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