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p_mobj_h.pas
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//------------------------------------------------------------------------------
//
// FPCDoom - Port of Doom to Free Pascal Compiler
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 2004-2007 by Jim Valavanis
// Copyright (C) 2017-2022 by Jim Valavanis
//
// 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.
//
//------------------------------------------------------------------------------
// E-Mail: [email protected]
// Site : https://sourceforge.net/projects/fpcdoom/
//------------------------------------------------------------------------------
{$I FPCDoom.inc}
unit p_mobj_h;
interface
uses
m_fixed,
info_h,
doomdata,
r_renderstyle,
tables, // angle_t
d_think; // We need the thinker_t stuff.
//
// 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
//
const
// 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 = $400;
// For players, will pick up items.
MF_PICKUP = $800;
// Player cheat. ???
MF_NOCLIP = $1000;
// Player: keep info about sliding along walls.
MF_SLIDE = $2000;
// Allow moves to any height, no gravity.
// For active floaters, e.g. cacodemons, pain elementals.
MF_FLOAT = $4000;
// Don't cross lines
// ??? or look at heights on teleport.
MF_TELEPORT = $8000;
// Don't hit same species, explode on block.
// Player missiles as well as fireballs of various kinds.
MF_MISSILE = $10000;
// Dropped by a demon, not level spawned.
// E.g. ammo clips dropped by dying former humans.
MF_DROPPED = $20000;
// Use fuzzy draw (shadow demons or spectres),
// temporary player invisibility powerup.
MF_SHADOW = $40000;
// Flag: don't bleed when shot (use puff),
// barrels and shootable furniture shall not bleed.
MF_NOBLOOD = $80000;
// Don't stop moving halfway off a step,
// that is, have dead bodies slide down all the way.
MF_CORPSE = $100000;
// Floating to a height for a move, ???
// don't auto float to target's height.
MF_INFLOAT = $200000;
// On kill, count this enemy object
// towards intermission kill total.
// Happy gathering.
MF_COUNTKILL = $400000;
// On picking up, count this item object
// towards intermission item total.
MF_COUNTITEM = $800000;
// Special handling: skull in flight.
// Neither a cacodemon nor a missile.
MF_SKULLFLY = $1000000;
// Don't spawn this object
// in death match mode (e.g. key cards).
MF_NOTDMATCH = $2000000;
// 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 = $c000000;
// Hmm ???.
MF_TRANSSHIFT = 26;
const
// Sprite is transparent
MF_EX_TRANSPARENT = 1;
// Sprite emits white light
MF_EX_WHITELIGHT = 2;
// Sprite emits red light
MF_EX_REDLIGHT = 4;
// Sprite emits green light
MF_EX_GREENLIGHT = 8;
// Sprite emits blue light
MF_EX_BLUELIGHT = $10;
// Sprite emits yellow light
MF_EX_YELLOWLIGHT = $20;
// Compination of above flags
MF_EX_LIGHT = MF_EX_WHITELIGHT or MF_EX_REDLIGHT or MF_EX_GREENLIGHT or MF_EX_BLUELIGHT or MF_EX_YELLOWLIGHT;
// Float BOB
MF_EX_FLOATBOB = $40;
// No Radius Damage
MF_EX_NORADIUSDMG = $80;
// Half the damage
MF_EX_FIRERESIST = $100;
// Random see sound
MF_EX_RANDOMSEESOUND = $200;
// Random pain sound
MF_EX_RANDOMPAINSOUND = $400;
// Random attack sound
MF_EX_RANDOMATTACKSOUND = $800;
// Random death sound
MF_EX_RANDOMDEATHSOUND = $1000;
// Random active sound
MF_EX_RANDOMACTIVESOUND = $2000;
// Random customsound1
MF_EX_RANDOMCUSTOMSOUND1 = $4000;
// Random customsound2
MF_EX_RANDOMCUSTOMSOUND2 = $8000;
// Random customsound3
MF_EX_RANDOMCUSTOMSOUND3 = $10000;
// Custom Explosion (see A_Explode)
MF_EX_CUSTOMEXPLODE = $20000;
// The think is boss
MF_EX_BOSS = $40000;
// Missile stays on floor
MF_EX_FLOORHUGGER = $80000;
// Missile stays on ceiling
MF_EX_CEILINGHUGGER = $100000;
// Missile is a seeker
MF_EX_SEEKERMISSILE = $200000;
// Mobj spawn on random float z
MF_EX_SPAWNFLOAT = $400000;
// Don't hurt one's own kind with explosions
MF_EX_DONTHURTSPECIES = $800000;
// Low gravity
MF_EX_LOWGRAVITY = $1000000;
// Invulnerable
MF_EX_INVULNERABLE = $2000000;
// Random meleesound
MF_EX_RANDOMMELEESOUND = $4000000;
// Don't remove missile
MF_EX_DONOTREMOVE = $8000000;
// Thing is a ghost
MF_EX_GHOST = $10000000;
// Pass thru ghosts
MF_EX_THRUGHOST = $20000000;
// Monster can look all around, has eyes in the back
MF_EX_LOOKALLAROUND = $40000000;
const
// Medium gravity
MF2_EX_MEDIUMGRAVITY = 1;
// No P_HitFloor call
MF2_EX_NOHITFLOOR = 2;
// Line Activate (MBF)
MF2_EX_LINEDONE = 4;
type
// Map Object definition.
Pmobj_t = ^mobj_t;
mobj_t = record
// List: thinker links.
thinker: thinker_t;
// Info for drawing: position.
x: fixed_t;
y: fixed_t;
z: fixed_t;
// More list: links in sector (if needed)
snext: Pmobj_t;
sprev: Pmobj_t;
//More drawing info: to determine current sprite.
angle: angle_t; // orientation
viewangle: angle_t; // JVAL Turn head direction
sprite: integer;// used to find patch_t and flip value
frame: integer; // might be ORed with FF_FULLBRIGHT
// Interaction info, by BLOCKMAP.
// Links in blocks (if needed).
bnext: Pmobj_t;
bprev: Pmobj_t;
subsector: pointer; //Psubsector_t;
// The closest interval over all contacted Sectors.
floorz: fixed_t;
ceilingz: fixed_t;
// For movement checking.
radius: fixed_t;
height: fixed_t;
// Momentums, used to update position.
momx: fixed_t;
momy: fixed_t;
momz: fixed_t;
// If == validcount, already checked.
validcount: integer;
_type: integer;
info: Pmobjinfo_t; // &mobjinfo[mobj->type]
tics: integer; // state tic counter
state: Pstate_t;
flags: integer;
flags_ex: integer; // JVAL extended flags (MF_EX_????)
flags2_ex: integer; // JVAL extended flags (MF_EX_????)
renderstyle: mobjrenderstyle_t;
alpha: fixed_t;
floatbob: integer;
health: integer;
// Movement direction, movement generation (zig-zagging).
movedir: integer; // 0-7
movecount: integer; // when 0, select a new dir
// Thing being chased/attacked (or NULL),
// also the originator for missiles.
target: Pmobj_t;
// Reaction time: if non 0, don't attack yet.
// Used by player to freeze a bit after teleporting.
reactiontime: integer;
// If >0, the target will be chased
// no matter what (even if shot)
threshold: integer;
// Additional info record for player avatars only.
// Only valid if type == MT_PLAYER
player: pointer; //Pplayer_t;
// Player number last looked for.
lastlook: integer;
// For nightmare respawn.
spawnpoint: mapthing_t;
// Thing being chased/attacked for tracers.
tracer: Pmobj_t;
fastchasetics: integer;
// JVAL: Interpolation
prevx: fixed_t;
prevy: fixed_t;
prevz: fixed_t;
prevangle: angle_t;
nextx: fixed_t;
nexty: fixed_t;
nextz: fixed_t;
nextangle: angle_t;
intrplcnt: LongWord;
lightvalidcount: integer;
end;
Tmobj_tPArray = array[0..$FFFF] of Pmobj_t;
Pmobj_tPArray = ^Tmobj_tPArray;
var
spawnrandommonsters: boolean = false;
implementation
end.