dxx-rebirth/main/object.h

675 lines
25 KiB
C

/* $Id: object.h,v 1.6 2003-10-08 17:09:48 schaffner 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.
*/
/*
*
* object system definitions
*
* Old Log:
* Revision 1.6 1995/09/20 14:24:45 allender
* swap bytes on extractshortpos
*
* Revision 1.5 1995/09/14 14:11:42 allender
* fix_object_segs returns void
*
* Revision 1.4 1995/08/12 12:02:44 allender
* added flag to create_shortpos
*
* Revision 1.3 1995/07/12 12:55:08 allender
* move structures back to original form as found on PC because
* of network play
*
* Revision 1.2 1995/06/19 07:55:06 allender
* rearranged structure members for possible better alignment
*
* Revision 1.1 1995/05/16 16:00:40 allender
* Initial revision
*
* Revision 2.1 1995/03/31 12:24:10 john
* I had changed alt_textures from a pointer to a byte. This hosed old
* saved games, so I restored it to an int.
*
* Revision 2.0 1995/02/27 11:26:47 john
* New version 2.0, which has no anonymous unions, builds with
* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
*
* Revision 1.122 1995/02/22 12:35:53 allender
* remove anonymous unions
*
* Revision 1.121 1995/02/06 20:43:25 rob
* Extern'ed Dead_player_camera so it can be reset by multi.c
*
* Revision 1.120 1995/02/01 16:34:07 john
* Linted.
*
* Revision 1.119 1995/01/29 13:46:42 mike
* adapt to new create_small_fireball_on_object prototype.
*
* Revision 1.118 1995/01/26 22:11:27 mike
* Purple chromo-blaster (ie, fusion cannon) spruce up (chromification)
*
* Revision 1.117 1995/01/24 12:09:29 mike
* Boost MAX_OBJECTS from 250 to 350.
*
* Revision 1.116 1995/01/13 19:39:51 rob
* Removed outdated remote_info structure. (looking for cause of bugs
*
* Revision 1.115 1995/01/12 12:09:38 yuan
* Added coop object capability.
*
* Revision 1.114 1994/12/15 13:04:20 mike
* Replace Players[Player_num].time_total references with GameTime.
*
* Revision 1.113 1994/12/12 17:18:09 mike
* make boss cloak/teleport when get hit, make quad laser 3/4 as powerful.
*
* Revision 1.112 1994/12/09 14:58:42 matt
* Added system to attach a fireball to another object for rendering purposes,
* so the fireball always renders on top of (after) the object.
*
* Revision 1.111 1994/12/08 12:35:35 matt
* Added new object allocation & deallocation functions so other code
* could stop messing around with internal object data structures.
*
* Revision 1.110 1994/11/21 17:30:21 matt
* Increased max number of objects
*
* Revision 1.109 1994/11/18 23:41:52 john
* Changed some shorts to ints.
*
* Revision 1.108 1994/11/10 14:02:45 matt
* Hacked in support for player ships with different textures
*
* Revision 1.107 1994/11/08 12:19:27 mike
* Small explosions on objects.
*
* Revision 1.106 1994/10/25 10:51:17 matt
* Vulcan cannon powerups now contain ammo count
*
* Revision 1.105 1994/10/21 12:19:41 matt
* Clear transient objects when saving (& loading) games
*
* Revision 1.104 1994/10/21 11:25:04 mike
* Add IMMORTAL_TIME.
*
* Revision 1.103 1994/10/17 21:34:54 matt
* Added support for new Control Center/Main Reactor
*
* Revision 1.102 1994/10/14 18:12:28 mike
* Make egg dropping return object number.
*
* Revision 1.101 1994/10/12 21:07:19 matt
* Killed unused field in object structure
*
* Revision 1.100 1994/10/12 10:38:24 mike
* Add field OF_SILENT to obj->flags.
*
* Revision 1.99 1994/10/11 20:35:48 matt
* Clear "transient" objects (weapons,explosions,etc.) when starting a level
*
* Revision 1.98 1994/10/03 20:56:13 rob
* Added velocity to shortpos strucutre.
*
* Revision 1.97 1994/09/30 18:24:00 rob
* Added new control type CT_REMOTE for remote controlled objects.
* Also added a union struct 'remote_info' for this type.
*
* Revision 1.96 1994/09/28 09:23:05 mike
* Prototype Object_type_names.
*
* Revision 1.95 1994/09/25 23:32:37 matt
* Changed the object load & save code to read/write the structure fields one
* at a time (rather than the whole structure at once). This mean that the
* object structure can be changed without breaking the load/save functions.
* As a result of this change, the local_object data can be and has been
* incorporated into the object array. Also, timeleft is now a property
* of all objects, and the object structure has been otherwise cleaned up.
*
* Revision 1.94 1994/09/25 15:45:28 matt
* Added OBJ_LIGHT, a type of object that casts light
* Added generalized lifeleft, and moved it to local_object
*
* Revision 1.93 1994/09/24 17:41:19 mike
* Add stuff to Local_object structure for materialization centers.
*
* Revision 1.92 1994/09/24 13:16:50 matt
* Added (hacked in, really) support for overriding the bitmaps used on to
* texture map a polygon object, and using a new bitmap for all the faces.
*
* Revision 1.91 1994/09/22 19:02:14 mike
* Prototype functions extract_shortpos and create_shortpos which reside in
* gameseg.c, but are prototyped here to prevent circular dependencies.
*
* Revision 1.90 1994/09/15 21:47:14 mike
* Prototype dead_player_end().
*
* Revision 1.89 1994/09/15 16:34:47 mike
* Add danger_laser_num and danger_laser_signature to object_local to
* enable robots to efficiently (too efficiently!) avoid player fire.
*
* Revision 1.88 1994/09/11 22:46:19 mike
* Death_sequence_aborted prototyped.
*
* Revision 1.87 1994/09/09 20:04:30 mike
* Add vclips for weapons.
*
* Revision 1.86 1994/09/09 14:20:54 matt
* Added flag that says object uses thrust
*
* Revision 1.85 1994/09/08 14:51:32 mike
* Make a crucial name change to a field of local_object struct.
*
* Revision 1.84 1994/09/07 19:16:45 mike
* Homing missile.
*
* Revision 1.83 1994/09/06 17:05:43 matt
* Added new type for dead player
*
* Revision 1.82 1994/09/02 11:56:09 mike
* Add persistency (PF_PERSISTENT) to physics_info.
*
* Revision 1.81 1994/08/28 19:10:28 mike
* Add Player_is_dead.
*
* Revision 1.80 1994/08/18 15:11:44 mike
* powerup stuff.
*
* Revision 1.79 1994/08/15 15:24:54 john
* Made players know who killed them; Disabled cheat menu
* during net player; fixed bug with not being able to turn
* of invulnerability; Made going into edit/starting new leve
* l drop you out of a net game; made death dialog box.
*
* Revision 1.78 1994/08/14 23:15:12 matt
* Added animating bitmap hostages, and cleaned up vclips a bit
*
* Revision 1.77 1994/08/13 14:58:27 matt
* Finished adding support for miscellaneous objects
*
* Revision 1.76 1994/08/09 16:04:13 john
* Added network players to editor.
*
* Revision 1.75 1994/08/03 21:06:19 matt
* Added prototype for fix_object_segs(), and renamed now-unused spawn_pos
*
* Revision 1.74 1994/08/02 12:30:27 matt
* Added support for spinning objects
*
* Revision 1.73 1994/07/27 20:53:25 matt
* Added rotational drag & thrust, so turning now has momemtum like moving
*
* Revision 1.72 1994/07/27 19:44:21 mike
* Objects containing objects.
*
* Revision 1.71 1994/07/22 20:43:29 matt
* Fixed flares, by adding a physics flag that makes them stick to walls.
*
* Revision 1.70 1994/07/21 12:42:10 mike
* Prototype new find_object_seg and update_object_seg.
*
* Revision 1.69 1994/07/19 15:26:39 mike
* New ai_static structure.
*
* Revision 1.68 1994/07/13 00:15:06 matt
* Moved all (or nearly all) of the values that affect player movement to
* bitmaps.tbl
*
* Revision 1.67 1994/07/12 12:40:12 matt
* Revamped physics system
*
* Revision 1.66 1994/07/06 15:26:23 yuan
* Added chase mode.
*
*
*
*/
#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 {
sbyte 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;
sbyte 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.
#ifdef WORDS_NEED_ALIGNMENT
short pad;
#endif
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
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 phys_info; // a physics object
vms_vector spin_rate; // for spinning objects
} mtype __pack__ ;
// 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;
} ctype __pack__ ;
// render info, determined by RENDER_TYPE
union {
polyobj_info pobj_info; // polygon model
vclip_info vclip_info; // vclip
} rtype __pack__ ;
#ifdef WORDS_NEED_ALIGNMENT
short pad2;
#endif
} __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