dxx-rebirth/common/main/laser.h
Kp 599ac9dee0 Always qualify valptridx type/factory
Previously, valptridx used PREFIX for allow-invalid+mutable, c#PREFIX
for allow-invalid+const, v#PREFIX for require-valid+mutable, vc#PREFIX
for require-valid+const.  Convert the types, factories, and all usage
sites to specify a qualifier for all four combinations:

	im#PREFIX -> allow-invalid+mutable
	ic#PREFIX -> allow-invalid+const
	vm#PREFIX -> require-valid+mutable
	vc#PREFIX -> require-valid+const

Changes to common/include/valptridx.h and common/include/fwd-valptridx.h
are manual.  All other changes are generated by:

	git grep -lz -e '\(obj\|seg\|clwall\|wall\|actdoor\|trg\)\(ptridx\|ptr\|idx\)\(_t\)\?\>' | xargs -0 sed -i -e 's/\<\(v\?\)\(\(obj\|seg\|clwall\|wall\|actdoor\|trg\)\(ptridx\|ptr\|idx\)\(_t\)\?\)\>/\1m\2/g'

for the 'm' prefix and:

	git grep -lz -e '\(obj\|seg\|clwall\|wall\|actdoor\|trg\)\(ptridx\|ptr\|idx\)\(_t\)\?\>' | xargs -0 sed -i -e 's/\<\([cm]\(obj\|seg\|clwall\|wall\|actdoor\|trg\)\(ptridx\|ptr\|idx\)\(_t\)\?\)\>/i&/g'

for the 'i' prefix.
2017-06-10 03:31:02 +00:00

159 lines
5.3 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.
*/
/*
*
* Definitions for the laser code.
*
*/
#pragma once
#include "maths.h"
#include "vecmat.h"
#ifdef __cplusplus
#include "fwd-segment.h"
#include "fwd-object.h"
#include "weapon_id.h"
// 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 MAX_LASER_LEVEL LASER_LEVEL_4 // Note, laser levels are numbered from 0.
#if defined(DXX_BUILD_DESCENT_I)
#define DXX_MAXIMUM_LASER_LEVEL LASER_LEVEL_4
#elif defined(DXX_BUILD_DESCENT_II)
#define DXX_MAXIMUM_LASER_LEVEL MAX_SUPER_LASER_LEVEL
#endif
#define MAX_LASER_BITMAPS 6
// For muzzle firing casting light.
#define MUZZLE_QUEUE_MAX 8
// Constants & functions governing homing missile behavior.
#define NEWHOMER // activates the 30FPS-base capped homing projective code. Remove to restore original behavior.
#if defined(DXX_BUILD_DESCENT_I)
#define HOMING_MIN_TRACKABLE_DOT (3*F1_0/4)
#elif defined(DXX_BUILD_DESCENT_II)
#define HOMING_MIN_TRACKABLE_DOT (7*F1_0/8)
#endif
#define HOMING_FLY_STRAIGHT_TIME (F1_0/8)
#ifdef NEWHOMER
#define HOMING_TURN_TIME (F1_0/30)
#endif
#ifdef dsx
namespace dsx {
#ifdef NEWHOMER
void calc_d_homer_tick();
#endif
void Laser_render(grs_canvas &, const object_base &obj);
imobjptridx_t Laser_player_fire(vmobjptridx_t obj, weapon_id_type laser_type, int gun_num, int make_sound, const vms_vector &shot_orientation);
void Laser_do_weapon_sequence(vmobjptridx_t obj);
void Flare_create(vmobjptridx_t obj);
bool laser_are_related(vcobjptridx_t o1, vcobjptridx_t o2);
void do_laser_firing_player(object &);
extern void do_missile_firing(int drop_bomb);
}
extern objnum_t Network_laser_track;
namespace dsx {
imobjptridx_t Laser_create_new(const vms_vector &direction, const vms_vector &position, vmsegptridx_t segnum, vmobjptridx_t parent, weapon_id_type 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.
int do_laser_firing(vmobjptridx_t objnum, int weapon_id, int level, int flags, int nfires, vms_vector shot_orientation);
// 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.
imobjptridx_t Laser_create_new_easy(const vms_vector &direction, const vms_vector &position, vmobjptridx_t parent, weapon_id_type weapon_type, int make_sound);
#if defined(DXX_BUILD_DESCENT_II)
// give up control of the guided missile
void release_guided_missile(int player_num);
// Omega cannon stuff.
#define MAX_OMEGA_CHARGE (F1_0) // Maximum charge level for omega cannonw
// NOTE: OMEGA_CHARGE_SCALE moved to laser.c to avoid long rebuilds if changed
int ok_to_do_omega_damage(vcobjptr_t weapon);
void create_robot_smart_children(vmobjptridx_t objp, uint_fast32_t count);
#endif
void create_weapon_smart_children(vmobjptridx_t objp);
int object_to_object_visibility(vcobjptridx_t obj1, vcobjptr_t obj2, int trans_type);
}
#endif
namespace dcx {
struct muzzle_info
{
fix64 create_time;
segnum_t segnum;
vms_vector pos;
};
extern array<muzzle_info, MUZZLE_QUEUE_MAX> Muzzle_data;
}
#ifdef dsx
namespace dsx {
// Omega cannon stuff.
#define MAX_OMEGA_CHARGE (F1_0) // Maximum charge level for omega cannonw
static inline int is_proximity_bomb_or_smart_mine(weapon_id_type id)
{
#if defined(DXX_BUILD_DESCENT_II)
if (id == weapon_id_type::SUPERPROX_ID)
return 1;
#endif
return id == weapon_id_type::PROXIMITY_ID;
}
static inline int is_proximity_bomb_or_smart_mine_or_placed_mine(weapon_id_type id)
{
#if defined(DXX_BUILD_DESCENT_II)
if (id == weapon_id_type::SUPERPROX_ID || id == weapon_id_type::PMINE_ID)
return 1;
#endif
return id == weapon_id_type::PROXIMITY_ID;
}
}
#endif
#endif