This removes the need to walk all objects when creating a new one, since each object can have a private generation counter, unaware of other objects. For compatibility with demos, mix in the object's index when writing the signature value.
335 lines
14 KiB
C++
335 lines
14 KiB
C++
/*
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* Portions of this file are copyright Rebirth contributors and licensed as
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* described in COPYING.txt.
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* Portions of this file are copyright Parallax Software and licensed
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* according to the Parallax license.
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* See COPYING.txt for license details.
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*/
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#pragma once
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#include <type_traits>
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#include "dxxsconf.h"
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#include "dsx-ns.h"
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#include "compiler-array.h"
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#include "objnum.h"
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#include "fwd-vecmat.h"
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#include "fwd-segment.h"
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#include "fwd-window.h"
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#include "fwd-valptridx.h"
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struct bitmap_index;
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namespace dcx {
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// Movement types
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enum movement_type_t : uint8_t;
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constexpr std::integral_constant<std::size_t, 350> MAX_OBJECTS{};
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constexpr std::integral_constant<std::size_t, MAX_OBJECTS - 20> MAX_USED_OBJECTS{};
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}
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#ifdef dsx
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namespace dsx {
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struct object;
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struct d_level_unique_object_state;
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}
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DXX_VALPTRIDX_DECLARE_SUBTYPE(dsx::, object, objnum_t, MAX_OBJECTS);
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namespace dsx {
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DXX_VALPTRIDX_DEFINE_SUBTYPE_TYPEDEFS(object, obj);
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static constexpr valptridx<object>::magic_constant<0xffff> object_none{};
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static constexpr valptridx<object>::magic_constant<0> object_first{};
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#if defined(DXX_BUILD_DESCENT_I)
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constexpr std::integral_constant<unsigned, 15> MAX_OBJECT_TYPES{};
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#elif defined(DXX_BUILD_DESCENT_II)
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constexpr std::integral_constant<unsigned, 16> MAX_OBJECT_TYPES{};
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#endif
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}
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#endif
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// Result types
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typedef unsigned result_type_t;
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constexpr std::integral_constant<result_type_t, 0> RESULT_NOTHING{}; // Ignore this collision
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constexpr std::integral_constant<result_type_t, 1> RESULT_CHECK{}; // Check for this collision
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// Control types - what tells this object what do do
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typedef unsigned control_type_t;
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constexpr std::integral_constant<control_type_t, 0> CT_NONE{}; // doesn't move (or change movement)
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constexpr std::integral_constant<control_type_t, 1> CT_AI{}; // driven by AI
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constexpr std::integral_constant<control_type_t, 2> CT_EXPLOSION{}; // explosion sequencer
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constexpr std::integral_constant<control_type_t, 4> CT_FLYING{}; // the player is flying
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constexpr std::integral_constant<control_type_t, 5> CT_SLEW{}; // slewing
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constexpr std::integral_constant<control_type_t, 6> CT_FLYTHROUGH{}; // the flythrough system
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constexpr std::integral_constant<control_type_t, 9> CT_WEAPON{}; // laser, etc.
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constexpr std::integral_constant<control_type_t, 10> CT_REPAIRCEN{}; // under the control of the repair center
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constexpr std::integral_constant<control_type_t, 11> CT_MORPH{}; // this object is being morphed
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constexpr std::integral_constant<control_type_t, 12> CT_DEBRIS{}; // this is a piece of debris
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constexpr std::integral_constant<control_type_t, 13> CT_POWERUP{}; // animating powerup blob
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constexpr std::integral_constant<control_type_t, 14> CT_LIGHT{}; // doesn't actually do anything
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constexpr std::integral_constant<control_type_t, 15> CT_REMOTE{}; // controlled by another net player
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constexpr std::integral_constant<control_type_t, 16> CT_CNTRLCEN{}; // the control center/main reactor
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// Render types
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typedef unsigned render_type_t;
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constexpr std::integral_constant<render_type_t, 0> RT_NONE{}; // does not render
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constexpr std::integral_constant<render_type_t, 1> RT_POLYOBJ{}; // a polygon model
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constexpr std::integral_constant<render_type_t, 2> RT_FIREBALL{}; // a fireball
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constexpr std::integral_constant<render_type_t, 3> RT_LASER{}; // a laser
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constexpr std::integral_constant<render_type_t, 4> RT_HOSTAGE{}; // a hostage
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constexpr std::integral_constant<render_type_t, 5> RT_POWERUP{}; // a powerup
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constexpr std::integral_constant<render_type_t, 6> RT_MORPH{}; // a robot being morphed
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constexpr std::integral_constant<render_type_t, 7> RT_WEAPON_VCLIP{}; // a weapon that renders as a vclip
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// misc object flags
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typedef unsigned object_flag_t;
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constexpr std::integral_constant<object_flag_t, 1> OF_EXPLODING{}; // this object is exploding
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constexpr std::integral_constant<object_flag_t, 2> OF_SHOULD_BE_DEAD{}; // this object should be dead, so next time we can, we should delete this object.
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constexpr std::integral_constant<object_flag_t, 4> OF_DESTROYED{}; // this has been killed, and is showing the dead version
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constexpr std::integral_constant<object_flag_t, 8> OF_SILENT{}; // this makes no sound when it hits a wall. Added by MK for weapons, if you extend it to other types, do it completely!
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constexpr std::integral_constant<object_flag_t, 16> OF_ATTACHED{}; // this object is a fireball attached to another object
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#if defined(DXX_BUILD_DESCENT_II)
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constexpr std::integral_constant<object_flag_t, 64> OF_PLAYER_DROPPED{}; // this object was dropped by the player...
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#endif
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// physics flags
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typedef unsigned physics_flag_t;
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constexpr std::integral_constant<physics_flag_t, 0x01> PF_TURNROLL{}; // roll when turning
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constexpr std::integral_constant<physics_flag_t, 0x02> PF_LEVELLING{}; // level object with closest side
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constexpr std::integral_constant<physics_flag_t, 0x04> PF_BOUNCE{}; // bounce (not slide) when hit will
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constexpr std::integral_constant<physics_flag_t, 0x08> PF_WIGGLE{}; // wiggle while flying
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constexpr std::integral_constant<physics_flag_t, 0x10> PF_STICK{}; // object sticks (stops moving) when hits wall
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constexpr std::integral_constant<physics_flag_t, 0x20> PF_PERSISTENT{}; // object keeps going even after it hits another object (eg, fusion cannon)
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constexpr std::integral_constant<physics_flag_t, 0x40> PF_USES_THRUST{}; // this object uses its thrust
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#if defined(DXX_BUILD_DESCENT_II)
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constexpr std::integral_constant<physics_flag_t, 0x80> PF_BOUNCED_ONCE{}; // Weapon has bounced once.
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constexpr std::integral_constant<physics_flag_t, 0x100> PF_FREE_SPINNING{}; // Drag does not apply to rotation of this object
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constexpr std::integral_constant<physics_flag_t, 0x200> PF_BOUNCES_TWICE{}; // This weapon bounces twice, then dies
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#endif
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namespace dcx {
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enum object_type_t : uint8_t;
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struct object_base;
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typedef unsigned powerup_flag_t;
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constexpr std::integral_constant<powerup_flag_t, 1> PF_SPAT_BY_PLAYER{}; //this powerup was spat by the player
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constexpr std::integral_constant<unsigned, 0x3fffffff> IMMORTAL_TIME{}; // Time assigned to immortal objects, about 32768 seconds, or about 9 hours.
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struct shortpos;
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struct quaternionpos;
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// This is specific to the shortpos extraction routines in gameseg.c.
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constexpr std::integral_constant<unsigned, 10> RELPOS_PRECISION{};
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constexpr std::integral_constant<unsigned, 9> MATRIX_PRECISION{};
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struct physics_info;
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struct physics_info_rw;
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struct laser_parent;
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struct laser_info_rw;
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struct explosion_info;
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struct explosion_info_rw;
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struct light_info;
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struct light_info_rw;
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struct powerup_info;
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struct vclip_info;
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struct vclip_info_rw;
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struct polyobj_info;
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struct polyobj_info_rw;
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struct obj_position;
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struct object_rw;
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}
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#ifdef dsx
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namespace dsx {
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#if defined(DXX_BUILD_DESCENT_I)
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constexpr std::integral_constant<unsigned, 4> MAX_CONTROLCEN_GUNS{};
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#elif defined(DXX_BUILD_DESCENT_II)
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constexpr std::integral_constant<unsigned, 8> MAX_CONTROLCEN_GUNS{};
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struct d_unique_buddy_state;
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#endif
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struct powerup_info_rw;
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struct window_rendered_data;
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struct reactor_static;
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typedef array<uint8_t, MAX_OBJECT_TYPES> collision_inner_array_t;
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typedef array<collision_inner_array_t, MAX_OBJECT_TYPES> collision_outer_array_t;
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extern const collision_outer_array_t CollisionResult;
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}
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#endif
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namespace dcx {
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extern int Object_next_signature; // The next signature for the next newly created object
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extern int Num_robot_types;
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}
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#ifdef dsx
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namespace dsx {
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extern object *ConsoleObject; // pointer to the object that is the player
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extern const object *Viewer; // which object we are seeing from
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extern object *Dead_player_camera;
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}
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#endif
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enum class player_dead_state : uint8_t
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{
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no,
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yes,
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exploded,
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};
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namespace dcx {
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extern player_dead_state Player_dead_state; // !0 means player is dead!
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extern int Death_sequence_aborted;
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extern objnum_t Player_fired_laser_this_frame;
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// Draw a blob-type object, like a fireball
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void draw_object_blob(grs_canvas &, const object_base &obj, bitmap_index bitmap);
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}
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#ifdef dsx
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namespace dsx {
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// do whatever setup needs to be done
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void init_objects();
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// when an object has moved into a new segment, this function unlinks it
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// from its old segment, and links it into the new segment
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void obj_relink(fvmobjptr &vmobjptr, fvmsegptr &vmsegptr, vmobjptridx_t objnum, vmsegptridx_t newsegnum);
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// for getting out of messed up linking situations (i.e. caused by demo playback)
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void obj_relink_all();
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// links an object into a segment's list of objects.
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// takes object number and segment number
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void obj_link(fvmobjptr &vmobjptr, vmobjptridx_t objnum, vmsegptridx_t segnum);
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/* Link an object without checking whether the object is currently
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* unlinked. This should be used only in cases where the caller is
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* intentionally overriding the normal linking rules (such as loading
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* objects from demos or from the network).
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*/
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void obj_link_unchecked(fvmobjptr &vmobjptr, vmobjptridx_t obj, vmsegptridx_t segnum);
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// unlinks an object from a segment's list of objects
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void obj_unlink(fvmobjptr &vmobjptr, fvmsegptr &vmsegptr, object_base &obj);
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// initialize a new object. adds to the list for the given segment
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// returns the object number
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imobjptridx_t obj_create(object_type_t type, unsigned id, vmsegptridx_t segnum, const vms_vector &pos, const vms_matrix *orient, fix size, unsigned ctype, movement_type_t mtype, unsigned rtype);
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// make a copy of an object. returs num of new object
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imobjptridx_t obj_create_copy(const object &srcobj, vmsegptridx_t newsegnum);
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// remove object from the world
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void obj_delete(d_level_unique_object_state &LevelUniqueObjectState, segment_array &Segments, vmobjptridx_t objnum);
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// called after load. Takes number of objects, and objects should be
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// compressed
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void reset_objects(d_level_unique_object_state &, unsigned n_objs);
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// make object array non-sparse
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void compress_objects();
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// move all objects for the current frame
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window_event_result object_move_all(); // moves all objects
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// set viewer object to next object in array
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void object_goto_next_viewer();
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// make object0 the player, setting all relevant fields
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void init_player_object();
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// check if object is in object->segnum. if not, check the adjacent
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// segs. if not any of these, returns false, else sets obj->segnum &
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// returns true callers should really use find_vector_intersection()
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// Note: this function is in gameseg.c
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int update_object_seg(fvmobjptr &vmobjptr, const d_level_shared_segment_state &LevelSharedSegmentState, d_level_unique_segment_state &LevelUniqueSegmentState, vmobjptridx_t obj);
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// Finds what segment *obj is in, returns segment number. If not in
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// any segment, returns -1. Note: This function is defined in
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// gameseg.h, but object.h depends on gameseg.h, and object.h is where
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// object is defined...get it?
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imsegptridx_t find_object_seg(const d_level_shared_segment_state &, d_level_unique_segment_state &, const object_base &obj);
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// go through all objects and make sure they have the correct segment
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// numbers used when debugging is on
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void fix_object_segs();
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// Drops objects contained in objp.
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imobjptridx_t object_create_robot_egg(vmobjptr_t objp);
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imobjptridx_t object_create_robot_egg(int type, int id, int num, const vms_vector &init_vel, const vms_vector &pos, const vmsegptridx_t segnum);
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// Interface to object_create_egg, puts count objects of type type, id
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// = id in objp and then drops them.
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imobjptridx_t call_object_create_egg(const object_base &objp, unsigned count, int id);
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void dead_player_end();
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// Extract information from an object (objp->orient, objp->pos,
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// objp->segnum), stuff in a shortpos structure. See typedef
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// shortpos.
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void create_shortpos_little(const d_level_shared_segment_state &, shortpos &spp, const object_base &objp);
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void create_shortpos_native(const d_level_shared_segment_state &, shortpos &spp, const object_base &objp);
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// Extract information from a shortpos, stuff in objp->orient
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// (matrix), objp->pos, objp->segnum
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void extract_shortpos_little(vmobjptridx_t objp, const shortpos *spp);
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// create and extract quaternion structure from object data which greatly saves bytes by using quaternion instead or orientation matrix
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void create_quaternionpos(quaternionpos &qpp, const object_base &objp);
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void extract_quaternionpos(vmobjptridx_t objp, quaternionpos &qpp);
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// delete objects, such as weapons & explosions, that shouldn't stay
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// between levels if clear_all is set, clear even proximity bombs
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void clear_transient_objects(int clear_all);
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// returns the number of a free object, updating Highest_object_index.
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// Generally, obj_create() should be called to get an object, since it
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// fills in important fields and does the linking. returns -1 if no
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// free objects
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imobjptridx_t obj_allocate(d_level_unique_object_state &);
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// after calling init_object(), the network code has grabbed specific
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// object slots without allocating them. Go though the objects &
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// build the free list, then set the apporpriate globals Don't call
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// this function if you don't know what you're doing.
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void special_reset_objects(d_level_unique_object_state &);
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// attaches an object, such as a fireball, to another object, such as
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// a robot
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void obj_attach(object_array &Objects, vmobjptridx_t parent, vmobjptridx_t sub);
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void create_small_fireball_on_object(vmobjptridx_t objp, fix size_scale, int sound_flag);
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window_event_result dead_player_frame();
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#if defined(DXX_BUILD_DESCENT_II)
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extern int Drop_afterburner_blob_flag; //ugly hack
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// returns object number
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imobjptridx_t drop_marker_object(const vms_vector &pos, vmsegptridx_t segnum, const vms_matrix &orient, unsigned marker_num);
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void wake_up_rendered_objects(const object &gmissp, window_rendered_data &window);
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void fuelcen_check_for_goal(object &plrobj, const shared_segment &segp);
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#endif
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imobjptridx_t obj_find_first_of_type(int type);
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void object_rw_swap(struct object_rw *obj_rw, int swap);
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void reset_player_object();
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}
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#endif
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