1 /* Emacs style mode select -*- C++ -*-
2 *-----------------------------------------------------------------------------
5 * PrBoom a Doom port merged with LxDoom and LSDLDoom
6 * based on BOOM, a modified and improved DOOM engine
7 * Copyright (C) 1999 by
8 * id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
9 * Copyright (C) 1999-2000 by
10 * Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
12 * This program is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU General Public License
14 * as published by the Free Software Foundation; either version 2
15 * of the License, or (at your option) any later version.
17 * This program is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 * GNU General Public License for more details.
22 * You should have received a copy of the GNU General Public License
23 * along with this program; if not, write to the Free Software
24 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
28 * Thing frame/state LUT,
29 * generated by multigen utilitiy.
30 * This one is the original DOOM version, preserved.
32 *-----------------------------------------------------------------------------*/
37 // Needed for action function pointer handling.
41 /********************************************************************
42 * Sprite name enumeration - must match info.c *
43 ********************************************************************/
184 SPR_TNT1
, /* add invisible sprite phares 3/8/98 */
187 SPR_DOGS
, /* killough 7/19/98: Marine's best friend :) */
193 /********************************************************************
194 * States (frames) enumeration -- must match info.c *
195 ********************************************************************/
1166 S_TNT1
, /* add state for invisible sprite phares 3/8/98 */
1168 S_GRENADE
, /* killough 8/9/98: grenade launcher */
1169 S_DETONATE
, /* killough 8/9/98: detonation of objects */
1174 S_DOGS_STND
, /* killough 7/19/98: Marine's best friend :) */
1203 S_MUSHROOM
, /* killough 10/98: mushroom explosion effect */
1205 NUMSTATES
/* Counter of how many there are */
1209 /********************************************************************
1210 * Definition of the state (frames) structure *
1211 ********************************************************************/
1215 spritenum_t sprite
; /* sprite number to show */
1216 long frame
; /* which frame/subframe of the sprite is shown */
1217 long tics
; /* number of gametics this frame should last */
1218 actionf_t action
; /* code pointer to function for action if any */
1219 statenum_t nextstate
; /* linked list pointer to next state or zero */
1220 long misc1
, misc2
; /* apparently never used in DOOM */
1223 /* these are in info.c */
1224 extern state_t states
[NUMSTATES
];
1225 extern const char *sprnames
[NUMSPRITES
+1]; /* 1/17/98 killough - CPhipps - const */
1227 /********************************************************************
1228 * Thing enumeration -- must match info.c *
1229 ********************************************************************
1230 * Note that many of these are generically named for the ornamentals
1371 MT_PUSH
, /* controls push source - phares */
1372 MT_PULL
, /* controls pull source - phares 3/20/98 */
1375 MT_DOGS
, /* killough 7/19/98: Marine's best friend */
1378 /* proff 11/22/98: Andy Baker's stealth monsters (next 12)
1379 * cph - moved below the MBF stuff, no need to displace them */
1396 /********************************************************************
1397 * Definition of the Thing structure
1398 ********************************************************************/
1399 /* Note that these are only indices to the state, sound, etc. arrays
1400 * and not actual pointers. Most can be set to zero if the action or
1401 * sound doesn't apply (like lamps generally don't attack or whistle).
1406 int doomednum
; /* Thing number used in id's editor, and now
1407 probably by every other editor too */
1408 int spawnstate
; /* The state (frame) index when this Thing is
1410 int spawnhealth
; /* The initial hit points for this Thing */
1411 int seestate
; /* The state when it sees you or wakes up */
1412 int seesound
; /* The sound it makes when waking */
1413 int reactiontime
; /* How many tics it waits after it wakes up
1414 before it will start to attack, in normal
1415 skills (halved for nightmare) */
1416 int attacksound
; /* The sound it makes when it attacks */
1417 int painstate
; /* The state to indicate pain */
1418 int painchance
; /* A number that is checked against a random
1419 number 0-255 to see if the Thing is supposed
1420 to go to its painstate or not. Note this
1421 has absolutely nothing to do with the chance
1422 it will get hurt, just the chance of it
1423 reacting visibly. */
1424 int painsound
; /* The sound it emits when it feels pain */
1425 int meleestate
; /* Melee==close attack */
1426 int missilestate
; /* What states to use when it's in the air, if
1427 in fact it is ever used as a missile */
1428 int deathstate
; /* What state begins the death sequence */
1429 int xdeathstate
; /* What state begins the horrible death sequence
1430 like when a rocket takes out a trooper */
1431 int deathsound
; /* The death sound. See also A_Scream() in
1432 p_enemy.c for some tweaking that goes on
1433 for certain monsters */
1434 int speed
; /* How fast it moves. Too fast and it can miss
1436 int radius
; /* An often incorrect radius */
1437 int height
; /* An often incorrect height, used only to see
1438 if a monster can enter a sector */
1439 int mass
; /* How much an impact will move it. Cacodemons
1440 seem to retreat when shot because they have
1441 very little mass and are moved by impact */
1442 int damage
; /* If this is a missile, how much does it hurt? */
1443 int activesound
; /* What sound it makes wandering around, once
1444 in a while. Chance is 3/256 it will. */
1445 uint_64_t flags
; /* Bit masks for lots of things. See p_mobj.h */
1446 int raisestate
; /* The first state for an Archvile or respawn
1447 resurrection. Zero means it won't come
1451 /* See p_mobj_h for addition more technical info */
1452 extern mobjinfo_t mobjinfo
[NUMMOBJTYPES
];