
AActor *Next ()
|
|
{
|
|
AActor *actor;
|
|
if (type == NULL) return NULL;
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do
|
|
{
|
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actor = FActorIterator::Next ();
|
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} while (actor && !actor->IsKindOf (type));
|
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return actor;
|
|
}
|
|
};
|
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|
|
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);
|
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|
|
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));
|
|
}
|
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|
|
#define S_FREETARGMOBJ 1
|
|
|
|
struct FSoundIndex
|
|
{
|
|
int Index;
|
|
};
|
|
|
|
struct FSoundIndexWord
|
|
{
|
|
WORD Index;
|
|
};
|
|
|
|
FArchive &operator<< (FArchive &arc, FSoundIndex &snd);
|
|
FArchive &operator<< (FArchive &arc, FSoundIndexWord &snd);
|
|
|
|
#define AR_SOUND(id) (*(FSoundIndex *)&(id))
|
|
#define AR_SOUNDW(id) (*(FSoundIndexWord *)&(id))
|
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#endif // __P_MOBJ_H__
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