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