dxx-rebirth/main/object.h

438 lines
16 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 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
#ifndef _OBJECT_H
#define _OBJECT_H
#include "pstypes.h"
#include "vecmat.h"
#include "segment.h"
#include "gameseg.h"
#include "aistruct.h"
#include "gr.h"
#include "piggy.h"
/*
* CONSTANTS
*/
#define MAX_OBJECTS 350 //increased on 01/24/95 for multiplayer. --MK; total number of objects in world
//Object types
#define OBJ_NONE 255 //unused object
#define OBJ_WALL 0 //A wall... not really an object, but used for collisions
#define OBJ_FIREBALL 1 //a fireball, part of an explosion
#define OBJ_ROBOT 2 //an evil enemy
#define OBJ_HOSTAGE 3 //a hostage you need to rescue
#define OBJ_PLAYER 4 //the player on the console
#define OBJ_WEAPON 5 //a laser, missile, etc
#define OBJ_CAMERA 6 //a camera to slew around with
#define OBJ_POWERUP 7 //a powerup you can pick up
#define OBJ_DEBRIS 8 //a piece of robot
#define OBJ_CNTRLCEN 9 //the control center
#define OBJ_FLARE 10 //a flare
#define OBJ_CLUTTER 11 //misc objects
#define OBJ_GHOST 12 //what the player turns into when dead
#define OBJ_LIGHT 13 //a light source, & not much else
#define OBJ_COOP 14 //a cooperative player object.
#define OBJ_MARKER 15 //a map marker
// WARNING!! If you add a type here, add its name to Object_type_names in object.c
#define MAX_OBJECT_TYPES 16
//Result types
#define RESULT_NOTHING 0 //Ignore this collision
#define RESULT_CHECK 1 //Check for this collision
//Control types - what tells this object what do do
#define CT_NONE 0 //doesn't move (or change movement)
#define CT_AI 1 //driven by AI
#define CT_EXPLOSION 2 //explosion sequencer
#define CT_FLYING 4 //the player is flying
#define CT_SLEW 5 //slewing
#define CT_FLYTHROUGH 6 //the flythrough system
#define CT_WEAPON 9 //laser, etc.
#define CT_REPAIRCEN 10 //under the control of the repair center
#define CT_MORPH 11 //this object is being morphed
#define CT_DEBRIS 12 //this is a piece of debris
#define CT_POWERUP 13 //animating powerup blob
#define CT_LIGHT 14 //doesn't actually do anything
#define CT_REMOTE 15 //controlled by another net player
#define CT_CNTRLCEN 16 //the control center/main reactor
//Movement types
#define MT_NONE 0 //doesn't move
#define MT_PHYSICS 1 //moves by physics
#define MT_SPINNING 3 //this object doesn't move, just sits and spins
//Render types
#define RT_NONE 0 //does not render
#define RT_POLYOBJ 1 //a polygon model
#define RT_FIREBALL 2 //a fireball
#define RT_LASER 3 //a laser
#define RT_HOSTAGE 4 //a hostage
#define RT_POWERUP 5 //a powerup
#define RT_MORPH 6 //a robot being morphed
#define RT_WEAPON_VCLIP 7 //a weapon that renders as a vclip
//misc object flags
#define OF_EXPLODING 1 //this object is exploding
#define OF_SHOULD_BE_DEAD 2 //this object should be dead, so next time we can, we should delete this object.
#define OF_DESTROYED 4 //this has been killed, and is showing the dead version
#define OF_SILENT 8 //this makes no sound when it hits a wall. Added by MK for weapons, if you extend it to other types, do it completely!
#define OF_ATTACHED 16 //this object is a fireball attached to another object
#define OF_HARMLESS 32 //this object does no damage. Added to make quad lasers do 1.5 damage as normal lasers.
#define OF_PLAYER_DROPPED 64 //this object was dropped by the player...
//Different Weapon ID types...
#define WEAPON_ID_LASER 0
#define WEAPON_ID_MISSLE 1
#define WEAPON_ID_CANNONBALL 2
//Object Initial shields...
#define OBJECT_INITIAL_SHIELDS F1_0/2
//physics flags
#define PF_TURNROLL 0x01 // roll when turning
#define PF_LEVELLING 0x02 // level object with closest side
#define PF_BOUNCE 0x04 // bounce (not slide) when hit will
#define PF_WIGGLE 0x08 // wiggle while flying
#define PF_STICK 0x10 // object sticks (stops moving) when hits wall
#define PF_PERSISTENT 0x20 // object keeps going even after it hits another object (eg, fusion cannon)
#define PF_USES_THRUST 0x40 // this object uses its thrust
#define PF_BOUNCED_ONCE 0x80 // Weapon has bounced once.
#define PF_FREE_SPINNING 0x100 // Drag does not apply to rotation of this object
#define PF_BOUNCES_TWICE 0x200 // This weapon bounces twice, then dies
#define IMMORTAL_TIME 0x3fffffff // Time assigned to immortal objects, about 32768 seconds, or about 9 hours.
#define ONE_FRAME_TIME 0x3ffffffe // Objects with this lifeleft will live for exactly one frame
extern char Object_type_names[MAX_OBJECT_TYPES][9];
// List of objects rendered last frame in order. Created at render time, used by homing missiles in laser.c
#define MAX_RENDERED_OBJECTS 50
/*
* STRUCTURES
*/
// A compressed form for sending crucial data about via slow devices, such as modems and buggies.
typedef struct shortpos {
byte bytemat[9];
short xo,yo,zo;
short segment;
short velx, vely, velz;
} __pack__ shortpos;
// This is specific to the shortpos extraction routines in gameseg.c.
#define RELPOS_PRECISION 10
#define MATRIX_PRECISION 9
#define MATRIX_MAX 0x7f // This is based on MATRIX_PRECISION, 9 => 0x7f
//information for physics sim for an object
typedef struct physics_info {
vms_vector velocity; //velocity vector of this object
vms_vector thrust; //constant force applied to this object
fix mass; //the mass of this object
fix drag; //how fast this slows down
fix brakes; //how much brakes applied
vms_vector rotvel; //rotational velecity (angles)
vms_vector rotthrust; //rotational acceleration
fixang turnroll; //rotation caused by turn banking
ushort flags; //misc physics flags
} __pack__ physics_info;
//stuctures for different kinds of simulation
typedef struct laser_info {
short parent_type; // The type of the parent of this object
short parent_num; // The object's parent's number
int parent_signature; // The object's parent's signature...
fix creation_time; // Absolute time of creation.
short last_hitobj; // For persistent weapons (survive object collision), object it most recently hit.
short track_goal; // Object this object is tracking.
fix multiplier; // Power if this is a fusion bolt (or other super weapon to be added).
} __pack__ laser_info;
typedef struct explosion_info {
fix spawn_time; // when lifeleft is < this, spawn another
fix delete_time; // when to delete object
short delete_objnum; // and what object to delete
short attach_parent; // explosion is attached to this object
short prev_attach; // previous explosion in attach list
short next_attach; // next explosion in attach list
} __pack__ explosion_info;
typedef struct light_info {
fix intensity; //how bright the light is
} __pack__ light_info;
#define PF_SPAT_BY_PLAYER 1 //this powerup was spat by the player
typedef struct powerup_info {
int count; //how many/much we pick up (vulcan cannon only?)
fix creation_time; //Absolute time of creation.
int flags; //spat by player?
} __pack__ powerup_info;
typedef struct vclip_info {
int vclip_num;
fix frametime;
byte framenum;
} __pack__ vclip_info;
//structures for different kinds of rendering
typedef struct polyobj_info {
int model_num; //which polygon model
vms_angvec anim_angles[MAX_SUBMODELS]; //angles for each subobject
int subobj_flags; //specify which subobjs to draw
int tmap_override; //if this is not -1, map all face to this
int alt_textures; //if not -1, use these textures instead
} __pack__ polyobj_info;
typedef struct object {
int signature; // Every object ever has a unique signature...
ubyte type; // what type of object this is... robot, weapon, hostage, powerup, fireball
ubyte id; // which form of object...which powerup, robot, etc.
short next,prev; // id of next and previous connected object in Objects, -1 = no connection
ubyte control_type; // how this object is controlled
ubyte movement_type; // how this object moves
ubyte render_type; // how this object renders
ubyte flags; // misc flags
short segnum; // segment number containing object
short attached_obj; // number of attached fireball object
vms_vector pos; // absolute x,y,z coordinate of center of object
vms_matrix orient; // orientation of object in world
fix size; // 3d size of object - for collision detection
fix shields; // Starts at maximum, when <0, object dies..
vms_vector last_pos; // where object was last frame
byte contains_type; // Type of object this object contains (eg, spider contains powerup)
byte contains_id; // ID of object this object contains (eg, id = blue type = key)
byte contains_count;// number of objects of type:id this object contains
byte matcen_creator;// Materialization center that created this object, high bit set if matcen-created
fix lifeleft; // how long until goes away, or 7fff if immortal
// -- Removed, MK, 10/16/95, using lifeleft instead: int lightlevel;
//movement info, determined by MOVEMENT_TYPE
union {
physics_info phys_info; //a physics object
vms_vector spin_rate; //for spinning objects
} __pack__ mtype;
//control info, determined by CONTROL_TYPE
union {
laser_info laser_info;
explosion_info expl_info; //NOTE: debris uses this also
ai_static ai_info;
light_info light_info; //why put this here? Didn't know what else to do with it.
powerup_info powerup_info;
} __pack__ ctype;
//render info, determined by RENDER_TYPE
union {
polyobj_info pobj_info; //polygon model
vclip_info vclip_info; //vclip
} __pack__ rtype;
} __pack__ object;
typedef struct obj_position {
vms_vector pos; // absolute x,y,z coordinate of center of object
vms_matrix orient; // orientation of object in world
short segnum; // segment number containing object
} obj_position;
typedef struct {
int frame;
object *viewer;
int rear_view;
int user;
int num_objects;
short rendered_objects[MAX_RENDERED_OBJECTS];
} window_rendered_data;
#define MAX_RENDERED_WINDOWS 3
extern window_rendered_data Window_rendered_data[MAX_RENDERED_WINDOWS];
/*
* VARIABLES
*/
extern int Object_next_signature; // The next signature for the next newly created object
extern ubyte CollisionResult[MAX_OBJECT_TYPES][MAX_OBJECT_TYPES];
// ie CollisionResult[a][b]== what happens to a when it collides with b
extern object Objects[];
extern int Highest_object_index; //highest objnum
extern char *robot_names[]; //name of each robot
extern int Num_robot_types;
extern object *ConsoleObject; //pointer to the object that is the player
extern object *Viewer; //which object we are seeing from
extern object *Dead_player_camera;
extern object Follow;
extern int Player_is_dead; // !0 means player is dead!
extern int Player_exploded;
extern int Death_sequence_aborted;
extern int Player_fired_laser_this_frame;
/*
* FUNCTIONS
*/
//do whatever setup needs to be done
void init_objects();
//returns segment number object is in. Searches out from object's current
//seg, so this shouldn't be called if the object has "jumped" to a new seg
int obj_get_new_seg(object *obj);
//when an object has moved into a new segment, this function unlinks it
//from its old segment, and links it into the new segment
void obj_relink(int objnum,int newsegnum);
//move an object from one segment to another. unlinks & relinks
void obj_set_new_seg(int objnum,int newsegnum);
//links an object into a segment's list of objects.
//takes object number and segment number
void obj_link(int objnum,int segnum);
//unlinks an object from a segment's list of objects
void obj_unlink(int objnum);
//initialize a new object. adds to the list for the given segment
//returns the object number
int obj_create(ubyte type,ubyte id,int segnum,vms_vector *pos,
vms_matrix *orient,fix size,ubyte ctype,ubyte mtype,ubyte rtype);
//make a copy of an object. returs num of new object
int obj_create_copy(int objnum, vms_vector *new_pos, int newsegnum);
//remove object from the world
void obj_delete(int objnum);
//called after load. Takes number of objects, and objects should be
//compressed
void reset_objects(int n_objs);
//make object array non-sparse
void compress_objects(void);
//Render an object. Calls one of several routines based on type
void render_object(object *obj);
//Draw a blob-type object, like a fireball
void draw_object_blob(object *obj,bitmap_index bitmap);
//draw an object that is a texture-mapped rod
void draw_object_tmap_rod(object *obj,bitmap_index bitmap,int lighted);
//Deletes all objects that have been marked for death.
void obj_delete_all_that_should_be_dead();
// Toggles whether or not lock-boxes draw.
void object_toggle_lock_targets();
//move all objects for the current frame
void object_move_all(); // moves all objects
//set viewer object to next object in array
void object_goto_next_viewer();
//draw target boxes for nearby robots
void object_render_targets(void);
//move an object for the current frame
void object_move_one( object * obj );
//make object0 the player, setting all relevant fields
void init_player_object();
//check if object is in object->segnum. if not, check the adjacent segs.
//if not any of these, returns false, else sets obj->segnum & returns true
//callers should really use find_vector_intersection()
//Note: this function is in gameseg.c
extern int update_object_seg(struct object *obj);
// Finds what segment *obj is in, returns segment number.
// If not in any segment, returns -1.
// Note: This function is defined in gameseg.h, but object.h depends on gameseg.h, and
// object.h is where object is defined...get it?
extern int find_object_seg(object * obj );
//go through all objects and make sure they have the correct segment numbers
//used when debugging is on
void fix_object_segs();
// Drops objects contained in objp.
int object_create_egg(object *objp);
// Interface to object_create_egg, puts count objects of type type, id = id in objp and then drops them.
int call_object_create_egg(object *objp, int count, int type, int id);
extern void dead_player_end(void);
// Extract information from an object (objp->orient, objp->pos, objp->segnum), stuff in a shortpos structure.
// See typedef shortpos.
extern void create_shortpos(shortpos *spp, object *objp, int swap_bytes);
// Extract information from a shortpos, stuff in objp->orient (matrix), objp->pos, objp->segnum
extern void extract_shortpos(object *objp, shortpos *spp, int swap_bytes);
//delete objects, such as weapons & explosions, that shouldn't stay between levels
//if clear_all is set, clear even proximity bombs
void clear_transient_objects(int clear_all);
//returns the number of a free object, updating Highest_object_index.
//Generally, obj_create() should be called to get an object, since it
//fills in important fields and does the linking.
//returns -1 if no free objects
int obj_allocate(void);
//frees up an object. Generally, obj_delete() should be called to get
//rid of an object. This function deallocates the object entry after
//the object has been unlinked
void obj_free(int objnum);
//after calling init_object(), the network code has grabbed specific
//object slots without allocating them. Go though the objects & build
//the free list, then set the apporpriate globals
//Don't call this function if you don't know what you're doing.
void special_reset_objects(void);
//attaches an object, such as a fireball, to another object, such as a robot
void obj_attach(object *parent,object *sub);
extern void create_small_fireball_on_object(object *objp, fix size_scale, int sound_flag);
//returns object number
int drop_marker_object(vms_vector *pos,int segnum,vms_matrix *orient,int marker_num);
extern void wake_up_rendered_objects(object *gmissp, int window_num);
extern void AdjustMineSpawn();
void reset_player_object(void);
#endif