/* 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. */ #ifndef _LASER_H #define _LASER_H #define LASER_ID 0 //0..3 are lasers #define CONCUSSION_ID 8 #define FLARE_ID 9 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time. #define VULCAN_ID 11 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time. #define SPREADFIRE_ID 12 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time. #define PLASMA_ID 13 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time. #define FUSION_ID 14 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time. #define HOMING_ID 15 #define PROXIMITY_ID 16 #define SMART_ID 17 #define MEGA_ID 18 #define PLAYER_SMART_HOMING_ID 19 #define SUPER_MECH_MISS 21 #define REGULAR_MECH_MISS 22 #define SILENT_SPREADFIRE_ID 23 #define ROBOT_SMART_HOMING_ID 29 #define EARTHSHAKER_MEGA_ID 54 #define SUPER_LASER_ID 30 //30,31 are super lasers (level 5,6) #define GAUSS_ID 32 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time. #define HELIX_ID 33 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time. #define PHOENIX_ID 34 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time. #define OMEGA_ID 35 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time. #define FLASH_ID 36 #define GUIDEDMISS_ID 37 #define SUPERPROX_ID 38 #define MERCURY_ID 39 #define EARTHSHAKER_ID 40 #define SMART_MINE_HOMING_ID 47 #define ROBOT_SMART_MINE_HOMING_ID 49 #define ROBOT_SUPERPROX_ID 53 #define ROBOT_EARTHSHAKER_ID 58 #define PMINE_ID 51 //the mine that the designers can place #define OMEGA_MULTI_LIFELEFT (F1_0/6) // 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 extern fix Min_trackable_dot; // MIN_TRACKABLE_DOT inversely scaled by FrameTime extern object *Guided_missile[]; extern int Guided_missile_sig[]; void Laser_render( object *obj ); void Laser_player_fire( object * obj, int type, int gun_num, int make_sound, int harmless_flag ); void Laser_player_fire_spread(object *obj, int laser_type, int gun_num, fix spreadr, fix spreadu, int make_sound, int harmless); void Laser_do_weapon_sequence( object *obj ); void Flare_create(object *obj); int laser_are_related( int o1, int o2 ); extern int do_laser_firing_player(void); extern void do_missile_firing(int do_autoselect); extern void net_missile_firing(int player, int weapon, int flags); 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(object *objp, int count); extern int object_to_object_visibility(object *obj1, object *obj2, int trans_type); extern int Muzzle_queue_index; typedef struct muzzle_info { fix 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 #endif