2001-01-19 03:30:16 +00:00
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/*
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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#ifndef _OBJECT_H
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#define _OBJECT_H
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#include "pstypes.h"
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#include "vecmat.h"
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#include "segment.h"
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#include "gameseg.h"
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#include "aistruct.h"
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#include "gr.h"
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#include "piggy.h"
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/*
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* CONSTANTS
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*/
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#define MAX_OBJECTS 350 //increased on 01/24/95 for multiplayer. --MK; total number of objects in world
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//Object types
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#define OBJ_NONE 255 //unused object
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#define OBJ_WALL 0 //A wall... not really an object, but used for collisions
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#define OBJ_FIREBALL 1 //a fireball, part of an explosion
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#define OBJ_ROBOT 2 //an evil enemy
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#define OBJ_HOSTAGE 3 //a hostage you need to rescue
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#define OBJ_PLAYER 4 //the player on the console
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#define OBJ_WEAPON 5 //a laser, missile, etc
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#define OBJ_CAMERA 6 //a camera to slew around with
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#define OBJ_POWERUP 7 //a powerup you can pick up
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#define OBJ_DEBRIS 8 //a piece of robot
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#define OBJ_CNTRLCEN 9 //the control center
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#define OBJ_FLARE 10 //a flare
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#define OBJ_CLUTTER 11 //misc objects
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#define OBJ_GHOST 12 //what the player turns into when dead
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#define OBJ_LIGHT 13 //a light source, & not much else
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#define OBJ_COOP 14 //a cooperative player object.
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#define OBJ_MARKER 15 //a map marker
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// WARNING!! If you add a type here, add its name to Object_type_names in object.c
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#define MAX_OBJECT_TYPES 16
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//Result types
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#define RESULT_NOTHING 0 //Ignore this collision
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#define RESULT_CHECK 1 //Check for this collision
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//Control types - what tells this object what do do
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#define CT_NONE 0 //doesn't move (or change movement)
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#define CT_AI 1 //driven by AI
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#define CT_EXPLOSION 2 //explosion sequencer
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#define CT_FLYING 4 //the player is flying
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#define CT_SLEW 5 //slewing
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#define CT_FLYTHROUGH 6 //the flythrough system
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#define CT_WEAPON 9 //laser, etc.
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#define CT_REPAIRCEN 10 //under the control of the repair center
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#define CT_MORPH 11 //this object is being morphed
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#define CT_DEBRIS 12 //this is a piece of debris
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#define CT_POWERUP 13 //animating powerup blob
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#define CT_LIGHT 14 //doesn't actually do anything
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#define CT_REMOTE 15 //controlled by another net player
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#define CT_CNTRLCEN 16 //the control center/main reactor
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//Movement types
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#define MT_NONE 0 //doesn't move
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#define MT_PHYSICS 1 //moves by physics
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#define MT_SPINNING 3 //this object doesn't move, just sits and spins
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//Render types
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#define RT_NONE 0 //does not render
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#define RT_POLYOBJ 1 //a polygon model
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#define RT_FIREBALL 2 //a fireball
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#define RT_LASER 3 //a laser
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#define RT_HOSTAGE 4 //a hostage
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#define RT_POWERUP 5 //a powerup
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#define RT_MORPH 6 //a robot being morphed
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#define RT_WEAPON_VCLIP 7 //a weapon that renders as a vclip
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//misc object flags
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#define OF_EXPLODING 1 //this object is exploding
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#define OF_SHOULD_BE_DEAD 2 //this object should be dead, so next time we can, we should delete this object.
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#define OF_DESTROYED 4 //this has been killed, and is showing the dead version
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#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!
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#define OF_ATTACHED 16 //this object is a fireball attached to another object
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#define OF_HARMLESS 32 //this object does no damage. Added to make quad lasers do 1.5 damage as normal lasers.
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#define OF_PLAYER_DROPPED 64 //this object was dropped by the player...
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//Different Weapon ID types...
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#define WEAPON_ID_LASER 0
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#define WEAPON_ID_MISSLE 1
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#define WEAPON_ID_CANNONBALL 2
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//Object Initial shields...
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#define OBJECT_INITIAL_SHIELDS F1_0/2
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//physics flags
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#define PF_TURNROLL 0x01 // roll when turning
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#define PF_LEVELLING 0x02 // level object with closest side
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#define PF_BOUNCE 0x04 // bounce (not slide) when hit will
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#define PF_WIGGLE 0x08 // wiggle while flying
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#define PF_STICK 0x10 // object sticks (stops moving) when hits wall
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#define PF_PERSISTENT 0x20 // object keeps going even after it hits another object (eg, fusion cannon)
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#define PF_USES_THRUST 0x40 // this object uses its thrust
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#define PF_BOUNCED_ONCE 0x80 // Weapon has bounced once.
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#define PF_FREE_SPINNING 0x100 // Drag does not apply to rotation of this object
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#define PF_BOUNCES_TWICE 0x200 // This weapon bounces twice, then dies
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#define IMMORTAL_TIME 0x3fffffff // Time assigned to immortal objects, about 32768 seconds, or about 9 hours.
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#define ONE_FRAME_TIME 0x3ffffffe // Objects with this lifeleft will live for exactly one frame
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extern char Object_type_names[MAX_OBJECT_TYPES][9];
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// List of objects rendered last frame in order. Created at render time, used by homing missiles in laser.c
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#define MAX_RENDERED_OBJECTS 50
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/*
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* STRUCTURES
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*/
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// A compressed form for sending crucial data about via slow devices, such as modems and buggies.
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typedef struct shortpos {
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byte bytemat[9];
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short xo,yo,zo;
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short segment;
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short velx, vely, velz;
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} __pack__ shortpos;
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// This is specific to the shortpos extraction routines in gameseg.c.
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#define RELPOS_PRECISION 10
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#define MATRIX_PRECISION 9
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#define MATRIX_MAX 0x7f // This is based on MATRIX_PRECISION, 9 => 0x7f
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//information for physics sim for an object
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typedef struct physics_info {
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vms_vector velocity; //velocity vector of this object
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vms_vector thrust; //constant force applied to this object
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fix mass; //the mass of this object
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fix drag; //how fast this slows down
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fix brakes; //how much brakes applied
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vms_vector rotvel; //rotational velecity (angles)
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vms_vector rotthrust; //rotational acceleration
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fixang turnroll; //rotation caused by turn banking
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ushort flags; //misc physics flags
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} __pack__ physics_info;
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//stuctures for different kinds of simulation
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typedef struct laser_info {
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short parent_type; // The type of the parent of this object
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short parent_num; // The object's parent's number
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int parent_signature; // The object's parent's signature...
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fix creation_time; // Absolute time of creation.
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short last_hitobj; // For persistent weapons (survive object collision), object it most recently hit.
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short track_goal; // Object this object is tracking.
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fix multiplier; // Power if this is a fusion bolt (or other super weapon to be added).
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} __pack__ laser_info;
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typedef struct explosion_info {
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fix spawn_time; // when lifeleft is < this, spawn another
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fix delete_time; // when to delete object
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short delete_objnum; // and what object to delete
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short attach_parent; // explosion is attached to this object
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short prev_attach; // previous explosion in attach list
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short next_attach; // next explosion in attach list
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} __pack__ explosion_info;
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typedef struct light_info {
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fix intensity; //how bright the light is
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} __pack__ light_info;
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#define PF_SPAT_BY_PLAYER 1 //this powerup was spat by the player
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typedef struct powerup_info {
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int count; //how many/much we pick up (vulcan cannon only?)
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fix creation_time; //Absolute time of creation.
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int flags; //spat by player?
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} __pack__ powerup_info;
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typedef struct vclip_info {
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int vclip_num;
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fix frametime;
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byte framenum;
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} __pack__ vclip_info;
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//structures for different kinds of rendering
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typedef struct polyobj_info {
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int model_num; //which polygon model
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vms_angvec anim_angles[MAX_SUBMODELS]; //angles for each subobject
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int subobj_flags; //specify which subobjs to draw
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int tmap_override; //if this is not -1, map all face to this
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int alt_textures; //if not -1, use these textures instead
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} __pack__ polyobj_info;
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typedef struct object {
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int signature; // Every object ever has a unique signature...
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ubyte type; // what type of object this is... robot, weapon, hostage, powerup, fireball
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ubyte id; // which form of object...which powerup, robot, etc.
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short next,prev; // id of next and previous connected object in Objects, -1 = no connection
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ubyte control_type; // how this object is controlled
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ubyte movement_type; // how this object moves
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ubyte render_type; // how this object renders
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ubyte flags; // misc flags
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short segnum; // segment number containing object
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short attached_obj; // number of attached fireball object
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vms_vector pos; // absolute x,y,z coordinate of center of object
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vms_matrix orient; // orientation of object in world
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fix size; // 3d size of object - for collision detection
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fix shields; // Starts at maximum, when <0, object dies..
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vms_vector last_pos; // where object was last frame
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byte contains_type; // Type of object this object contains (eg, spider contains powerup)
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byte contains_id; // ID of object this object contains (eg, id = blue type = key)
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byte contains_count;// number of objects of type:id this object contains
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byte matcen_creator;// Materialization center that created this object, high bit set if matcen-created
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fix lifeleft; // how long until goes away, or 7fff if immortal
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// -- Removed, MK, 10/16/95, using lifeleft instead: int lightlevel;
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//movement info, determined by MOVEMENT_TYPE
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union {
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physics_info phys_info; //a physics object
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vms_vector spin_rate; //for spinning objects
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} __pack__ mtype;
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//control info, determined by CONTROL_TYPE
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union {
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laser_info laser_info;
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explosion_info expl_info; //NOTE: debris uses this also
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ai_static ai_info;
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light_info light_info; //why put this here? Didn't know what else to do with it.
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powerup_info powerup_info;
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} __pack__ ctype;
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//render info, determined by RENDER_TYPE
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union {
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polyobj_info pobj_info; //polygon model
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vclip_info vclip_info; //vclip
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} __pack__ rtype;
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} __pack__ object;
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typedef struct obj_position {
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vms_vector pos; // absolute x,y,z coordinate of center of object
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vms_matrix orient; // orientation of object in world
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short segnum; // segment number containing object
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} obj_position;
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typedef struct {
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int frame;
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object *viewer;
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int rear_view;
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int user;
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int num_objects;
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short rendered_objects[MAX_RENDERED_OBJECTS];
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} window_rendered_data;
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#define MAX_RENDERED_WINDOWS 3
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extern window_rendered_data Window_rendered_data[MAX_RENDERED_WINDOWS];
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/*
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* VARIABLES
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*/
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extern int Object_next_signature; // The next signature for the next newly created object
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extern ubyte CollisionResult[MAX_OBJECT_TYPES][MAX_OBJECT_TYPES];
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// ie CollisionResult[a][b]== what happens to a when it collides with b
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extern object Objects[];
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extern int Highest_object_index; //highest objnum
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extern char *robot_names[]; //name of each robot
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extern int Num_robot_types;
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extern object *ConsoleObject; //pointer to the object that is the player
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extern object *Viewer; //which object we are seeing from
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extern object *Dead_player_camera;
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extern object Follow;
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extern int Player_is_dead; // !0 means player is dead!
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extern int Player_exploded;
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extern int Death_sequence_aborted;
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extern int Player_fired_laser_this_frame;
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/*
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* FUNCTIONS
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*/
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//do whatever setup needs to be done
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void init_objects();
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//returns segment number object is in. Searches out from object's current
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//seg, so this shouldn't be called if the object has "jumped" to a new seg
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int obj_get_new_seg(object *obj);
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//when an object has moved into a new segment, this function unlinks it
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//from its old segment, and links it into the new segment
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void obj_relink(int objnum,int newsegnum);
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//move an object from one segment to another. unlinks & relinks
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void obj_set_new_seg(int objnum,int newsegnum);
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//links an object into a segment's list of objects.
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//takes object number and segment number
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void obj_link(int objnum,int segnum);
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//unlinks an object from a segment's list of objects
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void obj_unlink(int objnum);
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//initialize a new object. adds to the list for the given segment
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//returns the object number
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int obj_create(ubyte type,ubyte id,int segnum,vms_vector *pos,
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vms_matrix *orient,fix size,ubyte ctype,ubyte mtype,ubyte rtype);
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//make a copy of an object. returs num of new object
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int obj_create_copy(int objnum, vms_vector *new_pos, int newsegnum);
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//remove object from the world
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void obj_delete(int objnum);
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//called after load. Takes number of objects, and objects should be
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//compressed
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void reset_objects(int n_objs);
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//make object array non-sparse
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void compress_objects(void);
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//Render an object. Calls one of several routines based on type
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void render_object(object *obj);
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//Draw a blob-type object, like a fireball
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void draw_object_blob(object *obj,bitmap_index bitmap);
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//draw an object that is a texture-mapped rod
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void draw_object_tmap_rod(object *obj,bitmap_index bitmap,int lighted);
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//Deletes all objects that have been marked for death.
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void obj_delete_all_that_should_be_dead();
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// Toggles whether or not lock-boxes draw.
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void object_toggle_lock_targets();
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//move all objects for the current frame
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void object_move_all(); // moves all objects
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//set viewer object to next object in array
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void object_goto_next_viewer();
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//draw target boxes for nearby robots
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void object_render_targets(void);
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//move an object for the current frame
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void object_move_one( object * obj );
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//make object0 the player, setting all relevant fields
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void init_player_object();
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//check if object is in object->segnum. if not, check the adjacent segs.
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//if not any of these, returns false, else sets obj->segnum & returns true
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//callers should really use find_vector_intersection()
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//Note: this function is in gameseg.c
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extern int update_object_seg(struct object *obj);
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// Finds what segment *obj is in, returns segment number.
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// If not in any segment, returns -1.
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// Note: This function is defined in gameseg.h, but object.h depends on gameseg.h, and
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// object.h is where object is defined...get it?
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extern int find_object_seg(object * obj );
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//go through all objects and make sure they have the correct segment numbers
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//used when debugging is on
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2001-01-20 13:49:18 +00:00
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void fix_object_segs();
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2001-01-19 03:30:16 +00:00
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// Drops objects contained in objp.
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int object_create_egg(object *objp);
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// Interface to object_create_egg, puts count objects of type type, id = id in objp and then drops them.
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int call_object_create_egg(object *objp, int count, int type, int id);
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extern void dead_player_end(void);
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// Extract information from an object (objp->orient, objp->pos, objp->segnum), stuff in a shortpos structure.
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// See typedef shortpos.
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extern void create_shortpos(shortpos *spp, object *objp, int swap_bytes);
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// Extract information from a shortpos, stuff in objp->orient (matrix), objp->pos, objp->segnum
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extern void extract_shortpos(object *objp, shortpos *spp, int swap_bytes);
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//delete objects, such as weapons & explosions, that shouldn't stay between levels
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//if clear_all is set, clear even proximity bombs
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void clear_transient_objects(int clear_all);
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//returns the number of a free object, updating Highest_object_index.
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//Generally, obj_create() should be called to get an object, since it
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//fills in important fields and does the linking.
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//returns -1 if no free objects
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int obj_allocate(void);
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//frees up an object. Generally, obj_delete() should be called to get
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//rid of an object. This function deallocates the object entry after
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//the object has been unlinked
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void obj_free(int objnum);
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//after calling init_object(), the network code has grabbed specific
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//object slots without allocating them. Go though the objects & build
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//the free list, then set the apporpriate globals
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//Don't call this function if you don't know what you're doing.
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void special_reset_objects(void);
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//attaches an object, such as a fireball, to another object, such as a robot
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void obj_attach(object *parent,object *sub);
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extern void create_small_fireball_on_object(object *objp, fix size_scale, int sound_flag);
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//returns object number
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int drop_marker_object(vms_vector *pos,int segnum,vms_matrix *orient,int marker_num);
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extern void wake_up_rendered_objects(object *gmissp, int window_num);
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2001-01-20 13:49:18 +00:00
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extern void AdjustMineSpawn();
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void reset_player_object(void);
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2001-01-19 03:30:16 +00:00
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#endif
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