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1 | pmbaty | 1 | /* |
2 | * Portions of this file are copyright Rebirth contributors and licensed as |
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3 | * described in COPYING.txt. |
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4 | * Portions of this file are copyright Parallax Software and licensed |
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5 | * according to the Parallax license. |
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6 | * See COPYING.txt for license details. |
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7 | */ |
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8 | |||
9 | #pragma once |
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10 | |||
11 | #include <type_traits> |
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12 | #include "dxxsconf.h" |
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13 | #include "dsx-ns.h" |
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14 | #include "objnum.h" |
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15 | #include "fwd-vecmat.h" |
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16 | #include "fwd-segment.h" |
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17 | #include "fwd-window.h" |
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18 | #include "fwd-valptridx.h" |
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19 | #include <array> |
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20 | |||
21 | struct bitmap_index; |
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22 | |||
23 | namespace dcx { |
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24 | |||
25 | // Movement types |
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26 | enum movement_type_t : uint8_t; |
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27 | constexpr std::integral_constant<std::size_t, 350> MAX_OBJECTS{}; |
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28 | constexpr std::integral_constant<std::size_t, MAX_OBJECTS - 20> MAX_USED_OBJECTS{}; |
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29 | struct d_level_unique_control_center_state; |
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30 | |||
31 | // Render types |
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32 | enum render_type_t : uint8_t; |
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33 | |||
34 | } |
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35 | |||
36 | #ifdef dsx |
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37 | namespace dsx { |
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38 | struct object; |
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39 | struct d_level_unique_object_state; |
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40 | } |
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41 | DXX_VALPTRIDX_DECLARE_SUBTYPE(dsx::, object, objnum_t, MAX_OBJECTS); |
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42 | |||
43 | namespace dsx { |
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44 | DXX_VALPTRIDX_DEFINE_SUBTYPE_TYPEDEFS(object, obj); |
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45 | |||
46 | static constexpr valptridx<object>::magic_constant<0xffff> object_none{}; |
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47 | static constexpr valptridx<object>::magic_constant<0> object_first{}; |
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48 | |||
49 | #if defined(DXX_BUILD_DESCENT_I) |
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50 | constexpr std::integral_constant<unsigned, 15> MAX_OBJECT_TYPES{}; |
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51 | #elif defined(DXX_BUILD_DESCENT_II) |
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52 | constexpr std::integral_constant<unsigned, 16> MAX_OBJECT_TYPES{}; |
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53 | struct d_level_unique_control_center_state; |
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54 | #endif |
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55 | |||
56 | } |
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57 | #endif |
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58 | |||
59 | // Result types |
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60 | typedef unsigned result_type_t; |
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61 | constexpr std::integral_constant<result_type_t, 0> RESULT_NOTHING{}; // Ignore this collision |
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62 | constexpr std::integral_constant<result_type_t, 1> RESULT_CHECK{}; // Check for this collision |
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63 | |||
64 | // Control types - what tells this object what do do |
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65 | typedef unsigned control_type_t; |
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66 | constexpr std::integral_constant<control_type_t, 0> CT_NONE{}; // doesn't move (or change movement) |
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67 | constexpr std::integral_constant<control_type_t, 1> CT_AI{}; // driven by AI |
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68 | constexpr std::integral_constant<control_type_t, 2> CT_EXPLOSION{}; // explosion sequencer |
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69 | constexpr std::integral_constant<control_type_t, 4> CT_FLYING{}; // the player is flying |
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70 | constexpr std::integral_constant<control_type_t, 5> CT_SLEW{}; // slewing |
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71 | constexpr std::integral_constant<control_type_t, 6> CT_FLYTHROUGH{}; // the flythrough system |
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72 | constexpr std::integral_constant<control_type_t, 9> CT_WEAPON{}; // laser, etc. |
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73 | constexpr std::integral_constant<control_type_t, 10> CT_REPAIRCEN{}; // under the control of the repair center |
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74 | constexpr std::integral_constant<control_type_t, 11> CT_MORPH{}; // this object is being morphed |
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75 | constexpr std::integral_constant<control_type_t, 12> CT_DEBRIS{}; // this is a piece of debris |
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76 | constexpr std::integral_constant<control_type_t, 13> CT_POWERUP{}; // animating powerup blob |
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77 | constexpr std::integral_constant<control_type_t, 14> CT_LIGHT{}; // doesn't actually do anything |
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78 | constexpr std::integral_constant<control_type_t, 15> CT_REMOTE{}; // controlled by another net player |
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79 | constexpr std::integral_constant<control_type_t, 16> CT_CNTRLCEN{}; // the control center/main reactor |
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80 | |||
81 | // misc object flags |
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82 | typedef unsigned object_flag_t; |
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83 | constexpr std::integral_constant<object_flag_t, 1> OF_EXPLODING{}; // this object is exploding |
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84 | constexpr std::integral_constant<object_flag_t, 2> OF_SHOULD_BE_DEAD{}; // this object should be dead, so next time we can, we should delete this object. |
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85 | constexpr std::integral_constant<object_flag_t, 4> OF_DESTROYED{}; // this has been killed, and is showing the dead version |
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86 | constexpr std::integral_constant<object_flag_t, 8> OF_SILENT{}; // this makes no sound when it hits a wall. Added by MK for weapons, if you extend it to other types, do it completely! |
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87 | constexpr std::integral_constant<object_flag_t, 16> OF_ATTACHED{}; // this object is a fireball attached to another object |
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88 | #if defined(DXX_BUILD_DESCENT_II) |
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89 | constexpr std::integral_constant<object_flag_t, 64> OF_PLAYER_DROPPED{}; // this object was dropped by the player... |
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90 | #endif |
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91 | |||
92 | // physics flags |
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93 | typedef unsigned physics_flag_t; |
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94 | constexpr std::integral_constant<physics_flag_t, 0x01> PF_TURNROLL{}; // roll when turning |
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95 | constexpr std::integral_constant<physics_flag_t, 0x02> PF_LEVELLING{}; // level object with closest side |
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96 | constexpr std::integral_constant<physics_flag_t, 0x04> PF_BOUNCE{}; // bounce (not slide) when hit will |
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97 | constexpr std::integral_constant<physics_flag_t, 0x08> PF_WIGGLE{}; // wiggle while flying |
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98 | constexpr std::integral_constant<physics_flag_t, 0x10> PF_STICK{}; // object sticks (stops moving) when hits wall |
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99 | constexpr std::integral_constant<physics_flag_t, 0x20> PF_PERSISTENT{}; // object keeps going even after it hits another object (eg, fusion cannon) |
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100 | constexpr std::integral_constant<physics_flag_t, 0x40> PF_USES_THRUST{}; // this object uses its thrust |
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101 | #if defined(DXX_BUILD_DESCENT_II) |
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102 | constexpr std::integral_constant<physics_flag_t, 0x80> PF_BOUNCED_ONCE{}; // Weapon has bounced once. |
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103 | constexpr std::integral_constant<physics_flag_t, 0x100> PF_FREE_SPINNING{}; // Drag does not apply to rotation of this object |
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104 | constexpr std::integral_constant<physics_flag_t, 0x200> PF_BOUNCES_TWICE{}; // This weapon bounces twice, then dies |
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105 | #endif |
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106 | |||
107 | namespace dcx { |
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108 | enum object_type_t : uint8_t; |
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109 | struct object_base; |
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110 | |||
111 | typedef unsigned powerup_flag_t; |
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112 | constexpr std::integral_constant<powerup_flag_t, 1> PF_SPAT_BY_PLAYER{}; //this powerup was spat by the player |
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113 | |||
114 | constexpr std::integral_constant<unsigned, 0x3fffffff> IMMORTAL_TIME{}; // Time assigned to immortal objects, about 32768 seconds, or about 9 hours. |
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115 | |||
116 | struct shortpos; |
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117 | struct quaternionpos; |
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118 | |||
119 | // This is specific to the shortpos extraction routines in gameseg.c. |
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120 | constexpr std::integral_constant<unsigned, 10> RELPOS_PRECISION{}; |
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121 | constexpr std::integral_constant<unsigned, 9> MATRIX_PRECISION{}; |
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122 | |||
123 | struct physics_info; |
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124 | struct physics_info_rw; |
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125 | |||
126 | struct laser_parent; |
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127 | struct laser_info_rw; |
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128 | |||
129 | struct explosion_info; |
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130 | struct explosion_info_rw; |
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131 | |||
132 | struct light_info; |
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133 | struct light_info_rw; |
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134 | |||
135 | struct powerup_info; |
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136 | |||
137 | struct vclip_info; |
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138 | struct vclip_info_rw; |
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139 | |||
140 | struct polyobj_info; |
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141 | struct polyobj_info_rw; |
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142 | |||
143 | struct obj_position; |
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144 | struct object_rw; |
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145 | |||
146 | } |
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147 | |||
148 | #ifdef dsx |
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149 | namespace dsx { |
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150 | |||
151 | #if defined(DXX_BUILD_DESCENT_I) |
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152 | constexpr std::integral_constant<unsigned, 4> MAX_CONTROLCEN_GUNS{}; |
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153 | #elif defined(DXX_BUILD_DESCENT_II) |
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154 | constexpr std::integral_constant<unsigned, 8> MAX_CONTROLCEN_GUNS{}; |
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155 | struct d_unique_buddy_state; |
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156 | #endif |
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157 | |||
158 | struct powerup_info_rw; |
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159 | struct window_rendered_data; |
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160 | struct reactor_static; |
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161 | |||
162 | using collision_inner_array_t = std::array<uint8_t, MAX_OBJECT_TYPES>; |
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163 | using collision_outer_array_t = std::array<collision_inner_array_t, MAX_OBJECT_TYPES>; |
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164 | extern const collision_outer_array_t CollisionResult; |
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165 | |||
166 | } |
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167 | #endif |
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168 | |||
169 | namespace dcx { |
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170 | extern int Object_next_signature; // The next signature for the next newly created object |
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171 | |||
172 | extern int Num_robot_types; |
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173 | } |
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174 | |||
175 | #ifdef dsx |
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176 | namespace dsx { |
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177 | extern object *ConsoleObject; // pointer to the object that is the player |
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178 | extern const object *Viewer; // which object we are seeing from |
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179 | extern object *Dead_player_camera; |
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180 | } |
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181 | #endif |
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182 | |||
183 | enum class player_dead_state : uint8_t |
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184 | { |
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185 | no, |
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186 | yes, |
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187 | exploded, |
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188 | }; |
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189 | |||
190 | namespace dcx { |
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191 | extern player_dead_state Player_dead_state; // !0 means player is dead! |
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192 | extern objnum_t Player_fired_laser_this_frame; |
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193 | |||
194 | // Draw a blob-type object, like a fireball |
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195 | void draw_object_blob(grs_canvas &, const object_base &obj, bitmap_index bitmap); |
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196 | } |
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197 | |||
198 | #ifdef dsx |
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199 | namespace dsx { |
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200 | // do whatever setup needs to be done |
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201 | void init_objects(); |
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202 | |||
203 | // when an object has moved into a new segment, this function unlinks it |
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204 | // from its old segment, and links it into the new segment |
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205 | void obj_relink(fvmobjptr &vmobjptr, fvmsegptr &vmsegptr, vmobjptridx_t objnum, vmsegptridx_t newsegnum); |
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206 | |||
207 | // for getting out of messed up linking situations (i.e. caused by demo playback) |
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208 | void obj_relink_all(); |
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209 | |||
210 | // links an object into a segment's list of objects. |
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211 | // takes object number and segment number |
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212 | void obj_link(fvmobjptr &vmobjptr, vmobjptridx_t objnum, vmsegptridx_t segnum); |
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213 | /* Link an object without checking whether the object is currently |
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214 | * unlinked. This should be used only in cases where the caller is |
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215 | * intentionally overriding the normal linking rules (such as loading |
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216 | * objects from demos or from the network). |
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217 | */ |
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218 | void obj_link_unchecked(fvmobjptr &vmobjptr, vmobjptridx_t obj, vmsegptridx_t segnum); |
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219 | |||
220 | // unlinks an object from a segment's list of objects |
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221 | void obj_unlink(fvmobjptr &vmobjptr, fvmsegptr &vmsegptr, object_base &obj); |
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222 | |||
223 | // initialize a new object. adds to the list for the given segment |
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224 | // returns the object number |
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225 | imobjptridx_t obj_create(object_type_t type, unsigned id, vmsegptridx_t segnum, const vms_vector &pos, const vms_matrix *orient, fix size, unsigned ctype, movement_type_t mtype, render_type_t rtype); |
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226 | |||
227 | // make a copy of an object. returs num of new object |
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228 | imobjptridx_t obj_create_copy(const object &srcobj, vmsegptridx_t newsegnum); |
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229 | |||
230 | // remove object from the world |
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231 | void obj_delete(d_level_unique_object_state &LevelUniqueObjectState, segment_array &Segments, vmobjptridx_t objnum); |
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232 | |||
233 | // called after load. Takes number of objects, and objects should be |
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234 | // compressed |
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235 | void reset_objects(d_level_unique_object_state &, unsigned n_objs); |
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236 | |||
237 | // make object array non-sparse |
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238 | void compress_objects(); |
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239 | |||
240 | // move all objects for the current frame |
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241 | window_event_result game_move_all_objects(); // moves all objects |
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242 | window_event_result endlevel_move_all_objects(); |
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243 | |||
244 | // set viewer object to next object in array |
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245 | void object_goto_next_viewer(); |
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246 | |||
247 | // make object0 the player, setting all relevant fields |
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248 | void init_player_object(); |
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249 | |||
250 | // check if object is in object->segnum. if not, check the adjacent |
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251 | // segs. if not any of these, returns false, else sets obj->segnum & |
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252 | // returns true callers should really use find_vector_intersection() |
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253 | // Note: this function is in gameseg.c |
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254 | int update_object_seg(fvmobjptr &vmobjptr, const d_level_shared_segment_state &LevelSharedSegmentState, d_level_unique_segment_state &LevelUniqueSegmentState, vmobjptridx_t obj); |
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255 | |||
256 | // Finds what segment *obj is in, returns segment number. If not in |
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257 | // any segment, returns -1. Note: This function is defined in |
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258 | // gameseg.h, but object.h depends on gameseg.h, and object.h is where |
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259 | // object is defined...get it? |
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260 | imsegptridx_t find_object_seg(const d_level_shared_segment_state &, d_level_unique_segment_state &, const object_base &obj); |
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261 | |||
262 | // go through all objects and make sure they have the correct segment |
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263 | // numbers used when debugging is on |
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264 | void fix_object_segs(); |
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265 | |||
266 | // Drops objects contained in objp. |
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267 | imobjptridx_t object_create_robot_egg(object &objp); |
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268 | imobjptridx_t object_create_robot_egg(int type, int id, int num, const vms_vector &init_vel, const vms_vector &pos, vmsegptridx_t segnum); |
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269 | |||
270 | // Interface to object_create_egg, puts count objects of type type, id |
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271 | // = id in objp and then drops them. |
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272 | imobjptridx_t call_object_create_egg(const object_base &objp, unsigned count, int id); |
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273 | |||
274 | void dead_player_end(); |
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275 | |||
276 | // Extract information from an object (objp->orient, objp->pos, |
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277 | // objp->segnum), stuff in a shortpos structure. See typedef |
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278 | // shortpos. |
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279 | void create_shortpos_little(const d_level_shared_segment_state &, shortpos &spp, const object_base &objp); |
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280 | void create_shortpos_native(const d_level_shared_segment_state &, shortpos &spp, const object_base &objp); |
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281 | |||
282 | // Extract information from a shortpos, stuff in objp->orient |
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283 | // (matrix), objp->pos, objp->segnum |
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284 | void extract_shortpos_little(vmobjptridx_t objp, const shortpos *spp); |
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285 | |||
286 | // create and extract quaternion structure from object data which greatly saves bytes by using quaternion instead or orientation matrix |
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287 | void create_quaternionpos(quaternionpos &qpp, const object_base &objp); |
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288 | void extract_quaternionpos(vmobjptridx_t objp, quaternionpos &qpp); |
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289 | |||
290 | // delete objects, such as weapons & explosions, that shouldn't stay |
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291 | // between levels if clear_all is set, clear even proximity bombs |
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292 | void clear_transient_objects(int clear_all); |
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293 | |||
294 | // returns the number of a free object, updating Highest_object_index. |
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295 | // Generally, obj_create() should be called to get an object, since it |
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296 | // fills in important fields and does the linking. returns -1 if no |
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297 | // free objects |
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298 | imobjptridx_t obj_allocate(d_level_unique_object_state &); |
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299 | |||
300 | // after calling init_object(), the network code has grabbed specific |
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301 | // object slots without allocating them. Go though the objects & |
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302 | // build the free list, then set the apporpriate globals Don't call |
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303 | // this function if you don't know what you're doing. |
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304 | void special_reset_objects(d_level_unique_object_state &); |
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305 | |||
306 | // attaches an object, such as a fireball, to another object, such as |
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307 | // a robot |
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308 | void obj_attach(object_array &Objects, vmobjptridx_t parent, vmobjptridx_t sub); |
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309 | |||
310 | void create_small_fireball_on_object(vmobjptridx_t objp, fix size_scale, int sound_flag); |
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311 | window_event_result dead_player_frame(); |
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312 | |||
313 | #if defined(DXX_BUILD_DESCENT_II) |
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314 | extern int Drop_afterburner_blob_flag; //ugly hack |
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315 | enum class game_marker_index : uint8_t; |
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316 | enum class player_marker_index : uint8_t; |
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317 | // returns object number |
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318 | imobjptridx_t drop_marker_object(const vms_vector &pos, vmsegptridx_t segnum, const vms_matrix &orient, game_marker_index marker_num); |
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319 | |||
320 | void wake_up_rendered_objects(const object &gmissp, window_rendered_data &window); |
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321 | |||
322 | void fuelcen_check_for_goal(object &plrobj, const shared_segment &segp); |
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323 | #endif |
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324 | imobjptridx_t obj_find_first_of_type(fvmobjptridx &, object_type_t type); |
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325 | |||
326 | void object_rw_swap(struct object_rw *obj_rw, int swap); |
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327 | void reset_player_object(); |
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328 | |||
329 | } |
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330 | #endif |