dxx-rebirth/common/main/object.h

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/*
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* Portions of this file are copyright Rebirth contributors and licensed as
* described in COPYING.txt.
* Portions of this file are copyright Parallax Software and licensed
* according to the Parallax license below.
* See COPYING.txt for license details.
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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 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* object system definitions
*
*/
#pragma once
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#if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
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#include "pstypes.h"
#include "vecmat.h"
#include "aistruct.h"
#include "polyobj.h"
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#include "laser.h"
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#ifdef __cplusplus
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#include <bitset>
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#include <cassert>
#include <cstdint>
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#include "dxxsconf.h"
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#include "compiler-array.h"
#include "valptridx.h"
#include "objnum.h"
#include "segnum.h"
#include <vector>
#include <stdexcept>
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#include "compiler-type_traits.h"
#include "fwd-object.h"
#include "fwd-weapon.h"
#include "powerup.h"
#include "poison.h"
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// Object types
enum object_type_t : int
{
OBJ_NONE = 255, // unused object
OBJ_WALL = 0, // A wall... not really an object, but used for collisions
OBJ_FIREBALL = 1, // a fireball, part of an explosion
OBJ_ROBOT = 2, // an evil enemy
OBJ_HOSTAGE = 3, // a hostage you need to rescue
OBJ_PLAYER = 4, // the player on the console
OBJ_WEAPON = 5, // a laser, missile, etc
OBJ_CAMERA = 6, // a camera to slew around with
OBJ_POWERUP = 7, // a powerup you can pick up
OBJ_DEBRIS = 8, // a piece of robot
OBJ_CNTRLCEN = 9, // the control center
OBJ_CLUTTER = 11, // misc objects
OBJ_GHOST = 12, // what the player turns into when dead
OBJ_LIGHT = 13, // a light source, & not much else
OBJ_COOP = 14, // a cooperative player object.
#if defined(DXX_BUILD_DESCENT_II)
OBJ_MARKER = 15, // a map marker
#endif
};
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/*
* STRUCTURES
*/
struct reactor_static {
/* Location of the gun on the reactor object */
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array<vms_vector, MAX_CONTROLCEN_GUNS> gun_pos,
/* Orientation of the gun on the reactor object */
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gun_dir;
};
struct player_info
{
fix energy; // Amount of energy remaining.
uint16_t vulcan_ammo;
array<uint8_t, MAX_SECONDARY_WEAPONS> secondary_ammo; // How much ammo of each type.
};
// A compressed form for sending crucial data
struct shortpos
{
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sbyte bytemat[9];
short xo,yo,zo;
short segment;
short velx, vely, velz;
} __pack__;
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// Another compressed form for object position, velocity, orientation and rotvel using quaternion
struct quaternionpos
{
vms_quaternion orient;
vms_vector pos;
short segment;
vms_vector vel;
vms_vector rotvel;
} __pack__;
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// information for physics sim for an object
struct physics_info : prohibit_void_ptr<physics_info>
{
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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
vms_vector rotvel; // rotational velecity (angles)
vms_vector rotthrust; // rotational acceleration
fixang turnroll; // rotation caused by turn banking
ushort flags; // misc physics flags
};
struct physics_info_rw
{
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 obsolete_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__;
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// stuctures for different kinds of simulation
struct laser_parent
{
short parent_type; // The type of the parent of this object
objnum_t parent_num; // The object's parent's number
object_signature_t parent_signature; // The object's parent's signature...
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constexpr laser_parent() :
parent_type{}, parent_num{}, parent_signature(0)
{
}
};
struct laser_info : prohibit_void_ptr<laser_info>, laser_parent
{
struct hitobj_list_t : public prohibit_void_ptr<hitobj_list_t>
{
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typedef std::bitset<MAX_OBJECTS> mask_type;
mask_type mask;
struct proxy
{
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mask_type &mask;
std::size_t i;
proxy(mask_type &m, std::size_t s) :
mask(m), i(s)
{
}
explicit operator bool() const
{
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return mask.test(i);
}
proxy &operator=(bool b)
{
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mask.set(i, b);
return *this;
}
template <typename T>
void operator=(T) = delete;
};
proxy operator[](objnum_t i)
{
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return proxy(mask, i);
}
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bool operator[](objnum_t i) const
{
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return mask.test(i);
}
void clear()
{
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mask.reset();
}
};
fix64 creation_time; // Absolute time of creation.
hitobj_list_t hitobj_list; // list of all objects persistent weapon has already damaged (useful in case it's in contact with two objects at the same time)
objnum_t last_hitobj; // For persistent weapons (survive object collision), object it most recently hit.
objnum_t 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).
#if defined(DXX_BUILD_DESCENT_II)
fix64 last_afterburner_time; // Time at which this object last created afterburner blobs.
#endif
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constexpr laser_info() :
creation_time{}, last_hitobj{}, track_goal{}, multiplier{}
#if defined(DXX_BUILD_DESCENT_II)
, last_afterburner_time{}
#endif
{
}
};
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// Same as above but structure Savegames/Multiplayer objects expect
struct laser_info_rw
{
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__;
struct explosion_info : prohibit_void_ptr<explosion_info>
{
fix spawn_time; // when lifeleft is < this, spawn another
fix delete_time; // when to delete object
objnum_t delete_objnum; // and what object to delete
objnum_t attach_parent; // explosion is attached to this object
objnum_t prev_attach; // previous explosion in attach list
objnum_t next_attach; // next explosion in attach list
};
struct explosion_info_rw
{
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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__;
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struct light_info : prohibit_void_ptr<light_info>
{
fix intensity; // how bright the light is
};
struct light_info_rw
{
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fix intensity; // how bright the light is
} __pack__;
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struct powerup_info : prohibit_void_ptr<powerup_info>
{
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int count; // how many/much we pick up (vulcan cannon only?)
int flags; // spat by player?
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fix64 creation_time; // Absolute time of creation.
};
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struct powerup_info_rw
{
int count; // how many/much we pick up (vulcan cannon only?)
#if defined(DXX_BUILD_DESCENT_II)
// Same as above but structure Savegames/Multiplayer objects expect
fix creation_time; // Absolute time of creation.
int flags; // spat by player?
#endif
} __pack__;
struct vclip_info : prohibit_void_ptr<vclip_info>
{
int vclip_num;
fix frametime;
sbyte framenum;
};
struct vclip_info_rw
{
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int vclip_num;
fix frametime;
sbyte framenum;
} __pack__;
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// structures for different kinds of rendering
struct polyobj_info : prohibit_void_ptr<polyobj_info>
{
int model_num; // which polygon model
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array<vms_angvec, MAX_SUBMODELS> anim_angles; // 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
};
struct polyobj_info_rw
{
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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__;
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struct object {
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object_signature_t signature;
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ubyte type; // what type of object this is... robot, weapon, hostage, powerup, fireball
ubyte id; // which form of object...which powerup, robot, etc.
objnum_t 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
ubyte movement_type; // how this object moves
ubyte render_type; // how this object renders
ubyte flags; // misc flags
segnum_t segnum; // segment number containing object
objnum_t attached_obj; // number of attached fireball object
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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
sbyte contains_type; // Type of object this object contains (eg, spider contains powerup)
sbyte contains_id; // ID of object this object contains (eg, id = blue type = key)
sbyte contains_count; // number of objects of type:id this object contains
sbyte 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
// -- Removed, MK, 10/16/95, using lifeleft instead: int lightlevel;
// movement info, determined by MOVEMENT_TYPE
union movement_info {
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physics_info phys_info; // a physics object
vms_vector spin_rate; // for spinning objects
constexpr movement_info() :
phys_info{}
{
static_assert(sizeof(phys_info) == sizeof(*this), "insufficient initialization");
}
} mtype;
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// render info, determined by RENDER_TYPE
union render_info {
struct polyobj_info pobj_info; // polygon model
struct vclip_info vclip_info; // vclip
constexpr render_info() :
pobj_info{}
{
static_assert(sizeof(pobj_info) == sizeof(*this), "insufficient initialization");
}
} rtype;
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// control info, determined by CONTROL_TYPE
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union control_info {
constexpr control_info() :
ai_info{}
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{
static_assert(sizeof(ai_info) == sizeof(*this), "insufficient initialization");
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}
struct laser_info laser_info;
struct explosion_info expl_info; // NOTE: debris uses this also
struct light_info light_info; // why put this here? Didn't know what else to do with it.
struct powerup_info powerup_info;
struct ai_static ai_info;
struct reactor_static reactor_info;
struct player_info player_info;
} ctype;
};
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// Same as above but structure Savegames/Multiplayer objects expect
struct object_rw
{
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
sbyte contains_type; // Type of object this object contains (eg, spider contains powerup)
sbyte contains_id; // ID of object this object contains (eg, id = blue type = key)
sbyte contains_count; // number of objects of type:id this object contains
sbyte 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
// -- Removed, MK, 10/16/95, using lifeleft instead: int lightlevel;
// movement info, determined by MOVEMENT_TYPE
union {
physics_info_rw phys_info; // a physics object
vms_vector spin_rate; // for spinning objects
} __pack__ mtype ;
// control info, determined by CONTROL_TYPE
union {
laser_info_rw laser_info;
explosion_info_rw expl_info; // NOTE: debris uses this also
ai_static_rw ai_info;
light_info_rw light_info; // why put this here? Didn't know what else to do with it.
powerup_info_rw powerup_info;
} __pack__ ctype ;
// render info, determined by RENDER_TYPE
union {
polyobj_info_rw pobj_info; // polygon model
vclip_info_rw vclip_info; // vclip
} __pack__ rtype;
} __pack__;
struct obj_position
{
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vms_vector pos; // absolute x,y,z coordinate of center of object
vms_matrix orient; // orientation of object in world
segnum_t segnum; // segment number containing object
};
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#define Highest_object_index Objects.highest
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DEFINE_VALPTRIDX_SUBTYPE(obj, object, objnum_t, Objects);
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static inline uint8_t get_hostage_id(const object &o)
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{
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return o.id;
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}
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static inline uint8_t get_player_id(const object &o)
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{
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return o.id;
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}
static inline powerup_type_t get_powerup_id(const vcobjptr_t o)
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{
return static_cast<powerup_type_t>(o->id);
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}
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static inline uint8_t get_reactor_id(const object &o)
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{
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return o.id;
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}
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static inline uint8_t get_robot_id(const object &o)
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{
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return o.id;
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}
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static inline weapon_type_t get_weapon_id(const object &o)
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{
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return static_cast<weapon_type_t>(o.id);
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}
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static inline void set_hostage_id(object &o, ubyte id)
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{
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o.id = id;
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}
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static inline void set_player_id(object &o, ubyte id)
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{
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o.id = id;
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}
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void set_powerup_id(object &o, powerup_type_t id);
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static inline void set_robot_id(object &o, ubyte id)
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{
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o.id = id;
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}
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static inline void set_weapon_id(object &o, weapon_type_t id)
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{
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o.id = id;
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}
#endif
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#endif