1 /* $Id: object.h,v 1.4 2003-01-11 01:11:37 btb Exp $ */
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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9 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
30 #define MAX_OBJECTS 350 //increased on 01/24/95 for multiplayer. --MK; total number of objects in world
33 #define OBJ_NONE 255 //unused object
34 #define OBJ_WALL 0 //A wall... not really an object, but used for collisions
35 #define OBJ_FIREBALL 1 //a fireball, part of an explosion
36 #define OBJ_ROBOT 2 //an evil enemy
37 #define OBJ_HOSTAGE 3 //a hostage you need to rescue
38 #define OBJ_PLAYER 4 //the player on the console
39 #define OBJ_WEAPON 5 //a laser, missile, etc
40 #define OBJ_CAMERA 6 //a camera to slew around with
41 #define OBJ_POWERUP 7 //a powerup you can pick up
42 #define OBJ_DEBRIS 8 //a piece of robot
43 #define OBJ_CNTRLCEN 9 //the control center
44 #define OBJ_FLARE 10 //a flare
45 #define OBJ_CLUTTER 11 //misc objects
46 #define OBJ_GHOST 12 //what the player turns into when dead
47 #define OBJ_LIGHT 13 //a light source, & not much else
48 #define OBJ_COOP 14 //a cooperative player object.
49 #define OBJ_MARKER 15 //a map marker
50 // WARNING!! If you add a type here, add its name to Object_type_names in object.c
51 #define MAX_OBJECT_TYPES 16
54 #define RESULT_NOTHING 0 //Ignore this collision
55 #define RESULT_CHECK 1 //Check for this collision
57 //Control types - what tells this object what do do
58 #define CT_NONE 0 //doesn't move (or change movement)
59 #define CT_AI 1 //driven by AI
60 #define CT_EXPLOSION 2 //explosion sequencer
61 #define CT_FLYING 4 //the player is flying
62 #define CT_SLEW 5 //slewing
63 #define CT_FLYTHROUGH 6 //the flythrough system
64 #define CT_WEAPON 9 //laser, etc.
65 #define CT_REPAIRCEN 10 //under the control of the repair center
66 #define CT_MORPH 11 //this object is being morphed
67 #define CT_DEBRIS 12 //this is a piece of debris
68 #define CT_POWERUP 13 //animating powerup blob
69 #define CT_LIGHT 14 //doesn't actually do anything
70 #define CT_REMOTE 15 //controlled by another net player
71 #define CT_CNTRLCEN 16 //the control center/main reactor
74 #define MT_NONE 0 //doesn't move
75 #define MT_PHYSICS 1 //moves by physics
76 #define MT_SPINNING 3 //this object doesn't move, just sits and spins
79 #define RT_NONE 0 //does not render
80 #define RT_POLYOBJ 1 //a polygon model
81 #define RT_FIREBALL 2 //a fireball
82 #define RT_LASER 3 //a laser
83 #define RT_HOSTAGE 4 //a hostage
84 #define RT_POWERUP 5 //a powerup
85 #define RT_MORPH 6 //a robot being morphed
86 #define RT_WEAPON_VCLIP 7 //a weapon that renders as a vclip
89 #define OF_EXPLODING 1 //this object is exploding
90 #define OF_SHOULD_BE_DEAD 2 //this object should be dead, so next time we can, we should delete this object.
91 #define OF_DESTROYED 4 //this has been killed, and is showing the dead version
92 #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!
93 #define OF_ATTACHED 16 //this object is a fireball attached to another object
94 #define OF_HARMLESS 32 //this object does no damage. Added to make quad lasers do 1.5 damage as normal lasers.
95 #define OF_PLAYER_DROPPED 64 //this object was dropped by the player...
97 //Different Weapon ID types...
98 #define WEAPON_ID_LASER 0
99 #define WEAPON_ID_MISSLE 1
100 #define WEAPON_ID_CANNONBALL 2
102 //Object Initial shields...
103 #define OBJECT_INITIAL_SHIELDS F1_0/2
106 #define PF_TURNROLL 0x01 // roll when turning
107 #define PF_LEVELLING 0x02 // level object with closest side
108 #define PF_BOUNCE 0x04 // bounce (not slide) when hit will
109 #define PF_WIGGLE 0x08 // wiggle while flying
110 #define PF_STICK 0x10 // object sticks (stops moving) when hits wall
111 #define PF_PERSISTENT 0x20 // object keeps going even after it hits another object (eg, fusion cannon)
112 #define PF_USES_THRUST 0x40 // this object uses its thrust
113 #define PF_BOUNCED_ONCE 0x80 // Weapon has bounced once.
114 #define PF_FREE_SPINNING 0x100 // Drag does not apply to rotation of this object
115 #define PF_BOUNCES_TWICE 0x200 // This weapon bounces twice, then dies
117 #define IMMORTAL_TIME 0x3fffffff // Time assigned to immortal objects, about 32768 seconds, or about 9 hours.
118 #define ONE_FRAME_TIME 0x3ffffffe // Objects with this lifeleft will live for exactly one frame
120 extern char Object_type_names[MAX_OBJECT_TYPES][9];
122 // List of objects rendered last frame in order. Created at render time, used by homing missiles in laser.c
123 #define MAX_RENDERED_OBJECTS 50
129 // A compressed form for sending crucial data about via slow devices, such as modems and buggies.
130 typedef struct shortpos {
134 short velx, vely, velz;
137 // This is specific to the shortpos extraction routines in gameseg.c.
138 #define RELPOS_PRECISION 10
139 #define MATRIX_PRECISION 9
140 #define MATRIX_MAX 0x7f // This is based on MATRIX_PRECISION, 9 => 0x7f
142 //information for physics sim for an object
143 typedef struct physics_info {
144 vms_vector velocity; //velocity vector of this object
145 vms_vector thrust; //constant force applied to this object
146 fix mass; //the mass of this object
147 fix drag; //how fast this slows down
148 fix brakes; //how much brakes applied
149 vms_vector rotvel; //rotational velecity (angles)
150 vms_vector rotthrust; //rotational acceleration
151 fixang turnroll; //rotation caused by turn banking
152 ushort flags; //misc physics flags
153 } __pack__ physics_info;
155 //stuctures for different kinds of simulation
157 typedef struct laser_info {
158 short parent_type; // The type of the parent of this object
159 short parent_num; // The object's parent's number
160 int parent_signature; // The object's parent's signature...
161 fix creation_time; // Absolute time of creation.
162 short last_hitobj; // For persistent weapons (survive object collision), object it most recently hit.
163 short track_goal; // Object this object is tracking.
164 fix multiplier; // Power if this is a fusion bolt (or other super weapon to be added).
165 } __pack__ laser_info;
167 typedef struct explosion_info {
168 fix spawn_time; // when lifeleft is < this, spawn another
169 fix delete_time; // when to delete object
170 short delete_objnum; // and what object to delete
171 short attach_parent; // explosion is attached to this object
172 short prev_attach; // previous explosion in attach list
173 short next_attach; // next explosion in attach list
174 } __pack__ explosion_info;
176 typedef struct light_info {
177 fix intensity; //how bright the light is
178 } __pack__ light_info;
180 #define PF_SPAT_BY_PLAYER 1 //this powerup was spat by the player
182 typedef struct powerup_info {
183 int count; //how many/much we pick up (vulcan cannon only?)
184 fix creation_time; //Absolute time of creation.
185 int flags; //spat by player?
186 } __pack__ powerup_info;
188 typedef struct vclip_info {
192 } __pack__ vclip_info;
194 //structures for different kinds of rendering
196 typedef struct polyobj_info {
197 int model_num; //which polygon model
198 vms_angvec anim_angles[MAX_SUBMODELS]; //angles for each subobject
199 int subobj_flags; //specify which subobjs to draw
200 int tmap_override; //if this is not -1, map all face to this
201 int alt_textures; //if not -1, use these textures instead
202 } __pack__ polyobj_info;
204 typedef struct object {
205 int signature; // Every object ever has a unique signature...
206 ubyte type; // what type of object this is... robot, weapon, hostage, powerup, fireball
207 ubyte id; // which form of object...which powerup, robot, etc.
208 #ifdef WORDS_NEED_ALIGNMENT
211 short next,prev; // id of next and previous connected object in Objects, -1 = no connection
212 ubyte control_type; // how this object is controlled
213 ubyte movement_type; // how this object moves
214 ubyte render_type; // how this object renders
215 ubyte flags; // misc flags
216 short segnum; // segment number containing object
217 short attached_obj; // number of attached fireball object
218 vms_vector pos; // absolute x,y,z coordinate of center of object
219 vms_matrix orient; // orientation of object in world
220 fix size; // 3d size of object - for collision detection
221 fix shields; // Starts at maximum, when <0, object dies..
222 vms_vector last_pos; // where object was last frame
223 byte contains_type; // Type of object this object contains (eg, spider contains powerup)
224 byte contains_id; // ID of object this object contains (eg, id = blue type = key)
225 byte contains_count;// number of objects of type:id this object contains
226 byte matcen_creator;// Materialization center that created this object, high bit set if matcen-created
227 fix lifeleft; // how long until goes away, or 7fff if immortal
228 // -- Removed, MK, 10/16/95, using lifeleft instead: int lightlevel;
231 //movement info, determined by MOVEMENT_TYPE
233 physics_info phys_info; //a physics object
234 vms_vector spin_rate; //for spinning objects
237 //control info, determined by CONTROL_TYPE
239 laser_info laser_info;
240 explosion_info expl_info; //NOTE: debris uses this also
242 light_info light_info; //why put this here? Didn't know what else to do with it.
243 powerup_info powerup_info;
246 //render info, determined by RENDER_TYPE
248 polyobj_info pobj_info; //polygon model
249 vclip_info vclip_info; //vclip
253 #ifdef WORDS_NEED_ALIGNMENT
258 typedef struct obj_position {
259 vms_vector pos; // absolute x,y,z coordinate of center of object
260 vms_matrix orient; // orientation of object in world
261 short segnum; // segment number containing object
270 short rendered_objects[MAX_RENDERED_OBJECTS];
271 } window_rendered_data;
273 #define MAX_RENDERED_WINDOWS 3
275 extern window_rendered_data Window_rendered_data[MAX_RENDERED_WINDOWS];
281 extern int Object_next_signature; // The next signature for the next newly created object
283 extern ubyte CollisionResult[MAX_OBJECT_TYPES][MAX_OBJECT_TYPES];
284 // ie CollisionResult[a][b]== what happens to a when it collides with b
286 extern object Objects[];
287 extern int Highest_object_index; //highest objnum
289 extern char *robot_names[]; //name of each robot
291 extern int Num_robot_types;
293 extern object *ConsoleObject; //pointer to the object that is the player
294 extern object *Viewer; //which object we are seeing from
295 extern object *Dead_player_camera;
297 extern object Follow;
298 extern int Player_is_dead; // !0 means player is dead!
299 extern int Player_exploded;
300 extern int Death_sequence_aborted;
301 extern int Player_fired_laser_this_frame;
308 //do whatever setup needs to be done
311 //returns segment number object is in. Searches out from object's current
312 //seg, so this shouldn't be called if the object has "jumped" to a new seg
313 int obj_get_new_seg(object *obj);
315 //when an object has moved into a new segment, this function unlinks it
316 //from its old segment, and links it into the new segment
317 void obj_relink(int objnum,int newsegnum);
319 //move an object from one segment to another. unlinks & relinks
320 void obj_set_new_seg(int objnum,int newsegnum);
322 //links an object into a segment's list of objects.
323 //takes object number and segment number
324 void obj_link(int objnum,int segnum);
326 //unlinks an object from a segment's list of objects
327 void obj_unlink(int objnum);
329 //initialize a new object. adds to the list for the given segment
330 //returns the object number
331 int obj_create(ubyte type,ubyte id,int segnum,vms_vector *pos,
332 vms_matrix *orient,fix size,ubyte ctype,ubyte mtype,ubyte rtype);
334 //make a copy of an object. returs num of new object
335 int obj_create_copy(int objnum, vms_vector *new_pos, int newsegnum);
337 //remove object from the world
338 void obj_delete(int objnum);
340 //called after load. Takes number of objects, and objects should be
342 void reset_objects(int n_objs);
344 //make object array non-sparse
345 void compress_objects(void);
347 //Render an object. Calls one of several routines based on type
348 void render_object(object *obj);
350 //Draw a blob-type object, like a fireball
351 void draw_object_blob(object *obj,bitmap_index bitmap);
353 //draw an object that is a texture-mapped rod
354 void draw_object_tmap_rod(object *obj,bitmap_index bitmap,int lighted);
356 //Deletes all objects that have been marked for death.
357 void obj_delete_all_that_should_be_dead();
359 // Toggles whether or not lock-boxes draw.
360 void object_toggle_lock_targets();
362 //move all objects for the current frame
363 void object_move_all(); // moves all objects
365 //set viewer object to next object in array
366 void object_goto_next_viewer();
368 //draw target boxes for nearby robots
369 void object_render_targets(void);
371 //move an object for the current frame
372 void object_move_one( object * obj );
374 //make object0 the player, setting all relevant fields
375 void init_player_object();
377 //check if object is in object->segnum. if not, check the adjacent segs.
378 //if not any of these, returns false, else sets obj->segnum & returns true
379 //callers should really use find_vector_intersection()
380 //Note: this function is in gameseg.c
381 extern int update_object_seg(struct object *obj);
384 // Finds what segment *obj is in, returns segment number.
385 // If not in any segment, returns -1.
386 // Note: This function is defined in gameseg.h, but object.h depends on gameseg.h, and
387 // object.h is where object is defined...get it?
388 extern int find_object_seg(object * obj );
390 //go through all objects and make sure they have the correct segment numbers
391 //used when debugging is on
392 void fix_object_segs();
394 // Drops objects contained in objp.
395 int object_create_egg(object *objp);
397 // Interface to object_create_egg, puts count objects of type type, id = id in objp and then drops them.
398 int call_object_create_egg(object *objp, int count, int type, int id);
400 extern void dead_player_end(void);
402 // Extract information from an object (objp->orient, objp->pos, objp->segnum), stuff in a shortpos structure.
403 // See typedef shortpos.
404 extern void create_shortpos(shortpos *spp, object *objp, int swap_bytes);
406 // Extract information from a shortpos, stuff in objp->orient (matrix), objp->pos, objp->segnum
407 extern void extract_shortpos(object *objp, shortpos *spp, int swap_bytes);
409 //delete objects, such as weapons & explosions, that shouldn't stay between levels
410 //if clear_all is set, clear even proximity bombs
411 void clear_transient_objects(int clear_all);
413 //returns the number of a free object, updating Highest_object_index.
414 //Generally, obj_create() should be called to get an object, since it
415 //fills in important fields and does the linking.
416 //returns -1 if no free objects
417 int obj_allocate(void);
419 //frees up an object. Generally, obj_delete() should be called to get
420 //rid of an object. This function deallocates the object entry after
421 //the object has been unlinked
422 void obj_free(int objnum);
424 //after calling init_object(), the network code has grabbed specific
425 //object slots without allocating them. Go though the objects & build
426 //the free list, then set the apporpriate globals
427 //Don't call this function if you don't know what you're doing.
428 void special_reset_objects(void);
430 //attaches an object, such as a fireball, to another object, such as a robot
431 void obj_attach(object *parent,object *sub);
433 extern void create_small_fireball_on_object(object *objp, fix size_scale, int sound_flag);
435 //returns object number
436 int drop_marker_object(vms_vector *pos,int segnum,vms_matrix *orient,int marker_num);
438 extern void wake_up_rendered_objects(object *gmissp, int window_num);
440 extern void AdjustMineSpawn();
442 void reset_player_object(void);