164 lines
6.2 KiB
C
164 lines
6.2 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.
|
|
*/
|
|
|
|
/*
|
|
*
|
|
* Definitions for the laser code.
|
|
*
|
|
*/
|
|
|
|
#ifndef _LASER_H
|
|
#define _LASER_H
|
|
|
|
enum weapon_type_t
|
|
{
|
|
LASER_ID_L1,
|
|
LASER_ID = LASER_ID_L1, //0..3 are lasers
|
|
LASER_ID_L2,
|
|
LASER_ID_L3,
|
|
LASER_ID_L4,
|
|
CONCUSSION_ID = 8,
|
|
FLARE_ID = 9, // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
|
|
VULCAN_ID = 11, // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
|
|
SPREADFIRE_ID = 12, // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
|
|
PLASMA_ID = 13, // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
|
|
FUSION_ID = 14, // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
|
|
HOMING_ID = 15,
|
|
PROXIMITY_ID = 16,
|
|
SMART_ID = 17,
|
|
MEGA_ID = 18,
|
|
|
|
PLAYER_SMART_HOMING_ID = 19,
|
|
SUPER_MECH_MISS = 21,
|
|
REGULAR_MECH_MISS = 22,
|
|
SILENT_SPREADFIRE_ID = 23,
|
|
ROBOT_SMART_HOMING_ID = 29,
|
|
EARTHSHAKER_MEGA_ID = 54,
|
|
|
|
SUPER_LASER_ID = 30, // 30,31 are super lasers (level 5,6)
|
|
LASER_ID_L5 = SUPER_LASER_ID,
|
|
LASER_ID_L6,
|
|
|
|
GAUSS_ID = 32, // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
|
|
HELIX_ID = 33, // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
|
|
PHOENIX_ID = 34, // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
|
|
OMEGA_ID = 35, // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
|
|
|
|
FLASH_ID = 36,
|
|
GUIDEDMISS_ID = 37,
|
|
SUPERPROX_ID = 38,
|
|
MERCURY_ID = 39,
|
|
EARTHSHAKER_ID = 40,
|
|
|
|
SMART_MINE_HOMING_ID = 47,
|
|
ROBOT_SMART_MINE_HOMING_ID = 49,
|
|
ROBOT_SUPERPROX_ID = 53,
|
|
ROBOT_EARTHSHAKER_ID = 58,
|
|
|
|
PMINE_ID = 51, //the mine that the designers can place
|
|
};
|
|
|
|
// 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 LASER_HELIX_FLAG0 4 // helix uses 3 bits for angle
|
|
#define LASER_HELIX_FLAG1 8 // helix uses 3 bits for angle
|
|
#define LASER_HELIX_FLAG2 16 // helix uses 3 bits for angle
|
|
|
|
#define LASER_HELIX_SHIFT 2 // how far to shift count to put in flags
|
|
#define LASER_HELIX_MASK 7 // must match number of bits in flags
|
|
|
|
#define MAX_LASER_LEVEL 3 // Note, laser levels are numbered from 0.
|
|
#define MAX_SUPER_LASER_LEVEL 5 // 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 (7*F1_0/8)
|
|
#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
|
|
|
|
extern struct object *Guided_missile[];
|
|
extern int Guided_missile_sig[];
|
|
|
|
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);
|
|
extern int Network_laser_track;
|
|
|
|
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);
|
|
|
|
// creates a weapon object
|
|
int create_weapon_object(int weapon_type,int segnum,vms_vector *position);
|
|
|
|
// give up control of the guided missile
|
|
void release_guided_missile(int player_num);
|
|
|
|
extern void create_smart_children(struct object *objp, int count);
|
|
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];
|
|
|
|
// Omega cannon stuff.
|
|
#define MAX_OMEGA_CHARGE (F1_0) // Maximum charge level for omega cannonw
|
|
extern fix Omega_charge;
|
|
// NOTE: OMEGA_CHARGE_SCALE moved to laser.c to avoid long rebuilds if changed
|
|
extern int ok_to_do_omega_damage(struct object *weapon);
|
|
|
|
#endif /* _LASER_H */
|