//----------------------------------------------------------------------------- // // Copyright 1993-1996 id Software // Copyright 1994-1996 Raven Software // Copyright 1999-2016 Randy Heit // Copyright 2002-2016 Christoph Oelckers // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //----------------------------------------------------------------------------- // // DESCRIPTION: // Map Objects, MObj, definition and handling. // //----------------------------------------------------------------------------- #ifndef __P_MOBJ_H__ #define __P_MOBJ_H__ // Basics. #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; struct FBlockNode; struct FPortalGroupArray; struct visstyle_t; class FLightDefaults; struct FSection; // // 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_GETOWNER = 0x00000002, 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. MF7_ALLOWTHRUFLAGS = 0x00400000, // [MC] Allow THRUACTORS and the likes on puffs to prevent mod breakage. MF7_USEKILLSCRIPTS = 0x00800000, // [JM] Use "KILL" Script on death if not forced by GameInfo. MF7_NOKILLSCRIPTS = 0x01000000, // [JM] No "KILL" Script on death whatsoever, even if forced by GameInfo. MF7_SPRITEANGLE = 0x02000000, // [MC] Utilize the SpriteAngle property and lock the rotation to the degrees specified. MF7_SMASHABLE = 0x04000000, // dies if hitting the floor. MF7_NOSHIELDREFLECT = 0x08000000, // will not be reflected by shields. MF7_FORCEZERORADIUSDMG = 0x10000000, // passes zero radius damage on to P_DamageMobj, this is necessary in some cases where DoSpecialDamage gets overrideen. MF7_NOINFIGHTSPECIES = 0x20000000, // don't start infights with one's own species. MF7_FORCEINFIGHTING = 0x40000000, // overrides a map setting of 'no infighting'. }; enum ActorFlag8 { MF8_FRIGHTENING = 0x00000001, // for those moments when halloween just won't do MF8_INSCROLLSEC = 0x00000002, // actor is partially inside a scrolling sector MF8_BLOCKASPLAYER = 0x00000004, // actor is blocked by player-blocking lines even if not a player MF8_DONTFACETALKER = 0x00000008, // don't alter the angle to face the player in conversations MF8_HITOWNER = 0x00000010, // projectile can hit the actor that fired it MF8_NOFRICTION = 0x00000020, // friction doesn't apply to the actor at all MF8_NOFRICTIONBOUNCE = 0x00000040, // don't bounce off walls when on icy floors }; // --- 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_FLATSPRITE = 0x2000, // Flat 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) RF_ROLLSPRITE = 0x40000, //[marrub]roll the sprite billboard RF_DONTFLIP = 0x80000, // Don't flip it when viewed from behind. RF_ROLLCENTER = 0x00100000, // Rotate from the center of sprite instead of offsets RF_MASKROTATION = 0x00200000, // [MC] Only draw the actor when viewed from a certain angle range. RF_ABSMASKANGLE = 0x00400000, // [MC] The mask rotation does not offset by the actor's angle. RF_ABSMASKPITCH = 0x00800000, // [MC] The mask rotation does not offset by the actor's pitch. RF_INTERPOLATEANGLES = 0x01000000, // [MC] Allow interpolation of the actor's angle, pitch and roll. RF_MAYBEINVISIBLE = 0x02000000, RF_DONTINTERPOLATE = 0x04000000, // no render interpolation ever! RF_SPRITEFLIP = 0x08000000, // sprite flipped on x-axis RF_ZDOOMTRANS = 0x10000000, // is not normally transparent in Vanilla Doom }; // 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_NotOnShootables = 1<<15, // do not bounce off shootable actors if we are a projectile. Explode instead. BOUNCE_BounceOnUnrips = 1<<16, // projectile bounces on actors with DONTRIP BOUNCE_NotOnSky = 1<<17, // Don't bounce on sky floors / ceilings / walls 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. }; // this is a special flag set that is exposed directly to DECORATE/ZScript // these flags are for filtering actor visibility based on certain conditions of the renderer's feature support. // currently, no renderer supports every single one of these features. enum ActorRenderFeatureFlag { RFF_FLATSPRITES = 1<<0, // flat sprites RFF_MODELS = 1<<1, // 3d models RFF_SLOPE3DFLOORS = 1<<2, // sloped 3d floor support RFF_TILTPITCH = 1<<3, // full free-look RFF_ROLLSPRITES = 1<<4, // roll sprites RFF_UNCLIPPEDTEX = 1<<5, // midtex and sprite can render "into" flats and walls RFF_MATSHADER = 1<<6, // material shaders RFF_POSTSHADER = 1<<7, // post-process shaders (renderbuffers) RFF_BRIGHTMAP = 1<<8, // brightmaps RFF_COLORMAP = 1<<9, // custom colormaps (incl. ability to fullbright certain ranges, ala Strife) RFF_POLYGONAL = 1<<10, // uses polygons instead of wallscans/visplanes (i.e. softpoly and hardware opengl) RFF_TRUECOLOR = 1<<11, // renderer is currently truecolor RFF_VOXELS = 1<<12, // renderer is capable of voxels }; // [TP] Flagset definitions typedef TFlags ActorFlags; typedef TFlags ActorFlags2; typedef TFlags ActorFlags3; typedef TFlags ActorFlags4; typedef TFlags ActorFlags5; typedef TFlags ActorFlags6; typedef TFlags ActorFlags7; typedef TFlags ActorFlags8; typedef TFlags ActorRenderFlags; typedef TFlags ActorBounceFlags; typedef TFlags ActorRenderFeatureFlags; 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 (ActorFlags8) DEFINE_TFLAGS_OPERATORS (ActorRenderFlags) DEFINE_TFLAGS_OPERATORS (ActorBounceFlags) DEFINE_TFLAGS_OPERATORS (ActorRenderFeatureFlags) // 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; inline AActor *GetDefaultByName (const char *name) { return (AActor *)(PClass::FindClass(name)->Defaults); } inline AActor *GetDefaultByType (const PClass *type) { return (AActor *)(type->Defaults); } template inline T *GetDefault () { return (T *)(RUNTIME_CLASS_CASTLESS(T)->Defaults); } struct line_t; struct secplane_t; struct msecnode_t; struct FStrifeDialogueNode; struct FLinkContext { msecnode_t *sector_list = nullptr; msecnode_t *render_list = nullptr; }; struct FDropItem { FDropItem *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); ~AActor (); virtual void OnDestroy() override; virtual void Serialize(FSerializer &arc) override; virtual void PostSerialize() override; virtual void PostBeginPlay() override; // Called immediately before the actor's first tick virtual void Tick() override; static AActor *StaticSpawn (PClassActor *type, const DVector3 &pos, replace_t allowreplacement, bool SpawningMapThing = false); inline AActor *GetDefault () const { return (AActor *)(this->GetClass()->Defaults); } FActorInfo *GetInfo() const { return static_cast(GetClass())->ActorInfo(); } FDropItem *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); int AbsorbDamage(int damage, FName dmgtype); void AlterWeaponSprite(visstyle_t *vis); // 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 void CallBeginPlay(); // [ZZ] custom postbeginplay (calls E_WorldThingSpawned) void CallPostBeginPlay() override; void LevelSpawned(); // Called after BeginPlay if this actor was spawned by the world void HandleSpawnFlags(); // Translates SpawnFlags into in-game flags. virtual void Activate (AActor *activator); void CallActivate(AActor *activator); virtual void Deactivate(AActor *activator); void CallDeactivate(AActor *activator); // Called when actor dies virtual void Die (AActor *source, AActor *inflictor, int dmgflags = 0, FName MeansOfDeath = NAME_None); void CallDie(AActor *source, AActor *inflictor, int dmgflags = 0, FName MeansOfDeath = NAME_None); // 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); int CallDoSpecialDamage(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); int CallTakeSpecialDamage(AActor *inflictor, AActor *source, int damage, FName damagetype); // Actor had MF_SKULLFLY set and rammed into something // Returns false to stop moving and true to keep moving virtual bool Slam(AActor *victim); bool CallSlam(AActor *victim); // Something just touched this actor. virtual void Touch(AActor *toucher); void CallTouch(AActor *toucher); // Centaurs and ettins squeal when electrocuted, poisoned, or "holy"-ed // Made a metadata property so no longer virtual void Howl (); // plays bouncing sound void PlayBounceSound(bool onfloor); // Called when an actor with MF_MISSILE and MF2_FLOORBOUNCE hits the floor bool FloorBounceMissile (secplane_t &plane); // Called by RoughBlockCheck bool IsOkayToAttack (AActor *target); // Plays the actor's ActiveSound if its voice isn't already making noise. void PlayActiveSound (); void RestoreSpecialPosition(); // 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 on the script side only) int SpecialMissileHit (AActor *victim); // Returns true if it's okay to switch target to "other" after being attacked by it. bool CallOkayToSwitchTarget(AActor *other); bool OkayToSwitchTarget (AActor *other); // Note: Although some of the inventory functions are virtual, this // is not exposed to scripts, as the only class overriding them is // APlayerPawn for some specific handling for players. None of this // should ever be overridden by custom classes. // Uses an item and removes it from the inventory. bool UseInventory (AActor *item); // Tosses an item out of the inventory. AActor *DropInventory (AActor *item, int amt = -1); // 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. AActor *FindInventory (PClassActor *type, bool subclass=false); AActor *FindInventory (FName type, bool subclass = false); template T *FindInventory () { return static_cast (FindInventory (RUNTIME_CLASS(T))); } // Adds one item of a particular type. Returns NULL if it could not be added. AActor *GiveInventoryType (PClassActor *type); // Destroys all the inventory the actor is holding. void DestroyAllInventory (); // Set the alphacolor field properly void SetShade (uint32_t 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. bool Massacre (); // Transforms the actor into a finely-ground paste bool Grind(bool items); bool CallGrind(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? FName GetSpecies(); // set translation void SetTranslation(FName trname); double GetBobOffset(double ticfrac = 0) const; // 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); } // 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; 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 Distance3DSquared(AActor *other, bool absolute = false) { DVector3 otherpos = absolute ? other->Pos() : other->PosRelative(this); return (Pos() - otherpos).LengthSquared(); } 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); } } 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; bool IsInsideVisibleAngles() const; // Calculate amount of missile damage 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(); void ClearRenderLineList(); void AttachLight(unsigned int count, const FLightDefaults *lightdef); void SetDynamicLights(); // 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. DAngle SpriteAngle; DAngle SpriteRotation; DRotator Angles; DVector2 Scale; // Scaling values; 1 is normal size double Alpha; // Since P_CheckSight makes an alpha check this can't be a float. It has to be a double. int sprite; // used to find patch_t and flip value uint8_t frame; // sprite frame to draw uint8_t effects; // [RH] see p_effect.h uint8_t fountaincolor; // Split out of 'effect' to have easier access. FRenderStyle RenderStyle; // Style to draw this actor with FTextureID picnum; // Draw this instead of sprite if valid uint32_t fillcolor; // Color to draw when STYLE_Shaded uint32_t Translation; uint32_t RenderRequired; // current renderer must have this feature set uint32_t RenderHidden; // current renderer must *not* have any of these features ActorRenderFlags renderflags; // Different rendering flags 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!? ActorFlags8 flags8; // I see your 8, and raise you a bet for 9. double Floorclip; // value to use for floor clipping double radius, Height; // for movement checking DAngle VisibleStartAngle; DAngle VisibleStartPitch; DAngle VisibleEndAngle; DAngle VisibleEndPitch; DVector3 OldRenderPos; DVector3 Vel; double Speed; double FloatSpeed; // interaction info FBlockNode *BlockNode; // links in blocks (if needed) struct sector_t *Sector; subsector_t * subsector; FSection * section; 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 renderradius; double projectilepassheight; // height for clipping projectile movement against this actor double CameraHeight; // Height of camera when used as such double CameraFOV; double RadiusDamageFactor; // Radius damage factor double SelfDamageFactor; double StealthAlpha; // Minmum alpha for MF_STEALTH. int WoundHealth; // Health needed to enter wound state int32_t tics; // state tic counter FState *state; //VMFunction *Damage; // For missiles and monster railgun int DamageVal; VMFunction *DamageFunc; int projectileKickback; // [BB] If 0, everybody can see the actor, if > 0, only members of team (VisibleToTeam-1) can see it. uint32_t 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; uint8_t movedir; // 0-7 int8_t visdir; int16_t movecount; // when 0, select a new dir int16_t strafecount; // for MF3_AVOIDMELEE TObjPtr target; // thing being chased/attacked (or NULL) // also the originator for missiles TObjPtr lastenemy; // Last known enemy -- killough 2/15/98 TObjPtr LastHeard; // [RH] Last actor this one heard int32_t reactiontime; // if non 0, don't attack yet; used by // player to freeze a bit after teleporting int32_t threshold; // if > 0, the target will be chased int32_t 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 LastLookActor; // Actor last looked for (if TIDtoHate != 0) DVector3 SpawnPoint; // For nightmare respawn uint16_t SpawnAngle; int StartHealth; uint8_t WeaveIndexXY; // Separated from special2 because it's used by globally accessible functions. uint8_t WeaveIndexZ; int skillrespawncount; int TIDtoHate; // TID of things to hate (0 if none) FName Species; // For monster families TObjPtr alternative; // (Un)Morphed actors stored here. Those with the MF_UNMORPHED flag are the originals. TObjPtr tracer; // Thing being chased/attacked for tracers TObjPtr master; // Thing which spawned this one (prevents mutual attacks) 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 goal; // Monster's goal if not chasing anything int waterlevel; // 0=none, 1=feet, 2=waist, 3=eyes uint8_t boomwaterlevel; // splash information for non-swimmable water sectors uint8_t MinMissileChance;// [RH] If a random # is > than this, then missile attack. int8_t LastLookPlayerNumber;// Player number last looked for (if TIDtoHate == 0) ActorBounceFlags BounceFlags; // which bouncing type? uint32_t SpawnFlags; // Increased to uint32_t 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. int friendlyseeblocks; // allow to override friendly search distance calculation AActor *BlockingMobj; // Actor that blocked the last move line_t *BlockingLine; // Line that blocked the last move sector_t *Blocking3DFloor; // 3D floor that blocked the last move (if any) sector_t *BlockingCeiling; // Sector that blocked the last move (ceiling plane slope) sector_t *BlockingFloor; // Sector that blocked the last move (floor plane slope) int PoisonDamage; // Damage received per tic from poison. FName 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. FName 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 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 *touching_sectorportallist; // same for cross-sectorportal rendering struct portnode_t *touching_lineportallist; // and for cross-lineportal struct msecnode_t *touching_rendersectors; // this is the list of sectors that this thing interesects with it's max(radius, renderradius). int validcount; TObjPtr Inventory; // [RH] This actor's inventory uint32_t InventoryID; // A unique ID to keep track of inventory items uint8_t smokecounter; uint8_t FloatBobPhase; double FloatBobStrength; uint8_t FriendPlayer; // [RH] Player # + 1 this friendly monster works for (so 0 is no player, 1 is player 0, etc) PalEntry BloodColor; uint32_t BloodTranslation; // [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; int32_t Mass; int16_t PainChance; int PainThreshold; FName DamageType; FName DamageTypeReceived; double DamageFactor; double DamageMultiply; FName PainType; FName 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; TArray AttachedLights; // When was this actor spawned? int SpawnTime; uint32_t SpawnOrder; // ThingIDs static void ClearTIDHashes (); void AddToHash (); void RemoveFromHash (); private: static AActor *TIDHash[128]; static inline int TIDHASH (int key) { return key & 127; } public: static FSharedStringArena mStringPropertyData; private: friend class FActorIterator; friend bool P_IsTIDUsed(int tid); bool FixMapthingPos(); public: void LinkToWorld (FLinkContext *ctx, bool spawningmapthing=false, sector_t *sector = NULL); void UnlinkFromWorld(FLinkContext *ctx); void AdjustFloorClip (); bool IsMapActor(); int GetTics(FState * newstate); bool SetState (FState *newstate, bool nofunction=false); virtual void SplashCheck(); virtual bool UpdateWaterLevel (bool splash=true); bool isFast(); bool isSlow(); void SetIdle(bool nofunction=false); void ClearCounters(); FState *GetRaiseState(); void Revive(); void SetDamage(int dmg) { DamageVal = dmg; DamageFunc = nullptr; } bool IsZeroDamage() const { return DamageVal == 0 && DamageFunc == nullptr; } 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(const 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 { if (renderflags & RF_DONTINTERPOLATE) return Pos(); else return Prev + (ticFrac * (Pos() - Prev)); } DRotator InterpolatedAngles(double ticFrac) const { DRotator result; result.Yaw = PrevAngles.Yaw + deltaangle(PrevAngles.Yaw, Angles.Yaw) * ticFrac; result.Pitch = PrevAngles.Pitch + deltaangle(PrevAngles.Pitch, Angles.Pitch) * ticFrac; result.Roll = PrevAngles.Roll + deltaangle(PrevAngles.Roll, Angles.Roll) * ticFrac; return result; } DAngle GetSpriteAngle(DAngle viewangle, double ticFrac) { if (flags7 & MF7_SPRITEANGLE) { return SpriteAngle; } else { DAngle thisang; if (renderflags & RF_INTERPOLATEANGLES) thisang = PrevAngles.Yaw + deltaangle(PrevAngles.Yaw, Angles.Yaw) * ticFrac; else thisang = Angles.Yaw; return viewangle - (thisang + SpriteRotation); } } 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(double speed, DAngle angle) { 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; int GetModifiedDamage(FName damagetype, int damage, bool passive); void DeleteAttachedLights(); static void DeleteAllAttachedLights(); static void RecreateAllAttachedLights(); bool hasmodel; }; 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; } void Reinit() { base = nullptr; } private: AActor *base; int id; }; template class TActorIterator : public FActorIterator { public: TActorIterator (int id) : FActorIterator (id) {} T *Next () { AActor *actor; do { actor = FActorIterator::Next (); } while (actor && !actor->IsKindOf (RUNTIME_CLASS(T))); return static_cast(actor); } }; 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 inline T *Spawn(const DVector3 &pos, replace_t allowreplacement) { return static_cast(AActor::StaticSpawn(RUNTIME_CLASS(T), pos, allowreplacement)); } template inline T *Spawn() // for inventory items we do not need coordinates and replacement info. { return static_cast(AActor::StaticSpawn(RUNTIME_CLASS(T), DVector3(0, 0, 0), NO_REPLACE)); } inline PClassActor *PClass::FindActor(FName name) { auto cls = FindClass(name); return cls && cls->IsDescendantOf(RUNTIME_CLASS(AActor)) ? static_cast(cls) : nullptr; } inline PClassActor *ValidateActor(PClass *cls) { return cls && cls->IsDescendantOf(RUNTIME_CLASS(AActor)) ? static_cast(cls) : nullptr; } void PrintMiscActorInfo(AActor * query); AActor *P_LinePickActor(AActor *t1, DAngle angle, double distance, DAngle pitch, ActorFlags actorMask, uint32_t 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; DAngle attackAngleFromSource; bool unlinked; // found by a trace that went through an unlinked portal. }; #define S_FREETARGMOBJ 1 #endif // __P_MOBJ_H__