/* 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 #ifdef __cplusplus extern "C" { #endif 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, CLS1_DRONE_FIRE = 5, CONTROLCEN_WEAPON_NUM = 6, CONCUSSION_ID = 8, FLARE_ID = 9, // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time. CLS2_DRONE_LASER = 10, VULCAN_ID = 11, // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time. #if defined(DXX_BUILD_DESCENT_II) SPREADFIRE_ID = 12, // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time. #endif 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, #if defined(DXX_BUILD_DESCENT_I) SPREADFIRE_ID = 20, #endif SUPER_MECH_MISS = 21, REGULAR_MECH_MISS = 22, SILENT_SPREADFIRE_ID = 23, MEDIUM_LIFTER_LASER = 24, SMALL_HULK_FIRE = 25, HEAVY_DRILLER_PLASMA = 26, SPIDER_ROBOT_FIRE = 27, ROBOT_MEGA_ID = 28, ROBOT_SMART_HOMING_ID = 29, #if defined(DXX_BUILD_DESCENT_II) 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, SMELTER_PHOENIX_ID = 44, SMART_MINE_HOMING_ID = 47, BPER_PHASE_ENERGY_ID = 48, ROBOT_SMART_MINE_HOMING_ID = 49, ROBOT_SUPERPROX_ID = 53, EARTHSHAKER_MEGA_ID = 54, ROBOT_EARTHSHAKER_ID = 58, PMINE_ID = 51, //the mine that the designers can place ROBOT_26_WEAPON_46_ID = 46, ROBOT_27_WEAPON_52_ID = 52, ROBOT_28_WEAPON_42_ID = 42, ROBOT_29_WEAPON_20_ID = 20, ROBOT_30_WEAPON_48_ID = 48, ROBOT_36_WEAPON_41_ID = 41, ROBOT_37_WEAPON_41_ID = 41, ROBOT_38_WEAPON_42_ID = 42, ROBOT_39_WEAPON_43_ID = 43, ROBOT_43_WEAPON_55_ID = 55, ROBOT_45_WEAPON_45_ID = 45, ROBOT_46_WEAPON_55_ID = 55, ROBOT_47_WEAPON_26_ID = 26, ROBOT_50_WEAPON_50_ID = 50, ROBOT_52_WEAPON_52_ID = 52, ROBOT_53_WEAPON_45_ID = 45, ROBOT_55_WEAPON_44_ID = 44, ROBOT_57_WEAPON_44_ID = 44, ROBOT_59_WEAPON_48_ID = 48, ROBOT_62_WEAPON_60_ID = 60, ROBOT_47_WEAPON_57_ID = 57, ROBOT_62_WEAPON_61_ID = 61, #endif }; // 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 MAX_LASER_LEVEL LASER_LEVEL_4 // Note, laser levels are numbered from 0. enum laser_level_t { LASER_LEVEL_1, LASER_LEVEL_2, LASER_LEVEL_3, LASER_LEVEL_4, #if defined(DXX_BUILD_DESCENT_II) #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 LASER_LEVEL_5, LASER_LEVEL_6, #define MAX_SUPER_LASER_LEVEL LASER_LEVEL_6 // Note, laser levels are numbered from 0. #endif }; #define MAX_LASER_BITMAPS 6 // For muzzle firing casting light. #define MUZZLE_QUEUE_MAX 8 // Constants governing homing missile behavior. #define HOMING_MAX_TRACKABLE_DOT (3*F1_0/4) // was (7*F1_0/8) in original Descent 2 #define HOMING_MIN_TRACKABLE_DOT (3*(F1_0 - HOMING_MAX_TRACKABLE_DOT)/4 + HOMING_MAX_TRACKABLE_DOT) #define HOMING_MAX_TRACKABLE_DIST (F1_0*250) #define HOMING_FLY_STRAIGHT_TIME (F1_0/8) #define HOMING_TURN_TIME (DESIGNATED_GAME_FRAMETIME) struct object; void Laser_render(struct object *obj); int Laser_player_fire(struct object * obj, enum weapon_type_t type, int gun_num, int make_sound, int harmless_flag); 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, enum weapon_type_t 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, enum weapon_type_t weapon_type, int make_sound); #if defined(DXX_BUILD_DESCENT_II) // 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); // Omega cannon stuff. #define MAX_OMEGA_CHARGE (F1_0) // Maximum charge level for omega cannonw extern fix Omega_charge; extern int Smartmines_dropped; // 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 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; extern int Missile_gun; extern int Proximity_dropped; 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 void omega_charge_frame(void); static inline int is_proximity_bomb_or_smart_mine(enum weapon_type_t id) { #if defined(DXX_BUILD_DESCENT_II) if (id == SUPERPROX_ID) return 1; #endif return id == PROXIMITY_ID; } static inline int is_proximity_bomb_or_smart_mine_or_placed_mine(enum weapon_type_t id) { #if defined(DXX_BUILD_DESCENT_II) if (id == SUPERPROX_ID || id == PMINE_ID) return 1; #endif return id == PROXIMITY_ID; } #ifdef __cplusplus } #endif #endif /* _LASER_H */