dxx-rebirth/common/main/object.h
Kp e3faab0899 Use alias template per_player_array for arrays that are MAX_PLAYERS long
This removes the need to repeat MAX_PLAYERS in every usage, and prepares
for a future change to use enumerated_array instead of std::array.
2022-09-24 17:47:53 +00:00

839 lines
28 KiB
C++

/*
* Portions of this file are copyright Rebirth contributors and licensed as
* described in COPYING.txt.
* Portions of this file are copyright Parallax Software and licensed
* according to the Parallax license below.
* See COPYING.txt for license details.
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.
*/
/*
*
* object system definitions
*
*/
#pragma once
#include <type_traits>
#include "dsx-ns.h"
#ifdef dsx
#include "pstypes.h"
#include "vecmat.h"
#include "aistruct.h"
#include "polyobj.h"
#include <cassert>
#include <cstdint>
#include "dxxsconf.h"
#include "valptridx.h"
#include "objnum.h"
#include "fwd-segment.h"
#include <vector>
#include <stdexcept>
#include "fwd-object.h"
#include "fwd-robot.h"
#include "fwd-weapon.h"
#include "fwd-player.h"
#include "powerup.h"
#include "compiler-poison.h"
#include "physics_info.h"
#include "player-flags.h"
#if defined(DXX_BUILD_DESCENT_II)
#include "escort.h"
#endif
#include <array>
#include <utility>
namespace dcx {
// Object types
enum object_type_t : uint8_t
{
OBJ_NONE = 255, // unused object
OBJ_WALL = 0, // A wall... not really an object, but used for collisions
OBJ_FIREBALL = 1, // a fireball, part of an explosion
OBJ_ROBOT = 2, // an evil enemy
OBJ_HOSTAGE = 3, // a hostage you need to rescue
OBJ_PLAYER = 4, // the player on the console
OBJ_WEAPON = 5, // a laser, missile, etc
OBJ_CAMERA = 6, // a camera to slew around with
OBJ_POWERUP = 7, // a powerup you can pick up
OBJ_DEBRIS = 8, // a piece of robot
OBJ_CNTRLCEN = 9, // the control center
OBJ_CLUTTER = 11, // misc objects
OBJ_GHOST = 12, // what the player turns into when dead
OBJ_LIGHT = 13, // a light source, & not much else
OBJ_COOP = 14, // a cooperative player object.
OBJ_MARKER = 15, // a map marker
};
enum render_type_t : uint8_t
{
RT_NONE = 0, // does not render
RT_POLYOBJ = 1, // a polygon model
RT_FIREBALL = 2, // a fireball
RT_LASER = 3, // a laser
RT_HOSTAGE = 4, // a hostage
RT_POWERUP = 5, // a powerup
RT_MORPH = 6, // a robot being morphed
RT_WEAPON_VCLIP = 7, // a weapon that renders as a vclip
};
enum class gun_num_t : uint8_t
{
_0,
_1,
_2,
_3,
_4,
center = 6,
_7,
};
static inline bool valid_render_type(const uint8_t r)
{
switch (r)
{
case RT_NONE:
case RT_POLYOBJ:
case RT_FIREBALL:
case RT_LASER:
case RT_HOSTAGE:
case RT_POWERUP:
case RT_MORPH:
case RT_WEAPON_VCLIP:
return true;
default:
return false;
}
}
}
namespace dsx {
/*
* STRUCTURES
*/
struct reactor_static {
/* Location of the gun on the reactor object */
std::array<vms_vector, MAX_CONTROLCEN_GUNS> gun_pos,
/* Orientation of the gun on the reactor object */
gun_dir;
};
struct player_info
{
fix energy; // Amount of energy remaining.
fix homing_object_dist; // Distance of nearest homing object.
fix Fusion_charge;
#if defined(DXX_BUILD_DESCENT_II)
fix Omega_charge;
fix Omega_recharge_delay;
#endif
player_flags powerup_flags;
objnum_t killer_objnum; // Who killed me.... (-1 if no one)
uint16_t vulcan_ammo;
#if defined(DXX_BUILD_DESCENT_I)
using primary_weapon_flag_type = uint8_t;
#elif defined(DXX_BUILD_DESCENT_II)
using primary_weapon_flag_type = uint16_t;
#endif
primary_weapon_flag_type primary_weapon_flags;
bool Player_eggs_dropped;
bool FakingInvul;
bool lavafall_hiss_playing;
uint8_t missile_gun;
player_selected_weapon<primary_weapon_index_t> Primary_weapon;
player_selected_weapon<secondary_weapon_index_t> Secondary_weapon;
enum laser_level laser_level;
std::array<uint8_t, MAX_SECONDARY_WEAPONS> secondary_ammo; // How much ammo of each type.
uint8_t Spreadfire_toggle;
#if defined(DXX_BUILD_DESCENT_II)
uint8_t Primary_last_was_super;
uint8_t Secondary_last_was_super;
uint8_t Helix_orientation;
#endif
int16_t net_killed_total; // Number of times killed total
int16_t net_kills_total; // Number of net kills total
int16_t KillGoalCount; // Num of players killed this level
union {
struct {
int score; // Current score.
int last_score; // Score at beginning of current level.
uint16_t hostages_rescued_total; // Total number of hostages rescued.
uint8_t hostages_on_board;
} mission;
struct {
uint8_t orbs;
} hoard;
};
enum
{
max_hoard_orbs = 12,
};
fix64 cloak_time; // Time cloaked
fix64 invulnerable_time; // Time invulnerable
fix64 Next_flare_fire_time;
fix64 Next_laser_fire_time;
fix64 Next_missile_fire_time;
fix64 Last_bumped_local_player;
fix64 Auto_fire_fusion_cannon_time;
};
}
namespace dcx {
// A compressed form for sending crucial data
struct shortpos : prohibit_void_ptr<shortpos>
{
std::array<int8_t, 9> bytemat;
int16_t xo, yo, zo;
segnum_t segment;
int16_t velx, vely, velz;
};
// Another compressed form for object position, velocity, orientation and rotvel using quaternion
struct quaternionpos : prohibit_void_ptr<quaternionpos>
{
using packed_size = std::integral_constant<std::size_t, sizeof(vms_quaternion) + sizeof(segnum_t) + (sizeof(vms_vector) * 3)>;
vms_quaternion orient;
vms_vector pos;
segnum_t segment;
vms_vector vel;
vms_vector rotvel;
};
// stuctures for different kinds of simulation
struct laser_parent
{
int16_t parent_type = {}; // The type of the parent of this object
objnum_t parent_num = {}; // The object's parent's number
object_signature_t parent_signature = object_signature_t{0}; // The object's parent's signature...
};
struct laser_info : prohibit_void_ptr<laser_info>, laser_parent
{
fix64 creation_time = 0; // Absolute time of creation.
/* hitobj_pos specifies the next position to which a value should be
* written. That position may have a defined value if the array has
* wrapped, but should be treated as write-only in the general case.
*
* hitobj_count tells how many elements in hitobj_values[] are
* valid. Its valid values are [0, hitobj_values.size()]. When
* hitobj_count == hitobj_values.size(), hitobj_pos wraps around and
* begins erasing the oldest elements first.
*/
uint8_t hitobj_pos = 0, hitobj_count = 0;
std::array<objnum_t, 83> hitobj_values = {};
objnum_t track_goal = 0; // Object this object is tracking.
fix multiplier = 0; // Power if this is a fusion bolt (or other super weapon to be added).
uint_fast8_t test_set_hitobj(const vcobjidx_t o);
uint_fast8_t test_hitobj(const vcobjidx_t o) const;
icobjidx_t get_last_hitobj() const;
void clear_hitobj()
{
hitobj_pos = hitobj_count = 0;
}
void reset_hitobj(const icobjidx_t o)
{
if (o == object_none)
{
/* Adding object_none to the array is harmless, since
* get_last_hitobj can return object_none for empty arrays.
* However, by filtering it here (which is called only when
* loading data into new objects), test_hitobj (which is
* called every time the object strikes a potential target)
* will not need to read a slot that is guaranteed not to
* match.
*/
clear_hitobj();
return;
}
/* Assume caller already poisoned the unused array elements */
hitobj_pos = hitobj_count = 1;
hitobj_values[0] = o;
}
};
}
namespace dcx {
// Same as above but structure Savegames/Multiplayer objects expect
struct laser_info_rw
{
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__;
struct explosion_info : prohibit_void_ptr<explosion_info>
{
fix spawn_time; // when lifeleft is < this, spawn another
fix delete_time; // when to delete object
objnum_t delete_objnum; // and what object to delete
objnum_t attach_parent; // explosion is attached to this object
objnum_t prev_attach; // previous explosion in attach list
objnum_t next_attach; // next explosion in attach list
};
struct explosion_info_rw
{
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__;
struct light_info : prohibit_void_ptr<light_info>
{
fix intensity; // how bright the light is
};
struct light_info_rw
{
fix intensity; // how bright the light is
} __pack__;
struct powerup_info : prohibit_void_ptr<powerup_info>
{
int count; // how many/much we pick up (vulcan cannon only?)
int flags; // spat by player?
fix64 creation_time; // Absolute time of creation.
};
}
namespace dsx {
struct powerup_info_rw
{
int count; // how many/much we pick up (vulcan cannon only?)
#if defined(DXX_BUILD_DESCENT_II)
// Same as above but structure Savegames/Multiplayer objects expect
fix creation_time; // Absolute time of creation.
int flags; // spat by player?
#endif
} __pack__;
}
namespace dcx {
struct vclip_info : prohibit_void_ptr<vclip_info>
{
int vclip_num;
fix frametime;
uint8_t framenum;
};
struct vclip_info_rw
{
int vclip_num;
fix frametime;
sbyte framenum;
} __pack__;
// structures for different kinds of rendering
struct polyobj_info : prohibit_void_ptr<polyobj_info>
{
int model_num = 0; // which polygon model
std::array<vms_angvec, MAX_SUBMODELS> anim_angles{}; // angles for each subobject
int subobj_flags = 0; // specify which subobjs to draw
int tmap_override = 0; // if this is not -1, map all face to this
int alt_textures = 0; // if not -1, use these textures instead
};
struct polyobj_info_rw
{
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__;
struct object_base
{
enum class control_type : uint8_t;
enum class movement_type : uint8_t;
object_signature_t signature;
object_type_t type; // what type of object this is... robot, weapon, hostage, powerup, fireball
ubyte id; // which form of object...which powerup, robot, etc.
objnum_t next,prev; // id of next and previous connected object in Objects, -1 = no connection
enum control_type control_source; // how this object is controlled
enum movement_type movement_source; // how this object moves
render_type_t render_type; // how this object renders
ubyte flags; // misc flags
segnum_t segnum; // segment number containing object
objnum_t 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..
sbyte contains_type; // Type of object this object contains (eg, spider contains powerup)
sbyte contains_id; // ID of object this object contains (eg, id = blue type = key)
sbyte contains_count; // number of objects of type:id this object contains
sbyte 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 movement_info {
physics_info phys_info; // a physics object
vms_vector spin_rate; // for spinning objects
constexpr movement_info() :
phys_info{}
{
static_assert(sizeof(phys_info) == sizeof(*this), "insufficient initialization");
}
} mtype;
// render info, determined by RENDER_TYPE
union render_info {
struct polyobj_info pobj_info; // polygon model
struct vclip_info vclip_info; // vclip
constexpr render_info() :
pobj_info{}
{
static_assert(sizeof(pobj_info) == sizeof(*this), "insufficient initialization");
}
} rtype;
};
// Control types - what tells this object what do do
enum class object_base::control_type : uint8_t
{
None = 0, // doesn't move (or change movement)
ai = 1, // driven by AI
explosion = 2, // explosion sequencer
flying = 4, // the player is flying
slew = 5, // slewing
flythrough = 6, // the flythrough system
weapon = 9, // laser, etc.
repaircen = 10, // under the control of the repair center
morph = 11, // this object is being morphed
debris = 12, // this is a piece of debris
powerup = 13, // animating powerup blob
light = 14, // doesn't actually do anything
remote = 15, // controlled by another net player
cntrlcen = 16, // the control center/main reactor
};
enum class object_base::movement_type : uint8_t
{
None = 0, // doesn't move
physics = 1, // moves by physics
spinning = 3, // this object doesn't move, just sits and spins
};
}
namespace dsx {
#if defined(DXX_BUILD_DESCENT_II)
struct laser_info : public ::dcx::laser_info
{
fix64 last_afterburner_time = 0; // Time at which this object last created afterburner blobs.
};
#endif
struct object : public ::dcx::object_base
{
// control info, determined by CONTROL_TYPE
union control_info {
constexpr control_info() :
ai_info{}
{
static_assert(sizeof(ai_info) == sizeof(*this), "insufficient initialization");
}
struct laser_info laser_info;
struct explosion_info expl_info; // NOTE: debris uses this also
struct light_info light_info; // why put this here? Didn't know what else to do with it.
struct powerup_info powerup_info;
struct ai_static ai_info;
struct reactor_static reactor_info;
struct player_info player_info;
} ctype;
};
// Same as above but structure Savegames/Multiplayer objects expect
struct object_rw
{
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_source; // how this object is controlled
ubyte movement_source; // how this object moves
ubyte render_type; // how this object renders
ubyte flags; // misc flags
uint16_t 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
sbyte contains_type; // Type of object this object contains (eg, spider contains powerup)
sbyte contains_id; // ID of object this object contains (eg, id = blue type = key)
sbyte contains_count; // number of objects of type:id this object contains
sbyte 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_rw phys_info; // a physics object
vms_vector spin_rate; // for spinning objects
} __pack__ mtype ;
// control info, determined by CONTROL_TYPE
union {
laser_info_rw laser_info;
explosion_info_rw expl_info; // NOTE: debris uses this also
ai_static_rw ai_info;
light_info_rw light_info; // why put this here? Didn't know what else to do with it.
powerup_info_rw powerup_info;
} __pack__ ctype ;
// render info, determined by RENDER_TYPE
union {
polyobj_info_rw pobj_info; // polygon model
vclip_info_rw vclip_info; // vclip
} __pack__ rtype;
} __pack__;
}
static_assert(sizeof(object_rw) == 264);
namespace dcx {
struct obj_position
{
vms_vector pos; // absolute x,y,z coordinate of center of object
vms_matrix orient; // orientation of object in world
segnum_t segnum; // segment number containing object
};
}
#define set_object_type(O,T) \
( DXX_BEGIN_COMPOUND_STATEMENT { \
object_base &dxx_object_type_ref = (O); \
const uint8_t &dxx_object_type_value = (T); \
assert( \
dxx_object_type_value == OBJ_NONE || \
dxx_object_type_value == OBJ_FIREBALL || \
dxx_object_type_value == OBJ_ROBOT || \
dxx_object_type_value == OBJ_HOSTAGE || \
dxx_object_type_value == OBJ_PLAYER || \
dxx_object_type_value == OBJ_WEAPON || \
dxx_object_type_value == OBJ_CAMERA || \
dxx_object_type_value == OBJ_POWERUP || \
dxx_object_type_value == OBJ_DEBRIS || \
dxx_object_type_value == OBJ_CNTRLCEN || \
dxx_object_type_value == OBJ_CLUTTER || \
dxx_object_type_value == OBJ_GHOST || \
dxx_object_type_value == OBJ_LIGHT || \
dxx_object_type_value == OBJ_COOP || \
dxx_object_type_value == OBJ_MARKER \
); \
dxx_object_type_ref.type = static_cast<object_type_t>(dxx_object_type_value); \
} DXX_END_COMPOUND_STATEMENT )
namespace dsx {
template <typename T, std::size_t... N>
constexpr std::array<T, sizeof...(N)> init_object_number_array(std::index_sequence<N...>)
{
return {{((void)N, object_none)...}};
}
}
namespace dcx {
unsigned laser_parent_is_matching_signature(const laser_parent &l, const object_base &o);
struct d_level_unique_control_center_state
{
uint8_t Control_center_destroyed;
uint8_t Control_center_been_hit;
uint8_t Control_center_present;
player_visibility_state Control_center_player_been_seen;
objnum_t Dead_controlcen_object_num;
int Countdown_seconds_left;
fix Countdown_timer;
fix Frametime_until_next_fire;
/* If the player is not dead, this stays 0. If the player is dead,
* this accumulates FrameTime, up until it saturates. When it
* saturates, the reactor stops firing.
*
* FIXME: The original game defined this in terms of "the player",
* but reactors are present in multiplayer games.
*/
fix Frametime_since_player_died;
int Total_countdown_time; //in whole seconds
};
struct d_level_unique_boss_state
{
fix64 Last_gate_time;
fix64 Boss_cloak_start_time;
fix64 Last_teleport_time;
fix64 Boss_dying_start_time;
int8_t Boss_hit_this_frame;
int8_t Boss_dying;
int8_t Boss_dying_sound_playing;
};
}
#define Highest_object_index (Objects.get_count() - 1)
namespace dsx {
// initialize a new object. adds to the list for the given segment
// returns the object number
[[nodiscard]]
imobjptridx_t obj_create(d_level_unique_object_state &LevelUniqueObjectState, const d_level_shared_segment_state &LevelSharedSegmentState, d_level_unique_segment_state &LevelUniqueSegmentState, object_type_t type, unsigned id, vmsegptridx_t segnum, const vms_vector &pos, const vms_matrix *orient, fix size, enum object::control_type ctype, enum object::movement_type mtype, render_type_t rtype);
[[nodiscard]]
imobjptridx_t obj_weapon_create(d_level_unique_object_state &LevelUniqueObjectState, const d_level_shared_segment_state &LevelSharedSegmentState, d_level_unique_segment_state &LevelUniqueSegmentState, const weapon_info_array &Weapon_info, unsigned id, vmsegptridx_t segnum, const vms_vector &pos, fix size, render_type_t rtype);
#if defined(DXX_BUILD_DESCENT_II)
/* game_marker_index values are assigned as the object.id field for
* marker objects, and are used as an index into most marker-related
* arrays. These values are scoped to a single level. Each player
* marker has a unique value for game_marker_index, computed based on
* the player's ID and the player_marker_index active for that player
* when the marker was created.
*/
enum class game_marker_index : uint8_t
{
GuidebotDeathSite = 10,
None = UINT8_MAX
};
/* player_marker_index are per-player marker indexes. Each player has
* their own private number space. Valid values range from [0,
* maxdrop), where maxdrop depends on the game type (single player,
* competitive multiplayer, or cooperative multiplayer).
*/
enum class player_marker_index : uint8_t
{
_0,
None = UINT8_MAX
};
static inline game_marker_index &operator++(game_marker_index &i)
{
auto u = static_cast<unsigned>(i);
++ u;
i = static_cast<game_marker_index>(u);
return i;
}
static inline player_marker_index &operator++(player_marker_index &i)
{
auto u = static_cast<unsigned>(i);
++ u;
i = static_cast<player_marker_index>(u);
return i;
}
struct d_unique_buddy_state
{
enum class Escort_goal_reachability : uint8_t
{
unreachable,
reachable,
};
icobjidx_t Buddy_objnum = object_none;
icobjidx_t Escort_goal_objidx = object_none;
Escort_goal_reachability Escort_goal_reachable = Escort_goal_reachability::unreachable;
uint8_t Buddy_allowed_to_talk;
uint8_t Buddy_messages_suppressed;
uint8_t Buddy_gave_hint_count;
game_marker_index Looking_for_marker;
int Last_buddy_key;
int Last_buddy_polish_path_tick;
escort_goal_t Escort_goal_object;
escort_goal_t Escort_special_goal;
fix64 Buddy_sorry_time;
fix64 Buddy_last_seen_player;
fix64 Buddy_last_missile_time;
fix64 Last_time_buddy_gave_hint;
fix64 Last_come_back_message_time;
fix64 Escort_last_path_created;
fix64 Buddy_last_player_path_created;
fix64 Last_buddy_message_time;
};
struct d_level_unique_control_center_state :
::dcx::d_level_unique_control_center_state
{
fix64 Last_time_cc_vis_check;
};
class d_guided_missile_indices : per_player_array<imobjidx_t>
{
template <typename R, typename F>
R get_player_active_guided_missile_tmpl(F &fvcobj, playernum_t pnum) const;
static bool debug_check_current_object(const object_base &);
public:
constexpr d_guided_missile_indices() :
per_player_array<imobjidx_t>(init_object_number_array<imobjidx_t>(std::make_index_sequence<MAX_PLAYERS>()))
{
}
imobjidx_t get_player_active_guided_missile(playernum_t pnum) const;
imobjptr_t get_player_active_guided_missile(fvmobjptr &vmobjptr, playernum_t pnum) const;
imobjptridx_t get_player_active_guided_missile(fvmobjptridx &vmobjptridx, playernum_t pnum) const;
void set_player_active_guided_missile(vmobjidx_t, playernum_t pnum);
void clear_player_active_guided_missile(playernum_t pnum);
};
struct d_level_unique_boss_state : ::dcx::d_level_unique_boss_state
{
fix64 Boss_hit_time;
};
const player &get_player_controlling_guidebot(const d_unique_buddy_state & /* reserved for future use */, const valptridx<player>::array_managed_type &Players);
#endif
unsigned laser_parent_is_player(fvcobjptr &, const laser_parent &, const object_base &);
unsigned laser_parent_is_object(fvcobjptr &, const laser_parent &, const object_base &);
unsigned laser_parent_is_object(const laser_parent &, vcobjptridx_t);
unsigned laser_parent_object_exists(fvcobjptr &, const laser_parent &);
static inline powerup_type_t get_powerup_id(const object_base &o)
{
return static_cast<powerup_type_t>(o.id);
}
static inline weapon_id_type get_weapon_id(const object_base &o)
{
return static_cast<weapon_id_type>(o.id);
}
#if defined(DXX_BUILD_DESCENT_II)
static inline game_marker_index get_marker_id(const object_base &o)
{
return game_marker_index{o.id};
}
#endif
void set_powerup_id(const d_powerup_info_array &Powerup_info, const d_vclip_array &Vclip, object_base &o, powerup_type_t id);
static inline void set_weapon_id(object_base &o, weapon_id_type id)
{
o.id = static_cast<uint8_t>(id);
}
window_event_result dead_player_frame(const d_robot_info_array &Robot_info);
// move all objects for the current frame
window_event_result game_move_all_objects(const d_level_shared_robot_info_state &LevelSharedRobotInfoState); // moves all objects
window_event_result endlevel_move_all_objects(const d_level_shared_robot_info_state &LevelSharedRobotInfoState);
}
namespace dcx {
static inline unsigned get_player_id(const object_base &o)
{
return o.id;
}
static inline uint8_t get_reactor_id(const object_base &o)
{
return o.id;
}
static inline uint8_t get_fireball_id(const object_base &o)
{
return o.id;
}
static inline uint8_t get_robot_id(const object_base &o)
{
return o.id;
}
static inline void set_player_id(object_base &o, const uint8_t id)
{
o.id = id;
}
static inline void set_reactor_id(object_base &o, const uint8_t id)
{
o.id = id;
}
static inline void set_robot_id(object_base &o, const uint8_t id)
{
o.id = id;
}
void check_warn_object_type(const object_base &, object_type_t, const char *file, unsigned line);
#define get_player_id(O) (check_warn_object_type(O, OBJ_PLAYER, __FILE__, __LINE__), get_player_id(O))
#define get_powerup_id(O) (check_warn_object_type(O, OBJ_POWERUP, __FILE__, __LINE__), get_powerup_id(O))
#define get_reactor_id(O) (check_warn_object_type(O, OBJ_CNTRLCEN, __FILE__, __LINE__), get_reactor_id(O))
#define get_ghost_id(O) (check_warn_object_type(O, OBJ_GHOST, __FILE__, __LINE__), (get_player_id)(O))
#define get_fireball_id(O) (check_warn_object_type(O, OBJ_FIREBALL, __FILE__, __LINE__), get_fireball_id(O))
#define get_robot_id(O) (check_warn_object_type(O, OBJ_ROBOT, __FILE__, __LINE__), get_robot_id(O))
#define get_weapon_id(O) (check_warn_object_type(O, OBJ_WEAPON, __FILE__, __LINE__), get_weapon_id(O))
#if defined(DXX_BUILD_DESCENT_II)
#define get_marker_id(O) (check_warn_object_type(O, OBJ_MARKER, __FILE__, __LINE__), get_marker_id(O))
#endif
#define set_player_id(O,I) (check_warn_object_type(O, OBJ_PLAYER, __FILE__, __LINE__), set_player_id(O, I))
#define set_reactor_id(O,I) (check_warn_object_type(O, OBJ_CNTRLCEN, __FILE__, __LINE__), set_reactor_id(O, I))
#define set_robot_id(O,I) (check_warn_object_type(O, OBJ_ROBOT, __FILE__, __LINE__), set_robot_id(O, I))
#define set_weapon_id(O,I) (check_warn_object_type(O, OBJ_WEAPON, __FILE__, __LINE__), set_weapon_id(O, I))
#ifdef DXX_CONSTANT_TRUE
#define check_warn_object_type(O,T,F,L) \
( DXX_BEGIN_COMPOUND_STATEMENT { \
const object_base &dxx_check_warn_o = (O); \
const auto dxx_check_warn_actual_type = dxx_check_warn_o.type; \
const auto dxx_check_warn_expected_type = (T); \
/* If the type is always right, omit the runtime check. */ \
DXX_CONSTANT_TRUE(dxx_check_warn_actual_type == dxx_check_warn_expected_type) || ( \
/* If the type is always wrong, force a compile-time error. */ \
DXX_CONSTANT_TRUE(dxx_check_warn_actual_type != dxx_check_warn_expected_type) \
? DXX_ALWAYS_ERROR_FUNCTION(dxx_error_object_type_mismatch, "object type mismatch") \
: ( \
check_warn_object_type(dxx_check_warn_o, dxx_check_warn_expected_type, F, L) \
) \
, 0); \
} DXX_END_COMPOUND_STATEMENT )
#endif
}
#endif