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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 below. |
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| 6 | * See COPYING.txt for license details. |
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| 7 | |||
| 8 | THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX |
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| 9 | SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO |
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| 10 | END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A |
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| 11 | ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS |
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| 12 | IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS |
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| 13 | SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE |
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| 14 | FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE |
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| 15 | CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS |
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| 16 | AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. |
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| 17 | COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. |
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| 18 | */ |
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| 19 | |||
| 20 | /* |
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| 21 | * |
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| 22 | * Definitions for the laser code. |
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| 23 | * |
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| 24 | */ |
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| 25 | |||
| 26 | #pragma once |
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| 27 | |||
| 28 | #include "maths.h" |
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| 29 | #include "vecmat.h" |
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| 30 | |||
| 31 | #ifdef __cplusplus |
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| 32 | #include "fwd-segment.h" |
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| 33 | #include "fwd-object.h" |
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| 34 | #include "weapon_id.h" |
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| 35 | |||
| 36 | // These are new defines for the value of 'flags' passed to do_laser_firing. |
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| 37 | // The purpose is to collect other flags like QUAD_LASER and Spreadfire_toggle |
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| 38 | // into a single 8-bit quantity so it can be easily used in network mode. |
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| 39 | |||
| 40 | #define LASER_QUAD 1 |
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| 41 | #define LASER_SPREADFIRE_TOGGLED 2 |
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| 42 | |||
| 43 | #define MAX_LASER_LEVEL LASER_LEVEL_4 // Note, laser levels are numbered from 0. |
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| 44 | |||
| 45 | #if defined(DXX_BUILD_DESCENT_I) |
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| 46 | #define DXX_MAXIMUM_LASER_LEVEL LASER_LEVEL_4 |
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| 47 | #elif defined(DXX_BUILD_DESCENT_II) |
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| 48 | #define DXX_MAXIMUM_LASER_LEVEL MAX_SUPER_LASER_LEVEL |
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| 49 | #endif |
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| 50 | |||
| 51 | #define MAX_LASER_BITMAPS 6 |
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| 52 | |||
| 53 | // For muzzle firing casting light. |
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| 54 | #define MUZZLE_QUEUE_MAX 8 |
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| 55 | |||
| 56 | // Constants & functions governing homing missile behavior. |
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| 57 | #define NEWHOMER // activates the 30FPS-base capped homing projective code. Remove to restore original behavior. |
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| 58 | #if defined(DXX_BUILD_DESCENT_I) |
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| 59 | #define HOMING_MIN_TRACKABLE_DOT (3*F1_0/4) |
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| 60 | #elif defined(DXX_BUILD_DESCENT_II) |
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| 61 | #define HOMING_MIN_TRACKABLE_DOT (7*F1_0/8) |
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| 62 | #endif |
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| 63 | #define HOMING_FLY_STRAIGHT_TIME (F1_0/8) |
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| 64 | #ifdef NEWHOMER |
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| 65 | #define HOMING_TURN_TIME (F1_0/30) |
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| 66 | #endif |
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| 67 | |||
| 68 | #ifdef dsx |
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| 69 | namespace dsx { |
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| 70 | #ifdef NEWHOMER |
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| 71 | void calc_d_homer_tick(); |
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| 72 | #endif |
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| 73 | void Laser_render(grs_canvas &, const object_base &obj); |
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| 74 | imobjptridx_t Laser_player_fire(vmobjptridx_t obj, weapon_id_type laser_type, int gun_num, int make_sound, const vms_vector &shot_orientation, icobjidx_t Network_laser_track); |
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| 75 | void Laser_do_weapon_sequence(vmobjptridx_t obj); |
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| 76 | void Flare_create(vmobjptridx_t obj); |
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| 77 | bool laser_are_related(vcobjptridx_t o1, vcobjptridx_t o2); |
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| 78 | |||
| 79 | void do_laser_firing_player(object &); |
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| 80 | extern void do_missile_firing(int drop_bomb); |
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| 81 | } |
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| 82 | |||
| 83 | namespace dsx { |
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| 84 | imobjptridx_t Laser_create_new(const vms_vector &direction, const vms_vector &position, vmsegptridx_t segnum, vmobjptridx_t parent, weapon_id_type type, int make_sound); |
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| 85 | |||
| 86 | // Fires a laser-type weapon (a Primary weapon) |
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| 87 | // Fires from object objnum, weapon type weapon_id. |
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| 88 | // Assumes that it is firing from a player object, so it knows which |
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| 89 | // gun to fire from. |
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| 90 | // Returns the number of shots actually fired, which will typically be |
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| 91 | // 1, but could be higher for low frame rates when rapidfire weapons, |
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| 92 | // such as vulcan or plasma are fired. |
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| 93 | int do_laser_firing(vmobjptridx_t objnum, int weapon_id, int level, int flags, int nfires, vms_vector shot_orientation, icobjidx_t Network_laser_track); |
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| 94 | |||
| 95 | // Easier to call than Laser_create_new because it determines the |
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| 96 | // segment containing the firing point and deals with it being stuck |
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| 97 | // in an object or through a wall. |
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| 98 | // Fires a laser of type "weapon_type" from an object (parent) in the |
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| 99 | // direction "direction" from the position "position" |
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| 100 | // Returns object number of laser fired or -1 if not possible to fire |
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| 101 | // laser. |
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| 102 | imobjptridx_t Laser_create_new_easy(const vms_vector &direction, const vms_vector &position, vmobjptridx_t parent, weapon_id_type weapon_type, int make_sound); |
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| 103 | |||
| 104 | #if defined(DXX_BUILD_DESCENT_II) |
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| 105 | // give up control of the guided missile |
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| 106 | void release_guided_missile(d_level_unique_object_state &, unsigned player_num); |
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| 107 | |||
| 108 | // Omega cannon stuff. |
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| 109 | #define MAX_OMEGA_CHARGE (F1_0) // Maximum charge level for omega cannonw |
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| 110 | // NOTE: OMEGA_CHARGE_SCALE moved to laser.c to avoid long rebuilds if changed |
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| 111 | int ok_to_do_omega_damage(const object &weapon); |
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| 112 | void create_robot_smart_children(vmobjptridx_t objp, uint_fast32_t count); |
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| 113 | #endif |
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| 114 | |||
| 115 | void create_weapon_smart_children(vmobjptridx_t objp); |
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| 116 | int object_to_object_visibility(vcobjptridx_t obj1, const object_base &obj2, int trans_type); |
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| 117 | } |
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| 118 | #endif |
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| 119 | |||
| 120 | namespace dcx { |
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| 121 | |||
| 122 | struct muzzle_info |
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| 123 | { |
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| 124 | fix64 create_time; |
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| 125 | segnum_t segnum; |
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| 126 | vms_vector pos; |
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| 127 | }; |
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| 128 | |||
| 129 | extern std::array<muzzle_info, MUZZLE_QUEUE_MAX> Muzzle_data; |
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| 130 | } |
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| 131 | |||
| 132 | #ifdef dsx |
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| 133 | namespace d1x { |
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| 134 | |||
| 135 | static inline int is_proximity_bomb_or_player_smart_mine(const weapon_id_type id) |
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| 136 | { |
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| 137 | return id == weapon_id_type::PROXIMITY_ID; |
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| 138 | } |
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| 139 | |||
| 140 | static inline int is_proximity_bomb_or_player_smart_mine_or_placed_mine(const weapon_id_type id) |
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| 141 | { |
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| 142 | /* Descent 1 has no smart mines or placed mines. */ |
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| 143 | return id == weapon_id_type::PROXIMITY_ID; |
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| 144 | } |
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| 145 | |||
| 146 | } |
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| 147 | |||
| 148 | #if defined(DXX_BUILD_DESCENT_II) |
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| 149 | namespace dsx { |
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| 150 | // Omega cannon stuff. |
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| 151 | #define MAX_OMEGA_CHARGE (F1_0) // Maximum charge level for omega cannonw |
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| 152 | |||
| 153 | static inline int is_proximity_bomb_or_player_smart_mine(const weapon_id_type id) |
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| 154 | { |
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| 155 | if (id == weapon_id_type::SUPERPROX_ID) |
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| 156 | return 1; |
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| 157 | return ::d1x::is_proximity_bomb_or_player_smart_mine(id); |
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| 158 | } |
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| 159 | |||
| 160 | static inline int is_proximity_bomb_or_player_smart_mine_or_placed_mine(const weapon_id_type id) |
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| 161 | { |
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| 162 | if (id == weapon_id_type::PMINE_ID) |
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| 163 | return 1; |
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| 164 | return is_proximity_bomb_or_player_smart_mine(id); |
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| 165 | } |
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| 166 | } |
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| 167 | #endif |
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| 168 | #endif |
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| 169 | |||
| 170 | #endif |