dxx-rebirth/common/main/fwd-object.h

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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.
* See COPYING.txt for license details.
*/
#pragma once
#include "dxxsconf.h"
#include "compiler-array.h"
#include "objnum.h"
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#include "segnum.h"
#include "fwd-valptridx.h"
#include "fwd-vecmat.h"
#include "fwd-segment.h"
struct bitmap_index;
constexpr std::size_t MAX_OBJECTS = 350;
#if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
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namespace dsx {
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enum object_type_t : int;
struct object;
DXX_VALPTRIDX_DECLARE_GLOBAL_SUBTYPE(object, obj, Objects, MAX_OBJECTS);
static constexpr valptridx<object>::magic_constant<0xfffe> object_guidebot_cannot_reach{};
static constexpr valptridx<object>::magic_constant<0xffff> object_none{};
static constexpr valptridx<object>::magic_constant<0> object_first{};
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}
#endif
const unsigned MAX_USED_OBJECTS = MAX_OBJECTS - 20;
#if defined(DXX_BUILD_DESCENT_I)
const unsigned MAX_OBJECT_TYPES = 15;
#elif defined(DXX_BUILD_DESCENT_II)
const unsigned MAX_OBJECT_TYPES = 16;
#endif
// Result types
typedef unsigned result_type_t;
const result_type_t RESULT_NOTHING = 0; // Ignore this collision
const result_type_t RESULT_CHECK = 1; // Check for this collision
// Control types - what tells this object what do do
typedef unsigned control_type_t;
const control_type_t CT_NONE = 0; // doesn't move (or change movement)
const control_type_t CT_AI = 1; // driven by AI
const control_type_t CT_EXPLOSION = 2; // explosion sequencer
const control_type_t CT_FLYING = 4; // the player is flying
const control_type_t CT_SLEW = 5; // slewing
const control_type_t CT_FLYTHROUGH = 6; // the flythrough system
const control_type_t CT_WEAPON = 9; // laser, etc.
const control_type_t CT_REPAIRCEN = 10; // under the control of the repair center
const control_type_t CT_MORPH = 11; // this object is being morphed
const control_type_t CT_DEBRIS = 12; // this is a piece of debris
const control_type_t CT_POWERUP = 13; // animating powerup blob
const control_type_t CT_LIGHT = 14; // doesn't actually do anything
const control_type_t CT_REMOTE = 15; // controlled by another net player
const control_type_t CT_CNTRLCEN = 16; // the control center/main reactor
// Movement types
typedef unsigned movement_type_t;
const movement_type_t MT_NONE = 0; // doesn't move
const movement_type_t MT_PHYSICS = 1; // moves by physics
const movement_type_t MT_SPINNING = 3; // this object doesn't move, just sits and spins
// Render types
typedef unsigned render_type_t;
const render_type_t RT_NONE = 0; // does not render
const render_type_t RT_POLYOBJ = 1; // a polygon model
const render_type_t RT_FIREBALL = 2; // a fireball
const render_type_t RT_LASER = 3; // a laser
const render_type_t RT_HOSTAGE = 4; // a hostage
const render_type_t RT_POWERUP = 5; // a powerup
const render_type_t RT_MORPH = 6; // a robot being morphed
const render_type_t RT_WEAPON_VCLIP = 7; // a weapon that renders as a vclip
// misc object flags
typedef unsigned object_flag_t;
const object_flag_t OF_EXPLODING = 1; // this object is exploding
const object_flag_t OF_SHOULD_BE_DEAD = 2; // this object should be dead, so next time we can, we should delete this object.
const object_flag_t OF_DESTROYED = 4; // this has been killed, and is showing the dead version
const object_flag_t 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!
const object_flag_t OF_ATTACHED = 16; // this object is a fireball attached to another object
#if defined(DXX_BUILD_DESCENT_II)
const object_flag_t OF_PLAYER_DROPPED = 64; // this object was dropped by the player...
#endif
// physics flags
typedef unsigned physics_flag_t;
const physics_flag_t PF_TURNROLL = 0x01; // roll when turning
const physics_flag_t PF_LEVELLING = 0x02; // level object with closest side
const physics_flag_t PF_BOUNCE = 0x04; // bounce (not slide) when hit will
const physics_flag_t PF_WIGGLE = 0x08; // wiggle while flying
const physics_flag_t PF_STICK = 0x10; // object sticks (stops moving) when hits wall
const physics_flag_t PF_PERSISTENT = 0x20; // object keeps going even after it hits another object (eg, fusion cannon)
const physics_flag_t PF_USES_THRUST = 0x40; // this object uses its thrust
#if defined(DXX_BUILD_DESCENT_II)
const physics_flag_t PF_BOUNCED_ONCE = 0x80; // Weapon has bounced once.
const physics_flag_t PF_FREE_SPINNING = 0x100; // Drag does not apply to rotation of this object
const physics_flag_t PF_BOUNCES_TWICE = 0x200; // This weapon bounces twice, then dies
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#endif
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namespace dcx {
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typedef unsigned powerup_flag_t;
const powerup_flag_t PF_SPAT_BY_PLAYER = 1; //this powerup was spat by the player
const unsigned IMMORTAL_TIME = 0x3fffffff; // Time assigned to immortal objects, about 32768 seconds, or about 9 hours.
struct shortpos;
struct quaternionpos;
// This is specific to the shortpos extraction routines in gameseg.c.
const unsigned RELPOS_PRECISION = 10;
const unsigned MATRIX_PRECISION = 9;
struct physics_info;
struct physics_info_rw;
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struct laser_parent;
struct laser_info;
struct laser_info_rw;
struct explosion_info;
struct explosion_info_rw;
struct light_info;
struct light_info_rw;
struct powerup_info;
struct vclip_info;
struct vclip_info_rw;
struct polyobj_info;
struct polyobj_info_rw;
struct obj_position;
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struct object_rw;
}
#if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
#if defined(DXX_BUILD_DESCENT_I)
const unsigned MAX_CONTROLCEN_GUNS = 4;
#elif defined(DXX_BUILD_DESCENT_II)
const unsigned MAX_CONTROLCEN_GUNS = 8;
#endif
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namespace dsx {
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struct powerup_info_rw;
struct window_rendered_data;
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struct reactor_static;
struct object;
typedef array<uint8_t, MAX_OBJECT_TYPES> collision_inner_array_t;
typedef array<collision_inner_array_t, MAX_OBJECT_TYPES> collision_outer_array_t;
extern const collision_outer_array_t CollisionResult;
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}
#endif
namespace dcx {
extern int Object_next_signature; // The next signature for the next newly created object
extern int num_objects;
extern int Num_robot_types;
}
#if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
namespace dsx {
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;
}
#endif
enum class player_dead_state : uint8_t
{
no,
yes,
exploded,
};
namespace dcx {
extern player_dead_state Player_dead_state; // !0 means player is dead!
extern int Player_eggs_dropped;
extern int Death_sequence_aborted;
extern objnum_t Player_fired_laser_this_frame;
}
#if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
namespace dsx {
// do whatever setup needs to be done
void init_objects();
// 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(vobjptridx_t objnum,vsegptridx_t newsegnum);
// for getting out of messed up linking situations (i.e. caused by demo playback)
void obj_relink_all();
// links an object into a segment's list of objects.
// takes object number and segment number
void obj_link(vobjptridx_t objnum,vsegptridx_t segnum);
// unlinks an object from a segment's list of objects
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void obj_unlink(vobjptr_t objnum);
// initialize a new object. adds to the list for the given segment
// returns the object number
objptridx_t obj_create(object_type_t type, ubyte id, vsegptridx_t segnum, const vms_vector &pos, const vms_matrix *orient, fix size, ubyte ctype, ubyte mtype, ubyte rtype);
// make a copy of an object. returs num of new object
objptridx_t obj_create_copy(objnum_t objnum, const vms_vector &new_pos, segnum_t newsegnum);
// remove object from the world
void obj_delete(vobjptridx_t 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();
// Render an object. Calls one of several routines based on type
void render_object(vobjptridx_t obj);
// Draw a blob-type object, like a fireball
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void draw_object_blob(vobjptr_t obj, bitmap_index bitmap);
// draw an object that is a texture-mapped rod
void draw_object_tmap_rod(vobjptridx_t obj, bitmap_index bitmap, int lighted);
// 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();
// 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
int update_object_seg(vobjptridx_t 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?
segnum_t find_object_seg(vobjptr_t 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.
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objptridx_t object_create_robot_egg(vobjptr_t objp);
objptridx_t object_create_robot_egg(int type, int id, int num, const vms_vector &init_vel, const vms_vector &pos, const vsegptridx_t segnum);
// Interface to object_create_egg, puts count objects of type type, id
// = id in objp and then drops them.
objptridx_t call_object_create_egg(vobjptr_t objp, int count, int type, int id);
void dead_player_end();
// Extract information from an object (objp->orient, objp->pos,
// objp->segnum), stuff in a shortpos structure. See typedef
// shortpos.
void create_shortpos_little(shortpos *spp, vcobjptr_t objp);
void create_shortpos_native(shortpos *spp, vcobjptr_t objp);
// Extract information from a shortpos, stuff in objp->orient
// (matrix), objp->pos, objp->segnum
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void extract_shortpos_little(vobjptridx_t objp, const shortpos *spp);
// create and extract quaternion structure from object data which greatly saves bytes by using quaternion instead or orientation matrix
void create_quaternionpos(quaternionpos * qpp, vobjptr_t objp, int swap_bytes);
void extract_quaternionpos(vobjptridx_t objp, quaternionpos *qpp, int swap_bytes);
// 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 a new, unique signature for a new object
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object_signature_t obj_get_signature();
// 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
objptridx_t obj_allocate();
// 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();
// attaches an object, such as a fireball, to another object, such as
// a robot
void obj_attach(vobjptridx_t parent,vobjptridx_t sub);
void create_small_fireball_on_object(vobjptridx_t objp, fix size_scale, int sound_flag);
void dead_player_frame();
#if defined(DXX_BUILD_DESCENT_II)
extern int Drop_afterburner_blob_flag; //ugly hack
// returns object number
objptridx_t drop_marker_object(const vms_vector &pos, vsegptridx_t segnum, const vms_matrix &orient, int marker_num);
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void wake_up_rendered_objects(vobjptr_t gmissp, window_rendered_data &window);
void fuelcen_check_for_goal (vsegptr_t);
#endif
objptridx_t obj_find_first_of_type(int type);
void object_rw_swap(struct object_rw *obj_rw, int swap);
void reset_player_object();
}
#endif