296 lines
8.8 KiB
C
296 lines
8.8 KiB
C
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// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// DESCRIPTION:
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// Map Objects, MObj, definition and handling.
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//
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//-----------------------------------------------------------------------------
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#ifndef __P_MOBJ__
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#define __P_MOBJ__
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// Basics.
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#include "tables.h"
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#include "m_fixed.h"
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// We need the thinker_t stuff.
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#include "d_think.h"
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// We need the WAD data structure for Map things,
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// from the THINGS lump.
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#include "doomdata.h"
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// States are tied to finite states are
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// tied to animation frames.
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// Needs precompiled tables/data structures.
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#include "info.h"
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#ifdef __GNUG__
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#pragma interface
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#endif
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//
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// NOTES: mobj_t
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//
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// mobj_ts are used to tell the refresh where to draw an image,
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// tell the world simulation when objects are contacted,
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// and tell the sound driver how to position a sound.
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//
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// The refresh uses the next and prev links to follow
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// lists of things in sectors as they are being drawn.
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// The sprite, frame, and angle elements determine which patch_t
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// is used to draw the sprite if it is visible.
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// The sprite and frame values are allmost allways set
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// from state_t structures.
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// The statescr.exe utility generates the states.h and states.c
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// files that contain the sprite/frame numbers from the
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// statescr.txt source file.
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// The xyz origin point represents a point at the bottom middle
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// of the sprite (between the feet of a biped).
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// This is the default origin position for patch_ts grabbed
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// with lumpy.exe.
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// A walking creature will have its z equal to the floor
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// it is standing on.
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//
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// The sound code uses the x,y, and subsector fields
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// to do stereo positioning of any sound effited by the mobj_t.
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//
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// The play simulation uses the blocklinks, x,y,z, radius, height
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// to determine when mobj_ts are touching each other,
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// touching lines in the map, or hit by trace lines (gunshots,
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// lines of sight, etc).
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// The mobj_t->flags element has various bit flags
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// used by the simulation.
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//
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// Every mobj_t is linked into a single sector
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// based on its origin coordinates.
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// The subsector_t is found with R_PointInSubsector(x,y),
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// and the sector_t can be found with subsector->sector.
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// The sector links are only used by the rendering code,
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// the play simulation does not care about them at all.
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//
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// Any mobj_t that needs to be acted upon by something else
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// in the play world (block movement, be shot, etc) will also
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// need to be linked into the blockmap.
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// If the thing has the MF_NOBLOCK flag set, it will not use
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// the block links. It can still interact with other things,
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// but only as the instigator (missiles will run into other
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// things, but nothing can run into a missile).
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// Each block in the grid is 128*128 units, and knows about
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// every line_t that it contains a piece of, and every
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// interactable mobj_t that has its origin contained.
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//
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// A valid mobj_t is a mobj_t that has the proper subsector_t
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// filled in for its xy coordinates and is linked into the
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// sector from which the subsector was made, or has the
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// MF_NOSECTOR flag set (the subsector_t needs to be valid
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// even if MF_NOSECTOR is set), and is linked into a blockmap
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// block or has the MF_NOBLOCKMAP flag set.
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// Links should only be modified by the P_[Un]SetThingPosition()
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// functions.
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// Do not change the MF_NO? flags while a thing is valid.
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//
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// Any questions?
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//
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//
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// Misc. mobj flags
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//
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typedef enum
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{
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// Call P_SpecialThing when touched.
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MF_SPECIAL = 1,
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// Blocks.
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MF_SOLID = 2,
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// Can be hit.
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MF_SHOOTABLE = 4,
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// Don't use the sector links (invisible but touchable).
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MF_NOSECTOR = 8,
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// Don't use the blocklinks (inert but displayable)
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MF_NOBLOCKMAP = 16,
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// Not to be activated by sound, deaf monster.
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MF_AMBUSH = 32,
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// Will try to attack right back.
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MF_JUSTHIT = 64,
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// Will take at least one step before attacking.
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MF_JUSTATTACKED = 128,
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// On level spawning (initial position),
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// hang from ceiling instead of stand on floor.
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MF_SPAWNCEILING = 256,
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// Don't apply gravity (every tic),
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// that is, object will float, keeping current height
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// or changing it actively.
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MF_NOGRAVITY = 512,
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// Movement flags.
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// This allows jumps from high places.
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MF_DROPOFF = 0x400,
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// For players, will pick up items.
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MF_PICKUP = 0x800,
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// Player cheat. ???
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MF_NOCLIP = 0x1000,
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// Player: keep info about sliding along walls.
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MF_SLIDE = 0x2000,
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// Allow moves to any height, no gravity.
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// For active floaters, e.g. cacodemons, pain elementals.
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MF_FLOAT = 0x4000,
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// Don't cross lines
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// ??? or look at heights on teleport.
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MF_TELEPORT = 0x8000,
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// Don't hit same species, explode on block.
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// Player missiles as well as fireballs of various kinds.
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MF_MISSILE = 0x10000,
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// Dropped by a demon, not level spawned.
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// E.g. ammo clips dropped by dying former humans.
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MF_DROPPED = 0x20000,
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// Use fuzzy draw (shadow demons or spectres),
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// temporary player invisibility powerup.
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MF_SHADOW = 0x40000,
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// Flag: don't bleed when shot (use puff),
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// barrels and shootable furniture shall not bleed.
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MF_NOBLOOD = 0x80000,
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// Don't stop moving halfway off a step,
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// that is, have dead bodies slide down all the way.
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MF_CORPSE = 0x100000,
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// Floating to a height for a move, ???
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// don't auto float to target's height.
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MF_INFLOAT = 0x200000,
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// On kill, count this enemy object
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// towards intermission kill total.
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// Happy gathering.
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MF_COUNTKILL = 0x400000,
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// On picking up, count this item object
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// towards intermission item total.
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MF_COUNTITEM = 0x800000,
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// Special handling: skull in flight.
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// Neither a cacodemon nor a missile.
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MF_SKULLFLY = 0x1000000,
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// Don't spawn this object
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// in death match mode (e.g. key cards).
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MF_NOTDMATCH = 0x2000000,
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// Player sprites in multiplayer modes are modified
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// using an internal color lookup table for re-indexing.
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// If 0x4 0x8 or 0xc,
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// use a translation table for player colormaps
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MF_TRANSLATION = 0xc000000,
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// Hmm ???.
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MF_TRANSSHIFT = 26
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} mobjflag_t;
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// Map Object definition.
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typedef struct mobj_s
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{
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// List: thinker links.
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thinker_t thinker;
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// Info for drawing: position.
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fixed_t x;
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fixed_t y;
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fixed_t z;
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// More list: links in sector (if needed)
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struct mobj_s* snext;
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struct mobj_s* sprev;
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//More drawing info: to determine current sprite.
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angle_t angle; // orientation
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spritenum_t sprite; // used to find patch_t and flip value
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int frame; // might be ORed with FF_FULLBRIGHT
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// Interaction info, by BLOCKMAP.
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// Links in blocks (if needed).
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struct mobj_s* bnext;
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struct mobj_s* bprev;
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struct subsector_s* subsector;
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// The closest interval over all contacted Sectors.
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fixed_t floorz;
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fixed_t ceilingz;
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// For movement checking.
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fixed_t radius;
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fixed_t height;
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// Momentums, used to update position.
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fixed_t momx;
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fixed_t momy;
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fixed_t momz;
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// If == validcount, already checked.
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int validcount;
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mobjtype_t type;
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mobjinfo_t* info; // &mobjinfo[mobj->type]
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int tics; // state tic counter
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state_t* state;
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int flags;
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int health;
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// Movement direction, movement generation (zig-zagging).
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int movedir; // 0-7
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int movecount; // when 0, select a new dir
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// Thing being chased/attacked (or NULL),
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// also the originator for missiles.
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struct mobj_s* target;
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// Reaction time: if non 0, don't attack yet.
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// Used by player to freeze a bit after teleporting.
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int reactiontime;
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// If >0, the target will be chased
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// no matter what (even if shot)
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int threshold;
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// Additional info record for player avatars only.
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// Only valid if type == MT_PLAYER
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struct player_s* player;
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// Player number last looked for.
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int lastlook;
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// For nightmare respawn.
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mapthing_t spawnpoint;
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// Thing being chased/attacked for tracers.
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struct mobj_s* tracer;
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} mobj_t;
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#endif
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//-----------------------------------------------------------------------------
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//
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// $Log:$
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//
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//-----------------------------------------------------------------------------
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