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