/* * Portions of this file are copyright Rebirth contributors and licensed as * described in COPYING.txt. * Portions of this file are copyright Parallax Software and licensed * according to the Parallax license below. * See COPYING.txt for license details. 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 * */ #pragma once #if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II) #include "pstypes.h" #include "vecmat.h" #include "aistruct.h" #include "polyobj.h" #include "laser.h" #ifdef __cplusplus #include #include #include #include "dxxsconf.h" #include "compiler-array.h" #include "valptridx.h" #include "objnum.h" #include "segnum.h" #include #include #include "compiler-type_traits.h" #include "fwdobject.h" #include "powerup.h" // Object types enum object_type_t : int { 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_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. #if defined(DXX_BUILD_DESCENT_II) OBJ_MARKER = 15, // a map marker #endif }; /* * STRUCTURES */ struct reactor_static { /* Location of the gun on the reactor object */ array gun_pos, /* Orientation of the gun on the reactor object */ gun_dir; }; // A compressed form for sending crucial data struct shortpos { sbyte bytemat[9]; short xo,yo,zo; short segment; short velx, vely, velz; } __pack__; // Another compressed form for object position, velocity, orientation and rotvel using quaternion struct quaternionpos { vms_quaternion orient; vms_vector pos; short segment; vms_vector vel; vms_vector rotvel; } __pack__; // information for physics sim for an object struct physics_info : prohibit_void_ptr { 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 vms_vector rotvel; // rotational velecity (angles) vms_vector rotthrust; // rotational acceleration fixang turnroll; // rotation caused by turn banking ushort flags; // misc physics flags }; struct physics_info_rw { 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 obsolete_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__; // stuctures for different kinds of simulation struct laser_parent { short parent_type; // The type of the parent of this object objnum_t parent_num; // The object's parent's number object_signature_t parent_signature; // The object's parent's signature... constexpr laser_parent() : parent_type{}, parent_num{}, parent_signature(0) { } }; struct laser_info : prohibit_void_ptr, laser_parent { struct hitobj_list_t : public prohibit_void_ptr { typedef std::bitset mask_type; mask_type mask; struct proxy { mask_type &mask; std::size_t i; proxy(mask_type &m, std::size_t s) : mask(m), i(s) { } explicit operator bool() const { return mask.test(i); } proxy &operator=(bool b) { mask.set(i, b); return *this; } template void operator=(T) = delete; }; proxy operator[](objnum_t i) { return proxy(mask, i); } bool operator[](objnum_t i) const { return mask.test(i); } void clear() { mask.reset(); } }; fix64 creation_time; // Absolute time of creation. hitobj_list_t hitobj_list; // list of all objects persistent weapon has already damaged (useful in case it's in contact with two objects at the same time) objnum_t last_hitobj; // For persistent weapons (survive object collision), object it most recently hit. objnum_t track_goal; // Object this object is tracking. fix multiplier; // Power if this is a fusion bolt (or other super weapon to be added). #if defined(DXX_BUILD_DESCENT_II) fix64 last_afterburner_time; // Time at which this object last created afterburner blobs. #endif constexpr laser_info() : creation_time{}, last_hitobj{}, track_goal{}, multiplier{} #if defined(DXX_BUILD_DESCENT_II) , last_afterburner_time{} #endif { } }; // Same as above but structure Savegames/Multiplayer objects expect 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__; struct explosion_info : prohibit_void_ptr { fix spawn_time; // when lifeleft is < this, spawn another fix delete_time; // when to delete object objnum_t delete_objnum; // and what object to delete objnum_t attach_parent; // explosion is attached to this object objnum_t prev_attach; // previous explosion in attach list objnum_t next_attach; // next explosion in attach list }; struct explosion_info_rw { 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__; struct light_info : prohibit_void_ptr { fix intensity; // how bright the light is }; struct light_info_rw { fix intensity; // how bright the light is } __pack__; struct powerup_info : prohibit_void_ptr { int count; // how many/much we pick up (vulcan cannon only?) #if defined(DXX_BUILD_DESCENT_II) int flags; // spat by player? fix64 creation_time; // Absolute time of creation. #endif }; struct powerup_info_rw { int count; // how many/much we pick up (vulcan cannon only?) #if defined(DXX_BUILD_DESCENT_II) // Same as above but structure Savegames/Multiplayer objects expect fix creation_time; // Absolute time of creation. int flags; // spat by player? #endif } __pack__; struct vclip_info : prohibit_void_ptr { int vclip_num; fix frametime; sbyte framenum; }; struct vclip_info_rw { int vclip_num; fix frametime; sbyte framenum; } __pack__; // structures for different kinds of rendering struct polyobj_info : prohibit_void_ptr { int model_num; // which polygon model array anim_angles; // 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 }; struct polyobj_info_rw { 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__; struct object { object_signature_t signature; ubyte type; // what type of object this is... robot, weapon, hostage, powerup, fireball ubyte id; // which form of object...which powerup, robot, etc. 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 ubyte render_type; // how this object renders ubyte flags; // misc flags segnum_t segnum; // segment number containing object objnum_t 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 } mtype; // render info, determined by RENDER_TYPE union { struct polyobj_info pobj_info; // polygon model struct vclip_info vclip_info; // vclip } rtype; // control info, determined by CONTROL_TYPE union control_info { constexpr control_info() : laser_info{} { } struct laser_info laser_info; struct explosion_info expl_info; // NOTE: debris uses this also struct light_info light_info; // why put this here? Didn't know what else to do with it. struct powerup_info powerup_info; struct ai_static ai_info; struct reactor_static reactor_info; } ctype; }; // Same as above but structure Savegames/Multiplayer objects expect 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. 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_rw 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_rw expl_info; // NOTE: debris uses this also ai_static_rw ai_info; light_info_rw 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_rw pobj_info; // polygon model vclip_info_rw vclip_info; // vclip } __pack__ rtype; } __pack__; struct obj_position { vms_vector pos; // absolute x,y,z coordinate of center of object vms_matrix orient; // orientation of object in world segnum_t segnum; // segment number containing object }; struct object_array_t : array { int highest; #define Highest_object_index Objects.highest typedef array array_t; template typename tt::enable_if::value, reference>::type operator[](T n) { return array_t::operator[](n); } template typename tt::enable_if::value, const_reference>::type operator[](T n) const { return array_t::operator[](n); } template typename tt::enable_if::value, reference>::type operator[](T) const = delete; object_array_t(); object_array_t(const object_array_t &) = delete; object_array_t &operator=(const object_array_t &) = delete; }; DEFINE_VALPTRIDX_SUBTYPE(obj, object, objnum_t, Objects); static inline ubyte get_hostage_id(const vcobjptr_t o) { return o->id; } static inline ubyte get_player_id(const vcobjptr_t o) { return o->id; } static inline powerup_type_t get_powerup_id(const vcobjptr_t o) { return static_cast(o->id); } static inline ubyte get_reactor_id(const vcobjptr_t o) { return o->id; } static inline ubyte get_robot_id(const vcobjptr_t o) { return o->id; } static inline weapon_type_t get_weapon_id(const vcobjptr_t o) { return static_cast(o->id); } static inline void set_hostage_id(const vobjptr_t o, ubyte id) { o->id = id; } static inline void set_player_id(const vobjptr_t o, ubyte id) { o->id = id; } void set_powerup_id(vobjptr_t o, powerup_type_t id); static inline void set_robot_id(const vobjptr_t o, ubyte id) { o->id = id; } static inline void set_weapon_id(const vobjptr_t o, weapon_type_t id) { o->id = id; } #endif #endif