Difference between revisions of "Thing"
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(fix capitalization: Category:WAD Lumps -> Category:WAD lumps) |
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− | '''Things''' represent [[player]]s, [[monster]]s, [[pick-up]]s, and [[projectile]]s. Inside the game, these are known as actors. They also represent obstacles, certain decorations, player start positions and [[teleporter|teleport]] landing sites | + | '''Things''' represent [[player]]s, [[monster]]s, [[pick-up]]s, and [[projectile]]s. Inside the game, these are known as actors, or [[mobj]]s. They also represent obstacles, certain decorations, player start positions and [[teleporter|teleport]] landing sites. |
− | + | While some mobjs, such as projectiles and special effects, can only be created during play, most things can be placed in a map from a map editor through an associated editor number. When the map is loaded, an actor that corresponds to that number will be spawned at the location of that map thing. See [[thing types]] for a listing of all things that have an associated editor number. | |
==THINGS lump== | ==THINGS lump== | ||
{{Doom level format}} | {{Doom level format}} | ||
− | Level thing data is stored in the | + | Level thing data is stored in the {{c|THINGS}} [[lump]]. Each entry is 10 bytes long. This format is used by both [[Doom]] and [[Heretic]]. |
{| {{prettytable}} | {| {{prettytable}} | ||
!Offset | !Offset | ||
Line 17: | Line 17: | ||
| align="center" | 4 || align="center" | 2 || [[Angle]] facing | | align="center" | 4 || align="center" | 2 || [[Angle]] facing | ||
|- | |- | ||
− | | align="center" | 6 || align="center" | 2 || DoomEd thing type | + | | align="center" | 6 || align="center" | 2 || DoomEd [[thing type]] |
|- | |- | ||
| align="center" | 8 || align="center" | 2 || Flags | | align="center" | 8 || align="center" | 2 || Flags | ||
Line 33: | Line 33: | ||
|2||0x0004||Thing is on skill levels 4 & 5 | |2||0x0004||Thing is on skill levels 4 & 5 | ||
|- | |- | ||
− | |3||0x0008||Thing is deaf | + | |3||0x0008||Thing is waiting in ambush. Commonly known as "deaf" flag.<br>In fact, it [[Monster_behavior#Initial_state_and_alertness|does not render monsters deaf]] per se. |
|- | |- | ||
|4||0x0010||Thing is not in single player | |4||0x0010||Thing is not in single player | ||
Line 49: | Line 49: | ||
|- | |- | ||
|6||0x0040||Thing is not in coop | |6||0x0040||Thing is not in coop | ||
+ | |} | ||
+ | |||
+ | ===MBF flag=== | ||
+ | |||
+ | [[MBF]] adds the flag: | ||
+ | |||
+ | {| {{prettytable}} | ||
+ | !bit||hex||description | ||
|- | |- | ||
|7||0x0080||Friendly monster | |7||0x0080||Friendly monster | ||
Line 75: | Line 83: | ||
|12||2||Flags | |12||2||Flags | ||
|- | |- | ||
− | |14||1||Hexen action special | + | |14||1||[[Hexen action special]] |
|- | |- | ||
|15||1||Argument 1 | |15||1||Argument 1 | ||
Line 101: | Line 109: | ||
|2||0x0004||Thing is on skill levels 4 & 5 | |2||0x0004||Thing is on skill levels 4 & 5 | ||
|- | |- | ||
− | |3||0x0008||Thing is | + | |3||0x0008||Thing is waiting in ambush |
|- | |- | ||
|4||0x0010||Thing is dormant - it will not wake up until it is activated using Thing_Activate | |4||0x0010||Thing is dormant - it will not wake up until it is activated using Thing_Activate | ||
|- | |- | ||
− | |5||0x0020||Thing appears | + | |5||0x0020||Thing appears to the Fighter class |
|- | |- | ||
− | |6||0x0040||Thing appears | + | |6||0x0040||Thing appears to the Cleric class |
|- | |- | ||
− | |7||0x0080||Thing appears | + | |7||0x0080||Thing appears to the Mage class |
|- | |- | ||
− | |8||0x0100||Thing appears | + | |8||0x0100||Thing appears in single-player games |
|- | |- | ||
− | |9||0x0200||Thing appears | + | |9||0x0200||Thing appears in cooperative games |
|- | |- | ||
− | |10||0x0400||Thing appears | + | |10||0x0400||Thing appears in deathmatch games |
|- | |- | ||
|} | |} | ||
Line 136: | Line 144: | ||
|4||0x0010||Thing will not appear in single player | |4||0x0010||Thing will not appear in single player | ||
|- | |- | ||
− | |5||0x0020||Thing is | + | |5||0x0020||Thing is waiting in ambush |
|- | |- | ||
|6||0x0040||Thing is a friendly monster | |6||0x0040||Thing is a friendly monster | ||
+ | |- | ||
+ | |7||0x0080||Unused | ||
|- | |- | ||
|8||0x0100||Thing is 25% translucent | |8||0x0100||Thing is 25% translucent | ||
|- | |- | ||
− | |9||0x0200||Thing is invisible | + | |9||0x0200||Thing is either invisible, or 75% translucent if combined with bit 8. |
|} | |} | ||
[[Category:Doom engine]] | [[Category:Doom engine]] | ||
− | |||
[[Category:WAD lumps]] | [[Category:WAD lumps]] | ||
+ | [[Category:Lists]] |
Revision as of 01:56, 5 February 2019
Things represent players, monsters, pick-ups, and projectiles. Inside the game, these are known as actors, or mobjs. They also represent obstacles, certain decorations, player start positions and teleport landing sites.
While some mobjs, such as projectiles and special effects, can only be created during play, most things can be placed in a map from a map editor through an associated editor number. When the map is loaded, an actor that corresponds to that number will be spawned at the location of that map thing. See thing types for a listing of all things that have an associated editor number.
Contents
THINGS lump
Doom level format |
---|
Level thing data is stored in the THINGS lump. Each entry is 10 bytes long. This format is used by both Doom and Heretic.
Offset | Size (bytes) | Description |
---|---|---|
0 | 2 | x position |
2 | 2 | y position |
4 | 2 | Angle facing |
6 | 2 | DoomEd thing type |
8 | 2 | Flags |
Flags
bit | hex | description |
---|---|---|
0 | 0x0001 | Thing is on skill levels 1 & 2 |
1 | 0x0002 | Thing is on skill level 3 |
2 | 0x0004 | Thing is on skill levels 4 & 5 |
3 | 0x0008 | Thing is waiting in ambush. Commonly known as "deaf" flag. In fact, it does not render monsters deaf per se. |
4 | 0x0010 | Thing is not in single player |
Boom flags
Boom adds the flags:
bit | hex | description |
---|---|---|
5 | 0x0020 | Thing is not in deathmatch |
6 | 0x0040 | Thing is not in coop |
MBF flag
MBF adds the flag:
bit | hex | description |
---|---|---|
7 | 0x0080 | Friendly monster |
Hexen Format
Hexen extended upon the things lump. Hexen things may contain an action special which is executed upon death or pickup of the thing (for monsters and items, respectively). Hexen format also introduced true z-clipping, allowing placement of monsters on the z-axis. Finally, Hexen monsters are also able to have a tag similar to sectors. This is called the thing ID or TID.
Offset | Size (bytes) | Description |
---|---|---|
0 | 2 | Thing id (tid) |
2 | 2 | X position |
4 | 2 | Y position |
6 | 2 | Starting height |
8 | 2 | Angle facing |
10 | 2 | DoomEd thing type |
12 | 2 | Flags |
14 | 1 | Hexen action special |
15 | 1 | Argument 1 |
16 | 1 | Argument 2 |
17 | 1 | Argument 3 |
18 | 1 | Argument 4 |
19 | 1 | Argument 5 |
Note that Hexen things are 20 bytes in size; 10 bytes larger than things in Doom.
Hexen Flags
bit | hex | description |
---|---|---|
0 | 0x0001 | Thing is on skill levels 1 & 2 |
1 | 0x0002 | Thing is on skill level 3 |
2 | 0x0004 | Thing is on skill levels 4 & 5 |
3 | 0x0008 | Thing is waiting in ambush |
4 | 0x0010 | Thing is dormant - it will not wake up until it is activated using Thing_Activate |
5 | 0x0020 | Thing appears to the Fighter class |
6 | 0x0040 | Thing appears to the Cleric class |
7 | 0x0080 | Thing appears to the Mage class |
8 | 0x0100 | Thing appears in single-player games |
9 | 0x0200 | Thing appears in cooperative games |
10 | 0x0400 | Thing appears in deathmatch games |
Strife Format
Strife did not alter the thing structure like Hexen did, however it did make use of the unused flag bits.
Strife Flags
bit | hex | description |
---|---|---|
0 | 0x0001 | Thing is on skill levels 1 & 2 |
1 | 0x0002 | Thing is on skill level 3 |
2 | 0x0004 | Thing is on skill levels 4 & 5 |
3 | 0x0008 | Thing stands still (only useful for specific enemies) |
4 | 0x0010 | Thing will not appear in single player |
5 | 0x0020 | Thing is waiting in ambush |
6 | 0x0040 | Thing is a friendly monster |
7 | 0x0080 | Unused |
8 | 0x0100 | Thing is 25% translucent |
9 | 0x0200 | Thing is either invisible, or 75% translucent if combined with bit 8. |