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  1. /*
  2.  * Portions of this file are copyright Rebirth contributors and licensed as
  3.  * described in COPYING.txt.
  4.  * Portions of this file are copyright Parallax Software and licensed
  5.  * according to the Parallax license.
  6.  * See COPYING.txt for license details.
  7.  */
  8.  
  9. #pragma once
  10.  
  11. #include <type_traits>
  12. #include "dxxsconf.h"
  13. #include "dsx-ns.h"
  14. #include "objnum.h"
  15. #include "fwd-vecmat.h"
  16. #include "fwd-segment.h"
  17. #include "fwd-window.h"
  18. #include "fwd-valptridx.h"
  19. #include <array>
  20.  
  21. struct bitmap_index;
  22.  
  23. namespace dcx {
  24.  
  25. // Movement types
  26. enum movement_type_t : uint8_t;
  27. constexpr std::integral_constant<std::size_t, 350> MAX_OBJECTS{};
  28. constexpr std::integral_constant<std::size_t, MAX_OBJECTS - 20> MAX_USED_OBJECTS{};
  29. struct d_level_unique_control_center_state;
  30.  
  31. // Render types
  32. enum render_type_t : uint8_t;
  33.  
  34. }
  35.  
  36. #ifdef dsx
  37. namespace dsx {
  38. struct object;
  39. struct d_level_unique_object_state;
  40. }
  41. DXX_VALPTRIDX_DECLARE_SUBTYPE(dsx::, object, objnum_t, MAX_OBJECTS);
  42.  
  43. namespace dsx {
  44. DXX_VALPTRIDX_DEFINE_SUBTYPE_TYPEDEFS(object, obj);
  45.  
  46. static constexpr valptridx<object>::magic_constant<0xffff> object_none{};
  47. static constexpr valptridx<object>::magic_constant<0> object_first{};
  48.  
  49. #if defined(DXX_BUILD_DESCENT_I)
  50. constexpr std::integral_constant<unsigned, 15> MAX_OBJECT_TYPES{};
  51. #elif defined(DXX_BUILD_DESCENT_II)
  52. constexpr std::integral_constant<unsigned, 16> MAX_OBJECT_TYPES{};
  53. struct d_level_unique_control_center_state;
  54. #endif
  55.  
  56. }
  57. #endif
  58.  
  59. // Result types
  60. typedef unsigned result_type_t;
  61. constexpr std::integral_constant<result_type_t, 0> RESULT_NOTHING{};   // Ignore this collision
  62. constexpr std::integral_constant<result_type_t, 1> RESULT_CHECK{};   // Check for this collision
  63.  
  64. // Control types - what tells this object what do do
  65. typedef unsigned control_type_t;
  66. constexpr std::integral_constant<control_type_t, 0> CT_NONE{};          // doesn't move (or change movement)
  67. constexpr std::integral_constant<control_type_t, 1> CT_AI{};                    // driven by AI
  68. constexpr std::integral_constant<control_type_t, 2> CT_EXPLOSION{};     // explosion sequencer
  69. constexpr std::integral_constant<control_type_t, 4> CT_FLYING{};                // the player is flying
  70. constexpr std::integral_constant<control_type_t, 5> CT_SLEW{};          // slewing
  71. constexpr std::integral_constant<control_type_t, 6> CT_FLYTHROUGH{};    // the flythrough system
  72. constexpr std::integral_constant<control_type_t, 9> CT_WEAPON{};                // laser, etc.
  73. constexpr std::integral_constant<control_type_t, 10> CT_REPAIRCEN{};    // under the control of the repair center
  74. constexpr std::integral_constant<control_type_t, 11> CT_MORPH{};                // this object is being morphed
  75. constexpr std::integral_constant<control_type_t, 12> CT_DEBRIS{};       // this is a piece of debris
  76. constexpr std::integral_constant<control_type_t, 13> CT_POWERUP{};      // animating powerup blob
  77. constexpr std::integral_constant<control_type_t, 14> CT_LIGHT{};                // doesn't actually do anything
  78. constexpr std::integral_constant<control_type_t, 15> CT_REMOTE{};       // controlled by another net player
  79. constexpr std::integral_constant<control_type_t, 16> CT_CNTRLCEN{};     // the control center/main reactor
  80.  
  81. // misc object flags
  82. typedef unsigned object_flag_t;
  83. constexpr std::integral_constant<object_flag_t, 1> OF_EXPLODING{};   // this object is exploding
  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.
  85. constexpr std::integral_constant<object_flag_t, 4> OF_DESTROYED{};   // this has been killed, and is showing the dead version
  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!
  87. constexpr std::integral_constant<object_flag_t, 16> OF_ATTACHED{};  // this object is a fireball attached to another object
  88. #if defined(DXX_BUILD_DESCENT_II)
  89. constexpr std::integral_constant<object_flag_t, 64> OF_PLAYER_DROPPED{};  // this object was dropped by the player...
  90. #endif
  91.  
  92. // physics flags
  93. typedef unsigned physics_flag_t;
  94. constexpr std::integral_constant<physics_flag_t, 0x01> PF_TURNROLL{};    // roll when turning
  95. constexpr std::integral_constant<physics_flag_t, 0x02> PF_LEVELLING{};    // level object with closest side
  96. constexpr std::integral_constant<physics_flag_t, 0x04> PF_BOUNCE{};    // bounce (not slide) when hit will
  97. constexpr std::integral_constant<physics_flag_t, 0x08> PF_WIGGLE{};    // wiggle while flying
  98. constexpr std::integral_constant<physics_flag_t, 0x10> PF_STICK{};    // object sticks (stops moving) when hits wall
  99. constexpr std::integral_constant<physics_flag_t, 0x20> PF_PERSISTENT{};    // object keeps going even after it hits another object (eg, fusion cannon)
  100. constexpr std::integral_constant<physics_flag_t, 0x40> PF_USES_THRUST{};    // this object uses its thrust
  101. #if defined(DXX_BUILD_DESCENT_II)
  102. constexpr std::integral_constant<physics_flag_t, 0x80> PF_BOUNCED_ONCE{};    // Weapon has bounced once.
  103. constexpr std::integral_constant<physics_flag_t, 0x100> PF_FREE_SPINNING{};   // Drag does not apply to rotation of this object
  104. constexpr std::integral_constant<physics_flag_t, 0x200> PF_BOUNCES_TWICE{};   // This weapon bounces twice, then dies
  105. #endif
  106.  
  107. namespace dcx {
  108. enum object_type_t : uint8_t;
  109. struct object_base;
  110.  
  111. typedef unsigned powerup_flag_t;
  112. constexpr std::integral_constant<powerup_flag_t, 1> PF_SPAT_BY_PLAYER{};   //this powerup was spat by the player
  113.  
  114. constexpr std::integral_constant<unsigned, 0x3fffffff> IMMORTAL_TIME{};  // Time assigned to immortal objects, about 32768 seconds, or about 9 hours.
  115.  
  116. struct shortpos;
  117. struct quaternionpos;
  118.  
  119. // This is specific to the shortpos extraction routines in gameseg.c.
  120. constexpr std::integral_constant<unsigned, 10> RELPOS_PRECISION{};
  121. constexpr std::integral_constant<unsigned, 9> MATRIX_PRECISION{};
  122.  
  123. struct physics_info;
  124. struct physics_info_rw;
  125.  
  126. struct laser_parent;
  127. struct laser_info_rw;
  128.  
  129. struct explosion_info;
  130. struct explosion_info_rw;
  131.  
  132. struct light_info;
  133. struct light_info_rw;
  134.  
  135. struct powerup_info;
  136.  
  137. struct vclip_info;
  138. struct vclip_info_rw;
  139.  
  140. struct polyobj_info;
  141. struct polyobj_info_rw;
  142.  
  143. struct obj_position;
  144. struct object_rw;
  145.  
  146. }
  147.  
  148. #ifdef dsx
  149. namespace dsx {
  150.  
  151. #if defined(DXX_BUILD_DESCENT_I)
  152. constexpr std::integral_constant<unsigned, 4> MAX_CONTROLCEN_GUNS{};
  153. #elif defined(DXX_BUILD_DESCENT_II)
  154. constexpr std::integral_constant<unsigned, 8> MAX_CONTROLCEN_GUNS{};
  155. struct d_unique_buddy_state;
  156. #endif
  157.  
  158. struct powerup_info_rw;
  159. struct window_rendered_data;
  160. struct reactor_static;
  161.  
  162. using collision_inner_array_t = std::array<uint8_t, MAX_OBJECT_TYPES>;
  163. using collision_outer_array_t = std::array<collision_inner_array_t, MAX_OBJECT_TYPES>;
  164. extern const collision_outer_array_t CollisionResult;
  165.  
  166. }
  167. #endif
  168.  
  169. namespace dcx {
  170. extern int Object_next_signature;   // The next signature for the next newly created object
  171.  
  172. extern int Num_robot_types;
  173. }
  174.  
  175. #ifdef dsx
  176. namespace dsx {
  177. extern object *ConsoleObject;       // pointer to the object that is the player
  178. extern const object *Viewer;              // which object we are seeing from
  179. extern object *Dead_player_camera;
  180. }
  181. #endif
  182.  
  183. enum class player_dead_state : uint8_t
  184. {
  185.         no,
  186.         yes,
  187.         exploded,
  188. };
  189.  
  190. namespace dcx {
  191. extern player_dead_state Player_dead_state;          // !0 means player is dead!
  192. extern objnum_t Player_fired_laser_this_frame;
  193.  
  194. // Draw a blob-type object, like a fireball
  195. void draw_object_blob(grs_canvas &, const object_base &obj, bitmap_index bitmap);
  196. }
  197.  
  198. #ifdef dsx
  199. namespace dsx {
  200. // do whatever setup needs to be done
  201. void init_objects();
  202.  
  203. // when an object has moved into a new segment, this function unlinks it
  204. // from its old segment, and links it into the new segment
  205. void obj_relink(fvmobjptr &vmobjptr, fvmsegptr &vmsegptr, vmobjptridx_t objnum, vmsegptridx_t newsegnum);
  206.  
  207. // for getting out of messed up linking situations (i.e. caused by demo playback)
  208. void obj_relink_all();
  209.  
  210. // links an object into a segment's list of objects.
  211. // takes object number and segment number
  212. void obj_link(fvmobjptr &vmobjptr, vmobjptridx_t objnum, vmsegptridx_t segnum);
  213. /* Link an object without checking whether the object is currently
  214.  * unlinked.  This should be used only in cases where the caller is
  215.  * intentionally overriding the normal linking rules (such as loading
  216.  * objects from demos or from the network).
  217.  */
  218. void obj_link_unchecked(fvmobjptr &vmobjptr, vmobjptridx_t obj, vmsegptridx_t segnum);
  219.  
  220. // unlinks an object from a segment's list of objects
  221. void obj_unlink(fvmobjptr &vmobjptr, fvmsegptr &vmsegptr, object_base &obj);
  222.  
  223. // initialize a new object.  adds to the list for the given segment
  224. // returns the object number
  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);
  226.  
  227. // make a copy of an object. returs num of new object
  228. imobjptridx_t obj_create_copy(const object &srcobj, vmsegptridx_t newsegnum);
  229.  
  230. // remove object from the world
  231. void obj_delete(d_level_unique_object_state &LevelUniqueObjectState, segment_array &Segments, vmobjptridx_t objnum);
  232.  
  233. // called after load.  Takes number of objects, and objects should be
  234. // compressed
  235. void reset_objects(d_level_unique_object_state &, unsigned n_objs);
  236.  
  237. // make object array non-sparse
  238. void compress_objects();
  239.  
  240. // move all objects for the current frame
  241. window_event_result game_move_all_objects();     // moves all objects
  242. window_event_result endlevel_move_all_objects();
  243.  
  244. // set viewer object to next object in array
  245. void object_goto_next_viewer();
  246.  
  247. // make object0 the player, setting all relevant fields
  248. void init_player_object();
  249.  
  250. // check if object is in object->segnum.  if not, check the adjacent
  251. // segs.  if not any of these, returns false, else sets obj->segnum &
  252. // returns true callers should really use find_vector_intersection()
  253. // Note: this function is in gameseg.c
  254. int update_object_seg(fvmobjptr &vmobjptr, const d_level_shared_segment_state &LevelSharedSegmentState, d_level_unique_segment_state &LevelUniqueSegmentState, vmobjptridx_t obj);
  255.  
  256. // Finds what segment *obj is in, returns segment number.  If not in
  257. // any segment, returns -1.  Note: This function is defined in
  258. // gameseg.h, but object.h depends on gameseg.h, and object.h is where
  259. // object is defined...get it?
  260. imsegptridx_t find_object_seg(const d_level_shared_segment_state &, d_level_unique_segment_state &, const object_base &obj);
  261.  
  262. // go through all objects and make sure they have the correct segment
  263. // numbers used when debugging is on
  264. void fix_object_segs();
  265.  
  266. // Drops objects contained in objp.
  267. imobjptridx_t object_create_robot_egg(object &objp);
  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);
  269.  
  270. // Interface to object_create_egg, puts count objects of type type, id
  271. // = id in objp and then drops them.
  272. imobjptridx_t call_object_create_egg(const object_base &objp, unsigned count, int id);
  273.  
  274. void dead_player_end();
  275.  
  276. // Extract information from an object (objp->orient, objp->pos,
  277. // objp->segnum), stuff in a shortpos structure.  See typedef
  278. // shortpos.
  279. void create_shortpos_little(const d_level_shared_segment_state &, shortpos &spp, const object_base &objp);
  280. void create_shortpos_native(const d_level_shared_segment_state &, shortpos &spp, const object_base &objp);
  281.  
  282. // Extract information from a shortpos, stuff in objp->orient
  283. // (matrix), objp->pos, objp->segnum
  284. void extract_shortpos_little(vmobjptridx_t objp, const shortpos *spp);
  285.  
  286. // create and extract quaternion structure from object data which greatly saves bytes by using quaternion instead or orientation matrix
  287. void create_quaternionpos(quaternionpos &qpp, const object_base &objp);
  288. void extract_quaternionpos(vmobjptridx_t objp, quaternionpos &qpp);
  289.  
  290. // delete objects, such as weapons & explosions, that shouldn't stay
  291. // between levels if clear_all is set, clear even proximity bombs
  292. void clear_transient_objects(int clear_all);
  293.  
  294. // returns the number of a free object, updating Highest_object_index.
  295. // Generally, obj_create() should be called to get an object, since it
  296. // fills in important fields and does the linking.  returns -1 if no
  297. // free objects
  298. imobjptridx_t obj_allocate(d_level_unique_object_state &);
  299.  
  300. // after calling init_object(), the network code has grabbed specific
  301. // object slots without allocating them.  Go though the objects &
  302. // build the free list, then set the apporpriate globals Don't call
  303. // this function if you don't know what you're doing.
  304. void special_reset_objects(d_level_unique_object_state &);
  305.  
  306. // attaches an object, such as a fireball, to another object, such as
  307. // a robot
  308. void obj_attach(object_array &Objects, vmobjptridx_t parent, vmobjptridx_t sub);
  309.  
  310. void create_small_fireball_on_object(vmobjptridx_t objp, fix size_scale, int sound_flag);
  311. window_event_result dead_player_frame();
  312.  
  313. #if defined(DXX_BUILD_DESCENT_II)
  314. extern int Drop_afterburner_blob_flag;          //ugly hack
  315. enum class game_marker_index : uint8_t;
  316. enum class player_marker_index : uint8_t;
  317. // returns object number
  318. imobjptridx_t drop_marker_object(const vms_vector &pos, vmsegptridx_t segnum, const vms_matrix &orient, game_marker_index marker_num);
  319.  
  320. void wake_up_rendered_objects(const object &gmissp, window_rendered_data &window);
  321.  
  322. void fuelcen_check_for_goal(object &plrobj, const shared_segment &segp);
  323. #endif
  324. imobjptridx_t obj_find_first_of_type(fvmobjptridx &, object_type_t type);
  325.  
  326. void object_rw_swap(struct object_rw *obj_rw, int swap);
  327. void reset_player_object();
  328.  
  329. }
  330. #endif
  331.