/* * 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. * See COPYING.txt for license details. */ #pragma once #include "dxxsconf.h" #include "compiler-array.h" #include "objnum.h" #include "segnum.h" #include "fwd-valptridx.h" #include "fwd-vecmat.h" #include "fwd-segment.h" struct bitmap_index; constexpr std::size_t MAX_OBJECTS = 350; #if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II) namespace dsx { enum object_type_t : int; struct object; DXX_VALPTRIDX_DECLARE_GLOBAL_SUBTYPE(object, obj, Objects, MAX_OBJECTS); static constexpr valptridx::magic_constant<0xfffe> object_guidebot_cannot_reach{}; static constexpr valptridx::magic_constant<0xffff> object_none{}; static constexpr valptridx::magic_constant<0> object_first{}; } #endif const unsigned MAX_USED_OBJECTS = MAX_OBJECTS - 20; #if defined(DXX_BUILD_DESCENT_I) const unsigned MAX_OBJECT_TYPES = 15; #elif defined(DXX_BUILD_DESCENT_II) const unsigned MAX_OBJECT_TYPES = 16; #endif // Result types typedef unsigned result_type_t; const result_type_t RESULT_NOTHING = 0; // Ignore this collision const result_type_t RESULT_CHECK = 1; // Check for this collision // Control types - what tells this object what do do typedef unsigned control_type_t; const control_type_t CT_NONE = 0; // doesn't move (or change movement) const control_type_t CT_AI = 1; // driven by AI const control_type_t CT_EXPLOSION = 2; // explosion sequencer const control_type_t CT_FLYING = 4; // the player is flying const control_type_t CT_SLEW = 5; // slewing const control_type_t CT_FLYTHROUGH = 6; // the flythrough system const control_type_t CT_WEAPON = 9; // laser, etc. const control_type_t CT_REPAIRCEN = 10; // under the control of the repair center const control_type_t CT_MORPH = 11; // this object is being morphed const control_type_t CT_DEBRIS = 12; // this is a piece of debris const control_type_t CT_POWERUP = 13; // animating powerup blob const control_type_t CT_LIGHT = 14; // doesn't actually do anything const control_type_t CT_REMOTE = 15; // controlled by another net player const control_type_t CT_CNTRLCEN = 16; // the control center/main reactor // Movement types typedef unsigned movement_type_t; const movement_type_t MT_NONE = 0; // doesn't move const movement_type_t MT_PHYSICS = 1; // moves by physics const movement_type_t MT_SPINNING = 3; // this object doesn't move, just sits and spins // Render types typedef unsigned render_type_t; const render_type_t RT_NONE = 0; // does not render const render_type_t RT_POLYOBJ = 1; // a polygon model const render_type_t RT_FIREBALL = 2; // a fireball const render_type_t RT_LASER = 3; // a laser const render_type_t RT_HOSTAGE = 4; // a hostage const render_type_t RT_POWERUP = 5; // a powerup const render_type_t RT_MORPH = 6; // a robot being morphed const render_type_t RT_WEAPON_VCLIP = 7; // a weapon that renders as a vclip // misc object flags typedef unsigned object_flag_t; const object_flag_t OF_EXPLODING = 1; // this object is exploding const object_flag_t OF_SHOULD_BE_DEAD = 2; // this object should be dead, so next time we can, we should delete this object. const object_flag_t OF_DESTROYED = 4; // this has been killed, and is showing the dead version const object_flag_t 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! const object_flag_t OF_ATTACHED = 16; // this object is a fireball attached to another object #if defined(DXX_BUILD_DESCENT_II) const object_flag_t OF_PLAYER_DROPPED = 64; // this object was dropped by the player... #endif // physics flags typedef unsigned physics_flag_t; const physics_flag_t PF_TURNROLL = 0x01; // roll when turning const physics_flag_t PF_LEVELLING = 0x02; // level object with closest side const physics_flag_t PF_BOUNCE = 0x04; // bounce (not slide) when hit will const physics_flag_t PF_WIGGLE = 0x08; // wiggle while flying const physics_flag_t PF_STICK = 0x10; // object sticks (stops moving) when hits wall const physics_flag_t PF_PERSISTENT = 0x20; // object keeps going even after it hits another object (eg, fusion cannon) const physics_flag_t PF_USES_THRUST = 0x40; // this object uses its thrust #if defined(DXX_BUILD_DESCENT_II) const physics_flag_t PF_BOUNCED_ONCE = 0x80; // Weapon has bounced once. const physics_flag_t PF_FREE_SPINNING = 0x100; // Drag does not apply to rotation of this object const physics_flag_t PF_BOUNCES_TWICE = 0x200; // This weapon bounces twice, then dies #endif namespace dcx { typedef unsigned powerup_flag_t; const powerup_flag_t PF_SPAT_BY_PLAYER = 1; //this powerup was spat by the player const unsigned IMMORTAL_TIME = 0x3fffffff; // Time assigned to immortal objects, about 32768 seconds, or about 9 hours. struct shortpos; struct quaternionpos; // This is specific to the shortpos extraction routines in gameseg.c. const unsigned RELPOS_PRECISION = 10; const unsigned MATRIX_PRECISION = 9; struct physics_info; struct physics_info_rw; struct laser_parent; struct laser_info; struct laser_info_rw; struct explosion_info; struct explosion_info_rw; struct light_info; struct light_info_rw; struct powerup_info; struct vclip_info; struct vclip_info_rw; struct polyobj_info; struct polyobj_info_rw; struct obj_position; struct object_rw; } #if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II) #if defined(DXX_BUILD_DESCENT_I) const unsigned MAX_CONTROLCEN_GUNS = 4; #elif defined(DXX_BUILD_DESCENT_II) const unsigned MAX_CONTROLCEN_GUNS = 8; #endif namespace dsx { struct powerup_info_rw; struct window_rendered_data; struct reactor_static; struct object; typedef array collision_inner_array_t; typedef array collision_outer_array_t; extern const collision_outer_array_t CollisionResult; } #endif namespace dcx { extern int Object_next_signature; // The next signature for the next newly created object extern int num_objects; extern int Num_robot_types; } #if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II) namespace dsx { 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; } #endif enum class player_dead_state : uint8_t { no, yes, exploded, }; namespace dcx { extern player_dead_state Player_dead_state; // !0 means player is dead! extern int Player_eggs_dropped; extern int Death_sequence_aborted; extern objnum_t Player_fired_laser_this_frame; } #if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II) namespace dsx { // do whatever setup needs to be done void init_objects(); // 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(vobjptridx_t objnum,vsegptridx_t newsegnum); // for getting out of messed up linking situations (i.e. caused by demo playback) void obj_relink_all(); // links an object into a segment's list of objects. // takes object number and segment number void obj_link(vobjptridx_t objnum,vsegptridx_t segnum); // unlinks an object from a segment's list of objects void obj_unlink(vobjptr_t objnum); // initialize a new object. adds to the list for the given segment // returns the object number objptridx_t obj_create(object_type_t type, ubyte id, vsegptridx_t segnum, const vms_vector &pos, const vms_matrix *orient, fix size, ubyte ctype, ubyte mtype, ubyte rtype); // make a copy of an object. returs num of new object objptridx_t obj_create_copy(objnum_t objnum, const vms_vector &new_pos, segnum_t newsegnum); // remove object from the world void obj_delete(vobjptridx_t 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(); // Render an object. Calls one of several routines based on type void render_object(vobjptridx_t obj); // Draw a blob-type object, like a fireball void draw_object_blob(vobjptr_t obj, bitmap_index bitmap); // draw an object that is a texture-mapped rod void draw_object_tmap_rod(vobjptridx_t obj, bitmap_index bitmap, int lighted); // 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(); // 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 int update_object_seg(vobjptridx_t 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? segnum_t find_object_seg(vobjptr_t 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. objptridx_t object_create_robot_egg(vobjptr_t objp); objptridx_t object_create_robot_egg(int type, int id, int num, const vms_vector &init_vel, const vms_vector &pos, const vsegptridx_t segnum); // Interface to object_create_egg, puts count objects of type type, id // = id in objp and then drops them. objptridx_t call_object_create_egg(vobjptr_t objp, int count, int type, int id); void dead_player_end(); // Extract information from an object (objp->orient, objp->pos, // objp->segnum), stuff in a shortpos structure. See typedef // shortpos. void create_shortpos_little(shortpos *spp, vcobjptr_t objp); void create_shortpos_native(shortpos *spp, vcobjptr_t objp); // Extract information from a shortpos, stuff in objp->orient // (matrix), objp->pos, objp->segnum void extract_shortpos_little(vobjptridx_t objp, const shortpos *spp); // create and extract quaternion structure from object data which greatly saves bytes by using quaternion instead or orientation matrix void create_quaternionpos(quaternionpos * qpp, vobjptr_t objp, int swap_bytes); void extract_quaternionpos(vobjptridx_t 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 object_signature_t 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 objptridx_t obj_allocate(); // 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(); // attaches an object, such as a fireball, to another object, such as // a robot void obj_attach(vobjptridx_t parent,vobjptridx_t sub); void create_small_fireball_on_object(vobjptridx_t objp, fix size_scale, int sound_flag); void dead_player_frame(); #if defined(DXX_BUILD_DESCENT_II) extern int Drop_afterburner_blob_flag; //ugly hack // returns object number objptridx_t drop_marker_object(const vms_vector &pos, vsegptridx_t segnum, const vms_matrix &orient, int marker_num); void wake_up_rendered_objects(vobjptr_t gmissp, window_rendered_data &window); void fuelcen_check_for_goal (vsegptr_t); #endif objptridx_t obj_find_first_of_type(int type); void object_rw_swap(struct object_rw *obj_rw, int swap); void reset_player_object(); } #endif