/* 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. */ /* * * object system definitions * */ #ifndef _OBJECT_H #define _OBJECT_H #include "pstypes.h" #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 #define MAX_USED_OBJECTS (MAX_OBJECTS-20) // Object types enum object_type_t { OBJ_NONE = 255, // unused object OBJ_WALL = 0, // A wall... not really an object, but used for collisions OBJ_FIREBALL = 1, // a fireball, part of an explosion OBJ_ROBOT = 2, // an evil enemy OBJ_HOSTAGE = 3, // a hostage you need to rescue OBJ_PLAYER = 4, // the player on the console OBJ_WEAPON = 5, // a laser, missile, etc OBJ_CAMERA = 6, // a camera to slew around with OBJ_POWERUP = 7, // a powerup you can pick up OBJ_DEBRIS = 8, // a piece of robot OBJ_CNTRLCEN = 9, // the control center OBJ_FLARE = 10, // a flare OBJ_CLUTTER = 11, // misc objects OBJ_GHOST = 12, // what the player turns into when dead OBJ_LIGHT = 13, // a light source, & not much else OBJ_COOP = 14, // a cooperative player object. OBJ_MARKER = 15, // a map marker }; // WARNING!! If you add a type here, add its name to Object_type_names // in object.c #define MAX_OBJECT_TYPES 16 // 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. #define OF_PLAYER_DROPPED 64 // this object was dropped by the player... // 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 PF_BOUNCED_ONCE 0x80 // Weapon has bounced once. #define PF_FREE_SPINNING 0x100 // Drag does not apply to rotation of this object #define PF_BOUNCES_TWICE 0x200 // This weapon bounces twice, then dies #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 /* * STRUCTURES */ // A compressed form for sending crucial data typedef struct shortpos { sbyte bytemat[9]; short xo,yo,zo; short segment; short velx, vely, velz; } __pack__ shortpos; // Another compressed form for object position, velocity, orientation and rotvel using quaternion typedef struct quaternionpos { vms_quaternion orient; vms_vector pos; vms_vector vel; vms_vector rotvel; } __pack__ quaternionpos; // 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 { 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). } __pack__ laser_info; // Same as above but structure Savegames/Multiplayer objects expect typedef struct laser_info_rw { 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). } __pack__ laser_info_rw; extern ubyte hitobj_list[MAX_OBJECTS][MAX_OBJECTS]; 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; #define PF_SPAT_BY_PLAYER 1 //this powerup was spat by the player typedef struct powerup_info { int count; // how many/much we pick up (vulcan cannon only?) fix64 creation_time; // Absolute time of creation. int flags; // spat by player? } __pack__ powerup_info; // Same as above but structure Savegames/Multiplayer objects expect typedef struct powerup_info_rw { int count; // how many/much we pick up (vulcan cannon only?) fix creation_time; // Absolute time of creation. int flags; // spat by player? } __pack__ powerup_info_rw; typedef struct vclip_info { int vclip_num; fix frametime; sbyte framenum; } __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. #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 // -- Removed, MK, 10/16/95, using lifeleft instead: int lightlevel; // 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 { struct laser_info laser_info; struct explosion_info expl_info; // NOTE: debris uses this also struct ai_static ai_info; struct light_info light_info; // why put this here? Didn't know what else to do with it. struct powerup_info powerup_info; } __pack__ ctype ; // render info, determined by RENDER_TYPE union { struct polyobj_info pobj_info; // polygon model struct vclip_info vclip_info; // vclip } __pack__ rtype ; #ifdef WORDS_NEED_ALIGNMENT short pad2; #endif } __pack__ object; // 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 // -- Removed, MK, 10/16/95, using lifeleft instead: int lightlevel; // 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_rw ai_info; struct light_info light_info; // why put this here? Didn't know what else to do with it. powerup_info_rw powerup_info; } __pack__ ctype ; // render info, determined by RENDER_TYPE union { polyobj_info pobj_info; // polygon model struct vclip_info vclip_info; // vclip } __pack__ rtype; #ifdef WORDS_NEED_ALIGNMENT short pad2; #endif } __pack__ object_rw; 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; typedef struct { fix64 time; object *viewer; int rear_view; int user; int num_objects; short rendered_objects[MAX_RENDERED_OBJECTS]; } window_rendered_data; #define MAX_RENDERED_WINDOWS 3 extern window_rendered_data Window_rendered_data[MAX_RENDERED_WINDOWS]; /* * 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 extern int num_objects; 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; extern int Player_eggs_dropped; 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); // for getting out of messed up linking situations (i.e. caused by demo playback) void obj_relink_all(void); // 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(enum object_type_t 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. extern void create_shortpos(shortpos *spp, object *objp, int swap_bytes); // Extract information from a shortpos, stuff in objp->orient // (matrix), objp->pos, objp->segnum extern void extract_shortpos(object *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, object * objp, int swap_bytes); void extract_quaternionpos(object *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 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); // returns object number int drop_marker_object(vms_vector *pos, int segnum, vms_matrix *orient, int marker_num); extern void wake_up_rendered_objects(object *gmissp, int window_num); void reset_player_object(void); extern void object_rw_swap(object_rw *obj_rw, int swap); #endif