dxx-rebirth/main/laser.h

110 lines
4.5 KiB
C

/*
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 29
// 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
extern fix Min_trackable_dot; // MIN_TRACKABLE_DOT inversely scaled by FrameTime
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(void);
extern void net_missile_firing(int player, int weapon, int flags);
//added on 9/16/98 by adb to distinguish between drop bomb and secondary fire
extern void do_drop_bomb(void);
//end additions - adb
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(object *objp);
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];
extern int Laser_drop_vulcan_ammo;
#endif