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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 - 1998 PARALLAX SOFTWARE CORPORATION . ALL RIGHTS RESERVED .
*/
/*
*
* object system definitions
*
*/
# ifndef _OBJECT_H
# define _OBJECT_H
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# include "pstypes.h"
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# include "vecmat.h"
# include "segment.h"
# include "gameseg.h"
# include "aistruct.h"
# include "gr.h"
# include "piggy.h"
/*
* CONSTANTS
*/
# define MAX_OBJECTS 350 //increased on 01/24/95 for multiplayer. --MK; total number of objects in world
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# define MAX_USED_OBJECTS (MAX_OBJECTS-20)
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//Object types
# define OBJ_NONE 255 //unused object
# define OBJ_WALL 0 //A wall... not really an object, but used for collisions
# define OBJ_FIREBALL 1 //a fireball, part of an explosion
# define OBJ_ROBOT 2 //an evil enemy
# define OBJ_HOSTAGE 3 //a hostage you need to rescue
# define OBJ_PLAYER 4 //the player on the console
# define OBJ_WEAPON 5 //a laser, missile, etc
# define OBJ_CAMERA 6 //a camera to slew around with
# define OBJ_POWERUP 7 //a powerup you can pick up
# define OBJ_DEBRIS 8 //a piece of robot
# define OBJ_CNTRLCEN 9 //the control center
# define OBJ_FLARE 10 //a flare
# define OBJ_CLUTTER 11 //misc objects
# define OBJ_GHOST 12 //what the player turns into when dead
# define OBJ_LIGHT 13 //a light source, & not much else
# define OBJ_COOP 14 //a cooperative player object.
// WARNING!! If you add a type here, add its name to Object_type_names in object.c
# define MAX_OBJECT_TYPES 15
//Result types
# define RESULT_NOTHING 0 //Ignore this collision
# define RESULT_CHECK 1 //Check for this collision
//Control types - what tells this object what do do
# define CT_NONE 0 //doesn't move (or change movement)
# define CT_AI 1 //driven by AI
# define CT_EXPLOSION 2 //explosion sequencer
# define CT_FLYING 4 //the player is flying
# define CT_SLEW 5 //slewing
# define CT_FLYTHROUGH 6 //the flythrough system
# define CT_WEAPON 9 //laser, etc.
# define CT_REPAIRCEN 10 //under the control of the repair center
# define CT_MORPH 11 //this object is being morphed
# define CT_DEBRIS 12 //this is a piece of debris
# define CT_POWERUP 13 //animating powerup blob
# define CT_LIGHT 14 //doesn't actually do anything
# define CT_REMOTE 15 //controlled by another net player
# define CT_CNTRLCEN 16 //the control center/main reactor
//Movement types
# define MT_NONE 0 //doesn't move
# define MT_PHYSICS 1 //moves by physics
# define MT_SPINNING 3 //this object doesn't move, just sits and spins
//Render types
# define RT_NONE 0 //does not render
# define RT_POLYOBJ 1 //a polygon model
# define RT_FIREBALL 2 //a fireball
# define RT_LASER 3 //a laser
# define RT_HOSTAGE 4 //a hostage
# define RT_POWERUP 5 //a powerup
# define RT_MORPH 6 //a robot being morphed
# define RT_WEAPON_VCLIP 7 //a weapon that renders as a vclip
//misc object flags
# define OF_EXPLODING 1 //this object is exploding
# define OF_SHOULD_BE_DEAD 2 //this object should be dead, so next time we can, we should delete this object.
# define OF_DESTROYED 4 //this has been killed, and is showing the dead version
# 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!
# define OF_ATTACHED 16 //this object is a fireball attached to another object
# define OF_HARMLESS 32 //this object does no damage. Added to make quad lasers do 1.5 damage as normal lasers.
//Different Weapon ID types...
# define WEAPON_ID_LASER 0
# define WEAPON_ID_MISSLE 1
# define WEAPON_ID_CANNONBALL 2
//Object Initial shields...
# define OBJECT_INITIAL_SHIELDS F1_0 / 2
//physics flags
# define PF_TURNROLL 0x01 // roll when turning
# define PF_LEVELLING 0x02 // level object with closest side
# define PF_BOUNCE 0x04 // bounce (not slide) when hit will
# define PF_WIGGLE 0x08 // wiggle while flying
# define PF_STICK 0x10 // object sticks (stops moving) when hits wall
# define PF_PERSISTENT 0x20 // object keeps going even after it hits another object (eg, fusion cannon)
# define PF_USES_THRUST 0x40 // this object uses its thrust
# define IMMORTAL_TIME 0x3fffffff // Time assigned to immortal objects, about 32768 seconds, or about 9 hours.
extern char Object_type_names [ MAX_OBJECT_TYPES ] [ 9 ] ;
// List of objects rendered last frame in order. Created at render time, used by homing missiles in laser.c
# define MAX_RENDERED_OBJECTS 50
extern short Ordered_rendered_object_list [ MAX_RENDERED_OBJECTS ] ;
extern int Num_rendered_objects ;
/*
* STRUCTURES
*/
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// A compressed form for sending crucial data
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typedef struct shortpos {
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sbyte bytemat [ 9 ] ;
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short xo , yo , zo ;
short segment ;
short velx , vely , velz ;
} __pack__ shortpos ;
//added 03/05/99 Matt Mueller - shorter type without velocity info.. mainly for firing packets
//notice that it is the same as short pos minus the vel info.
//this is important for modified shortpos funcs
typedef struct shorterpos {
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sbyte bytemat [ 9 ] ;
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short xo , yo , zo ;
short segment ;
} __pack__ shorterpos ;
//end addition -MM
// This is specific to the shortpos extraction routines in gameseg.c.
# define RELPOS_PRECISION 10
# define MATRIX_PRECISION 9
# define MATRIX_MAX 0x7f // This is based on MATRIX_PRECISION, 9 => 0x7f
//information for physics sim for an object
typedef struct physics_info {
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 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__ physics_info ;
//stuctures for different kinds of simulation
typedef struct laser_info {
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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...
fix64 creation_time ; // Absolute time of creation.
short last_hitobj ; // For persistent weapons (survive object collision), object it most recently hit.
ubyte hitobj_list [ MAX_OBJECTS ] ; // list of all objects persistent weapon has already damaged (useful in case it's in contact with two objects at the same time)
short track_goal ; // Object this object is tracking.
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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// Same as above but structure Savegames/Multiplayer objects expect
typedef struct laser_info_rw {
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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).
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} __pack__ laser_info_rw ;
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extern ubyte hitobj_list [ MAX_OBJECTS ] [ MAX_OBJECTS ] ;
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typedef struct explosion_info {
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__ explosion_info ;
typedef struct light_info {
fix intensity ; //how bright the light is
} __pack__ light_info ;
typedef struct powerup_info {
int count ; //how many/much we pick up (vulcan cannon only?)
} __pack__ powerup_info ;
typedef struct vclip_info {
int vclip_num ;
fix frametime ;
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sbyte framenum ;
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} __pack__ vclip_info ;
//structures for different kinds of rendering
typedef struct polyobj_info {
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__ polyobj_info ;
typedef struct object {
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.
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# ifdef WORDS_NEED_ALIGNMENT
short pad ;
# endif
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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
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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
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fix lifeleft ; // how long until goes away, or 7fff if immortal
//movement info, determined by MOVEMENT_TYPE
union {
physics_info phys_info ; //a physics object
vms_vector spin_rate ; //for spinning objects
} __pack__ mtype ;
//control info, determined by CONTROL_TYPE
union {
laser_info laser_info ;
explosion_info expl_info ; //NOTE: debris uses this also
ai_static ai_info ;
light_info light_info ; //why put this here? Didn't know what else to do with it.
powerup_info powerup_info ;
} __pack__ ctype ;
//render info, determined by RENDER_TYPE
union {
polyobj_info pobj_info ; //polygon model
vclip_info vclip_info ; //vclip
} __pack__ rtype ;
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# ifdef WORDS_NEED_ALIGNMENT
short pad2 ;
# endif
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} __pack__ object ;
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// Same as above but structure Savegames/Multiplayer objects expect
typedef 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.
# ifdef WORDS_NEED_ALIGNMENT
short pad ;
# endif
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
//movement info, determined by MOVEMENT_TYPE
union {
physics_info 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 expl_info ; //NOTE: debris uses this also
ai_static ai_info ;
light_info light_info ; //why put this here? Didn't know what else to do with it.
powerup_info powerup_info ;
} __pack__ ctype ;
//render info, determined by RENDER_TYPE
union {
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polyobj_info pobj_info ; //polygon model
vclip_info vclip_info ; //vclip
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} __pack__ rtype ;
# ifdef WORDS_NEED_ALIGNMENT
short pad2 ;
# endif
} __pack__ object_rw ;
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typedef struct obj_position {
vms_vector pos ; // absolute x,y,z coordinate of center of object
vms_matrix orient ; // orientation of object in world
short segnum ; // segment number containing object
} obj_position ;
/*
* VARIABLES
*/
extern int Object_next_signature ; // The next signature for the next newly created object
extern ubyte CollisionResult [ MAX_OBJECT_TYPES ] [ MAX_OBJECT_TYPES ] ;
// ie CollisionResult[a][b]== what happens to a when it collides with b
extern object Objects [ ] ;
extern int Highest_object_index ; //highest objnum
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extern int num_objects ;
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extern char * robot_names [ ] ; //name of each robot
extern int Num_robot_types ;
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 ;
extern object Follow ;
extern int Player_is_dead ; // !0 means player is dead!
extern int Player_exploded ;
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extern int Player_eggs_dropped ;
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extern int Death_sequence_aborted ;
extern int Player_fired_laser_this_frame ;
/*
* FUNCTIONS
*/
//do whatever setup needs to be done
void init_objects ( ) ;
//returns segment number object is in. Searches out from object's current
//seg, so this shouldn't be called if the object has "jumped" to a new seg
int obj_get_new_seg ( object * obj ) ;
//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 ( int objnum , int newsegnum ) ;
//move an object from one segment to another. unlinks & relinks
void obj_set_new_seg ( int objnum , int newsegnum ) ;
//links an object into a segment's list of objects.
//takes object number and segment number
void obj_link ( int objnum , int segnum ) ;
//unlinks an object from a segment's list of objects
void obj_unlink ( int objnum ) ;
//initialize a new object. adds to the list for the given segment
//returns the object number
int obj_create ( ubyte type , ubyte id , int segnum , vms_vector * pos ,
vms_matrix * orient , fix size , ubyte ctype , ubyte mtype , ubyte rtype ) ;
//make a copy of an object. returs num of new object
int obj_create_copy ( int objnum , vms_vector * new_pos , int newsegnum ) ;
//remove object from the world
void obj_delete ( int 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 ( void ) ;
//Render an object. Calls one of several routines based on type
void render_object ( object * obj ) ;
//Draw a blob-type object, like a fireball
void draw_object_blob ( object * obj , bitmap_index bitmap ) ;
//draw an object that is a texture-mapped rod
void draw_object_tmap_rod ( object * obj , bitmap_index bitmap , int lighted ) ;
//Deletes all objects that have been marked for death.
void obj_delete_all_that_should_be_dead ( ) ;
// Toggles whether or not lock-boxes draw.
void object_toggle_lock_targets ( ) ;
//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 ( ) ;
//draw target boxes for nearby robots
void object_render_targets ( void ) ;
//move an object for the current frame
void object_move_one ( object * obj ) ;
//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
extern int update_object_seg ( struct object * 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?
extern int find_object_seg ( object * 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.
int object_create_egg ( object * objp ) ;
// Interface to object_create_egg, puts count objects of type type, id = id in objp and then drops them.
int call_object_create_egg ( object * objp , int count , int type , int id ) ;
extern void dead_player_end ( void ) ;
// Extract information from an object (objp->orient, objp->pos, objp->segnum), stuff in a shortpos structure.
// 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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//added 03/05/99 Matt Mueller
extern void extract_shorterpos ( object * objp , shorterpos * spp ) ;
extern void create_shorterpos ( shorterpos * spp , object * objp ) ;
//end addition -MM
//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 ) ;
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// Returns a new, unique signature for a new object
int obj_get_signature ( ) ;
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//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
int obj_allocate ( void ) ;
//frees up an object. Generally, obj_delete() should be called to get
//rid of an object. This function deallocates the object entry after
//the object has been unlinked
void obj_free ( int objnum ) ;
//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 ( void ) ;
//attaches an object, such as a fireball, to another object, such as a robot
void obj_attach ( object * parent , object * sub ) ;
extern void create_small_fireball_on_object ( object * objp , fix size_scale , int sound_flag ) ;
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extern void object_rw_swap ( object_rw * obj_rw , int swap ) ;
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# endif