Files
fs2open.github.com/code/asteroid/asteroid.h
T
taylor 92de065a4f various bits of little cleanup get rid of some more compiler warnings
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3754 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:41 +10:00

303 lines
9.7 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
/*
* $Logfile: /Freespace2/code/Asteroid/Asteroid.h $
* $Revision: 2.15 $
* $Date: 2006-11-16 00:53:12 $
* $Author: taylor $
*
* Header file for asteroids
*
* $Log: not supported by cvs2svn $
* Revision 2.14 2006/09/11 06:49:38 taylor
* fixes for stuff_string() bounds checking
*
* Revision 2.13 2006/09/11 06:08:08 taylor
* make Species_info[] and Asteroid_info[] dynamic
*
* Revision 2.12 2005/09/25 20:31:42 Goober5000
* okay; everything should be good to go
* --Goober5000
*
* Revision 2.11 2005/09/25 08:25:14 Goober5000
* Okay, everything should now work again. :p Still have to do a little more with the asteroids.
* --Goober5000
*
* Revision 2.9 2005/07/13 02:50:48 Goober5000
* remove PreProcDefine #includes in FS2
* --Goober5000
*
* Revision 2.8 2005/07/13 02:01:28 Goober5000
* fixed a bunch of "issues" caused by me with the species stuff
* --Goober5000
*
* Revision 2.7 2005/07/13 00:44:20 Goober5000
* improved species support and removed need for #define
* --Goober5000
*
* Revision 2.6 2005/04/05 05:53:14 taylor
* s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
*
* Revision 2.5 2004/08/11 05:06:18 Kazan
* added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this
*
* Revision 2.4 2004/03/05 09:01:53 Goober5000
* Uber pass at reducing #includes
* --Goober5000
*
* Revision 2.3 2003/10/15 22:03:23 Kazan
* Da Species Update :D
*
* Revision 2.2 2003/04/29 01:03:22 Goober5000
* implemented the custom hitpoints mod
* --Goober5000
*
* Revision 2.1 2002/08/01 01:41:04 penguin
* The big include file move
*
* Revision 2.0 2002/06/03 04:02:21 penguin
* Warpcore CVS sync
*
* Revision 1.2 2002/05/03 22:07:08 mharris
* got some stuff to compile
*
* Revision 1.1 2002/05/02 18:03:04 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 12 6/09/99 2:55p Andsager
* Allow multiple asteroid subtypes (of large, medium, small) and follow
* family.
*
* 11 6/07/99 1:18p Andsager
* Make asteroids choose consistent texture from large to small. Modify
* fireball radius of dying asteroids.
*
* 10 5/03/99 10:50p Andsager
* Make Asteroid_obj_list. Change get_nearest_turret_objnum() to use
* Asteroid_obj_list, Ship_obj_list and Missile_obj_list vs.
* obj_used_list.
*
* 9 4/16/99 2:34p Andsager
* Second pass on debris fields
*
* 8 4/15/99 5:00p Andsager
* Frist pass on Debris field
*
* 7 3/31/99 9:51a Andsager
* Add for generalization to debris field
*
* 6 2/07/99 8:51p Andsager
* Add inner bound to asteroid field. Inner bound tries to stay astroid
* free. Wrap when within and don't throw at ships inside.
*
* 5 1/20/99 6:04p Dave
* Another bit of stuff for beam weapons. Ships will properly use them
* now, although they're really deadly.
*
* 4 11/05/98 5:55p Dave
* Big pass at reducing #includes
*
* 3 10/16/98 1:22p Andsager
* clean up header files
*
* 2 10/07/98 10:52a Dave
* Initial checkin.
*
* 1 10/07/98 10:48a Dave
*
* 17 3/26/98 9:19a Lawrance
* Support multiple asteroid pofs
*
* 16 3/17/98 12:16a Allender
* asteroids in multiplayer -- minor problems with position being correct
*
* 15 3/14/98 1:44p Mike
* Todolist items 3365..3368. Make child asteroids collide properly.
* Make asteroid throwing less bunchy, toss asteroids earlier, make
* facing-ness not break mission balance.
*
* 14 3/11/98 12:13a Lawrance
* Auto-target asteroids if no hostile ships present
*
* 13 3/08/98 4:16p Hoffoss
*
* 12 3/07/98 3:48p Lawrance
* Show offscreen indicators for asteroids
*
* 11 3/04/98 11:59p Lawrance
* create an asteroid.tbl, read all asteroid data from there
*
* 10 3/04/98 4:11p Lawrance
* Have area effects affect asteroids, have asteroids cast an area effect,
* fix ship shockwaves
*
* 9 3/03/98 12:48a Lawrance
* Ensure collide_objnum is still valid each frame.
*
* 8 3/02/98 11:35p Lawrance
* Keep track of asteroids that will impact ships on the escort view.
*
* 7 2/26/98 10:07p Hoffoss
* Rewrote state saving and restoring to fix bugs and simplify the code.
*
* 6 2/26/98 4:22p Lawrance
* Change wrapping behavior, make vel random
*
* 5 2/20/98 8:31p Lawrance
* delay creation of sub-asteroids
*
* 4 2/19/98 4:33p Lawrance
* hook in new sounds and custom explosion animation
*
* 3 2/19/98 12:46a Lawrance
* Further work on asteroids.
*
* 2 2/10/98 6:43p Lawrance
* Moved asteroid code to a separate lib.
*
* 1 2/10/98 6:05p Lawrance
*
* $NoKeywords: $
*/
#ifndef __ASTEROID_H__
#define __ASTEROID_H__
#include "globalincs/pstypes.h"
#include "globalincs/globals.h" // for NAME_LENGTH
#include <vector>
struct object;
struct polymodel;
struct collision_info_struct;
#define MAX_ASTEROIDS 256
#define NUM_DEBRIS_SIZES 3
#define NUM_DEBRIS_POFS 3 // Number of POFs per debris size
#define ASTEROID_TYPE_SMALL 0
#define ASTEROID_TYPE_MEDIUM 1
#define ASTEROID_TYPE_LARGE 2
// This is for the asteroid types plus DEBRIS_X_Y
// (X is each species and Y is SMALL, MEDIUM, and LARGE)
// 20060826 - made dynamic -- taylor
//#define MAX_DEBRIS_TYPES ((MAX_SPECIES + 1) * NUM_DEBRIS_SIZES)
// these should always be equal for the benefit of generic asteroids (c.f. asteroid_page_in)
#define MAX_ACTIVE_DEBRIS_TYPES NUM_DEBRIS_SIZES
// Goober5000 - currently same as MAX_SHIP_DETAIL_LEVELS (put here to avoid an #include)
#define MAX_ASTEROID_DETAIL_LEVELS 5
// Data structure to track the active asteroids
typedef struct asteroid_obj {
asteroid_obj *next, *prev;
int flags, objnum;
} asteroid_obj;
extern asteroid_obj Asteroid_obj_list;
typedef struct asteroid_info {
char name[NAME_LENGTH]; // name for the asteroid
char pof_files[NUM_DEBRIS_POFS][MAX_FILENAME_LEN]; // POF files to load/associate with ship
int num_detail_levels; // number of detail levels for this ship
int detail_distance[MAX_ASTEROID_DETAIL_LEVELS]; // distance to change detail levels at
float max_speed; // cap on speed for asteroid
float inner_rad; // radius within which maximum area effect damage is applied
float outer_rad; // radius at which no area effect damage is applied
float damage; // maximum damage applied from area effect explosion
float blast; // maximum blast impulse from area effect explosion
float initial_asteroid_strength; // starting strength of asteroid
polymodel *modelp[NUM_DEBRIS_POFS];
int model_num[NUM_DEBRIS_POFS];
asteroid_info() { memset(this, 0, sizeof(asteroid_info)); };
} asteroid_info;
#define AF_USED (1<<0) // Set means used.
typedef struct asteroid {
int flags;
int objnum;
int asteroid_type; // 0..MAX_DEBRIS_TYPES
int asteroid_subtype; // Index in asteroid_info for modelnum and modelp
int check_for_wrap; // timestamp to check for asteroid wrapping around field
int check_for_collide; // timestamp to check for asteroid colliding with escort ships
int final_death_time; // timestamp to swap in new models after explosion starts
int collide_objnum; // set to objnum that asteroid will be impacting soon
int collide_objsig; // object signature corresponding to collide_objnum
vec3d death_hit_pos; // hit pos that caused death
int target_objnum; // Yes, hah! Asteroids can have targets. See asteroid_aim_at_target().
} asteroid;
// TYPEDEF FOR DEBRIS TYPE
typedef enum {
DG_ASTEROID,
DG_SHIP
} debris_genre_t;
// TYPEDEF FOR FIELD TYPE
typedef enum {
FT_ACTIVE,
FT_PASSIVE
} field_type_t;
typedef struct asteroid_field {
vec3d min_bound; // Minimum range of field.
vec3d max_bound; // Maximum range of field.
int has_inner_bound;
vec3d inner_min_bound;
vec3d inner_max_bound;
vec3d vel; // Average asteroid moves at this velocity.
float speed; // Average speed of field
int num_initial_asteroids; // Number of asteroids at creation.
field_type_t field_type; // active throws and wraps, passive does not
debris_genre_t debris_genre; // type of debris (ship or asteroid) [generic type]
int field_debris_type[MAX_ACTIVE_DEBRIS_TYPES]; // one of the debris type defines above
} asteroid_field;
extern std::vector<asteroid_info> Asteroid_info;
extern asteroid Asteroids[MAX_ASTEROIDS];
extern asteroid_field Asteroid_field;
extern int Num_asteroids;
extern int Asteroids_enabled;
void asteroid_init();
void asteroid_level_init();
void asteroid_level_close();
void asteroid_create_all();
void asteroid_render( object *asteroid_objp );
void asteroid_delete( object *asteroid_objp );
void asteroid_process_pre( object *asteroid_objp, float frame_time);
void asteroid_process_post( object *asteroid_objp, float frame_time);
int asteroid_check_collision( object *asteroid_objp, object * other_obj, vec3d * hitpos, collision_info_struct *asteroid_hit_info=NULL );
void asteroid_hit( object *asteroid_objp, object *other_objp, vec3d *hitpos, float damage );
int asteroid_count();
int asteroid_collide_objnum(object *asteroid_objp);
float asteroid_time_to_impact(object *asteroid_objp);
void asteroid_show_brackets();
void asteroid_target_closest_danger();
int asteroid_get_random_in_cone(vec3d *pos, vec3d *dir, float ang, int danger = 0);
// need to extern for multiplayer
void asteroid_sub_create(object *parent_objp, int asteroid_type, vec3d *relvec);
void asteroid_frame();
#endif // __ASTEROID_H__