112 lines
4.8 KiB
C
112 lines
4.8 KiB
C
/*
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Definitions for the laser code.
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*
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*/
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#ifndef _LASER_H
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#define _LASER_H
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#define CONCUSSION_ID 8
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#define FLARE_ID 9 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
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#define LASER_ID 10
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#define VULCAN_ID 11 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
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#define XSPREADFIRE_ID 12 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
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#define PLASMA_ID 13 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
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#define FUSION_ID 14 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
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#define HOMING_ID 15
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#define PROXIMITY_ID 16
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#define SMART_ID 17
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#define MEGA_ID 18
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#define PLAYER_SMART_HOMING_ID 19
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#define SPREADFIRE_ID 20
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#define SUPER_MECH_MISS 21
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#define REGULAR_MECH_MISS 22
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#define SILENT_SPREADFIRE_ID 23
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#define ROBOT_SMART_HOMING_ID ((N_weapon_types<29)?(PLAYER_SMART_HOMING_ID):(29)) // NOTE: Shareware does not have it's own Smart structure for bots. It was introduced later to make Smart blobs from lvl 7 boss easier to dodge. So if we do not have this type, revert to player's Smart behaviour..
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// These are new defines for the value of 'flags' passed to do_laser_firing.
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// The purpose is to collect other flags like QUAD_LASER and Spreadfire_toggle
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// into a single 8-bit quantity so it can be easily used in network mode.
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#define LASER_QUAD 1
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#define LASER_SPREADFIRE_TOGGLED 2
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#define MAX_LASER_LEVEL 3 // Note, laser levels are numbered from 0.
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#define MAX_LASER_BITMAPS 6
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// For muzzle firing casting light.
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#define MUZZLE_QUEUE_MAX 8
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// Constants governing homing missile behavior.
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// MIN_TRACKABLE_DOT gets inversely scaled by FrameTime and stuffed in Min_trackable_dot
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#define MIN_TRACKABLE_DOT (3*F1_0/4)
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#define MAX_TRACKABLE_DIST (F1_0*250)
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#define HOMING_MISSILE_STRAIGHT_TIME (F1_0/8) // Changed as per request of John, Adam, Yuan, but mostly John
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struct object;
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extern fix Min_trackable_dot; // MIN_TRACKABLE_DOT inversely scaled by FrameTime
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void Laser_render( struct object *obj );
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void Laser_player_fire( struct object * obj, int type, int gun_num, int make_sound, int harmless_flag );
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void Laser_player_fire_spread(struct object *obj, int laser_type, int gun_num, fix spreadr, fix spreadu, int make_sound, int harmless);
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void Laser_do_weapon_sequence( struct object *obj );
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void Flare_create(struct object *obj);
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int laser_are_related( int o1, int o2 );
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extern int do_laser_firing_player(void);
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extern void do_missile_firing(void);
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extern void net_missile_firing(int player, int weapon, int flags);
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//added on 9/16/98 by adb to distinguish between drop bomb and secondary fire
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extern void do_drop_bomb(void);
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//end additions - adb
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int Laser_create_new( vms_vector * direction, vms_vector * position, int segnum, int parent, int type, int make_sound );
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// Fires a laser-type weapon (a Primary weapon)
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// Fires from object objnum, weapon type weapon_id.
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// Assumes that it is firing from a player object, so it knows which gun to fire from.
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// Returns the number of shots actually fired, which will typically be 1, but could be
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// higher for low frame rates when rapidfire weapons, such as vulcan or plasma are fired.
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extern int do_laser_firing(int objnum, int weapon_id, int level, int flags, int nfires);
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// Easier to call than Laser_create_new because it determines the segment containing the firing point
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// and deals with it being stuck in an object or through a wall.
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// Fires a laser of type "weapon_type" from an object (parent) in the direction "direction" from the position "position"
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// Returns object number of laser fired or -1 if not possible to fire laser.
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int Laser_create_new_easy( vms_vector * direction, vms_vector * position, int parent, int weapon_type, int make_sound );
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extern void create_smart_children(struct object *objp);
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extern int object_to_object_visibility(struct object *obj1, struct object *obj2, int trans_type);
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extern int Muzzle_queue_index;
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typedef struct muzzle_info {
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fix create_time;
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short segnum;
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vms_vector pos;
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} muzzle_info;
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extern muzzle_info Muzzle_data[MUZZLE_QUEUE_MAX];
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extern int Laser_drop_vulcan_ammo;
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#endif
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