p_mobj.h
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上传日期:2021-05-12
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文件大小:9k
源码类别:
射击游戏
开发平台:
Visual 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"
- #ifdef __GNUG__
- #pragma interface
- #endif
- //
- // 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 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.
- 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
- //-----------------------------------------------------------------------------
- //
- // $Log:$
- //
- //-----------------------------------------------------------------------------