Move object declarations to fwdobject.h
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common/main/fwdobject.h
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302
common/main/fwdobject.h
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/*
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* Portions of this file are copyright Rebirth contributors and licensed as
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* described in COPYING.txt.
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* Portions of this file are copyright Parallax Software and licensed
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* according to the Parallax license.
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* See COPYING.txt for license details.
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*/
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#pragma once
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#include "dxxsconf.h"
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#include "compiler-array.h"
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#include "objnum.h"
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#include "fwdvalptridx.h"
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struct bitmap_index;
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const unsigned MAX_OBJECTS = 350;
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const unsigned MAX_USED_OBJECTS = MAX_OBJECTS - 20;
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enum object_type_t : int;
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#if defined(DXX_BUILD_DESCENT_I)
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const unsigned MAX_OBJECT_TYPES = 15;
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#elif defined(DXX_BUILD_DESCENT_II)
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const unsigned MAX_OBJECT_TYPES = 16;
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#endif
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// Result types
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typedef unsigned result_type_t;
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const result_type_t RESULT_NOTHING = 0; // Ignore this collision
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const result_type_t RESULT_CHECK = 1; // Check for this collision
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// Control types - what tells this object what do do
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typedef unsigned control_type_t;
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const control_type_t CT_NONE = 0; // doesn't move (or change movement)
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const control_type_t CT_AI = 1; // driven by AI
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const control_type_t CT_EXPLOSION = 2; // explosion sequencer
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const control_type_t CT_FLYING = 4; // the player is flying
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const control_type_t CT_SLEW = 5; // slewing
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const control_type_t CT_FLYTHROUGH = 6; // the flythrough system
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const control_type_t CT_WEAPON = 9; // laser, etc.
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const control_type_t CT_REPAIRCEN = 10; // under the control of the repair center
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const control_type_t CT_MORPH = 11; // this object is being morphed
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const control_type_t CT_DEBRIS = 12; // this is a piece of debris
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const control_type_t CT_POWERUP = 13; // animating powerup blob
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const control_type_t CT_LIGHT = 14; // doesn't actually do anything
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const control_type_t CT_REMOTE = 15; // controlled by another net player
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const control_type_t CT_CNTRLCEN = 16; // the control center/main reactor
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// Movement types
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typedef unsigned movement_type_t;
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const movement_type_t MT_NONE = 0; // doesn't move
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const movement_type_t MT_PHYSICS = 1; // moves by physics
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const movement_type_t MT_SPINNING = 3; // this object doesn't move, just sits and spins
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// Render types
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typedef unsigned render_type_t;
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const render_type_t RT_NONE = 0; // does not render
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const render_type_t RT_POLYOBJ = 1; // a polygon model
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const render_type_t RT_FIREBALL = 2; // a fireball
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const render_type_t RT_LASER = 3; // a laser
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const render_type_t RT_HOSTAGE = 4; // a hostage
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const render_type_t RT_POWERUP = 5; // a powerup
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const render_type_t RT_MORPH = 6; // a robot being morphed
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const render_type_t RT_WEAPON_VCLIP = 7; // a weapon that renders as a vclip
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// misc object flags
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typedef unsigned object_flag_t;
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const object_flag_t OF_EXPLODING = 1; // this object is exploding
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const object_flag_t OF_SHOULD_BE_DEAD = 2; // this object should be dead, so next time we can, we should delete this object.
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const object_flag_t OF_DESTROYED = 4; // this has been killed, and is showing the dead version
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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!
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const object_flag_t OF_ATTACHED = 16; // this object is a fireball attached to another object
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#if defined(DXX_BUILD_DESCENT_II)
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const object_flag_t OF_PLAYER_DROPPED = 64; // this object was dropped by the player...
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#endif
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// physics flags
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typedef unsigned physics_flag_t;
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const physics_flag_t PF_TURNROLL = 0x01; // roll when turning
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const physics_flag_t PF_LEVELLING = 0x02; // level object with closest side
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const physics_flag_t PF_BOUNCE = 0x04; // bounce (not slide) when hit will
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const physics_flag_t PF_WIGGLE = 0x08; // wiggle while flying
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const physics_flag_t PF_STICK = 0x10; // object sticks (stops moving) when hits wall
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const physics_flag_t PF_PERSISTENT = 0x20; // object keeps going even after it hits another object (eg, fusion cannon)
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const physics_flag_t PF_USES_THRUST = 0x40; // this object uses its thrust
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#if defined(DXX_BUILD_DESCENT_II)
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const physics_flag_t PF_BOUNCED_ONCE = 0x80; // Weapon has bounced once.
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const physics_flag_t PF_FREE_SPINNING = 0x100; // Drag does not apply to rotation of this object
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const physics_flag_t PF_BOUNCES_TWICE = 0x200; // This weapon bounces twice, then dies
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typedef unsigned powerup_flag_t;
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const powerup_flag_t PF_SPAT_BY_PLAYER = 1; //this powerup was spat by the player
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#endif
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const unsigned IMMORTAL_TIME = 0x3fffffff; // Time assigned to immortal objects, about 32768 seconds, or about 9 hours.
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struct shortpos;
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struct quaternionpos;
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// This is specific to the shortpos extraction routines in gameseg.c.
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const unsigned RELPOS_PRECISION = 10;
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const unsigned MATRIX_PRECISION = 9;
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struct physics_info;
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struct physics_info_rw;
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struct laser_info;
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struct laser_info_rw;
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struct explosion_info;
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struct explosion_info_rw;
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struct light_info;
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struct light_info_rw;
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struct powerup_info;
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struct powerup_info_rw;
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struct vclip_info;
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struct vclip_info_rw;
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struct polyobj_info;
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struct polyobj_info_rw;
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struct obj_position;
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#if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
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extern const array<array<char, 9>, MAX_OBJECT_TYPES> Object_type_names;
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#if defined(DXX_BUILD_DESCENT_I)
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const unsigned MAX_CONTROLCEN_GUNS = 4;
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const unsigned MAX_RENDERED_WINDOWS = 1;
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#elif defined(DXX_BUILD_DESCENT_II)
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const unsigned MAX_CONTROLCEN_GUNS = 8;
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const unsigned MAX_RENDERED_WINDOWS = 3;
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#endif
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struct reactor_static;
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struct object;
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struct object_rw;
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struct window_rendered_data;
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typedef array<uint8_t, MAX_OBJECT_TYPES> collision_inner_array_t;
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typedef array<collision_inner_array_t, MAX_OBJECT_TYPES> collision_outer_array_t;
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extern const collision_outer_array_t CollisionResult;
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struct object_array_t;
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extern object_array_t Objects;
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#endif
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extern int Object_next_signature; // The next signature for the next newly created object
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extern int num_objects;
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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 int Player_is_dead; // !0 means player is dead!
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extern int Player_exploded;
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extern int Player_eggs_dropped;
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extern int Death_sequence_aborted;
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extern objnum_t Player_fired_laser_this_frame;
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extern int Drop_afterburner_blob_flag; //ugly hack
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// do whatever setup needs to be done
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void init_objects();
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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(vobjptridx_t objnum,vsegptridx_t newsegnum);
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// for getting out of messed up linking situations (i.e. caused by demo playback)
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void obj_relink_all();
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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(vobjptridx_t objnum,vsegptridx_t segnum);
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// unlinks an object from a segment's list of objects
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void obj_unlink(vobjptridx_t 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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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);
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// make a copy of an object. returs num of new object
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objptridx_t obj_create_copy(objnum_t objnum, const vms_vector &new_pos, segnum_t newsegnum);
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// remove object from the world
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void obj_delete(vobjptridx_t 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();
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// Render an object. Calls one of several routines based on type
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void render_object(vobjptridx_t 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(vobjptridx_t obj, bitmap_index bitmap, int lighted);
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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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// 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
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// segs. if not any of these, returns false, else sets obj->segnum &
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// returns true callers should really use find_vector_intersection()
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// Note: this function is in gameseg.c
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int update_object_seg(vobjptridx_t obj);
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// Finds what segment *obj is in, returns segment number. If not in
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// any segment, returns -1. Note: This function is defined in
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// gameseg.h, but object.h depends on gameseg.h, and object.h is where
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// object is defined...get it?
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segnum_t find_object_seg(vobjptr_t obj);
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// go through all objects and make sure they have the correct segment
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// numbers used when debugging is on
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void fix_object_segs();
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// Drops objects contained in objp.
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objptridx_t object_create_egg(vobjptr_t objp);
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// Interface to object_create_egg, puts count objects of type type, id
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// = id in objp and then drops them.
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objptridx_t call_object_create_egg(vobjptr_t objp, int count, int type, int id);
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void dead_player_end();
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// Extract information from an object (objp->orient, objp->pos,
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// objp->segnum), stuff in a shortpos structure. See typedef
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// shortpos.
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void create_shortpos(shortpos *spp, vcobjptr_t objp, int swap_bytes);
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// Extract information from a shortpos, stuff in objp->orient
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// (matrix), objp->pos, objp->segnum
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void extract_shortpos(vobjptridx_t objp, shortpos *spp, int swap_bytes);
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// create and extract quaternion structure from object data which greatly saves bytes by using quaternion instead or orientation matrix
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void create_quaternionpos(quaternionpos * qpp, vobjptr_t objp, int swap_bytes);
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void extract_quaternionpos(vobjptridx_t objp, quaternionpos *qpp, int swap_bytes);
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// delete objects, such as weapons & explosions, that shouldn't stay
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// between levels 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 a new, unique signature for a new object
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int obj_get_signature();
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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. returns -1 if no
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// free objects
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objptridx_t obj_allocate();
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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 &
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// build the free list, then set the apporpriate globals Don't call
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// this function if you don't know what you're doing.
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void special_reset_objects();
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// attaches an object, such as a fireball, to another object, such as
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// a robot
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void obj_attach(vobjptridx_t parent,vobjptridx_t sub);
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void create_small_fireball_on_object(vobjptridx_t objp, fix size_scale, int sound_flag);
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void dead_player_frame();
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#if defined(DXX_BUILD_DESCENT_II)
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// returns object number
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objnum_t drop_marker_object(const vms_vector &pos, segnum_t segnum, const vms_matrix &orient, int marker_num);
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void wake_up_rendered_objects(vobjptridx_t gmissp, int window_num);
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void fuelcen_check_for_goal (vsegptr_t);
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#endif
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objptridx_t obj_find_first_of_type(int type);
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void object_rw_swap(struct object_rw *obj_rw, int swap);
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void reset_player_object();
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@ -23,8 +23,7 @@ COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*
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*/
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#ifndef _OBJECT_H
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#define _OBJECT_H
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#pragma once
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#include "pstypes.h"
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#include "vecmat.h"
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@ -45,17 +44,10 @@ COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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#include <vector>
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#include <stdexcept>
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#include "compiler-type_traits.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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#define MAX_USED_OBJECTS (MAX_OBJECTS-20)
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#include "fwdobject.h"
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// Object types
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enum object_type_t
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enum object_type_t : int
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{
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OBJ_NONE = 255, // unused object
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OBJ_WALL = 0, // A wall... not really an object, but used for collisions
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#endif
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};
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// WARNING!! If you add a type here, add its name to Object_type_names
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// in object.c
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#if defined(DXX_BUILD_DESCENT_I)
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#define MAX_OBJECT_TYPES 15
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#elif defined(DXX_BUILD_DESCENT_II)
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#define MAX_OBJECT_TYPES 16
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#endif
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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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#if defined(DXX_BUILD_DESCENT_II)
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#define OF_PLAYER_DROPPED 64 // this object was dropped by the player...
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#endif
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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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#if defined(DXX_BUILD_DESCENT_II)
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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 PF_SPAT_BY_PLAYER 1 //this powerup was spat by the player
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#endif
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#define IMMORTAL_TIME 0x3fffffff // Time assigned to immortal objects, about 32768 seconds, or about 9 hours.
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/*
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* STRUCTURES
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*/
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|
||||
#if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
|
||||
extern const char Object_type_names[MAX_OBJECT_TYPES][9];
|
||||
#if defined(DXX_BUILD_DESCENT_I)
|
||||
#define MAX_CONTROLCEN_GUNS 4
|
||||
#define MAX_RENDERED_WINDOWS 1
|
||||
#elif defined(DXX_BUILD_DESCENT_II)
|
||||
#define MAX_CONTROLCEN_GUNS 8
|
||||
#define MAX_RENDERED_WINDOWS 3
|
||||
#endif
|
||||
|
||||
struct reactor_static {
|
||||
/* Location of the gun on the reactor object */
|
||||
vms_vector gun_pos[MAX_CONTROLCEN_GUNS];
|
||||
|
@ -197,13 +101,8 @@ struct quaternionpos
|
|||
vms_vector rotvel;
|
||||
} __pack__;
|
||||
|
||||
// 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
|
||||
struct physics_info : public prohibit_void_ptr<physics_info>
|
||||
struct physics_info : prohibit_void_ptr<physics_info>
|
||||
{
|
||||
vms_vector velocity; // velocity vector of this object
|
||||
vms_vector thrust; // constant force applied to this object
|
||||
|
@ -230,7 +129,7 @@ struct physics_info_rw
|
|||
|
||||
// stuctures for different kinds of simulation
|
||||
|
||||
struct laser_info : public prohibit_void_ptr<laser_info>
|
||||
struct laser_info : prohibit_void_ptr<laser_info>
|
||||
{
|
||||
struct hitobj_list_t : public prohibit_void_ptr<hitobj_list_t>
|
||||
{
|
||||
|
@ -316,7 +215,7 @@ struct laser_info_rw
|
|||
fix multiplier; // Power if this is a fusion bolt (or other super weapon to be added).
|
||||
} __pack__;
|
||||
|
||||
struct explosion_info : public prohibit_void_ptr<explosion_info>
|
||||
struct explosion_info : prohibit_void_ptr<explosion_info>
|
||||
{
|
||||
fix spawn_time; // when lifeleft is < this, spawn another
|
||||
fix delete_time; // when to delete object
|
||||
|
@ -336,7 +235,7 @@ struct explosion_info_rw
|
|||
short next_attach; // next explosion in attach list
|
||||
} __pack__;
|
||||
|
||||
struct light_info : public prohibit_void_ptr<light_info>
|
||||
struct light_info : prohibit_void_ptr<light_info>
|
||||
{
|
||||
fix intensity; // how bright the light is
|
||||
};
|
||||
|
@ -346,7 +245,7 @@ struct light_info_rw
|
|||
fix intensity; // how bright the light is
|
||||
} __pack__;
|
||||
|
||||
struct powerup_info : public prohibit_void_ptr<powerup_info>
|
||||
struct powerup_info : prohibit_void_ptr<powerup_info>
|
||||
{
|
||||
int count; // how many/much we pick up (vulcan cannon only?)
|
||||
#if defined(DXX_BUILD_DESCENT_II)
|
||||
|
@ -365,7 +264,7 @@ struct powerup_info_rw
|
|||
#endif
|
||||
} __pack__;
|
||||
|
||||
struct vclip_info : public prohibit_void_ptr<vclip_info>
|
||||
struct vclip_info : prohibit_void_ptr<vclip_info>
|
||||
{
|
||||
int vclip_num;
|
||||
fix frametime;
|
||||
|
@ -381,7 +280,7 @@ struct vclip_info_rw
|
|||
|
||||
// structures for different kinds of rendering
|
||||
|
||||
struct polyobj_info : public prohibit_void_ptr<polyobj_info>
|
||||
struct polyobj_info : prohibit_void_ptr<polyobj_info>
|
||||
{
|
||||
int model_num; // which polygon model
|
||||
vms_angvec anim_angles[MAX_SUBMODELS]; // angles for each subobject
|
||||
|
@ -399,16 +298,11 @@ struct polyobj_info_rw
|
|||
int alt_textures; // if not -1, use these textures instead
|
||||
} __pack__;
|
||||
|
||||
struct object_rw;
|
||||
|
||||
#if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
|
||||
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.
|
||||
#ifdef WORDS_NEED_ALIGNMENT
|
||||
short pad;
|
||||
#endif
|
||||
objnum_t 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
|
||||
|
@ -449,10 +343,6 @@ struct object {
|
|||
struct ai_static ai_info;
|
||||
struct reactor_static reactor_info;
|
||||
} ctype;
|
||||
|
||||
#ifdef WORDS_NEED_ALIGNMENT
|
||||
short pad2;
|
||||
#endif
|
||||
};
|
||||
|
||||
// Same as above but structure Savegames/Multiplayer objects expect
|
||||
|
@ -528,14 +418,9 @@ struct window_rendered_data
|
|||
std::vector<objnum_t> rendered_robots;
|
||||
};
|
||||
|
||||
extern window_rendered_data Window_rendered_data[MAX_RENDERED_WINDOWS];
|
||||
extern array<window_rendered_data, MAX_RENDERED_WINDOWS> Window_rendered_data;
|
||||
|
||||
typedef array<ubyte, 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;
|
||||
// ie CollisionResult[a][b]== what happens to a when it collides with b
|
||||
|
||||
struct object_array_t : public array<object, MAX_OBJECTS>
|
||||
struct object_array_t : array<object, MAX_OBJECTS>
|
||||
{
|
||||
int highest;
|
||||
#define Highest_object_index Objects.highest
|
||||
|
@ -556,7 +441,6 @@ struct object_array_t : public array<object, MAX_OBJECTS>
|
|||
object_array_t(const object_array_t &) = delete;
|
||||
object_array_t &operator=(const object_array_t &) = delete;
|
||||
};
|
||||
extern object_array_t Objects;
|
||||
|
||||
DEFINE_VALPTRIDX_SUBTYPE(obj, object, objnum_t, Objects);
|
||||
|
||||
|
@ -616,181 +500,4 @@ static inline void set_weapon_id(const vobjptr_t o, weapon_type_t id)
|
|||
}
|
||||
#endif
|
||||
|
||||
/*
|
||||
* VARIABLES
|
||||
*/
|
||||
|
||||
extern int Object_next_signature; // The next signature for the next newly created object
|
||||
|
||||
extern int num_objects;
|
||||
|
||||
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 int Player_is_dead; // !0 means player is dead!
|
||||
extern int Player_exploded;
|
||||
extern int Player_eggs_dropped;
|
||||
extern int Death_sequence_aborted;
|
||||
extern objnum_t Player_fired_laser_this_frame;
|
||||
extern int Drop_afterburner_blob_flag; //ugly hack
|
||||
|
||||
/*
|
||||
* FUNCTIONS
|
||||
*/
|
||||
|
||||
|
||||
// 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(void);
|
||||
|
||||
// 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
|
||||
void obj_unlink(vobjptridx_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(void);
|
||||
|
||||
// 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
|
||||
void draw_object_blob(object &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);
|
||||
|
||||
// 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(vobjptridx_t 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
|
||||
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.
|
||||
objptridx_t object_create_egg(vobjptr_t objp);
|
||||
|
||||
// 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);
|
||||
|
||||
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.
|
||||
void create_shortpos(shortpos *spp, vcobjptr_t objp, int swap_bytes);
|
||||
|
||||
// Extract information from a shortpos, stuff in objp->orient
|
||||
// (matrix), objp->pos, objp->segnum
|
||||
void extract_shortpos(vobjptridx_t objp, shortpos *spp, int swap_bytes);
|
||||
|
||||
// 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
|
||||
int 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();
|
||||
|
||||
// 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(objnum_t 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(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(void);
|
||||
|
||||
#if defined(DXX_BUILD_DESCENT_II)
|
||||
// returns object number
|
||||
objnum_t drop_marker_object(const vms_vector &pos, segnum_t segnum, const vms_matrix &orient, int marker_num);
|
||||
|
||||
extern void wake_up_rendered_objects(vobjptridx_t gmissp, int window_num);
|
||||
|
||||
void fuelcen_check_for_goal (vsegptr_t);
|
||||
#endif
|
||||
objptridx_t obj_find_first_of_type(int type);
|
||||
|
||||
extern void object_rw_swap(struct object_rw *obj_rw, int swap);
|
||||
void reset_player_object(void);
|
||||
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
|
|
@ -77,7 +77,7 @@ static const char *object_types(int objnum)
|
|||
int type = Objects[objnum].type;
|
||||
|
||||
Assert((type == OBJ_NONE) || ((type >= 0) && (type < MAX_OBJECT_TYPES)));
|
||||
return Object_type_names[type];
|
||||
return &Object_type_names[type][0];
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
|
@ -312,15 +312,15 @@ static void write_key_text(PHYSFS_file *my_file)
|
|||
if (Objects[i].contains_type == OBJ_POWERUP) {
|
||||
switch (Objects[i].contains_id) {
|
||||
case POW_KEY_BLUE:
|
||||
PHYSFSX_printf(my_file, "The BLUE key is contained in object %hu (a %s %s) in segment %i\n", static_cast<uint16_t>(i), Object_type_names[Objects[i].type], Robot_names[get_robot_id(&Objects[i])], Objects[i].segnum);
|
||||
PHYSFSX_printf(my_file, "The BLUE key is contained in object %hu (a %s %s) in segment %i\n", static_cast<uint16_t>(i), object_types(i), Robot_names[get_robot_id(&Objects[i])], Objects[i].segnum);
|
||||
blue_count2 += Objects[i].contains_count;
|
||||
break;
|
||||
case POW_KEY_GOLD:
|
||||
PHYSFSX_printf(my_file, "The GOLD key is contained in object %hu (a %s %s) in segment %i\n", static_cast<uint16_t>(i), Object_type_names[Objects[i].type], Robot_names[get_robot_id(&Objects[i])], Objects[i].segnum);
|
||||
PHYSFSX_printf(my_file, "The GOLD key is contained in object %hu (a %s %s) in segment %i\n", static_cast<uint16_t>(i), object_types(i), Robot_names[get_robot_id(&Objects[i])], Objects[i].segnum);
|
||||
gold_count2 += Objects[i].contains_count;
|
||||
break;
|
||||
case POW_KEY_RED:
|
||||
PHYSFSX_printf(my_file, "The RED key is contained in object %hu (a %s %s) in segment %i\n", static_cast<uint16_t>(i), Object_type_names[Objects[i].type], Robot_names[get_robot_id(&Objects[i])], Objects[i].segnum);
|
||||
PHYSFSX_printf(my_file, "The RED key is contained in object %hu (a %s %s) in segment %i\n", static_cast<uint16_t>(i), object_types(i), Robot_names[get_robot_id(&Objects[i])], Objects[i].segnum);
|
||||
red_count2 += Objects[i].contains_count;
|
||||
break;
|
||||
default:
|
||||
|
|
|
@ -987,6 +987,7 @@ fcd_done1: ;
|
|||
|
||||
static sbyte convert_to_byte(fix f)
|
||||
{
|
||||
const uint8_t MATRIX_MAX = 0x7f; // This is based on MATRIX_PRECISION, 9 => 0x7f
|
||||
if (f >= 0x00010000)
|
||||
return MATRIX_MAX;
|
||||
else if (f <= -0x00010000)
|
||||
|
|
|
@ -127,10 +127,10 @@ int print_object_info = 0;
|
|||
|
||||
//--unused-- int Player_controller_type = 0;
|
||||
|
||||
window_rendered_data Window_rendered_data[MAX_RENDERED_WINDOWS];
|
||||
array<window_rendered_data, MAX_RENDERED_WINDOWS> Window_rendered_data;
|
||||
|
||||
#if defined(EDITOR) || !defined(NDEBUG)
|
||||
const char Object_type_names[MAX_OBJECT_TYPES][9] = {
|
||||
const array<array<char, 9>, MAX_OBJECT_TYPES> Object_type_names{{
|
||||
"WALL ",
|
||||
"FIREBALL",
|
||||
"ROBOT ",
|
||||
|
@ -149,7 +149,7 @@ const char Object_type_names[MAX_OBJECT_TYPES][9] = {
|
|||
#if defined(DXX_BUILD_DESCENT_II)
|
||||
"MARKER ",
|
||||
#endif
|
||||
};
|
||||
}};
|
||||
#endif
|
||||
|
||||
#ifndef RELEASE
|
||||
|
@ -974,7 +974,7 @@ Unused_object_slots=0;
|
|||
//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(objnum_t objnum)
|
||||
static void obj_free(objnum_t objnum)
|
||||
{
|
||||
free_obj_list[--num_objects] = objnum;
|
||||
Assert(num_objects >= 0);
|
||||
|
@ -1536,7 +1536,7 @@ static void start_player_death_sequence(const vobjptr_t player)
|
|||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------------------------
|
||||
void obj_delete_all_that_should_be_dead()
|
||||
static void obj_delete_all_that_should_be_dead()
|
||||
{
|
||||
objnum_t local_dead_player_object=object_none;
|
||||
|
||||
|
@ -1618,7 +1618,7 @@ int Drop_afterburner_blob_flag; //ugly hack
|
|||
|
||||
//--------------------------------------------------------------------
|
||||
//move an object for the current frame
|
||||
void object_move_one(const vobjptridx_t obj)
|
||||
static void object_move_one(const vobjptridx_t obj)
|
||||
{
|
||||
int previous_segment = obj->segnum;
|
||||
|
||||
|
|
Loading…
Reference in a new issue