1 /* $Id: object.h,v 1.4 2003/01/11 01:11:37 btb Exp $ */
2 /*
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
4 SOFTWARE CORPORATION ("PARALLAX").  PARALLAX, IN DISTRIBUTING THE CODE TO
5 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
7 IN USING, DISPLAYING,  AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES.  IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES.  THE END-USER UNDERSTANDS
11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION.  ALL RIGHTS RESERVED.
13 */
14 
15 #ifndef _OBJECT_H
16 #define _OBJECT_H
17 
18 #include "pstypes.h"
19 #include "vecmat.h"
20 #include "segment.h"
21 #include "gameseg.h"
22 #include "aistruct.h"
23 #include "gr.h"
24 #include "piggy.h"
25 
26 /*
27  *		CONSTANTS
28  */
29 
30 #define MAX_OBJECTS			350		//increased on 01/24/95 for multiplayer. --MK;  total number of objects in world
31 
32 //Object types
33 #define OBJ_NONE		255	//unused object
34 #define OBJ_WALL		0		//A wall... not really an object, but used for collisions
35 #define OBJ_FIREBALL	1		//a fireball, part of an explosion
36 #define OBJ_ROBOT		2		//an evil enemy
37 #define OBJ_HOSTAGE	3		//a hostage you need to rescue
38 #define OBJ_PLAYER	4		//the player on the console
39 #define OBJ_WEAPON	5		//a laser, missile, etc
40 #define OBJ_CAMERA	6		//a camera to slew around with
41 #define OBJ_POWERUP	7		//a powerup you can pick up
42 #define OBJ_DEBRIS	8		//a piece of robot
43 #define OBJ_CNTRLCEN	9		//the control center
44 #define OBJ_FLARE		10		//a flare
45 #define OBJ_CLUTTER	11		//misc objects
46 #define OBJ_GHOST		12		//what the player turns into when dead
47 #define OBJ_LIGHT		13		//a light source, & not much else
48 #define OBJ_COOP		14		//a cooperative player object.
49 #define OBJ_MARKER	15		//a map marker
50 // WARNING!! If you add a type here, add its name to Object_type_names in object.c
51 #define MAX_OBJECT_TYPES	16
52 
53 //Result types
54 #define RESULT_NOTHING	0		//Ignore this collision
55 #define RESULT_CHECK		1		//Check for this collision
56 
57 //Control types - what tells this object what do do
58 #define CT_NONE			0	//doesn't move (or change movement)
59 #define CT_AI				1	//driven by AI
60 #define CT_EXPLOSION		2	//explosion sequencer
61 #define CT_FLYING			4	//the player is flying
62 #define CT_SLEW			5	//slewing
63 #define CT_FLYTHROUGH	6	//the flythrough system
64 #define CT_WEAPON			9		//laser, etc.
65 #define CT_REPAIRCEN		10	//under the control of the repair center
66 #define CT_MORPH			11	//this object is being morphed
67 #define CT_DEBRIS			12	//this is a piece of debris
68 #define CT_POWERUP		13	//animating powerup blob
69 #define CT_LIGHT			14	//doesn't actually do anything
70 #define CT_REMOTE			15 //controlled by another net player
71 #define CT_CNTRLCEN		16	//the control center/main reactor
72 
73 //Movement types
74 #define MT_NONE			0	//doesn't move
75 #define MT_PHYSICS		1	//moves by physics
76 #define MT_SPINNING		3	//this object doesn't move, just sits and spins
77 
78 //Render types
79 #define RT_NONE			0	//does not render
80 #define RT_POLYOBJ		1	//a polygon model
81 #define RT_FIREBALL		2	//a fireball
82 #define RT_LASER			3	//a laser
83 #define RT_HOSTAGE		4	//a hostage
84 #define RT_POWERUP		5	//a powerup
85 #define RT_MORPH			6	//a robot being morphed
86 #define RT_WEAPON_VCLIP	7	//a weapon that renders as a vclip
87 
88 //misc object flags
89 #define OF_EXPLODING			1		//this object is exploding
90 #define OF_SHOULD_BE_DEAD	2		//this object should be dead, so next time we can, we should delete this object.
91 #define OF_DESTROYED			4		//this has been killed, and is showing the dead version
92 #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!
93 #define OF_ATTACHED			16		//this object is a fireball attached to another object
94 #define OF_HARMLESS			32		//this object does no damage.  Added to make quad lasers do 1.5 damage as normal lasers.
95 #define OF_PLAYER_DROPPED	64		//this object was dropped by the player...
96 
97 //Different Weapon ID types...
98 #define WEAPON_ID_LASER			0
99 #define WEAPON_ID_MISSLE		1
100 #define WEAPON_ID_CANNONBALL	2
101 
102 //Object Initial shields...
103 #define OBJECT_INITIAL_SHIELDS F1_0/2
104 
105 //physics flags
106 #define PF_TURNROLL			0x01		// roll when turning
107 #define PF_LEVELLING			0x02		// level object with closest side
108 #define PF_BOUNCE				0x04		// bounce (not slide) when hit will
109 #define PF_WIGGLE				0x08		// wiggle while flying
110 #define PF_STICK				0x10		// object sticks (stops moving) when hits wall
111 #define PF_PERSISTENT		0x20		// object keeps going even after it hits another object (eg, fusion cannon)
112 #define PF_USES_THRUST		0x40		// this object uses its thrust
113 #define PF_BOUNCED_ONCE		0x80		// Weapon has bounced once.
114 #define PF_FREE_SPINNING	0x100		// Drag does not apply to rotation of this object
115 #define PF_BOUNCES_TWICE	0x200		// This weapon bounces twice, then dies
116 
117 #define	IMMORTAL_TIME	0x3fffffff	//	Time assigned to immortal objects, about 32768 seconds, or about 9 hours.
118 #define	ONE_FRAME_TIME	0x3ffffffe	//	Objects with this lifeleft will live for exactly one frame
119 
120 extern char	Object_type_names[MAX_OBJECT_TYPES][9];
121 
122 //	List of objects rendered last frame in order.  Created at render time, used by homing missiles in laser.c
123 #define	MAX_RENDERED_OBJECTS	50
124 
125 /*
126  *		STRUCTURES
127  */
128 
129 //	A compressed form for sending crucial data about via slow devices, such as modems and buggies.
130 typedef struct shortpos {
131 	byte	bytemat[9];
132 	short	xo,yo,zo;
133 	short	segment;
134 	short velx, vely, velz;
135 } __pack__ shortpos;
136 
137 //	This is specific to the shortpos extraction routines in gameseg.c.
138 #define	RELPOS_PRECISION	10
139 #define	MATRIX_PRECISION	9
140 #define	MATRIX_MAX			0x7f		//	This is based on MATRIX_PRECISION, 9 => 0x7f
141 
142 //information for physics sim for an object
143 typedef struct physics_info {
144 	vms_vector	velocity;		//velocity vector of this object
145 	vms_vector	thrust;			//constant force applied to this object
146 	fix			mass;				//the mass of this object
147 	fix			drag;				//how fast this slows down
148 	fix			brakes;			//how much brakes applied
149 	vms_vector	rotvel;			//rotational velecity (angles)
150 	vms_vector	rotthrust;		//rotational acceleration
151 	fixang		turnroll;		//rotation caused by turn banking
152 	ushort		flags;			//misc physics flags
153 } __pack__ physics_info;
154 
155 //stuctures for different kinds of simulation
156 
157 typedef struct laser_info {
158 	short			parent_type;	 	// The type of the parent of this object
159 	short			parent_num; 		// The object's parent's number
160 	int			parent_signature;	// The object's parent's signature...
161 	fix			creation_time;		//	Absolute time of creation.
162 	short			last_hitobj;		//	For persistent weapons (survive object collision), object it most recently hit.
163 	short			track_goal;			//	Object this object is tracking.
164 	fix			multiplier;			//	Power if this is a fusion bolt (or other super weapon to be added).
165 } __pack__ laser_info;
166 
167 typedef struct explosion_info {
168 	fix			spawn_time;			// when lifeleft is < this, spawn another
169 	fix			delete_time;		// when to delete object
170 	short			delete_objnum;		// and what object to delete
171 	short			attach_parent;		// explosion is attached to this object
172 	short			prev_attach;		// previous explosion in attach list
173 	short			next_attach;		// next explosion in attach list
174 } __pack__ explosion_info;
175 
176 typedef struct light_info {
177 	fix			intensity;		//how bright the light is
178 } __pack__ light_info;
179 
180 #define PF_SPAT_BY_PLAYER	1		//this powerup was spat by the player
181 
182 typedef struct powerup_info {
183 	int			count;			//how many/much we pick up (vulcan cannon only?)
184 	fix			creation_time;	//Absolute time of creation.
185 	int			flags;			//spat by player?
186 } __pack__ powerup_info;
187 
188 typedef struct vclip_info {
189 	int			vclip_num;
190 	fix			frametime;
191 	byte			framenum;
192 } __pack__ vclip_info;
193 
194 //structures for different kinds of rendering
195 
196 typedef struct polyobj_info {
197 	int			model_num;						//which polygon model
198 	vms_angvec	anim_angles[MAX_SUBMODELS];	//angles for each subobject
199 	int			subobj_flags;					//specify which subobjs to draw
200 	int			tmap_override;					//if this is not -1, map all face to this
201 	int			alt_textures;					//if not -1, use these textures instead
202 } __pack__ polyobj_info;
203 
204 typedef struct object {
205 	int			signature;		// Every object ever has a unique signature...
206 	ubyte			type;				// what type of object this is... robot, weapon, hostage, powerup, fireball
207 	ubyte			id;				// which form of object...which powerup, robot, etc.
208 #ifdef WORDS_NEED_ALIGNMENT
209 	short pad;
210 #endif
211 	short			next,prev;		// id of next and previous connected object in Objects, -1 = no connection
212 	ubyte			control_type;  // how this object is controlled
213 	ubyte			movement_type; // how this object moves
214 	ubyte			render_type;	//	how this object renders
215 	ubyte			flags;			// misc flags
216 	short			segnum;			// segment number containing object
217 	short			attached_obj;	// number of attached fireball object
218 	vms_vector  pos;				// absolute x,y,z coordinate of center of object
219 	vms_matrix  orient;			// orientation of object in world
220 	fix			size;				// 3d size of object - for collision detection
221 	fix			shields; 		// Starts at maximum, when <0, object dies..
222 	vms_vector  last_pos;		// where object was last frame
223 	byte			contains_type;	//	Type of object this object contains (eg, spider contains powerup)
224 	byte			contains_id;	//	ID of object this object contains (eg, id = blue type = key)
225 	byte			contains_count;// number of objects of type:id this object contains
226 	byte			matcen_creator;//	Materialization center that created this object, high bit set if matcen-created
227 	fix			lifeleft;		// how long until goes away, or 7fff if immortal
228 	// -- Removed, MK, 10/16/95, using lifeleft instead:	int			lightlevel;
229 
230 
231 	//movement info, determined by MOVEMENT_TYPE
232 	union {
233 		physics_info phys_info;			//a physics object
234 		vms_vector	 spin_rate;			//for spinning objects
235 	} __pack__ mtype;
236 
237 	//control info, determined by CONTROL_TYPE
238 	union {
239 		laser_info 		laser_info;
240 		explosion_info	expl_info;		//NOTE: debris uses this also
241 		ai_static		ai_info;
242 		light_info		light_info;		//why put this here?  Didn't know what else to do with it.
243 		powerup_info	powerup_info;
244 	} __pack__ ctype;
245 
246 	//render info, determined by RENDER_TYPE
247 	union {
248 		polyobj_info pobj_info;			//polygon model
249 		vclip_info	 vclip_info;		//vclip
250 
251 	} __pack__ rtype;
252 
253 #ifdef WORDS_NEED_ALIGNMENT
254 	short pad2;
255 #endif
256 } __pack__ object;
257 
258 typedef struct obj_position {
259 	vms_vector  pos;				// absolute x,y,z coordinate of center of object
260 	vms_matrix  orient;			// orientation of object in world
261 	short			segnum;			// segment number containing object
262 } obj_position;
263 
264 typedef struct {
265 	int		frame;
266 	object	*viewer;
267 	int		rear_view;
268 	int		user;
269 	int		num_objects;
270 	short		rendered_objects[MAX_RENDERED_OBJECTS];
271 } window_rendered_data;
272 
273 #define	MAX_RENDERED_WINDOWS	3
274 
275 extern window_rendered_data Window_rendered_data[MAX_RENDERED_WINDOWS];
276 
277 /*
278  *		VARIABLES
279  */
280 
281 extern int Object_next_signature;		// The next signature for the next newly created object
282 
283 extern ubyte CollisionResult[MAX_OBJECT_TYPES][MAX_OBJECT_TYPES];
284 // ie CollisionResult[a][b]==  what happens to a when it collides with b
285 
286 extern object Objects[];
287 extern int Highest_object_index;		//highest objnum
288 
289 extern char *robot_names[];			//name of each robot
290 
291 extern int Num_robot_types;
292 
293 extern object *ConsoleObject;			//pointer to the object that is the player
294 extern object *Viewer;			//which object we are seeing from
295 extern object *Dead_player_camera;
296 
297 extern object Follow;
298 extern int Player_is_dead;				//	!0 means player is dead!
299 extern int Player_exploded;
300 extern int Death_sequence_aborted;
301 extern int Player_fired_laser_this_frame;
302 
303 /*
304  *		FUNCTIONS
305  */
306 
307 
308 //do whatever setup needs to be done
309 void init_objects();
310 
311 //returns segment number object is in.  Searches out from object's current
312 //seg, so this shouldn't be called if the object has "jumped" to a new seg
313 int obj_get_new_seg(object *obj);
314 
315 //when an object has moved into a new segment, this function unlinks it
316 //from its old segment, and links it into the new segment
317 void obj_relink(int objnum,int newsegnum);
318 
319 //move an object from one segment to another. unlinks & relinks
320 void obj_set_new_seg(int objnum,int newsegnum);
321 
322 //links an object into a segment's list of objects.
323 //takes object number and segment number
324 void obj_link(int objnum,int segnum);
325 
326 //unlinks an object from a segment's list of objects
327 void obj_unlink(int objnum);
328 
329 //initialize a new object.  adds to the list for the given segment
330 //returns the object number
331 int obj_create(ubyte type,ubyte id,int segnum,vms_vector *pos,
332 			vms_matrix *orient,fix size,ubyte ctype,ubyte mtype,ubyte rtype);
333 
334 //make a copy of an object. returs num of new object
335 int obj_create_copy(int objnum, vms_vector *new_pos, int newsegnum);
336 
337 //remove object from the world
338 void obj_delete(int objnum);
339 
340 //called after load.  Takes number of objects,  and objects should be
341 //compressed
342 void reset_objects(int n_objs);
343 
344 //make object array non-sparse
345 void compress_objects(void);
346 
347 //Render an object.  Calls one of several routines based on type
348 void render_object(object *obj);
349 
350 //Draw a blob-type object, like a fireball
351 void draw_object_blob(object *obj,bitmap_index bitmap);
352 
353 //draw an object that is a texture-mapped rod
354 void draw_object_tmap_rod(object *obj,bitmap_index bitmap,int lighted);
355 
356 //Deletes all objects that have been marked for death.
357 void obj_delete_all_that_should_be_dead();
358 
359 // Toggles whether or not lock-boxes draw.
360 void object_toggle_lock_targets();
361 
362 //move all objects for the current frame
363 void object_move_all();		// moves all objects
364 
365 //set viewer object to next object in array
366 void object_goto_next_viewer();
367 
368 //draw target boxes for nearby robots
369 void object_render_targets(void);
370 
371 //move an object for the current frame
372 void object_move_one( object * obj );
373 
374 //make object0 the player, setting all relevant fields
375 void init_player_object();
376 
377 //check if object is in object->segnum.  if not, check the adjacent segs.
378 //if not any of these, returns false, else sets obj->segnum & returns true
379 //callers should really use find_vector_intersection()
380 //Note: this function is in gameseg.c
381 extern int update_object_seg(struct object *obj);
382 
383 
384 //	Finds what segment *obj is in, returns segment number.
385 //	If not in any segment, returns -1.
386 //	Note: This function is defined in gameseg.h, but object.h depends on gameseg.h, and
387 //	object.h is where object is defined...get it?
388 extern int find_object_seg(object * obj );
389 
390 //go through all objects and make sure they have the correct segment numbers
391 //used when debugging is on
392 void fix_object_segs();
393 
394 //	Drops objects contained in objp.
395 int object_create_egg(object *objp);
396 
397 //	Interface to object_create_egg, puts count objects of type type, id = id in objp and then drops them.
398 int call_object_create_egg(object *objp, int count, int type, int id);
399 
400 extern void dead_player_end(void);
401 
402 //	Extract information from an object (objp->orient, objp->pos, objp->segnum), stuff in a shortpos structure.
403 // See typedef shortpos.
404 extern void create_shortpos(shortpos *spp, object *objp, int swap_bytes);
405 
406 //	Extract information from a shortpos, stuff in objp->orient (matrix), objp->pos, objp->segnum
407 extern void extract_shortpos(object *objp, shortpos *spp, int swap_bytes);
408 
409 //delete objects, such as weapons & explosions, that shouldn't stay between levels
410 //if clear_all is set, clear even proximity bombs
411 void clear_transient_objects(int clear_all);
412 
413 //returns the number of a free object, updating Highest_object_index.
414 //Generally, obj_create() should be called to get an object, since it
415 //fills in important fields and does the linking.
416 //returns -1 if no free objects
417 int obj_allocate(void);
418 
419 //frees up an object.  Generally, obj_delete() should be called to get
420 //rid of an object.  This function deallocates the object entry after
421 //the object has been unlinked
422 void obj_free(int objnum);
423 
424 //after calling init_object(), the network code has grabbed specific
425 //object slots without allocating them.  Go though the objects & build
426 //the free list, then set the apporpriate globals
427 //Don't call this function if you don't know what you're doing.
428 void special_reset_objects(void);
429 
430 //attaches an object, such as a fireball, to another object, such as a robot
431 void obj_attach(object *parent,object *sub);
432 
433 extern void create_small_fireball_on_object(object *objp, fix size_scale, int sound_flag);
434 
435 //returns object number
436 int drop_marker_object(vms_vector *pos,int segnum,vms_matrix *orient,int marker_num);
437 
438 extern void wake_up_rendered_objects(object *gmissp, int window_num);
439 
440 extern void AdjustMineSpawn();
441 
442 void reset_player_object(void);
443 
444 #endif
445