rockbox/apps/plugins/doom/p_mobj.h
Dave Chapman 47f4a458d6 Patch #2969 - Doom! Currently only working on the H300.
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@9312 a1c6a512-1295-4272-9138-f99709370657
2006-03-28 15:44:01 +00:00

409 lines
15 KiB
C++

/* Emacs style mode select -*- C++ -*-
*-----------------------------------------------------------------------------
*
*
* PrBoom a Doom port merged with LxDoom and LSDLDoom
* based on BOOM, a modified and improved DOOM engine
* Copyright (C) 1999 by
* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
* Copyright (C) 1999-2000 by
* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
*
* 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 2
* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* 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
//
// Call P_SpecialThing when touched.
#define MF_SPECIAL (uint_64_t)(0x0000000000000001LL)
// Blocks.
#define MF_SOLID (uint_64_t)(0x0000000000000002LL)
// Can be hit.
#define MF_SHOOTABLE (uint_64_t)(0x0000000000000004LL)
// Don't use the sector links (invisible but touchable).
#define MF_NOSECTOR (uint_64_t)(0x0000000000000008LL)
// Don't use the blocklinks (inert but displayable)
#define MF_NOBLOCKMAP (uint_64_t)(0x0000000000000010LL)
// Not to be activated by sound, deaf monster.
#define MF_AMBUSH (uint_64_t)(0x0000000000000020LL)
// Will try to attack right back.
#define MF_JUSTHIT (uint_64_t)(0x0000000000000040LL)
// Will take at least one step before attacking.
#define MF_JUSTATTACKED (uint_64_t)(0x0000000000000080LL)
// On level spawning (initial position),
// hang from ceiling instead of stand on floor.
#define MF_SPAWNCEILING (uint_64_t)(0x0000000000000100LL)
// Don't apply gravity (every tic),
// that is, object will float, keeping current height
// or changing it actively.
#define MF_NOGRAVITY (uint_64_t)(0x0000000000000200LL)
// Movement flags.
// This allows jumps from high places.
#define MF_DROPOFF (uint_64_t)(0x0000000000000400LL)
// For players, will pick up items.
#define MF_PICKUP (uint_64_t)(0x0000000000000800LL)
// Player cheat. ???
#define MF_NOCLIP (uint_64_t)(0x0000000000001000LL)
// Player: keep info about sliding along walls.
#define MF_SLIDE (uint_64_t)(0x0000000000002000LL)
// Allow moves to any height, no gravity.
// For active floaters, e.g. cacodemons, pain elementals.
#define MF_FLOAT (uint_64_t)(0x0000000000004000LL)
// Don't cross lines
// ??? or look at heights on teleport.
#define MF_TELEPORT (uint_64_t)(0x0000000000008000LL)
// Don't hit same species, explode on block.
// Player missiles as well as fireballs of various kinds.
#define MF_MISSILE (uint_64_t)(0x0000000000010000LL)
// Dropped by a demon, not level spawned.
// E.g. ammo clips dropped by dying former humans.
#define MF_DROPPED (uint_64_t)(0x0000000000020000LL)
// Use fuzzy draw (shadow demons or spectres),
// temporary player invisibility powerup.
#define MF_SHADOW (uint_64_t)(0x0000000000040000LL)
// Flag: don't bleed when shot (use puff),
// barrels and shootable furniture shall not bleed.
#define MF_NOBLOOD (uint_64_t)(0x0000000000080000LL)
// Don't stop moving halfway off a step,
// that is, have dead bodies slide down all the way.
#define MF_CORPSE (uint_64_t)(0x0000000000100000LL)
// Floating to a height for a move, ???
// don't auto float to target's height.
#define MF_INFLOAT (uint_64_t)(0x0000000000200000LL)
// On kill, count this enemy object
// towards intermission kill total.
// Happy gathering.
#define MF_COUNTKILL (uint_64_t)(0x0000000000400000LL)
// On picking up, count this item object
// towards intermission item total.
#define MF_COUNTITEM (uint_64_t)(0x0000000000800000LL)
// Special handling: skull in flight.
// Neither a cacodemon nor a missile.
#define MF_SKULLFLY (uint_64_t)(0x0000000001000000LL)
// Don't spawn this object
// in death match mode (e.g. key cards).
#define MF_NOTDMATCH (uint_64_t)(0x0000000002000000LL)
// 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
#define MF_TRANSLATION (uint_64_t)(0x000000000c000000LL)
#define MF_TRANSLATION1 (uint_64_t)(0x0000000004000000LL)
#define MF_TRANSLATION2 (uint_64_t)(0x0000000008000000LL)
// Hmm ???.
#define MF_TRANSSHIFT 26
// proff 11/19/98: Andy Baker's stealth monsters - unused yet
//Stealth Mode - Creatures that dissappear and reappear.
#define MF_STEALTH (uint_64_t)(0x0000000010000000LL)
// proff 11/19/98: 3 (4 counting opaque) levels of translucency
// not very good to set the next one in this enum, should be seperate
#define MF_TRANSLUCBITS (uint_64_t)(0x0000000060000000LL)
#define MF_TRANSLUC25 (uint_64_t)(0x0000000020000000LL)
#define MF_TRANSLUC50 (uint_64_t)(0x0000000040000000LL)
#define MF_TRANSLUC75 (uint_64_t)(0x0000000060000000LL)
// Translucent sprite? // phares
#define MF_TRANSLUCENT (uint_64_t)(0x0000000040000000LL)
// these are greater than an int. That's why the flags below are now uint_64_t
#define MF_TOUCHY (uint_64_t)(0x0000000100000000LL)
#define MF_BOUNCES (uint_64_t)(0x0000000200000000LL)
#define MF_FRIEND (uint_64_t)(0x0000000400000000LL)
// killough 9/15/98: Same, but internal flags, not intended for .deh
// (some degree of opaqueness is good, to avoid compatibility woes)
enum {
MIF_FALLING = 1, // Object is falling
MIF_ARMED = 2, // Object is armed (for MF_TOUCHY objects)
};
// Map Object definition.
//
// killough 2/20/98:
//
// WARNING: Special steps must be taken in p_saveg.c if C pointers are added to
// this mobj_s struct, or else savegames will crash when loaded. See p_saveg.c.
// Do not add "struct mobj_s *fooptr" without adding code to p_saveg.c to
// convert the pointers to ordinals and back for savegames. This was the whole
// reason behind monsters going to sleep when loading savegames (the "target"
// pointer was simply nullified after loading, to prevent Doom from crashing),
// and the whole reason behind loadgames crashing on savegames of AV attacks.
//
// killough 9/8/98: changed some fields to shorts,
// for better memory usage (if only for cache).
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; // killough 8/10/98: change to ptr-to-ptr
//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; // killough 8/11/98: change to ptr-to-ptr
struct subsector_s* subsector;
// The closest interval over all contacted Sectors.
fixed_t floorz;
fixed_t ceilingz;
// killough 11/98: the lowest floor over all contacted Sectors.
fixed_t dropoffz;
// 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;
uint_64_t flags;
int intflags; // killough 9/15/98: internal flags
int health;
// Movement direction, movement generation (zig-zagging).
short movedir; // 0-7
short movecount; // when 0, select a new dir
short strafecount; // killough 9/8/98: monster strafing
// Thing being chased/attacked (or NULL),
// 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.
short reactiontime;
// If >0, the current target will be chased no
// matter what (even if shot by another object)
short threshold;
// killough 9/9/98: How long a monster pursues a target.
short pursuecount;
short gear; // killough 11/98: used in torque simulation
// Additional info record for player avatars only.
// Only valid if type == MT_PLAYER
struct player_s* player;
// Player number last looked for.
short lastlook;
// For nightmare respawn.
mapthing_t spawnpoint;
// Thing being chased/attacked for tracers.
struct mobj_s* tracer;
//proff 11/22/98: Andy Baker's stealth monsters
boolean invisible;
// new field: last known enemy -- killough 2/15/98
struct mobj_s* lastenemy;
// Are we above a Thing? above_thing points to the Thing // phares
// if so, otherwise it's zero. // |
// V
struct mobj_s* above_thing;
// Are we below a Thing? below_thing points to the Thing
// if so, otherwise it's zero.
// ^
struct mobj_s* below_thing; // |
// phares
// killough 8/2/98: friction properties part of sectors,
// not objects -- removed friction properties from here
// a linked list of sectors where this object appears
struct msecnode_s* touching_sectorlist; // phares 3/14/98
// SEE WARNING ABOVE ABOUT POINTER FIELDS!!!
} mobj_t;
// External declarations (fomerly in p_local.h) -- killough 5/2/98
#define VIEWHEIGHT (41*FRACUNIT)
#define PLAYERRADIUS (16*FRACUNIT)
#define GRAVITY FRACUNIT
#define MAXMOVE (30*FRACUNIT)
#define ONFLOORZ INT_MIN
#define ONCEILINGZ INT_MAX
// Time interval for item respawning.
#define ITEMQUESIZE 128
#define FLOATSPEED (FRACUNIT*4)
#define STOPSPEED (FRACUNIT/16)
// killough 11/98:
// For torque simulation:
#define OVERDRIVE 6
#define MAXGEAR (OVERDRIVE+16)
// killough 11/98:
// Whether an object is "sentient" or not. Used for environmental influences.
#define sentient(mobj) ((mobj)->health > 0 && (mobj)->info->seestate)
extern mapthing_t itemrespawnque[];
extern int itemrespawntime[];
extern int iquehead;
extern int iquetail;
void P_RespawnSpecials(void);
mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type);
void P_RemoveMobj(mobj_t *th);
boolean P_SetMobjState(mobj_t *mobj, statenum_t state);
void P_MobjThinker(mobj_t *mobj);
void P_SpawnPuff(fixed_t x, fixed_t y, fixed_t z);
void P_SpawnBlood(fixed_t x, fixed_t y, fixed_t z, int damage);
mobj_t *P_SpawnMissile(mobj_t *source, mobj_t *dest, mobjtype_t type);
void P_SpawnPlayerMissile(mobj_t *source, mobjtype_t type);
void P_SpawnMapThing (mapthing_t* mthing);
void P_CheckMissileSpawn(mobj_t*); // killough 8/2/98
void P_ExplodeMissile(mobj_t*); // killough
#endif