318 lines
11 KiB
C
318 lines
11 KiB
C
/* $Id: laser.h,v 1.3 2003-10-10 00:30:28 btb Exp $ */
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/*
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Definitions for the laser code.
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*
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* Old Log:
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* Revision 1.1 1995/05/16 15:58:43 allender
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* Initial revision
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*
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* Revision 2.0 1995/02/27 11:32:27 john
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* New version 2.0, which has no anonymous unions, builds with
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* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
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*
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* Revision 1.50 1995/02/01 21:03:44 john
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* Lintified.
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*
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* Revision 1.49 1995/02/01 16:34:11 john
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* Linted.
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*
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* Revision 1.48 1995/01/31 16:16:16 mike
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* Separate smart blobs for robot and player.
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*
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* Revision 1.47 1995/01/27 17:02:55 mike
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* Add LASER_ID -- why wasn't this added in June?
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*
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* Revision 1.46 1995/01/25 10:53:27 mike
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* make badass damage go through grates.
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*
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* Revision 1.45 1994/12/12 17:17:32 mike
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* make boss cloak/teleport when get hit, make quad laser 3/4 as powerful.
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*
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* Revision 1.44 1994/12/04 16:17:23 mike
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* spruce up homing missile behavior.
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*
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* Revision 1.43 1994/12/03 12:48:30 mike
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* make homing missile tracking not frame rate dependent (more-or-less)
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*
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* Revision 1.42 1994/10/12 08:04:54 mike
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* Clean up proximity/homing mess.
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*
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* Revision 1.41 1994/10/09 20:07:04 rob
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* Change prototype for do_laser_firing
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*
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* Revision 1.40 1994/10/09 00:15:48 mike
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* Add constants for super mech missile, regular mech missile, silent spreadfire.
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*
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* Revision 1.39 1994/10/08 19:52:09 rob
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* Added new weapon fire flags.
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*
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* Revision 1.38 1994/10/07 15:31:12 mike
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* Prototypes for new laser functions which don't necessarily make sound.
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*
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* Revision 1.37 1994/10/05 17:08:29 matt
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* Fixed a couple of small bugs, and made homing missiles alternate sides
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*
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* Revision 1.36 1994/09/28 14:28:55 rob
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* Added firing of missiles on networks/serial.
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*
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* Revision 1.35 1994/09/24 14:17:02 mike
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* Prototype do_laser_firing.
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*
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* Revision 1.34 1994/09/23 11:36:49 mike
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* Prototype Laser_create_new_easy.
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*
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* Revision 1.33 1994/09/20 11:55:01 mike
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* Fix bug.
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*
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* Revision 1.32 1994/09/20 11:48:34 mike
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* Change spreadfire laser to use new bitmap. (Define SPREADFIRE_ID)
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*
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* Revision 1.31 1994/09/15 16:31:28 mike
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* Prototype object_to_object_visibility.
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*
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* Revision 1.30 1994/09/10 17:31:40 mike
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* Add thrust to weapons.
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*
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* Revision 1.29 1994/09/08 14:49:44 mike
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* Bunch of IDs for new weapon types.
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*
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* Revision 1.28 1994/09/07 19:16:40 mike
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* Homing missile.
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*
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* Revision 1.27 1994/09/07 15:59:47 mike
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* Kill FLARE_MAX_TIME (now defined in bitmaps.tbl), add PROXIMITY_ID (shame!), prototype do_laser_firing, do_missile_firing.
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*
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* Revision 1.26 1994/09/03 15:22:41 mike
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* Kill Projectile_player_fire prototype.
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*
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* Revision 1.25 1994/09/02 16:39:00 mike
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* IDs for primary weapons.
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*
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* Revision 1.24 1994/09/02 11:55:54 mike
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* Define some illegal constants.
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*
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* Revision 1.23 1994/08/25 18:12:06 matt
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* Made player's weapons and flares fire from the positions on the 3d model.
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* Also added support for quad lasers.
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*
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* Revision 1.22 1994/08/19 15:22:28 mike
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* Define constant for MAX_LASER_LEVEL.
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*
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* Revision 1.21 1994/08/13 12:20:47 john
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* Made the networking uise the Players array.
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*
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* Revision 1.20 1994/08/10 10:44:05 john
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* Made net players fire..
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*
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* Revision 1.19 1994/06/27 18:30:57 mike
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* Add flares.
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*
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* Revision 1.18 1994/06/09 15:32:37 mike
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* Muzzle flash
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*
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* Revision 1.17 1994/05/19 09:09:00 mike
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* Move a bunch of laser variables to bm.h, I think.
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* Also, added Robot_laser_speed, instead of hard-coding Laser_speed/4.
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*
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* Revision 1.16 1994/05/14 17:16:20 matt
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* Got rid of externs in source (non-header) files
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*
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* Revision 1.15 1994/05/13 20:27:39 john
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* Version II of John's new object code.
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*
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* Revision 1.14 1994/04/20 15:06:47 john
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* Neatend laser code and fixed some laser bugs.
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*
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* Revision 1.13 1994/04/01 13:35:15 matt
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* Cleaned up laser code a bit; moved some code here object.c to laser.c
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*
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* Revision 1.12 1994/04/01 11:14:24 yuan
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* Added multiple bitmap functionality to all objects...
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* (hostages, powerups, lasers, etc.)
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* Hostages and powerups are implemented in the object system,
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* just need to finish function call to "affect" player.
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*
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* Revision 1.11 1994/03/31 09:10:09 matt
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* Added #define to turn crosshair off
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*
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* Revision 1.10 1994/02/17 11:33:15 matt
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* Changes in object system
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*
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* Revision 1.9 1994/01/06 11:56:01 john
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* Made lasers be lines, not purple blobs
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*
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* Revision 1.8 1994/01/05 10:53:35 john
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* New object code by John.
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*
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* Revision 1.7 1993/12/08 14:21:36 john
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* Added ExplodeObject
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*
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* Revision 1.6 1993/12/08 11:28:54 john
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* Made lasers look like bolts.
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*
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* Revision 1.5 1993/12/01 13:12:40 john
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* made lasers frame-rate independant
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*
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* Revision 1.4 1993/11/30 19:00:42 john
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* lasers working kinda
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*
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* Revision 1.3 1993/11/29 19:44:53 john
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* *** empty log message ***
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*
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* Revision 1.2 1993/11/29 17:44:55 john
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* *** empty log message ***
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*
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* Revision 1.1 1993/11/29 17:19:19 john
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* Initial revision
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*
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*
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*/
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#ifndef _LASER_H
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#define _LASER_H
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#define LASER_ID 0 //0..3 are lasers
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#define CONCUSSION_ID 8
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#define FLARE_ID 9 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
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#define VULCAN_ID 11 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
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#define SPREADFIRE_ID 12 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
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#define PLASMA_ID 13 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
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#define FUSION_ID 14 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
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#define HOMING_ID 15
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#define PROXIMITY_ID 16
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#define SMART_ID 17
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#define MEGA_ID 18
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#define PLAYER_SMART_HOMING_ID 19
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#define SUPER_MECH_MISS 21
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#define REGULAR_MECH_MISS 22
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#define SILENT_SPREADFIRE_ID 23
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#define ROBOT_SMART_HOMING_ID 29
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#define EARTHSHAKER_MEGA_ID 54
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#define SUPER_LASER_ID 30 // 30,31 are super lasers (level 5,6)
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#define GAUSS_ID 32 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
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#define HELIX_ID 33 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
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#define PHOENIX_ID 34 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
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#define OMEGA_ID 35 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
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#define FLASH_ID 36
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#define GUIDEDMISS_ID 37
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#define SUPERPROX_ID 38
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#define MERCURY_ID 39
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#define EARTHSHAKER_ID 40
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#define SMART_MINE_HOMING_ID 47
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#define ROBOT_SMART_MINE_HOMING_ID 49
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#define ROBOT_SUPERPROX_ID 53
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#define ROBOT_EARTHSHAKER_ID 58
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#define PMINE_ID 51 //the mine that the designers can place
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#define OMEGA_MULTI_LIFELEFT (F1_0/6)
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// These are new defines for the value of 'flags' passed to do_laser_firing.
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// The purpose is to collect other flags like QUAD_LASER and Spreadfire_toggle
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// into a single 8-bit quantity so it can be easily used in network mode.
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#define LASER_QUAD 1
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#define LASER_SPREADFIRE_TOGGLED 2
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#define LASER_HELIX_FLAG0 4 // helix uses 3 bits for angle
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#define LASER_HELIX_FLAG1 8 // helix uses 3 bits for angle
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#define LASER_HELIX_FLAG2 16 // helix uses 3 bits for angle
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#define LASER_HELIX_SHIFT 2 // how far to shift count to put in flags
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#define LASER_HELIX_MASK 7 // must match number of bits in flags
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#define MAX_LASER_LEVEL 3 // Note, laser levels are numbered from 0.
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#define MAX_SUPER_LASER_LEVEL 5 // Note, laser levels are numbered from 0.
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#define MAX_LASER_BITMAPS 6
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// For muzzle firing casting light.
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#define MUZZLE_QUEUE_MAX 8
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// Constants governing homing missile behavior.
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// MIN_TRACKABLE_DOT gets inversely scaled by FrameTime and stuffed in
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// Min_trackable_dot
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#define MIN_TRACKABLE_DOT (7*F1_0/8)
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#define MAX_TRACKABLE_DIST (F1_0*250)
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#define HOMING_MISSILE_STRAIGHT_TIME (F1_0/8) // Changed as per request of John, Adam, Yuan, but mostly John
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extern fix Min_trackable_dot; // MIN_TRACKABLE_DOT inversely scaled by FrameTime
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extern object *Guided_missile[];
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extern int Guided_missile_sig[];
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void Laser_render(object *obj);
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void Laser_player_fire(object * obj, int type, int gun_num, int make_sound, int harmless_flag);
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void Laser_player_fire_spread(object *obj, int laser_type, int gun_num, fix spreadr, fix spreadu, int make_sound, int harmless);
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void Laser_do_weapon_sequence(object *obj);
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void Flare_create(object *obj);
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int laser_are_related(int o1, int o2);
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extern int do_laser_firing_player(void);
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extern void do_missile_firing(int do_autoselect);
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extern void net_missile_firing(int player, int weapon, int flags);
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int Laser_create_new(vms_vector * direction, vms_vector * position, int segnum, int parent, int type, int make_sound);
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// Fires a laser-type weapon (a Primary weapon)
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// Fires from object objnum, weapon type weapon_id.
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// Assumes that it is firing from a player object, so it knows which
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// gun to fire from.
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// Returns the number of shots actually fired, which will typically be
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// 1, but could be higher for low frame rates when rapidfire weapons,
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// such as vulcan or plasma are fired.
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extern int do_laser_firing(int objnum, int weapon_id, int level, int flags, int nfires);
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// Easier to call than Laser_create_new because it determines the
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// segment containing the firing point and deals with it being stuck
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// in an object or through a wall.
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// Fires a laser of type "weapon_type" from an object (parent) in the
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// direction "direction" from the position "position"
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// Returns object number of laser fired or -1 if not possible to fire
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// laser.
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int Laser_create_new_easy(vms_vector * direction, vms_vector * position, int parent, int weapon_type, int make_sound);
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// creates a weapon object
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int create_weapon_object(int weapon_type,int segnum,vms_vector *position);
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// give up control of the guided missile
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void release_guided_missile(int player_num);
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extern void create_smart_children(object *objp, int count);
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extern int object_to_object_visibility(object *obj1, object *obj2, int trans_type);
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extern int Muzzle_queue_index;
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typedef struct muzzle_info {
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fix create_time;
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short segnum;
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vms_vector pos;
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} muzzle_info;
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extern muzzle_info Muzzle_data[MUZZLE_QUEUE_MAX];
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// Omega cannon stuff.
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#define MAX_OMEGA_CHARGE (F1_0) // Maximum charge level for omega cannonw
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extern fix Omega_charge;
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// NOTE: OMEGA_CHARGE_SCALE moved to laser.c to avoid long rebuilds if changed
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#endif /* _LASER_H */
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