/*
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 1993-1999 PARALLAX SOFTWARE CORPORATION.  ALL RIGHTS RESERVED.
*/

#ifndef _OBJECT_H
#define _OBJECT_H

#include "pstypes.h"
#include "vecmat.h"
#include "segment.h"
#include "gameseg.h"
#include "aistruct.h"
#include "gr.h"
#include "piggy.h"

/*
 *		CONSTANTS
 */

#define MAX_OBJECTS			350		//increased on 01/24/95 for multiplayer. --MK;  total number of objects in world

//Object types
#define OBJ_NONE		255	//unused object
#define OBJ_WALL		0		//A wall... not really an object, but used for collisions
#define OBJ_FIREBALL	1		//a fireball, part of an explosion
#define OBJ_ROBOT		2		//an evil enemy
#define OBJ_HOSTAGE	3		//a hostage you need to rescue
#define OBJ_PLAYER	4		//the player on the console
#define OBJ_WEAPON	5		//a laser, missile, etc
#define OBJ_CAMERA	6		//a camera to slew around with
#define OBJ_POWERUP	7		//a powerup you can pick up
#define OBJ_DEBRIS	8		//a piece of robot
#define OBJ_CNTRLCEN	9		//the control center
#define OBJ_FLARE		10		//a flare
#define OBJ_CLUTTER	11		//misc objects
#define OBJ_GHOST		12		//what the player turns into when dead
#define OBJ_LIGHT		13		//a light source, & not much else
#define OBJ_COOP		14		//a cooperative player object.
#define OBJ_MARKER	15		//a map marker
// WARNING!! If you add a type here, add its name to Object_type_names in object.c
#define MAX_OBJECT_TYPES	16

//Result types
#define RESULT_NOTHING	0		//Ignore this collision
#define RESULT_CHECK		1		//Check for this collision

//Control types - what tells this object what do do
#define CT_NONE			0	//doesn't move (or change movement)
#define CT_AI				1	//driven by AI
#define CT_EXPLOSION		2	//explosion sequencer
#define CT_FLYING			4	//the player is flying
#define CT_SLEW			5	//slewing
#define CT_FLYTHROUGH	6	//the flythrough system
#define CT_WEAPON			9		//laser, etc.
#define CT_REPAIRCEN		10	//under the control of the repair center
#define CT_MORPH			11	//this object is being morphed
#define CT_DEBRIS			12	//this is a piece of debris
#define CT_POWERUP		13	//animating powerup blob
#define CT_LIGHT			14	//doesn't actually do anything
#define CT_REMOTE			15 //controlled by another net player
#define CT_CNTRLCEN		16	//the control center/main reactor 

//Movement types
#define MT_NONE			0	//doesn't move
#define MT_PHYSICS		1	//moves by physics
#define MT_SPINNING		3	//this object doesn't move, just sits and spins

//Render types
#define RT_NONE			0	//does not render
#define RT_POLYOBJ		1	//a polygon model
#define RT_FIREBALL		2	//a fireball
#define RT_LASER			3	//a laser
#define RT_HOSTAGE		4	//a hostage
#define RT_POWERUP		5	//a powerup
#define RT_MORPH			6	//a robot being morphed
#define RT_WEAPON_VCLIP	7	//a weapon that renders as a vclip

//misc object flags
#define OF_EXPLODING			1		//this object is exploding
#define OF_SHOULD_BE_DEAD	2		//this object should be dead, so next time we can, we should delete this object.
#define OF_DESTROYED			4		//this has been killed, and is showing the dead version
#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!
#define OF_ATTACHED			16		//this object is a fireball attached to another object
#define OF_HARMLESS			32		//this object does no damage.  Added to make quad lasers do 1.5 damage as normal lasers.
#define OF_PLAYER_DROPPED	64		//this object was dropped by the player...

//Different Weapon ID types...
#define WEAPON_ID_LASER			0
#define WEAPON_ID_MISSLE		1
#define WEAPON_ID_CANNONBALL	2

//Object Initial shields...
#define OBJECT_INITIAL_SHIELDS F1_0/2

//physics flags
#define PF_TURNROLL			0x01		// roll when turning
#define PF_LEVELLING			0x02		// level object with closest side
#define PF_BOUNCE				0x04		// bounce (not slide) when hit will
#define PF_WIGGLE				0x08		// wiggle while flying
#define PF_STICK				0x10		// object sticks (stops moving) when hits wall
#define PF_PERSISTENT		0x20		// object keeps going even after it hits another object (eg, fusion cannon)
#define PF_USES_THRUST		0x40		// this object uses its thrust
#define PF_BOUNCED_ONCE		0x80		// Weapon has bounced once.
#define PF_FREE_SPINNING	0x100		// Drag does not apply to rotation of this object
#define PF_BOUNCES_TWICE	0x200		// This weapon bounces twice, then dies

#define	IMMORTAL_TIME	0x3fffffff	//	Time assigned to immortal objects, about 32768 seconds, or about 9 hours.
#define	ONE_FRAME_TIME	0x3ffffffe	//	Objects with this lifeleft will live for exactly one frame

extern char	Object_type_names[MAX_OBJECT_TYPES][9];

//	List of objects rendered last frame in order.  Created at render time, used by homing missiles in laser.c
#define	MAX_RENDERED_OBJECTS	50

/*
 *		STRUCTURES
 */

//	A compressed form for sending crucial data about via slow devices, such as modems and buggies.
typedef struct shortpos {
	byte	bytemat[9];
	short	xo,yo,zo;
	short	segment;
	short velx, vely, velz;
} shortpos;

//	This is specific to the shortpos extraction routines in gameseg.c.
#define	RELPOS_PRECISION	10
#define	MATRIX_PRECISION	9
#define	MATRIX_MAX			0x7f		//	This is based on MATRIX_PRECISION, 9 => 0x7f

//information for physics sim for an object
typedef struct physics_info {
	vms_vector	velocity;		//velocity vector of this object
	vms_vector	thrust;			//constant force applied to this object
	fix			mass;				//the mass of this object
	fix			drag;				//how fast this slows down
	fix			brakes;			//how much brakes applied
	vms_vector	rotvel;			//rotational velecity (angles)
	vms_vector	rotthrust;		//rotational acceleration
	fixang		turnroll;		//rotation caused by turn banking
	ushort		flags;			//misc physics flags
} physics_info;

//stuctures for different kinds of simulation

typedef struct laser_info {
	short			parent_type;	 	// The type of the parent of this object
	short			parent_num; 		// The object's parent's number
	int			parent_signature;	// The object's parent's signature...
	fix			creation_time;		//	Absolute time of creation.
	short			last_hitobj;		//	For persistent weapons (survive object collision), object it most recently hit.
	short			track_goal;			//	Object this object is tracking.
	fix			multiplier;			//	Power if this is a fusion bolt (or other super weapon to be added).
} laser_info;

typedef struct explosion_info {
	fix			spawn_time;			// when lifeleft is < this, spawn another
	fix			delete_time;		// when to delete object
	short			delete_objnum;		// and what object to delete
	short			attach_parent;		// explosion is attached to this object
	short			prev_attach;		// previous explosion in attach list
	short			next_attach;		// next explosion in attach list
} explosion_info;

typedef struct light_info {
	fix			intensity;		//how bright the light is
} light_info;

#define PF_SPAT_BY_PLAYER	1		//this powerup was spat by the player   

typedef struct powerup_info {
	int			count;			//how many/much we pick up (vulcan cannon only?)
	fix			creation_time;	//Absolute time of creation.
	int			flags;			//spat by player?
} powerup_info;

typedef struct vclip_info {
	int			vclip_num;
	fix			frametime;
	byte			framenum;
} vclip_info;

//structures for different kinds of rendering

typedef struct polyobj_info {
	int			model_num;						//which polygon model
	vms_angvec	anim_angles[MAX_SUBMODELS];	//angles for each subobject
	int			subobj_flags;					//specify which subobjs to draw
	int			tmap_override;					//if this is not -1, map all face to this
	int			alt_textures;					//if not -1, use these textures instead
} polyobj_info;

typedef struct object {
	int			signature;		// Every object ever has a unique signature...
	ubyte			type;				// what type of object this is... robot, weapon, hostage, powerup, fireball
	ubyte			id;				// which form of object...which powerup, robot, etc.
	short			next,prev;		// id of next and previous connected object in Objects, -1 = no connection
	ubyte			control_type;  // how this object is controlled
	ubyte			movement_type; // how this object moves
	ubyte			render_type;	//	how this object renders
	ubyte			flags;			// misc flags
	short			segnum;			// segment number containing object
	short			attached_obj;	// number of attached fireball object
	vms_vector  pos;				// absolute x,y,z coordinate of center of object
	vms_matrix  orient;			// orientation of object in world
	fix			size;				// 3d size of object - for collision detection
	fix			shields; 		// Starts at maximum, when <0, object dies..
	vms_vector  last_pos;		// where object was last frame
	byte			contains_type;	//	Type of object this object contains (eg, spider contains powerup)
	byte			contains_id;	//	ID of object this object contains (eg, id = blue type = key)
	byte			contains_count;// number of objects of type:id this object contains
	byte			matcen_creator;//	Materialization center that created this object, high bit set if matcen-created
	fix			lifeleft;		// how long until goes away, or 7fff if immortal
	// -- Removed, MK, 10/16/95, using lifeleft instead:	int			lightlevel;
	

	//movement info, determined by MOVEMENT_TYPE
	union {
		physics_info phys_info;			//a physics object
		vms_vector	 spin_rate;			//for spinning objects
	} mtype;

	//control info, determined by CONTROL_TYPE
	union {								
		laser_info 		laser_info;
		explosion_info	expl_info;		//NOTE: debris uses this also
		ai_static		ai_info;
		light_info		light_info;		//why put this here?  Didn't know what else to do with it.
		powerup_info	powerup_info;
	} ctype;

	//render info, determined by RENDER_TYPE
	union {
		polyobj_info pobj_info;			//polygon model
		vclip_info	 vclip_info;		//vclip
      
	} rtype;

} object;

typedef struct obj_position {
	vms_vector  pos;				// absolute x,y,z coordinate of center of object
	vms_matrix  orient;			// orientation of object in world
	short			segnum;			// segment number containing object
} obj_position;	

typedef struct {
	int		frame;
	object	*viewer;
	int		rear_view;
	int		user;
	int		num_objects;
	short		rendered_objects[MAX_RENDERED_OBJECTS];
} window_rendered_data;

#define	MAX_RENDERED_WINDOWS	3

extern window_rendered_data Window_rendered_data[MAX_RENDERED_WINDOWS];

/*
 *		VARIABLES
 */

extern int Object_next_signature;		// The next signature for the next newly created object

extern ubyte CollisionResult[MAX_OBJECT_TYPES][MAX_OBJECT_TYPES];
// ie CollisionResult[a][b]==  what happens to a when it collides with b

extern object Objects[];
extern int Highest_object_index;		//highest objnum

extern char *robot_names[];			//name of each robot

extern int Num_robot_types;

extern object *ConsoleObject;			//pointer to the object that is the player
extern object *Viewer;			//which object we are seeing from
extern object *Dead_player_camera; 

extern object Follow;
extern int Player_is_dead;				//	!0 means player is dead!
extern int Player_exploded;
extern int Death_sequence_aborted;
extern int Player_fired_laser_this_frame;

/*
 *		FUNCTIONS
 */


//do whatever setup needs to be done
void init_objects();

//returns segment number object is in.  Searches out from object's current
//seg, so this shouldn't be called if the object has "jumped" to a new seg
int obj_get_new_seg(object *obj);

//when an object has moved into a new segment, this function unlinks it
//from its old segment, and links it into the new segment
void obj_relink(int objnum,int newsegnum);

//move an object from one segment to another. unlinks & relinks
void obj_set_new_seg(int objnum,int newsegnum);

//links an object into a segment's list of objects.
//takes object number and segment number
void obj_link(int objnum,int segnum);

//unlinks an object from a segment's list of objects
void obj_unlink(int objnum);

//initialize a new object.  adds to the list for the given segment
//returns the object number
int obj_create(ubyte type,ubyte id,int segnum,vms_vector *pos,
			vms_matrix *orient,fix size,ubyte ctype,ubyte mtype,ubyte rtype);

//make a copy of an object. returs num of new object
int obj_create_copy(int objnum, vms_vector *new_pos, int newsegnum);

//remove object from the world
void obj_delete(int objnum);

//called after load.  Takes number of objects,  and objects should be 
//compressed
void reset_objects(int n_objs);

//make object array non-sparse
void compress_objects(void);

//Render an object.  Calls one of several routines based on type
void render_object(object *obj);

//Draw a blob-type object, like a fireball
void draw_object_blob(object *obj,bitmap_index bitmap);

//draw an object that is a texture-mapped rod
void draw_object_tmap_rod(object *obj,bitmap_index bitmap,int lighted);

//Deletes all objects that have been marked for death.
void obj_delete_all_that_should_be_dead();

// Toggles whether or not lock-boxes draw.
void object_toggle_lock_targets();

//move all objects for the current frame
void object_move_all();		// moves all objects

//set viewer object to next object in array
void object_goto_next_viewer();

//draw target boxes for nearby robots
void object_render_targets(void);

//move an object for the current frame
void object_move_one( object * obj );

//make object0 the player, setting all relevant fields
void init_player_object();

//check if object is in object->segnum.  if not, check the adjacent segs.
//if not any of these, returns false, else sets obj->segnum & returns true
//callers should really use find_vector_intersection()  
//Note: this function is in gameseg.c
extern int update_object_seg(struct object *obj);


//	Finds what segment *obj is in, returns segment number.
//	If not in any segment, returns -1.
//	Note: This function is defined in gameseg.h, but object.h depends on gameseg.h, and
//	object.h is where object is defined...get it?
extern int find_object_seg(object * obj );

//go through all objects and make sure they have the correct segment numbers
//used when debugging is on
fix_object_segs();

//	Drops objects contained in objp.
int object_create_egg(object *objp);

//	Interface to object_create_egg, puts count objects of type type, id = id in objp and then drops them.
int call_object_create_egg(object *objp, int count, int type, int id);

extern void dead_player_end(void);

//	Extract information from an object (objp->orient, objp->pos, objp->segnum), stuff in a shortpos structure.
// See typedef shortpos.
extern void create_shortpos(shortpos *spp, object *objp, int swap_bytes);

//	Extract information from a shortpos, stuff in objp->orient (matrix), objp->pos, objp->segnum
extern void extract_shortpos(object *objp, shortpos *spp, int swap_bytes);

//delete objects, such as weapons & explosions, that shouldn't stay between levels
//if clear_all is set, clear even proximity bombs
void clear_transient_objects(int clear_all);

//returns the number of a free object, updating Highest_object_index.
//Generally, obj_create() should be called to get an object, since it
//fills in important fields and does the linking.
//returns -1 if no free objects
int obj_allocate(void);

//frees up an object.  Generally, obj_delete() should be called to get
//rid of an object.  This function deallocates the object entry after
//the object has been unlinked
void obj_free(int objnum);

//after calling init_object(), the network code has grabbed specific
//object slots without allocating them.  Go though the objects & build
//the free list, then set the apporpriate globals
//Don't call this function if you don't know what you're doing.
void special_reset_objects(void);

//attaches an object, such as a fireball, to another object, such as a robot
void obj_attach(object *parent,object *sub);

extern void create_small_fireball_on_object(object *objp, fix size_scale, int sound_flag);

//returns object number
int drop_marker_object(vms_vector *pos,int segnum,vms_matrix *orient,int marker_num);

extern void wake_up_rendered_objects(object *gmissp, int window_num);

#endif
