/* 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 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * * Definitions for the laser code. * */ #ifndef _LASER_H #define _LASER_H #define CONCUSSION_ID 8 #define FLARE_ID 9 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time. #define LASER_ID 10 #define VULCAN_ID 11 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time. #define XSPREADFIRE_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 SPREADFIRE_ID 20 #define SUPER_MECH_MISS 21 #define REGULAR_MECH_MISS 22 #define SILENT_SPREADFIRE_ID 23 #define ROBOT_SMART_HOMING_ID ((N_weapon_types<29)?(PLAYER_SMART_HOMING_ID):(29)) // NOTE: Shareware does not have it's own Smart structure for bots. It was introduced later to make Smart blobs from lvl 7 boss easier to dodge. So if we do not have this type, revert to player's Smart behaviour.. // 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 3 // 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 (3*F1_0/4) #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 struct object; extern fix Min_trackable_dot; // MIN_TRACKABLE_DOT inversely scaled by FrameTime void Laser_render( struct object *obj ); void Laser_player_fire( struct object * obj, int type, int gun_num, int make_sound, int harmless_flag ); void Laser_player_fire_spread(struct object *obj, int laser_type, int gun_num, fix spreadr, fix spreadu, int make_sound, int harmless); 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); 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 ); extern void create_smart_children(struct object *objp); extern int object_to_object_visibility(struct object *obj1, struct object *obj2, int trans_type); extern int Muzzle_queue_index; typedef struct muzzle_info { fix64 create_time; short segnum; vms_vector pos; } muzzle_info; extern muzzle_info Muzzle_data[MUZZLE_QUEUE_MAX]; extern int Laser_drop_vulcan_ammo; #endif