/* * 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. */ /* * * Definitions for the laser code. * */ #pragma once #include "maths.h" #include "vecmat.h" #ifdef __cplusplus #include "segnum.h" #include "fwd-object.h" #include "weapon_id.h" // 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. #if defined(DXX_BUILD_DESCENT_I) #define DXX_MAXIMUM_LASER_LEVEL LASER_LEVEL_4 #elif defined(DXX_BUILD_DESCENT_II) #define DXX_MAXIMUM_LASER_LEVEL MAX_SUPER_LASER_LEVEL #endif #define MAX_LASER_BITMAPS 6 // For muzzle firing casting light. #define MUZZLE_QUEUE_MAX 8 // Constants & functions governing homing missile behavior. extern void calc_d_homer_tick(); #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_FLY_STRAIGHT_TIME (F1_0/8) #define HOMING_TURN_TIME (F1_0/30) #if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II) void Laser_render(vobjptr_t obj); objptridx_t Laser_player_fire(vobjptridx_t obj, weapon_id_type laser_type, int gun_num, int make_sound, vms_vector shot_orientation); void Laser_do_weapon_sequence(vobjptridx_t obj); void Flare_create(vobjptridx_t obj); bool laser_are_related(vcobjptridx_t o1, vcobjptridx_t 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 objnum_t Network_laser_track; objptridx_t Laser_create_new(const vms_vector &direction, const vms_vector &position, segnum_t segnum, vobjptridx_t parent, weapon_id_type 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. int do_laser_firing(vobjptridx_t objnum, int weapon_id, int level, int flags, int nfires, vms_vector shot_orientation); // 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. objptridx_t Laser_create_new_easy(const vms_vector &direction, const vms_vector &position, vobjptridx_t parent, weapon_id_type weapon_type, int make_sound); #if defined(DXX_BUILD_DESCENT_II) // 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 int ok_to_do_omega_damage(vcobjptr_t weapon); void create_robot_smart_children(vobjptridx_t objp, uint_fast32_t count); #endif void create_weapon_smart_children(vobjptridx_t objp); int object_to_object_visibility(vcobjptridx_t obj1, vcobjptr_t obj2, int trans_type); #endif extern int Missile_gun; extern int Proximity_dropped; struct muzzle_info { fix64 create_time; segnum_t segnum; vms_vector pos; }; extern array Muzzle_data; // Omega cannon stuff. #define MAX_OMEGA_CHARGE (F1_0) // Maximum charge level for omega cannonw void omega_charge_frame(void); #if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II) static inline int is_proximity_bomb_or_smart_mine(weapon_id_type id) { #if defined(DXX_BUILD_DESCENT_II) if (id == weapon_id_type::SUPERPROX_ID) return 1; #endif return id == weapon_id_type::PROXIMITY_ID; } static inline int is_proximity_bomb_or_smart_mine_or_placed_mine(weapon_id_type id) { #if defined(DXX_BUILD_DESCENT_II) if (id == weapon_id_type::SUPERPROX_ID || id == weapon_id_type::PMINE_ID) return 1; #endif return id == weapon_id_type::PROXIMITY_ID; } #endif #endif