dxx-rebirth/main/laser.h
2003-10-10 00:30:28 +00:00

318 lines
11 KiB
C

/* $Id: laser.h,v 1.3 2003-10-10 00:30:28 btb Exp $ */
/*
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.
*
* Old Log:
* Revision 1.1 1995/05/16 15:58:43 allender
* Initial revision
*
* Revision 2.0 1995/02/27 11:32:27 john
* New version 2.0, which has no anonymous unions, builds with
* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
*
* Revision 1.50 1995/02/01 21:03:44 john
* Lintified.
*
* Revision 1.49 1995/02/01 16:34:11 john
* Linted.
*
* Revision 1.48 1995/01/31 16:16:16 mike
* Separate smart blobs for robot and player.
*
* Revision 1.47 1995/01/27 17:02:55 mike
* Add LASER_ID -- why wasn't this added in June?
*
* Revision 1.46 1995/01/25 10:53:27 mike
* make badass damage go through grates.
*
* Revision 1.45 1994/12/12 17:17:32 mike
* make boss cloak/teleport when get hit, make quad laser 3/4 as powerful.
*
* Revision 1.44 1994/12/04 16:17:23 mike
* spruce up homing missile behavior.
*
* Revision 1.43 1994/12/03 12:48:30 mike
* make homing missile tracking not frame rate dependent (more-or-less)
*
* Revision 1.42 1994/10/12 08:04:54 mike
* Clean up proximity/homing mess.
*
* Revision 1.41 1994/10/09 20:07:04 rob
* Change prototype for do_laser_firing
*
* Revision 1.40 1994/10/09 00:15:48 mike
* Add constants for super mech missile, regular mech missile, silent spreadfire.
*
* Revision 1.39 1994/10/08 19:52:09 rob
* Added new weapon fire flags.
*
* Revision 1.38 1994/10/07 15:31:12 mike
* Prototypes for new laser functions which don't necessarily make sound.
*
* Revision 1.37 1994/10/05 17:08:29 matt
* Fixed a couple of small bugs, and made homing missiles alternate sides
*
* Revision 1.36 1994/09/28 14:28:55 rob
* Added firing of missiles on networks/serial.
*
* Revision 1.35 1994/09/24 14:17:02 mike
* Prototype do_laser_firing.
*
* Revision 1.34 1994/09/23 11:36:49 mike
* Prototype Laser_create_new_easy.
*
* Revision 1.33 1994/09/20 11:55:01 mike
* Fix bug.
*
* Revision 1.32 1994/09/20 11:48:34 mike
* Change spreadfire laser to use new bitmap. (Define SPREADFIRE_ID)
*
* Revision 1.31 1994/09/15 16:31:28 mike
* Prototype object_to_object_visibility.
*
* Revision 1.30 1994/09/10 17:31:40 mike
* Add thrust to weapons.
*
* Revision 1.29 1994/09/08 14:49:44 mike
* Bunch of IDs for new weapon types.
*
* Revision 1.28 1994/09/07 19:16:40 mike
* Homing missile.
*
* Revision 1.27 1994/09/07 15:59:47 mike
* Kill FLARE_MAX_TIME (now defined in bitmaps.tbl), add PROXIMITY_ID (shame!), prototype do_laser_firing, do_missile_firing.
*
* Revision 1.26 1994/09/03 15:22:41 mike
* Kill Projectile_player_fire prototype.
*
* Revision 1.25 1994/09/02 16:39:00 mike
* IDs for primary weapons.
*
* Revision 1.24 1994/09/02 11:55:54 mike
* Define some illegal constants.
*
* Revision 1.23 1994/08/25 18:12:06 matt
* Made player's weapons and flares fire from the positions on the 3d model.
* Also added support for quad lasers.
*
* Revision 1.22 1994/08/19 15:22:28 mike
* Define constant for MAX_LASER_LEVEL.
*
* Revision 1.21 1994/08/13 12:20:47 john
* Made the networking uise the Players array.
*
* Revision 1.20 1994/08/10 10:44:05 john
* Made net players fire..
*
* Revision 1.19 1994/06/27 18:30:57 mike
* Add flares.
*
* Revision 1.18 1994/06/09 15:32:37 mike
* Muzzle flash
*
* Revision 1.17 1994/05/19 09:09:00 mike
* Move a bunch of laser variables to bm.h, I think.
* Also, added Robot_laser_speed, instead of hard-coding Laser_speed/4.
*
* Revision 1.16 1994/05/14 17:16:20 matt
* Got rid of externs in source (non-header) files
*
* Revision 1.15 1994/05/13 20:27:39 john
* Version II of John's new object code.
*
* Revision 1.14 1994/04/20 15:06:47 john
* Neatend laser code and fixed some laser bugs.
*
* Revision 1.13 1994/04/01 13:35:15 matt
* Cleaned up laser code a bit; moved some code here object.c to laser.c
*
* Revision 1.12 1994/04/01 11:14:24 yuan
* Added multiple bitmap functionality to all objects...
* (hostages, powerups, lasers, etc.)
* Hostages and powerups are implemented in the object system,
* just need to finish function call to "affect" player.
*
* Revision 1.11 1994/03/31 09:10:09 matt
* Added #define to turn crosshair off
*
* Revision 1.10 1994/02/17 11:33:15 matt
* Changes in object system
*
* Revision 1.9 1994/01/06 11:56:01 john
* Made lasers be lines, not purple blobs
*
* Revision 1.8 1994/01/05 10:53:35 john
* New object code by John.
*
* Revision 1.7 1993/12/08 14:21:36 john
* Added ExplodeObject
*
* Revision 1.6 1993/12/08 11:28:54 john
* Made lasers look like bolts.
*
* Revision 1.5 1993/12/01 13:12:40 john
* made lasers frame-rate independant
*
* Revision 1.4 1993/11/30 19:00:42 john
* lasers working kinda
*
* Revision 1.3 1993/11/29 19:44:53 john
* *** empty log message ***
*
* Revision 1.2 1993/11/29 17:44:55 john
* *** empty log message ***
*
* Revision 1.1 1993/11/29 17:19:19 john
* Initial revision
*
*
*/
#ifndef _LASER_H
#define _LASER_H
#define LASER_ID 0 //0..3 are lasers
#define CONCUSSION_ID 8
#define FLARE_ID 9 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
#define VULCAN_ID 11 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
#define SPREADFIRE_ID 12 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
#define PLASMA_ID 13 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
#define FUSION_ID 14 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
#define HOMING_ID 15
#define PROXIMITY_ID 16
#define SMART_ID 17
#define MEGA_ID 18
#define PLAYER_SMART_HOMING_ID 19
#define SUPER_MECH_MISS 21
#define REGULAR_MECH_MISS 22
#define SILENT_SPREADFIRE_ID 23
#define ROBOT_SMART_HOMING_ID 29
#define EARTHSHAKER_MEGA_ID 54
#define SUPER_LASER_ID 30 // 30,31 are super lasers (level 5,6)
#define GAUSS_ID 32 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
#define HELIX_ID 33 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
#define PHOENIX_ID 34 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
#define OMEGA_ID 35 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
#define FLASH_ID 36
#define GUIDEDMISS_ID 37
#define SUPERPROX_ID 38
#define MERCURY_ID 39
#define EARTHSHAKER_ID 40
#define SMART_MINE_HOMING_ID 47
#define ROBOT_SMART_MINE_HOMING_ID 49
#define ROBOT_SUPERPROX_ID 53
#define ROBOT_EARTHSHAKER_ID 58
#define PMINE_ID 51 //the mine that the designers can place
#define OMEGA_MULTI_LIFELEFT (F1_0/6)
// 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
extern fix Min_trackable_dot; // MIN_TRACKABLE_DOT inversely scaled by FrameTime
extern object *Guided_missile[];
extern int Guided_missile_sig[];
void Laser_render(object *obj);
void Laser_player_fire(object * obj, int type, int gun_num, int make_sound, int harmless_flag);
void Laser_player_fire_spread(object *obj, int laser_type, int gun_num, fix spreadr, fix spreadu, int make_sound, int harmless);
void Laser_do_weapon_sequence(object *obj);
void Flare_create(object *obj);
int laser_are_related(int o1, int o2);
extern int do_laser_firing_player(void);
extern void do_missile_firing(int do_autoselect);
extern void net_missile_firing(int player, int weapon, int flags);
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(object *objp, int count);
extern int object_to_object_visibility(object *obj1, object *obj2, int trans_type);
extern int Muzzle_queue_index;
typedef struct muzzle_info {
fix 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
#endif /* _LASER_H */