dxx-rebirth/main/object.h

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/*
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
* $Source: /cvsroot/dxx-rebirth/d1x-rebirth/main/object.h,v $
* $Revision: 1.1.1.1 $
* $Author: zicodxx $
* $Date: 2006/03/17 19:43:59 $
*
* object system definitions
*
* $Log: object.h,v $
* Revision 1.1.1.1 2006/03/17 19:43:59 zicodxx
* initial import
*
* Revision 1.1.1.1 1999/06/14 22:12:58 donut
* Import of d1x 1.37 source.
*
* Revision 2.1 1995/03/31 12:24:10 john
* I had changed alt_textures from a pointer to a byte. This hosed old
* saved games, so I restored it to an int.
*
* Revision 2.0 1995/02/27 11:26:47 john
* New version 2.0, which has no anonymous unions, builds with
* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
*
* Revision 1.122 1995/02/22 12:35:53 allender
* remove anonymous unions
*
* Revision 1.121 1995/02/06 20:43:25 rob
* Extern'ed Dead_player_camera so it can be reset by multi.c
*
* Revision 1.120 1995/02/01 16:34:07 john
* Linted.
*
* Revision 1.119 1995/01/29 13:46:42 mike
* adapt to new create_small_fireball_on_object prototype.
*
* Revision 1.118 1995/01/26 22:11:27 mike
* Purple chromo-blaster (ie, fusion cannon) spruce up (chromification)
*
* Revision 1.117 1995/01/24 12:09:29 mike
* Boost MAX_OBJECTS from 250 to 350.
*
* Revision 1.116 1995/01/13 19:39:51 rob
* Removed outdated remote_info structure. (looking for cause of bugs
*
* Revision 1.115 1995/01/12 12:09:38 yuan
* Added coop object capability.
*
* Revision 1.114 1994/12/15 13:04:20 mike
* Replace Players[Player_num].time_total references with GameTime.
*
* Revision 1.113 1994/12/12 17:18:09 mike
* make boss cloak/teleport when get hit, make quad laser 3/4 as powerful.
*
* Revision 1.112 1994/12/09 14:58:42 matt
* Added system to attach a fireball to another object for rendering purposes,
* so the fireball always renders on top of (after) the object.
*
* Revision 1.111 1994/12/08 12:35:35 matt
* Added new object allocation & deallocation functions so other code
* could stop messing around with internal object data structures.
*
* Revision 1.110 1994/11/21 17:30:21 matt
* Increased max number of objects
*
* Revision 1.109 1994/11/18 23:41:52 john
* Changed some shorts to ints.
*
* Revision 1.108 1994/11/10 14:02:45 matt
* Hacked in support for player ships with different textures
*
* Revision 1.107 1994/11/08 12:19:27 mike
* Small explosions on objects.
*
* Revision 1.106 1994/10/25 10:51:17 matt
* Vulcan cannon powerups now contain ammo count
*
* Revision 1.105 1994/10/21 12:19:41 matt
* Clear transient objects when saving (& loading) games
*
* Revision 1.104 1994/10/21 11:25:04 mike
* Add IMMORTAL_TIME.
*
* Revision 1.103 1994/10/17 21:34:54 matt
* Added support for new Control Center/Main Reactor
*
* Revision 1.102 1994/10/14 18:12:28 mike
* Make egg dropping return object number.
*
* Revision 1.101 1994/10/12 21:07:19 matt
* Killed unused field in object structure
*
* Revision 1.100 1994/10/12 10:38:24 mike
* Add field OF_SILENT to obj->flags.
*
* Revision 1.99 1994/10/11 20:35:48 matt
* Clear "transient" objects (weapons,explosions,etc.) when starting a level
*
* Revision 1.98 1994/10/03 20:56:13 rob
* Added velocity to shortpos strucutre.
*
* Revision 1.97 1994/09/30 18:24:00 rob
* Added new control type CT_REMOTE for remote controlled objects.
* Also added a union struct 'remote_info' for this type.
*
* Revision 1.96 1994/09/28 09:23:05 mike
* Prototype Object_type_names.
*
* Revision 1.95 1994/09/25 23:32:37 matt
* Changed the object load & save code to read/write the structure fields one
* at a time (rather than the whole structure at once). This mean that the
* object structure can be changed without breaking the load/save functions.
* As a result of this change, the local_object data can be and has been
* incorporated into the object array. Also, timeleft is now a property
* of all objects, and the object structure has been otherwise cleaned up.
*
* Revision 1.94 1994/09/25 15:45:28 matt
* Added OBJ_LIGHT, a type of object that casts light
* Added generalized lifeleft, and moved it to local_object
*
* Revision 1.93 1994/09/24 17:41:19 mike
* Add stuff to Local_object structure for materialization centers.
*
* Revision 1.92 1994/09/24 13:16:50 matt
* Added (hacked in, really) support for overriding the bitmaps used on to
* texture map a polygon object, and using a new bitmap for all the faces.
*
* Revision 1.91 1994/09/22 19:02:14 mike
* Prototype functions extract_shortpos and create_shortpos which reside in
* gameseg.c, but are prototyped here to prevent circular dependencies.
*
* Revision 1.90 1994/09/15 21:47:14 mike
* Prototype dead_player_end().
*
* Revision 1.89 1994/09/15 16:34:47 mike
* Add danger_laser_num and danger_laser_signature to object_local to
* enable robots to efficiently (too efficiently!) avoid player fire.
*
* Revision 1.88 1994/09/11 22:46:19 mike
* Death_sequence_aborted prototyped.
*
* Revision 1.87 1994/09/09 20:04:30 mike
* Add vclips for weapons.
*
* Revision 1.86 1994/09/09 14:20:54 matt
* Added flag that says object uses thrust
*
* Revision 1.85 1994/09/08 14:51:32 mike
* Make a crucial name change to a field of local_object struct.
*
* Revision 1.84 1994/09/07 19:16:45 mike
* Homing missile.
*
* Revision 1.83 1994/09/06 17:05:43 matt
* Added new type for dead player
*
* Revision 1.82 1994/09/02 11:56:09 mike
* Add persistency (PF_PERSISTENT) to physics_info.
*
* Revision 1.81 1994/08/28 19:10:28 mike
* Add Player_is_dead.
*
* Revision 1.80 1994/08/18 15:11:44 mike
* powerup stuff.
*
* Revision 1.79 1994/08/15 15:24:54 john
* Made players know who killed them; Disabled cheat menu
* during net player; fixed bug with not being able to turn
* of invulnerability; Made going into edit/starting new leve
* l drop you out of a net game; made death dialog box.
*
* Revision 1.78 1994/08/14 23:15:12 matt
* Added animating bitmap hostages, and cleaned up vclips a bit
*
* Revision 1.77 1994/08/13 14:58:27 matt
* Finished adding support for miscellaneous objects
*
* Revision 1.76 1994/08/09 16:04:13 john
* Added network players to editor.
*
* Revision 1.75 1994/08/03 21:06:19 matt
* Added prototype for fix_object_segs(), and renamed now-unused spawn_pos
*
* Revision 1.74 1994/08/02 12:30:27 matt
* Added support for spinning objects
*
* Revision 1.73 1994/07/27 20:53:25 matt
* Added rotational drag & thrust, so turning now has momemtum like moving
*
* Revision 1.72 1994/07/27 19:44:21 mike
* Objects containing objects.
*
* Revision 1.71 1994/07/22 20:43:29 matt
* Fixed flares, by adding a physics flag that makes them stick to walls.
*
* Revision 1.70 1994/07/21 12:42:10 mike
* Prototype new find_object_seg and update_object_seg.
*
* Revision 1.69 1994/07/19 15:26:39 mike
* New ai_static structure.
*
* Revision 1.68 1994/07/13 00:15:06 matt
* Moved all (or nearly all) of the values that affect player movement to
* bitmaps.tbl
*
* Revision 1.67 1994/07/12 12:40:12 matt
* Revamped physics system
*
* Revision 1.66 1994/07/06 15:26:23 yuan
* Added chase mode.
*
*
*
*/
#ifndef _OBJECT_H
#define _OBJECT_H
#include "types.h"
#include "vecmat.h"
#include "segment.h"
#include "gameseg.h"
#include "aistruct.h"
#include "gr.h"
#include "piggy.h"
/*
* CONSTANTS
*/
#define MAX_OBJECTS 350 //increased on 01/24/95 for multiplayer. --MK; total number of objects in world
//Object types
#define OBJ_NONE 255 //unused object
#define OBJ_WALL 0 //A wall... not really an object, but used for collisions
#define OBJ_FIREBALL 1 //a fireball, part of an explosion
#define OBJ_ROBOT 2 //an evil enemy
#define OBJ_HOSTAGE 3 //a hostage you need to rescue
#define OBJ_PLAYER 4 //the player on the console
#define OBJ_WEAPON 5 //a laser, missile, etc
#define OBJ_CAMERA 6 //a camera to slew around with
#define OBJ_POWERUP 7 //a powerup you can pick up
#define OBJ_DEBRIS 8 //a piece of robot
#define OBJ_CNTRLCEN 9 //the control center
#define OBJ_FLARE 10 //a flare
#define OBJ_CLUTTER 11 //misc objects
#define OBJ_GHOST 12 //what the player turns into when dead
#define OBJ_LIGHT 13 //a light source, & not much else
#define OBJ_COOP 14 //a cooperative player object.
// WARNING!! If you add a type here, add its name to Object_type_names in object.c
#define MAX_OBJECT_TYPES 15
//Result types
#define RESULT_NOTHING 0 //Ignore this collision
#define RESULT_CHECK 1 //Check for this collision
//Control types - what tells this object what do do
#define CT_NONE 0 //doesn't move (or change movement)
#define CT_AI 1 //driven by AI
#define CT_EXPLOSION 2 //explosion sequencer
#define CT_FLYING 4 //the player is flying
#define CT_SLEW 5 //slewing
#define CT_FLYTHROUGH 6 //the flythrough system
#define CT_WEAPON 9 //laser, etc.
#define CT_REPAIRCEN 10 //under the control of the repair center
#define CT_MORPH 11 //this object is being morphed
#define CT_DEBRIS 12 //this is a piece of debris
#define CT_POWERUP 13 //animating powerup blob
#define CT_LIGHT 14 //doesn't actually do anything
#define CT_REMOTE 15 //controlled by another net player
#define CT_CNTRLCEN 16 //the control center/main reactor
//Movement types
#define MT_NONE 0 //doesn't move
#define MT_PHYSICS 1 //moves by physics
#define MT_SPINNING 3 //this object doesn't move, just sits and spins
//Render types
#define RT_NONE 0 //does not render
#define RT_POLYOBJ 1 //a polygon model
#define RT_FIREBALL 2 //a fireball
#define RT_LASER 3 //a laser
#define RT_HOSTAGE 4 //a hostage
#define RT_POWERUP 5 //a powerup
#define RT_MORPH 6 //a robot being morphed
#define RT_WEAPON_VCLIP 7 //a weapon that renders as a vclip
//misc object flags
#define OF_EXPLODING 1 //this object is exploding
#define OF_SHOULD_BE_DEAD 2 //this object should be dead, so next time we can, we should delete this object.
#define OF_DESTROYED 4 //this has been killed, and is showing the dead version
#define OF_SILENT 8 //this makes no sound when it hits a wall. Added by MK for weapons, if you extend it to other types, do it completely!
#define OF_ATTACHED 16 //this object is a fireball attached to another object
#define OF_HARMLESS 32 //this object does no damage. Added to make quad lasers do 1.5 damage as normal lasers.
//Different Weapon ID types...
#define WEAPON_ID_LASER 0
#define WEAPON_ID_MISSLE 1
#define WEAPON_ID_CANNONBALL 2
//Object Initial shields...
#define OBJECT_INITIAL_SHIELDS F1_0/2
//physics flags
#define PF_TURNROLL 0x01 // roll when turning
#define PF_LEVELLING 0x02 // level object with closest side
#define PF_BOUNCE 0x04 // bounce (not slide) when hit will
#define PF_WIGGLE 0x08 // wiggle while flying
#define PF_STICK 0x10 // object sticks (stops moving) when hits wall
#define PF_PERSISTENT 0x20 // object keeps going even after it hits another object (eg, fusion cannon)
#define PF_USES_THRUST 0x40 // this object uses its thrust
#define IMMORTAL_TIME 0x3fffffff // Time assigned to immortal objects, about 32768 seconds, or about 9 hours.
extern char Object_type_names[MAX_OBJECT_TYPES][9];
// List of objects rendered last frame in order. Created at render time, used by homing missiles in laser.c
#define MAX_RENDERED_OBJECTS 50
extern short Ordered_rendered_object_list[MAX_RENDERED_OBJECTS];
extern int Num_rendered_objects;
/*
* STRUCTURES
*/
// A compressed form for sending crucial data about via slow devices, such as modems and buggies.
typedef struct shortpos {
byte bytemat[9];
short xo,yo,zo;
short segment;
short velx, vely, velz;
} __pack__ shortpos;
//added 03/05/99 Matt Mueller - shorter type without velocity info.. mainly for firing packets
//notice that it is the same as short pos minus the vel info.
//this is important for modified shortpos funcs
typedef struct shorterpos {
byte bytemat[9];
short xo,yo,zo;
short segment;
} __pack__ shorterpos;
//end addition -MM
// This is specific to the shortpos extraction routines in gameseg.c.
#define RELPOS_PRECISION 10
#define MATRIX_PRECISION 9
#define MATRIX_MAX 0x7f // This is based on MATRIX_PRECISION, 9 => 0x7f
//information for physics sim for an object
typedef struct physics_info {
vms_vector velocity; //velocity vector of this object
vms_vector thrust; //constant force applied to this object
fix mass; //the mass of this object
fix drag; //how fast this slows down
fix brakes; //how much brakes applied
vms_vector rotvel; //rotational velecity (angles)
vms_vector rotthrust; //rotational acceleration
fixang turnroll; //rotation caused by turn banking
ushort flags; //misc physics flags
} __pack__ physics_info;
//stuctures for different kinds of simulation
typedef struct laser_info {
short parent_type; // The type of the parent of this object
short parent_num; // The object's parent's number
int parent_signature; // The object's parent's signature...
fix creation_time; // Absolute time of creation.
short last_hitobj; // For persistent weapons (survive object collision), object it most recently hit.
short track_goal; // Object this object is tracking.
fix multiplier; // Power if this is a fusion bolt (or other super weapon to be added).
} __pack__ laser_info;
typedef struct explosion_info {
fix spawn_time; // when lifeleft is < this, spawn another
fix delete_time; // when to delete object
short delete_objnum; // and what object to delete
short attach_parent; // explosion is attached to this object
short prev_attach; // previous explosion in attach list
short next_attach; // next explosion in attach list
} __pack__ explosion_info;
typedef struct light_info {
fix intensity; //how bright the light is
} __pack__ light_info;
typedef struct powerup_info {
int count; //how many/much we pick up (vulcan cannon only?)
} __pack__ powerup_info;
typedef struct vclip_info {
int vclip_num;
fix frametime;
byte framenum;
} __pack__ vclip_info;
//structures for different kinds of rendering
typedef struct polyobj_info {
int model_num; //which polygon model
vms_angvec anim_angles[MAX_SUBMODELS]; //angles for each subobject
int subobj_flags; //specify which subobjs to draw
int tmap_override; //if this is not -1, map all face to this
int alt_textures; //if not -1, use these textures instead
} __pack__ polyobj_info;
typedef struct object {
int signature; // Every object ever has a unique signature...
ubyte type; // what type of object this is... robot, weapon, hostage, powerup, fireball
ubyte id; // which form of object...which powerup, robot, etc.
short next,prev; // id of next and previous connected object in Objects, -1 = no connection
ubyte control_type; // how this object is controlled
ubyte movement_type; // how this object moves
ubyte render_type; // how this object renders
ubyte flags; // misc flags
short segnum; // segment number containing object
short attached_obj; // number of attached fireball object
vms_vector pos; // absolute x,y,z coordinate of center of object
vms_matrix orient; // orientation of object in world
fix size; // 3d size of object - for collision detection
fix shields; // Starts at maximum, when <0, object dies..
vms_vector last_pos; // where object was last frame
byte contains_type; // Type of object this object contains (eg, spider contains powerup)
byte contains_id; // ID of object this object contains (eg, id = blue type = key)
byte contains_count;// number of objects of type:id this object contains
byte matcen_creator;// Materialization center that created this object, high bit set if matcen-created
fix lifeleft; // how long until goes away, or 7fff if immortal
//movement info, determined by MOVEMENT_TYPE
union {
physics_info phys_info; //a physics object
vms_vector spin_rate; //for spinning objects
} __pack__ mtype;
//control info, determined by CONTROL_TYPE
union {
laser_info laser_info;
explosion_info expl_info; //NOTE: debris uses this also
ai_static ai_info;
light_info light_info; //why put this here? Didn't know what else to do with it.
powerup_info powerup_info;
} __pack__ ctype;
//render info, determined by RENDER_TYPE
union {
polyobj_info pobj_info; //polygon model
vclip_info vclip_info; //vclip
} __pack__ rtype;
} __pack__ object;
typedef struct obj_position {
vms_vector pos; // absolute x,y,z coordinate of center of object
vms_matrix orient; // orientation of object in world
short segnum; // segment number containing object
} obj_position;
/*
* VARIABLES
*/
extern int Object_next_signature; // The next signature for the next newly created object
extern ubyte CollisionResult[MAX_OBJECT_TYPES][MAX_OBJECT_TYPES];
// ie CollisionResult[a][b]== what happens to a when it collides with b
extern object Objects[];
extern int Highest_object_index; //highest objnum
extern char *robot_names[]; //name of each robot
extern int Num_robot_types;
extern object *ConsoleObject; //pointer to the object that is the player
extern object *Viewer; //which object we are seeing from
extern object *Dead_player_camera;
extern object Follow;
extern int Player_is_dead; // !0 means player is dead!
extern int Player_exploded;
extern int Death_sequence_aborted;
extern int Player_fired_laser_this_frame;
/*
* FUNCTIONS
*/
//do whatever setup needs to be done
void init_objects();
//returns segment number object is in. Searches out from object's current
//seg, so this shouldn't be called if the object has "jumped" to a new seg
int obj_get_new_seg(object *obj);
//when an object has moved into a new segment, this function unlinks it
//from its old segment, and links it into the new segment
void obj_relink(int objnum,int newsegnum);
//move an object from one segment to another. unlinks & relinks
void obj_set_new_seg(int objnum,int newsegnum);
//links an object into a segment's list of objects.
//takes object number and segment number
void obj_link(int objnum,int segnum);
//unlinks an object from a segment's list of objects
void obj_unlink(int objnum);
//initialize a new object. adds to the list for the given segment
//returns the object number
int obj_create(ubyte type,ubyte id,int segnum,vms_vector *pos,
vms_matrix *orient,fix size,ubyte ctype,ubyte mtype,ubyte rtype);
//make a copy of an object. returs num of new object
int obj_create_copy(int objnum, vms_vector *new_pos, int newsegnum);
//remove object from the world
void obj_delete(int objnum);
//called after load. Takes number of objects, and objects should be
//compressed
void reset_objects(int n_objs);
//make object array non-sparse
void compress_objects(void);
//Render an object. Calls one of several routines based on type
void render_object(object *obj);
//Draw a blob-type object, like a fireball
void draw_object_blob(object *obj,bitmap_index bitmap);
//draw an object that is a texture-mapped rod
void draw_object_tmap_rod(object *obj,bitmap_index bitmap,int lighted);
//Deletes all objects that have been marked for death.
void obj_delete_all_that_should_be_dead();
// Toggles whether or not lock-boxes draw.
void object_toggle_lock_targets();
//move all objects for the current frame
void object_move_all(); // moves all objects
//set viewer object to next object in array
void object_goto_next_viewer();
//draw target boxes for nearby robots
void object_render_targets(void);
//move an object for the current frame
void object_move_one( object * obj );
//make object0 the player, setting all relevant fields
void init_player_object();
//check if object is in object->segnum. if not, check the adjacent segs.
//if not any of these, returns false, else sets obj->segnum & returns true
//callers should really use find_vector_intersection()
//Note: this function is in gameseg.c
extern int update_object_seg(struct object *obj);
// Finds what segment *obj is in, returns segment number.
// If not in any segment, returns -1.
// Note: This function is defined in gameseg.h, but object.h depends on gameseg.h, and
// object.h is where object is defined...get it?
extern int find_object_seg(object * obj );
//go through all objects and make sure they have the correct segment numbers
//used when debugging is on
void fix_object_segs();
// Drops objects contained in objp.
int object_create_egg(object *objp);
// Interface to object_create_egg, puts count objects of type type, id = id in objp and then drops them.
int call_object_create_egg(object *objp, int count, int type, int id);
extern void dead_player_end(void);
// Extract information from an object (objp->orient, objp->pos, objp->segnum), stuff in a shortpos structure.
// See typedef shortpos.
extern void create_shortpos(shortpos *spp, object *objp);
// Extract information from a shortpos, stuff in objp->orient (matrix), objp->pos, objp->segnum
extern void extract_shortpos(object *objp, shortpos *spp);
//added 03/05/99 Matt Mueller
extern void extract_shorterpos(object *objp, shorterpos *spp);
extern void create_shorterpos(shorterpos *spp, object *objp);
//end addition -MM
//delete objects, such as weapons & explosions, that shouldn't stay between levels
//if clear_all is set, clear even proximity bombs
void clear_transient_objects(int clear_all);
//returns the number of a free object, updating Highest_object_index.
//Generally, obj_create() should be called to get an object, since it
//fills in important fields and does the linking.
//returns -1 if no free objects
int obj_allocate(void);
//frees up an object. Generally, obj_delete() should be called to get
//rid of an object. This function deallocates the object entry after
//the object has been unlinked
void obj_free(int objnum);
//after calling init_object(), the network code has grabbed specific
//object slots without allocating them. Go though the objects & build
//the free list, then set the apporpriate globals
//Don't call this function if you don't know what you're doing.
void special_reset_objects(void);
//attaches an object, such as a fireball, to another object, such as a robot
void obj_attach(object *parent,object *sub);
extern void create_small_fireball_on_object(object *objp, fix size_scale, int sound_flag);
#endif