dxx-rebirth/main/laser.h

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/* $Id: laser.h,v 1.1.1.1 2006/03/17 19:55:16 zicodxx Exp $ */
/*
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 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Definitions for the laser code.
*
*/
#ifndef _LASER_H
#define _LASER_H
#define LASER_ID 0 //0..3 are lasers
#define CONCUSSION_ID 8
#define FLARE_ID 9 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
#define VULCAN_ID 11 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
#define SPREADFIRE_ID 12 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
#define PLASMA_ID 13 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
#define FUSION_ID 14 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
#define HOMING_ID 15
#define PROXIMITY_ID 16
#define SMART_ID 17
#define MEGA_ID 18
#define PLAYER_SMART_HOMING_ID 19
#define SUPER_MECH_MISS 21
#define REGULAR_MECH_MISS 22
#define SILENT_SPREADFIRE_ID 23
#define ROBOT_SMART_HOMING_ID 29
#define EARTHSHAKER_MEGA_ID 54
#define SUPER_LASER_ID 30 // 30,31 are super lasers (level 5,6)
#define GAUSS_ID 32 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
#define HELIX_ID 33 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
#define PHOENIX_ID 34 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
#define OMEGA_ID 35 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
#define FLASH_ID 36
#define GUIDEDMISS_ID 37
#define SUPERPROX_ID 38
#define MERCURY_ID 39
#define EARTHSHAKER_ID 40
#define SMART_MINE_HOMING_ID 47
#define ROBOT_SMART_MINE_HOMING_ID 49
#define ROBOT_SUPERPROX_ID 53
#define ROBOT_EARTHSHAKER_ID 58
#define PMINE_ID 51 //the mine that the designers can place
#define OMEGA_MULTI_LIFELEFT (F1_0/6)
// These are new defines for the value of 'flags' passed to do_laser_firing.
// The purpose is to collect other flags like QUAD_LASER and Spreadfire_toggle
// into a single 8-bit quantity so it can be easily used in network mode.
#define LASER_QUAD 1
#define LASER_SPREADFIRE_TOGGLED 2
#define LASER_HELIX_FLAG0 4 // helix uses 3 bits for angle
#define LASER_HELIX_FLAG1 8 // helix uses 3 bits for angle
#define LASER_HELIX_FLAG2 16 // helix uses 3 bits for angle
#define LASER_HELIX_SHIFT 2 // how far to shift count to put in flags
#define LASER_HELIX_MASK 7 // must match number of bits in flags
#define MAX_LASER_LEVEL 3 // Note, laser levels are numbered from 0.
#define MAX_SUPER_LASER_LEVEL 5 // Note, laser levels are numbered from 0.
#define MAX_LASER_BITMAPS 6
// For muzzle firing casting light.
#define MUZZLE_QUEUE_MAX 8
// Constants governing homing missile behavior.
// MIN_TRACKABLE_DOT gets inversely scaled by FrameTime and stuffed in
// Min_trackable_dot
#define MIN_TRACKABLE_DOT (7*F1_0/8)
#define MAX_TRACKABLE_DIST (F1_0*250)
#define HOMING_MISSILE_STRAIGHT_TIME (F1_0/8) // Changed as per request of John, Adam, Yuan, but mostly John
struct object;
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extern fix Min_trackable_dot; // MIN_TRACKABLE_DOT inversely scaled by FrameTime
extern struct object *Guided_missile[];
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extern int Guided_missile_sig[];
void Laser_render(struct object *obj);
void Laser_player_fire(struct object * obj, int type, int gun_num, int make_sound, int harmless_flag);
void Laser_player_fire_spread(struct object *obj, int laser_type, int gun_num, fix spreadr, fix spreadu, int make_sound, int harmless);
void Laser_do_weapon_sequence(struct object *obj);
void Flare_create(struct object *obj);
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int laser_are_related(int o1, int o2);
extern int do_laser_firing_player(void);
extern void do_missile_firing(int drop_bomb);
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extern void net_missile_firing(int player, int weapon, int flags);
int Laser_create_new(vms_vector * direction, vms_vector * position, int segnum, int parent, int type, int make_sound);
// Fires a laser-type weapon (a Primary weapon)
// Fires from object objnum, weapon type weapon_id.
// Assumes that it is firing from a player object, so it knows which
// gun to fire from.
// Returns the number of shots actually fired, which will typically be
// 1, but could be higher for low frame rates when rapidfire weapons,
// such as vulcan or plasma are fired.
extern int do_laser_firing(int objnum, int weapon_id, int level, int flags, int nfires);
// Easier to call than Laser_create_new because it determines the
// segment containing the firing point and deals with it being stuck
// in an object or through a wall.
// Fires a laser of type "weapon_type" from an object (parent) in the
// direction "direction" from the position "position"
// Returns object number of laser fired or -1 if not possible to fire
// laser.
int Laser_create_new_easy(vms_vector * direction, vms_vector * position, int parent, int weapon_type, int make_sound);
// creates a weapon object
int create_weapon_object(int weapon_type,int segnum,vms_vector *position);
// give up control of the guided missile
void release_guided_missile(int player_num);
extern void create_smart_children(struct object *objp, int count);
extern int object_to_object_visibility(struct object *obj1, struct object *obj2, int trans_type);
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extern int Muzzle_queue_index;
typedef struct muzzle_info {
fix create_time;
short segnum;
vms_vector pos;
} muzzle_info;
extern muzzle_info Muzzle_data[MUZZLE_QUEUE_MAX];
// Omega cannon stuff.
#define MAX_OMEGA_CHARGE (F1_0) // Maximum charge level for omega cannonw
extern fix Omega_charge;
// NOTE: OMEGA_CHARGE_SCALE moved to laser.c to avoid long rebuilds if changed
#endif /* _LASER_H */