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