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- /*
- THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
- SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
- END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
- ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
- IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
- SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
- FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
- CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
- AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
- COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
- */
- /*
- * $Source: f:/miner/source/main/rcs/laser.h $
- * $Revision: 2.0 $
- * $Author: john $
- * $Date: 1995/02/27 11:32:27 $
- *
- * Definitions for the laser code.
- *
- * $Log: laser.h $
- * Revision 2.0 1995/02/27 11:32:27 john
- * New version 2.0, which has no anonymous unions, builds with
- * Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
- *
- * Revision 1.50 1995/02/01 21:03:44 john
- * Lintified.
- *
- * Revision 1.49 1995/02/01 16:34:11 john
- * Linted.
- *
- * Revision 1.48 1995/01/31 16:16:16 mike
- * Separate smart blobs for robot and player.
- *
- * Revision 1.47 1995/01/27 17:02:55 mike
- * Add LASER_ID -- why wasn't this added in June?
- *
- * Revision 1.46 1995/01/25 10:53:27 mike
- * make badass damage go through grates.
- *
- * Revision 1.45 1994/12/12 17:17:32 mike
- * make boss cloak/teleport when get hit, make quad laser 3/4 as powerful.
- *
- * Revision 1.44 1994/12/04 16:17:23 mike
- * spruce up homing missile behavior.
- *
- * Revision 1.43 1994/12/03 12:48:30 mike
- * make homing missile tracking not frame rate dependent (more-or-less)
- *
- * Revision 1.42 1994/10/12 08:04:54 mike
- * Clean up proximity/homing mess.
- *
- * Revision 1.41 1994/10/09 20:07:04 rob
- * Change prototype for do_laser_firing
- *
- * Revision 1.40 1994/10/09 00:15:48 mike
- * Add constants for super mech missile, regular mech missile, silent spreadfire.
- *
- * Revision 1.39 1994/10/08 19:52:09 rob
- * Added new weapon fire flags.
- *
- * Revision 1.38 1994/10/07 15:31:12 mike
- * Prototypes for new laser functions which don't necessarily make sound.
- *
- * Revision 1.37 1994/10/05 17:08:29 matt
- * Fixed a couple of small bugs, and made homing missiles alternate sides
- *
- * Revision 1.36 1994/09/28 14:28:55 rob
- * Added firing of missiles on networks/serial.
- *
- * Revision 1.35 1994/09/24 14:17:02 mike
- * Prototype do_laser_firing.
- *
- * Revision 1.34 1994/09/23 11:36:49 mike
- * Prototype Laser_create_new_easy.
- *
- * Revision 1.33 1994/09/20 11:55:01 mike
- * Fix bug.
- *
- * Revision 1.32 1994/09/20 11:48:34 mike
- * Change spreadfire laser to use new bitmap. (Define SPREADFIRE_ID)
- *
- * Revision 1.31 1994/09/15 16:31:28 mike
- * Prototype object_to_object_visibility.
- *
- * Revision 1.30 1994/09/10 17:31:40 mike
- * Add thrust to weapons.
- *
- * Revision 1.29 1994/09/08 14:49:44 mike
- * Bunch of IDs for new weapon types.
- *
- * Revision 1.28 1994/09/07 19:16:40 mike
- * Homing missile.
- *
- * Revision 1.27 1994/09/07 15:59:47 mike
- * Kill FLARE_MAX_TIME (now defined in bitmaps.tbl), add PROXIMITY_ID (shame!), prototype do_laser_firing, do_missile_firing.
- *
- * Revision 1.26 1994/09/03 15:22:41 mike
- * Kill Projectile_player_fire prototype.
- *
- * Revision 1.25 1994/09/02 16:39:00 mike
- * IDs for primary weapons.
- *
- * Revision 1.24 1994/09/02 11:55:54 mike
- * Define some illegal constants.
- *
- * Revision 1.23 1994/08/25 18:12:06 matt
- * Made player's weapons and flares fire from the positions on the 3d model.
- * Also added support for quad lasers.
- *
- * Revision 1.22 1994/08/19 15:22:28 mike
- * Define constant for MAX_LASER_LEVEL.
- *
- * Revision 1.21 1994/08/13 12:20:47 john
- * Made the networking uise the Players array.
- *
- * Revision 1.20 1994/08/10 10:44:05 john
- * Made net players fire..
- *
- * Revision 1.19 1994/06/27 18:30:57 mike
- * Add flares.
- *
- * Revision 1.18 1994/06/09 15:32:37 mike
- * Muzzle flash
- *
- * Revision 1.17 1994/05/19 09:09:00 mike
- * Move a bunch of laser variables to bm.h, I think.
- * Also, added Robot_laser_speed, instead of hard-coding Laser_speed/4.
- *
- * Revision 1.16 1994/05/14 17:16:20 matt
- * Got rid of externs in source (non-header) files
- *
- * Revision 1.15 1994/05/13 20:27:39 john
- * Version II of John's new object code.
- *
- * Revision 1.14 1994/04/20 15:06:47 john
- * Neatend laser code and fixed some laser bugs.
- *
- * Revision 1.13 1994/04/01 13:35:15 matt
- * Cleaned up laser code a bit; moved some code here object.c to laser.c
- *
- * Revision 1.12 1994/04/01 11:14:24 yuan
- * Added multiple bitmap functionality to all objects...
- * (hostages, powerups, lasers, etc.)
- * Hostages and powerups are implemented in the object system,
- * just need to finish function call to "affect" player.
- *
- * Revision 1.11 1994/03/31 09:10:09 matt
- * Added #define to turn crosshair off
- *
- * Revision 1.10 1994/02/17 11:33:15 matt
- * Changes in object system
- *
- * Revision 1.9 1994/01/06 11:56:01 john
- * Made lasers be lines, not purple blobs
- *
- * Revision 1.8 1994/01/05 10:53:35 john
- * New object code by John.
- *
- * Revision 1.7 1993/12/08 14:21:36 john
- * Added ExplodeObject
- *
- * Revision 1.6 1993/12/08 11:28:54 john
- * Made lasers look like bolts.
- *
- * Revision 1.5 1993/12/01 13:12:40 john
- * made lasers frame-rate independant
- *
- * Revision 1.4 1993/11/30 19:00:42 john
- * lasers working kinda
- *
- * Revision 1.3 1993/11/29 19:44:53 john
- * *** empty log message ***
- *
- * Revision 1.2 1993/11/29 17:44:55 john
- * *** empty log message ***
- *
- * Revision 1.1 1993/11/29 17:19:19 john
- * Initial revision
- *
- *
- */
- #ifndef _LASER_H
- #define _LASER_H
- #define CONCUSSION_ID 8
- #define FLARE_ID 9 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
- #define LASER_ID 10
- #define VULCAN_ID 11 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
- #define XSPREADFIRE_ID 12 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
- #define PLASMA_ID 13 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
- #define FUSION_ID 14 // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
- #define HOMING_ID 15
- #define PROXIMITY_ID 16
- #define SMART_ID 17
- #define MEGA_ID 18
- #define PLAYER_SMART_HOMING_ID 19
- #define SPREADFIRE_ID 20
- #define SUPER_MECH_MISS 21
- #define REGULAR_MECH_MISS 22
- #define SILENT_SPREADFIRE_ID 23
- #define ROBOT_SMART_HOMING_ID 29
- // These are new defines for the value of 'flags' passed to do_laser_firing.
- // The purpose is to collect other flags like QUAD_LASER and Spreadfire_toggle
- // into a single 8-bit quantity so it can be easily used in network mode.
- #define LASER_QUAD 1
- #define LASER_SPREADFIRE_TOGGLED 2
- #define MAX_LASER_LEVEL 3 // Note, laser levels are numbered from 0.
- #define MAX_LASER_BITMAPS 6
- // For muzzle firing casting light.
- #define MUZZLE_QUEUE_MAX 8
- // Constants governing homing missile behavior.
- // MIN_TRACKABLE_DOT gets inversely scaled by FrameTime and stuffed in Min_trackable_dot
- #define MIN_TRACKABLE_DOT (3*F1_0/4)
- #define MAX_TRACKABLE_DIST (F1_0*250)
- #define HOMING_MISSILE_STRAIGHT_TIME (F1_0/8) // Changed as per request of John, Adam, Yuan, but mostly John
- extern fix Min_trackable_dot; // MIN_TRACKABLE_DOT inversely scaled by FrameTime
- void Laser_render( object *obj );
- void Laser_player_fire( object * obj, int type, int gun_num, int make_sound, int harmless_flag );
- void Laser_player_fire_spread(object *obj, int laser_type, int gun_num, fix spreadr, fix spreadu, int make_sound, int harmless);
- void Laser_do_weapon_sequence( object *obj );
- void Flare_create(object *obj);
- int laser_are_related( int o1, int o2 );
- extern int do_laser_firing_player(void);
- extern void do_missile_firing(void);
- extern void net_missile_firing(int player, int weapon, int flags);
- int Laser_create_new( vms_vector * direction, vms_vector * position, int segnum, int parent, int type, int make_sound );
- // Fires a laser-type weapon (a Primary weapon)
- // Fires from object objnum, weapon type weapon_id.
- // Assumes that it is firing from a player object, so it knows which gun to fire from.
- // Returns the number of shots actually fired, which will typically be 1, but could be
- // higher for low frame rates when rapidfire weapons, such as vulcan or plasma are fired.
- extern int do_laser_firing(int objnum, int weapon_id, int level, int flags, int nfires);
- // Easier to call than Laser_create_new because it determines the segment containing the firing point
- // and deals with it being stuck in an object or through a wall.
- // Fires a laser of type "weapon_type" from an object (parent) in the direction "direction" from the position "position"
- // Returns object number of laser fired or -1 if not possible to fire laser.
- int Laser_create_new_easy( vms_vector * direction, vms_vector * position, int parent, int weapon_type, int make_sound );
- extern void create_smart_children(object *objp);
- extern int object_to_object_visibility(object *obj1, object *obj2, int trans_type);
- extern int Muzzle_queue_index;
- typedef struct muzzle_info {
- fix create_time;
- short segnum;
- vms_vector pos;
- } muzzle_info;
- extern muzzle_info Muzzle_data[MUZZLE_QUEUE_MAX];
- #endif
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