/* THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * * Definitions for the laser code. * */ #ifndef _LASER_H #define _LASER_H enum weapon_type_t { LASER_ID_L1, LASER_ID = LASER_ID_L1, //0..3 are lasers LASER_ID_L2, LASER_ID_L3, LASER_ID_L4, CONCUSSION_ID = 8, FLARE_ID = 9, // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time. VULCAN_ID = 11, // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time. SPREADFIRE_ID = 12, // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time. PLASMA_ID = 13, // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time. FUSION_ID = 14, // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time. HOMING_ID = 15, PROXIMITY_ID = 16, SMART_ID = 17, MEGA_ID = 18, PLAYER_SMART_HOMING_ID = 19, SUPER_MECH_MISS = 21, REGULAR_MECH_MISS = 22, SILENT_SPREADFIRE_ID = 23, ROBOT_SMART_HOMING_ID = 29, EARTHSHAKER_MEGA_ID = 54, SUPER_LASER_ID = 30, // 30,31 are super lasers (level 5,6) LASER_ID_L5 = SUPER_LASER_ID, LASER_ID_L6, GAUSS_ID = 32, // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time. HELIX_ID = 33, // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time. PHOENIX_ID = 34, // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time. OMEGA_ID = 35, // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time. FLASH_ID = 36, GUIDEDMISS_ID = 37, SUPERPROX_ID = 38, MERCURY_ID = 39, EARTHSHAKER_ID = 40, SMART_MINE_HOMING_ID = 47, ROBOT_SMART_MINE_HOMING_ID = 49, ROBOT_SUPERPROX_ID = 53, ROBOT_EARTHSHAKER_ID = 58, PMINE_ID = 51, //the mine that the designers can place }; // These are new defines for the value of 'flags' passed to do_laser_firing. // The purpose is to collect other flags like QUAD_LASER and Spreadfire_toggle // into a single 8-bit quantity so it can be easily used in network mode. #define LASER_QUAD 1 #define LASER_SPREADFIRE_TOGGLED 2 #define LASER_HELIX_FLAG0 4 // helix uses 3 bits for angle #define LASER_HELIX_FLAG1 8 // helix uses 3 bits for angle #define LASER_HELIX_FLAG2 16 // helix uses 3 bits for angle #define LASER_HELIX_SHIFT 2 // how far to shift count to put in flags #define LASER_HELIX_MASK 7 // must match number of bits in flags #define MAX_LASER_LEVEL 3 // Note, laser levels are numbered from 0. #define MAX_SUPER_LASER_LEVEL 5 // Note, laser levels are numbered from 0. #define MAX_LASER_BITMAPS 6 // For muzzle firing casting light. #define MUZZLE_QUEUE_MAX 8 // Constants governing homing missile behavior. // MIN_TRACKABLE_DOT gets inversely scaled by FrameTime and stuffed in // Min_trackable_dot #define MIN_TRACKABLE_DOT (7*F1_0/8) #define MAX_TRACKABLE_DIST (F1_0*250) #define HOMING_MISSILE_STRAIGHT_TIME (F1_0/8) // Changed as per request of John, Adam, Yuan, but mostly John struct object; extern fix Min_trackable_dot; // MIN_TRACKABLE_DOT inversely scaled by FrameTime extern struct object *Guided_missile[]; extern int Guided_missile_sig[]; void Laser_render(struct object *obj); void Laser_player_fire(struct object * obj, int type, int gun_num, int make_sound, int harmless_flag); void Laser_player_fire_spread(struct object *obj, int laser_type, int gun_num, fix spreadr, fix spreadu, int make_sound, int harmless); void Laser_do_weapon_sequence(struct object *obj); void Flare_create(struct object *obj); int laser_are_related(int o1, int o2); extern int do_laser_firing_player(void); extern void do_missile_firing(int drop_bomb); extern void net_missile_firing(int player, int weapon, int flags); extern int Network_laser_track; int Laser_create_new(vms_vector * direction, vms_vector * position, int segnum, int parent, int type, int make_sound); // Fires a laser-type weapon (a Primary weapon) // Fires from object objnum, weapon type weapon_id. // Assumes that it is firing from a player object, so it knows which // gun to fire from. // Returns the number of shots actually fired, which will typically be // 1, but could be higher for low frame rates when rapidfire weapons, // such as vulcan or plasma are fired. extern int do_laser_firing(int objnum, int weapon_id, int level, int flags, int nfires); // Easier to call than Laser_create_new because it determines the // segment containing the firing point and deals with it being stuck // in an object or through a wall. // Fires a laser of type "weapon_type" from an object (parent) in the // direction "direction" from the position "position" // Returns object number of laser fired or -1 if not possible to fire // laser. int Laser_create_new_easy(vms_vector * direction, vms_vector * position, int parent, int weapon_type, int make_sound); // creates a weapon object int create_weapon_object(int weapon_type,int segnum,vms_vector *position); // give up control of the guided missile void release_guided_missile(int player_num); extern void create_smart_children(struct object *objp, int count); extern int object_to_object_visibility(struct object *obj1, struct object *obj2, int trans_type); extern int Muzzle_queue_index; typedef struct muzzle_info { fix64 create_time; short segnum; vms_vector pos; } muzzle_info; extern muzzle_info Muzzle_data[MUZZLE_QUEUE_MAX]; // Omega cannon stuff. #define MAX_OMEGA_CHARGE (F1_0) // Maximum charge level for omega cannonw extern fix Omega_charge; // NOTE: OMEGA_CHARGE_SCALE moved to laser.c to avoid long rebuilds if changed extern int ok_to_do_omega_damage(struct object *weapon); #endif /* _LASER_H */