1 /* $Id: laser.h,v 1.2 2002-08-06 05:21:33 btb Exp $ */
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12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
18 #define LASER_ID 0 //0..3 are lasers
19 #define CONCUSSION_ID 8
20 #define FLARE_ID 9 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
21 #define VULCAN_ID 11 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
22 #define SPREADFIRE_ID 12 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
23 #define PLASMA_ID 13 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
24 #define FUSION_ID 14 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
26 #define PROXIMITY_ID 16
30 #define PLAYER_SMART_HOMING_ID 19
31 #define SUPER_MECH_MISS 21
32 #define REGULAR_MECH_MISS 22
33 #define SILENT_SPREADFIRE_ID 23
34 #define ROBOT_SMART_HOMING_ID 29
35 #define EARTHSHAKER_MEGA_ID 54
37 #define SUPER_LASER_ID 30 // 30,31 are super lasers (level 5,6)
39 #define GAUSS_ID 32 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
40 #define HELIX_ID 33 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
41 #define PHOENIX_ID 34 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
42 #define OMEGA_ID 35 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
45 #define GUIDEDMISS_ID 37
46 #define SUPERPROX_ID 38
48 #define EARTHSHAKER_ID 40
50 #define SMART_MINE_HOMING_ID 47
51 #define ROBOT_SMART_MINE_HOMING_ID 49
52 #define ROBOT_SUPERPROX_ID 53
53 #define ROBOT_EARTHSHAKER_ID 58
55 #define PMINE_ID 51 //the mine that the designers can place
57 #define OMEGA_MULTI_LIFELEFT (F1_0/6)
59 // These are new defines for the value of 'flags' passed to do_laser_firing.
60 // The purpose is to collect other flags like QUAD_LASER and Spreadfire_toggle
61 // into a single 8-bit quantity so it can be easily used in network mode.
64 #define LASER_SPREADFIRE_TOGGLED 2
65 #define LASER_HELIX_FLAG0 4 // helix uses 3 bits for angle
66 #define LASER_HELIX_FLAG1 8 // helix uses 3 bits for angle
67 #define LASER_HELIX_FLAG2 16 // helix uses 3 bits for angle
69 #define LASER_HELIX_SHIFT 2 //how far to shift count to put in flags
70 #define LASER_HELIX_MASK 7 //must match number of bits in flags
72 #define MAX_LASER_LEVEL 3 // Note, laser levels are numbered from 0.
73 #define MAX_SUPER_LASER_LEVEL 5 // Note, laser levels are numbered from 0.
75 #define MAX_LASER_BITMAPS 6
77 // For muzzle firing casting light.
78 #define MUZZLE_QUEUE_MAX 8
80 // Constants governing homing missile behavior.
81 // MIN_TRACKABLE_DOT gets inversely scaled by FrameTime and stuffed in Min_trackable_dot
82 #define MIN_TRACKABLE_DOT (7*F1_0/8)
83 #define MAX_TRACKABLE_DIST (F1_0*250)
84 #define HOMING_MISSILE_STRAIGHT_TIME (F1_0/8) // Changed as per request of John, Adam, Yuan, but mostly John
86 extern fix Min_trackable_dot; // MIN_TRACKABLE_DOT inversely scaled by FrameTime
88 extern object *Guided_missile[];
89 extern int Guided_missile_sig[];
91 void Laser_render( object *obj );
92 void Laser_player_fire( object * obj, int type, int gun_num, int make_sound, int harmless_flag );
93 void Laser_player_fire_spread(object *obj, int laser_type, int gun_num, fix spreadr, fix spreadu, int make_sound, int harmless);
94 void Laser_do_weapon_sequence( object *obj );
95 void Flare_create(object *obj);
96 int laser_are_related( int o1, int o2 );
98 extern int do_laser_firing_player(void);
99 extern void do_missile_firing(int do_autoselect);
100 extern void net_missile_firing(int player, int weapon, int flags);
102 int Laser_create_new( vms_vector * direction, vms_vector * position, int segnum, int parent, int type, int make_sound );
104 // Fires a laser-type weapon (a Primary weapon)
105 // Fires from object objnum, weapon type weapon_id.
106 // Assumes that it is firing from a player object, so it knows which gun to fire from.
107 // Returns the number of shots actually fired, which will typically be 1, but could be
108 // higher for low frame rates when rapidfire weapons, such as vulcan or plasma are fired.
109 extern int do_laser_firing(int objnum, int weapon_id, int level, int flags, int nfires);
111 // Easier to call than Laser_create_new because it determines the segment containing the firing point
112 // and deals with it being stuck in an object or through a wall.
113 // Fires a laser of type "weapon_type" from an object (parent) in the direction "direction" from the position "position"
114 // Returns object number of laser fired or -1 if not possible to fire laser.
115 int Laser_create_new_easy( vms_vector * direction, vms_vector * position, int parent, int weapon_type, int make_sound );
117 //creates a weapon object
118 int create_weapon_object(int weapon_type,int segnum,vms_vector *position);
120 //give up control of the guided missile
121 void release_guided_missile(int player_num);
123 extern void create_smart_children(object *objp, int count);
124 extern int object_to_object_visibility(object *obj1, object *obj2, int trans_type);
126 extern int Muzzle_queue_index;
128 typedef struct muzzle_info {
134 extern muzzle_info Muzzle_data[MUZZLE_QUEUE_MAX];
136 // Omega cannon stuff.
137 #define MAX_OMEGA_CHARGE (F1_0) // Maximum charge level for omega cannonw
138 extern fix Omega_charge;
139 //NOTE: OMEGA_CHARGE_SCALE moved to laser.c to avoid long rebuilds if changed