v4k-git-backup/demos/ports/doom/src/p_mobj.h

287 lines
8.6 KiB
C++

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Map Objects, MObj, definition and handling.
//
//-----------------------------------------------------------------------------
#ifndef __P_MOBJ__
#define __P_MOBJ__
// Basics.
#include "tables.h"
#include "m_fixed.h"
// We need the thinker_t stuff.
#include "d_think.h"
// We need the WAD data structure for Map things,
// from the THINGS lump.
#include "doomdata.h"
// States are tied to finite states are
// tied to animation frames.
// Needs precompiled tables/data structures.
#include "info.h"
//
// NOTES: mobj_t
//
// mobj_ts 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 allmost allways 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 subsector fields
// to do stereo positioning of any sound effited by the mobj_t.
//
// The play simulation uses the blocklinks, x,y,z, radius, height
// to determine when mobj_ts are touching each other,
// touching lines in the map, or hit by trace lines (gunshots,
// lines of sight, etc).
// The mobj_t->flags element has various bit flags
// used by the simulation.
//
// Every mobj_t 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 mobj_t 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 mobj_t that has its origin contained.
//
// A valid mobj_t is a mobj_t 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?
//
//
// Misc. mobj flags
//
typedef enum
{
// Call P_SpecialThing when touched.
MF_SPECIAL = 1,
// Blocks.
MF_SOLID = 2,
// Can be hit.
MF_SHOOTABLE = 4,
// Don't use the sector links (invisible but touchable).
MF_NOSECTOR = 8,
// Don't use the blocklinks (inert but displayable)
MF_NOBLOCKMAP = 16,
// Not to be activated by sound, deaf monster.
MF_AMBUSH = 32,
// Will try to attack right back.
MF_JUSTHIT = 64,
// Will take at least one step before attacking.
MF_JUSTATTACKED = 128,
// On level spawning (initial position),
// hang from ceiling instead of stand on floor.
MF_SPAWNCEILING = 256,
// Don't apply gravity (every tic),
// that is, object will float, keeping current height
// or changing it actively.
MF_NOGRAVITY = 512,
// Movement flags.
// This allows jumps from high places.
MF_DROPOFF = 0x400,
// For players, will pick up items.
MF_PICKUP = 0x800,
// Player cheat. ???
MF_NOCLIP = 0x1000,
// Player: keep info about sliding along walls.
MF_SLIDE = 0x2000,
// Allow moves to any height, no gravity.
// For active floaters, e.g. cacodemons, pain elementals.
MF_FLOAT = 0x4000,
// Don't cross lines
// ??? or look at heights on teleport.
MF_TELEPORT = 0x8000,
// Don't hit same species, explode on block.
// Player missiles as well as fireballs of various kinds.
MF_MISSILE = 0x10000,
// Dropped by a demon, not level spawned.
// E.g. ammo clips dropped by dying former humans.
MF_DROPPED = 0x20000,
// Use fuzzy draw (shadow demons or spectres),
// temporary player invisibility powerup.
MF_SHADOW = 0x40000,
// Flag: don't bleed when shot (use puff),
// barrels and shootable furniture shall not bleed.
MF_NOBLOOD = 0x80000,
// Don't stop moving halfway off a step,
// that is, have dead bodies slide down all the way.
MF_CORPSE = 0x100000,
// Floating to a height for a move, ???
// don't auto float to target's height.
MF_INFLOAT = 0x200000,
// On kill, count this enemy object
// towards intermission kill total.
// Happy gathering.
MF_COUNTKILL = 0x400000,
// On picking up, count this item object
// towards intermission item total.
MF_COUNTITEM = 0x800000,
// Special handling: skull in flight.
// Neither a cacodemon nor a missile.
MF_SKULLFLY = 0x1000000,
// Don't spawn this object
// in death match mode (e.g. key cards).
MF_NOTDMATCH = 0x2000000,
// Player sprites in multiplayer modes are modified
// using an internal color lookup table for re-indexing.
// If 0x4 0x8 or 0xc,
// use a translation table for player colormaps
MF_TRANSLATION = 0xc000000,
// Hmm ???.
MF_TRANSSHIFT = 26
} mobjflag_t;
// Map Object definition.
typedef struct mobj_s
{
// List: thinker links.
thinker_t thinker;
// Info for drawing: position.
fixed_t x;
fixed_t y;
fixed_t z;
// More list: links in sector (if needed)
struct mobj_s* snext;
struct mobj_s* sprev;
//More drawing info: to determine current sprite.
angle_t angle; // orientation
spritenum_t sprite; // used to find patch_t and flip value
int frame; // might be ORed with FF_FULLBRIGHT
// Interaction info, by BLOCKMAP.
// Links in blocks (if needed).
struct mobj_s* bnext;
struct mobj_s* bprev;
struct subsector_s* subsector;
// The closest interval over all contacted Sectors.
fixed_t floorz;
fixed_t ceilingz;
// For movement checking.
fixed_t radius;
fixed_t height;
// Momentums, used to update position.
fixed_t momx;
fixed_t momy;
fixed_t momz;
// If == validcount, already checked.
int validcount;
mobjtype_t type;
mobjinfo_t* info; // &mobjinfo[mobj->type]
int tics; // state tic counter
state_t* state;
int flags;
int health;
// Movement direction, movement generation (zig-zagging).
int movedir; // 0-7
int movecount; // when 0, select a new dir
// Thing being chased/attacked (or 0),
// also the originator for missiles.
struct mobj_s* target;
// Reaction time: if non 0, don't attack yet.
// Used by player to freeze a bit after teleporting.
int reactiontime;
// If >0, the target will be chased
// no matter what (even if shot)
int threshold;
// Additional info record for player avatars only.
// Only valid if type == MT_PLAYER
struct player_s* player;
// Player number last looked for.
int lastlook;
// For nightmare respawn.
mapthing_t spawnpoint;
// Thing being chased/attacked for tracers.
struct mobj_s* tracer;
} mobj_t;
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------