2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
15 * $Source: /cvs/cvsroot/d2x/main/object.c,v $
18 * $Date: 2001-10-25 02:15:57 $
20 * FIXME: put description here
22 * $Log: not supported by cvs2svn $
23 * Revision 1.7 2001/10/18 00:01:01 bradleyb
24 * RCS headers added/changed
37 #include <string.h> // for memset
99 #include "editor/editor.h"
103 #include "3dfx_des.h"
106 void obj_detach_all(object *parent);
107 void obj_detach_one(object *sub);
108 int free_object_slots(int num_used);
114 extern byte WasRecorded[MAX_OBJECTS];
116 ubyte CollisionResult[MAX_OBJECT_TYPES][MAX_OBJECT_TYPES];
118 object *ConsoleObject; //the object that is the player
120 static short free_obj_list[MAX_OBJECTS];
126 //info on the various types of objects
128 object Object_minus_one;
131 object Objects[MAX_OBJECTS];
133 int Highest_object_index=0;
134 int Highest_ever_object_index=0;
136 // grs_bitmap *robot_bms[MAX_ROBOT_BITMAPS]; //all bitmaps for all robots
138 // int robot_bm_nums[MAX_ROBOT_TYPES]; //starting bitmap num for each robot
139 // int robot_n_bitmaps[MAX_ROBOT_TYPES]; //how many bitmaps for each robot
141 // char *robot_names[MAX_ROBOT_TYPES]; //name of each robot
143 //--unused-- int Num_robot_types=0;
145 int print_object_info = 0;
146 //@@int Object_viewer = 0;
148 //object * Slew_object = NULL; // Object containing slew object info.
150 //--unused-- int Player_controller_type = 0;
152 window_rendered_data Window_rendered_data[MAX_RENDERED_WINDOWS];
155 char Object_type_names[MAX_OBJECT_TYPES][9] = {
176 //set viewer object to next object in array
177 void object_goto_next_viewer()
179 int i, start_obj = 0;
181 start_obj = Viewer - Objects; //get viewer object number
183 for (i=0;i<=Highest_object_index;i++) {
186 if (start_obj > Highest_object_index ) start_obj = 0;
188 if (Objects[start_obj].type != OBJ_NONE ) {
189 Viewer = &Objects[start_obj];
194 Error( "Couldn't find a viewer object!" );
198 //set viewer object to next object in array
199 void object_goto_prev_viewer()
201 int i, start_obj = 0;
203 start_obj = Viewer - Objects; //get viewer object number
205 for (i=0; i<=Highest_object_index; i++) {
208 if (start_obj < 0 ) start_obj = Highest_object_index;
210 if (Objects[start_obj].type != OBJ_NONE ) {
211 Viewer = &Objects[start_obj];
216 Error( "Couldn't find a viewer object!" );
221 object *obj_find_first_of_type (int type)
225 for (i=0;i<=Highest_object_index;i++)
226 if (Objects[i].type==type)
227 return (&Objects[i]);
228 return ((object *)NULL);
231 int obj_return_num_of_type (int type)
235 for (i=0;i<=Highest_object_index;i++)
236 if (Objects[i].type==type)
240 int obj_return_num_of_typeid (int type,int id)
244 for (i=0;i<=Highest_object_index;i++)
245 if (Objects[i].type==type && Objects[i].id==id)
250 int global_orientation = 0;
252 //draw an object that has one bitmap & doesn't rotate
253 void draw_object_blob(object *obj,bitmap_index bmi)
256 grs_bitmap * bm = &GameBitmaps[bmi.index];
259 if (obj->type == OBJ_FIREBALL)
260 orientation = (obj-Objects) & 7;
262 orientation = global_orientation;
265 //@@ if (obj->type == OBJ_POWERUP) {
266 //@@ if ( GameBitmaps[(bmi).index].bm_flags & BM_FLAG_PAGED_OUT)
267 //@@ piggy_bitmap_page_in_w( bmi,1 );
269 //@@ if (bm->bm_handle) {
270 //@@ DDGRUNLOCK(dd_grd_curcanv);
273 PIGGY_PAGE_IN( bmi );
276 if (bm->bm_w > bm->bm_h)
278 g3_draw_bitmap(&obj->pos,obj->size,fixmuldiv(obj->size,bm->bm_h,bm->bm_w),bm, orientation);
282 g3_draw_bitmap(&obj->pos,fixmuldiv(obj->size,bm->bm_w,bm->bm_h),obj->size,bm, orientation);
285 //@@ if (bm->bm_handle) {
286 //@@ DDGRLOCK(dd_grd_curcanv);
291 //draw an object that is a texture-mapped rod
292 void draw_object_tmap_rod(object *obj,bitmap_index bitmapi,int lighted)
294 grs_bitmap * bitmap = &GameBitmaps[bitmapi.index];
297 vms_vector delta,top_v,bot_v;
298 g3s_point top_p,bot_p;
300 PIGGY_PAGE_IN(bitmapi);
302 bitmap->bm_handle = bitmapi.index;
304 vm_vec_copy_scale(&delta,&obj->orient.uvec,obj->size);
306 vm_vec_add(&top_v,&obj->pos,&delta);
307 vm_vec_sub(&bot_v,&obj->pos,&delta);
309 g3_rotate_point(&top_p,&top_v);
310 g3_rotate_point(&bot_p,&bot_v);
313 light = compute_object_light(obj,&top_p.p3_vec);
318 _3dfx_rendering_poly_obj = 1;
321 #ifdef PA_3DFX_VOODOO
325 g3_draw_rod_tmap(bitmap,&bot_p,obj->size,&top_p,obj->size,light);
328 _3dfx_rendering_poly_obj = 0;
333 int Linear_tmap_polygon_objects = 1;
335 extern fix Max_thrust;
337 //used for robot engine glow
338 #define MAX_VELOCITY i2f(50)
340 //function that takes the same parms as draw_tmap, but renders as flat poly
341 //we need this to do the cloaked effect
342 extern void draw_tmap_flat();
344 //what darkening level to use when cloaked
345 #define CLOAKED_FADE_LEVEL 28
347 #define CLOAK_FADEIN_DURATION_PLAYER F2_0
348 #define CLOAK_FADEOUT_DURATION_PLAYER F2_0
350 #define CLOAK_FADEIN_DURATION_ROBOT F1_0
351 #define CLOAK_FADEOUT_DURATION_ROBOT F1_0
353 //do special cloaked render
354 void draw_cloaked_object(object *obj,fix light,fix *glow,fix cloak_start_time,fix cloak_end_time)
356 fix cloak_delta_time,total_cloaked_time;
357 fix light_scale=F1_0;
359 int fading=0; //if true, fading, else cloaking
360 fix Cloak_fadein_duration=F1_0;
361 fix Cloak_fadeout_duration=F1_0;
364 total_cloaked_time = cloak_end_time-cloak_start_time;
368 Cloak_fadein_duration = CLOAK_FADEIN_DURATION_PLAYER;
369 Cloak_fadeout_duration = CLOAK_FADEOUT_DURATION_PLAYER;
372 Cloak_fadein_duration = CLOAK_FADEIN_DURATION_ROBOT;
373 Cloak_fadeout_duration = CLOAK_FADEOUT_DURATION_ROBOT;
376 Int3(); // Contact Mike: Unexpected object type in draw_cloaked_object.
379 cloak_delta_time = GameTime - cloak_start_time;
381 if (cloak_delta_time < Cloak_fadein_duration/2) {
383 light_scale = fixdiv(Cloak_fadein_duration/2 - cloak_delta_time,Cloak_fadein_duration/2);
387 else if (cloak_delta_time < Cloak_fadein_duration) {
389 cloak_value = f2i(fixdiv(cloak_delta_time - Cloak_fadein_duration/2,Cloak_fadein_duration/2) * CLOAKED_FADE_LEVEL);
391 } else if (GameTime < cloak_end_time-Cloak_fadeout_duration) {
392 static int cloak_delta=0,cloak_dir=1;
393 static fix cloak_timer=0;
395 //note, if more than one cloaked object is visible at once, the
396 //pulse rate will change!
398 cloak_timer -= FrameTime;
399 while (cloak_timer < 0) {
401 cloak_timer += Cloak_fadeout_duration/12;
403 cloak_delta += cloak_dir;
405 if (cloak_delta==0 || cloak_delta==4)
406 cloak_dir = -cloak_dir;
409 cloak_value = CLOAKED_FADE_LEVEL - cloak_delta;
411 } else if (GameTime < cloak_end_time-Cloak_fadeout_duration/2) {
413 cloak_value = f2i(fixdiv(total_cloaked_time - Cloak_fadeout_duration/2 - cloak_delta_time,Cloak_fadeout_duration/2) * CLOAKED_FADE_LEVEL);
417 light_scale = fixdiv(Cloak_fadeout_duration/2 - (total_cloaked_time - cloak_delta_time),Cloak_fadeout_duration/2);
423 fix new_light,save_glow;
424 bitmap_index * alt_textures = NULL;
427 if ( obj->rtype.pobj_info.alt_textures > 0 )
428 alt_textures = multi_player_textures[obj->rtype.pobj_info.alt_textures-1];
431 new_light = fixmul(light,light_scale);
433 glow[0] = fixmul(glow[0],light_scale);
434 draw_polygon_model(&obj->pos,
436 (vms_angvec *)&obj->rtype.pobj_info.anim_angles,
437 obj->rtype.pobj_info.model_num,obj->rtype.pobj_info.subobj_flags,
444 Gr_scanline_darkening_level = cloak_value;
445 gr_setcolor(BM_XRGB(0,0,0)); //set to black (matters for s3)
446 g3_set_special_render(draw_tmap_flat,NULL,NULL); //use special flat drawer
447 draw_polygon_model(&obj->pos,
449 (vms_angvec *)&obj->rtype.pobj_info.anim_angles,
450 obj->rtype.pobj_info.model_num,obj->rtype.pobj_info.subobj_flags,
454 g3_set_special_render(NULL,NULL,NULL);
455 Gr_scanline_darkening_level = GR_FADE_LEVELS;
460 //draw an object which renders as a polygon model
461 void draw_polygon_object(object *obj)
465 fix engine_glow_value[2]; //element 0 is for engine glow, 1 for headlight
467 light = compute_object_light(obj,NULL);
469 // If option set for bright players in netgame, brighten them!
471 if (Game_mode & GM_MULTI)
472 if (Netgame.BrightPlayers)
476 //make robots brighter according to robot glow field
477 if (obj->type == OBJ_ROBOT)
478 light += (Robot_info[obj->id].glow<<12); //convert 4:4 to 16:16
480 if (obj->type == OBJ_WEAPON)
481 if (obj->id == FLARE_ID)
484 if (obj->type == OBJ_MARKER)
488 imsave = Interpolation_method;
489 if (Linear_tmap_polygon_objects)
490 Interpolation_method = 1;
492 //set engine glow value
493 engine_glow_value[0] = f1_0/5;
494 if (obj->movement_type == MT_PHYSICS) {
496 if (obj->mtype.phys_info.flags & PF_USES_THRUST && obj->type==OBJ_PLAYER && obj->id==Player_num) {
497 fix thrust_mag = vm_vec_mag_quick(&obj->mtype.phys_info.thrust);
498 engine_glow_value[0] += (fixdiv(thrust_mag,Player_ship->max_thrust)*4)/5;
501 fix speed = vm_vec_mag_quick(&obj->mtype.phys_info.velocity);
502 engine_glow_value[0] += (fixdiv(speed,MAX_VELOCITY)*3)/5;
506 //set value for player headlight
507 if (obj->type == OBJ_PLAYER) {
508 if (Players[obj->id].flags & PLAYER_FLAGS_HEADLIGHT && !Endlevel_sequence)
509 if (Players[obj->id].flags & PLAYER_FLAGS_HEADLIGHT_ON)
510 engine_glow_value[1] = -2; //draw white!
512 engine_glow_value[1] = -1; //draw normal color (grey)
514 engine_glow_value[1] = -3; //don't draw
517 if (obj->rtype.pobj_info.tmap_override != -1) {
519 polymodel *pm = &Polygon_models[obj->rtype.pobj_info.model_num];
521 bitmap_index bm_ptrs[12];
525 Assert(pm->n_textures<=12);
527 for (i=0;i<12;i++) //fill whole array, in case simple model needs more
528 bm_ptrs[i] = Textures[obj->rtype.pobj_info.tmap_override];
530 draw_polygon_model(&obj->pos,
532 (vms_angvec *)&obj->rtype.pobj_info.anim_angles,
533 obj->rtype.pobj_info.model_num,
534 obj->rtype.pobj_info.subobj_flags,
541 if (obj->type==OBJ_PLAYER && (Players[obj->id].flags&PLAYER_FLAGS_CLOAKED))
542 draw_cloaked_object(obj,light,engine_glow_value,Players[obj->id].cloak_time,Players[obj->id].cloak_time+CLOAK_TIME_MAX);
543 else if ((obj->type == OBJ_ROBOT) && (obj->ctype.ai_info.CLOAKED)) {
544 if (Robot_info[obj->id].boss_flag)
545 draw_cloaked_object(obj,light,engine_glow_value, Boss_cloak_start_time, Boss_cloak_end_time);
547 draw_cloaked_object(obj,light,engine_glow_value, GameTime-F1_0*10, GameTime+F1_0*10);
549 bitmap_index * alt_textures = NULL;
552 if ( obj->rtype.pobj_info.alt_textures > 0 )
553 alt_textures = multi_player_textures[obj->rtype.pobj_info.alt_textures-1];
556 // Snipers get bright when they fire.
557 if (Ai_local_info[obj-Objects].next_fire < F1_0/8) {
558 if (obj->ctype.ai_info.behavior == AIB_SNIPE)
559 light = 2*light + F1_0;
562 draw_polygon_model(&obj->pos,
564 (vms_angvec *)&obj->rtype.pobj_info.anim_angles,obj->rtype.pobj_info.model_num,
565 obj->rtype.pobj_info.subobj_flags,
569 if (obj->type == OBJ_WEAPON && (Weapon_info[obj->id].model_num_inner > -1 )) {
570 fix dist_to_eye = vm_vec_dist_quick(&Viewer->pos, &obj->pos);
571 if (dist_to_eye < Simple_model_threshhold_scale * F1_0*2)
572 draw_polygon_model(&obj->pos,
574 (vms_angvec *)&obj->rtype.pobj_info.anim_angles,
575 Weapon_info[obj->id].model_num_inner,
576 obj->rtype.pobj_info.subobj_flags,
584 Interpolation_method = imsave;
588 //------------------------------------------------------------------------------
589 // These variables are used to keep a list of the 3 closest robots to the viewer.
590 // The code works like this: Every time render object is called with a polygon model,
591 // it finds the distance of that robot to the viewer. If this distance if within 10
592 // segments of the viewer, it does the following: If there aren't already 3 robots in
593 // the closet-robots list, it just sticks that object into the list along with its distance.
594 // If the list already contains 3 robots, then it finds the robot in that list that is
595 // farthest from the viewer. If that object is farther than the object currently being
596 // rendered, then the new object takes over that far object's slot. *Then* after all
597 // objects are rendered, object_render_targets is called an it draws a target on top
598 // of all the objects.
600 //091494: #define MAX_CLOSE_ROBOTS 3
601 //--unused-- static int Object_draw_lock_boxes = 0;
602 //091494: static int Object_num_close = 0;
603 //091494: static object * Object_close_ones[MAX_CLOSE_ROBOTS];
604 //091494: static fix Object_close_distance[MAX_CLOSE_ROBOTS];
606 //091494: set_close_objects(object *obj)
610 //091494: if ( (obj->type != OBJ_ROBOT) || (Object_draw_lock_boxes==0) )
613 //091494: // The following code keeps a list of the 10 closest robots to the
614 //091494: // viewer. See comments in front of this function for how this works.
615 //091494: dist = vm_vec_dist( &obj->pos, &Viewer->pos );
616 //091494: if ( dist < i2f(20*10) ) {
617 //091494: if ( Object_num_close < MAX_CLOSE_ROBOTS ) {
618 //091494: Object_close_ones[Object_num_close] = obj;
619 //091494: Object_close_distance[Object_num_close] = dist;
620 //091494: Object_num_close++;
622 //091494: int i, farthest_robot;
623 //091494: fix farthest_distance;
624 //091494: // Find the farthest robot in the list
625 //091494: farthest_robot = 0;
626 //091494: farthest_distance = Object_close_distance[0];
627 //091494: for (i=1; i<Object_num_close; i++ ) {
628 //091494: if ( Object_close_distance[i] > farthest_distance ) {
629 //091494: farthest_distance = Object_close_distance[i];
630 //091494: farthest_robot = i;
633 //091494: // If this object is closer to the viewer than
634 //091494: // the farthest in the list, replace the farthest with this object.
635 //091494: if ( farthest_distance > dist ) {
636 //091494: Object_close_ones[farthest_robot] = obj;
637 //091494: Object_close_distance[farthest_robot] = dist;
643 int Player_fired_laser_this_frame=-1;
647 // -----------------------------------------------------------------------------
648 //this routine checks to see if an robot rendered near the middle of
649 //the screen, and if so and the player had fired, "warns" the robot
650 void set_robot_location_info(object *objp)
652 if (Player_fired_laser_this_frame != -1) {
655 g3_rotate_point(&temp,&objp->pos);
657 if (temp.p3_codes & CC_BEHIND) //robot behind the screen
660 //the code below to check for object near the center of the screen
661 //completely ignores z, which may not be good
663 if ((abs(temp.p3_x) < F1_0*4) && (abs(temp.p3_y) < F1_0*4)) {
664 objp->ctype.ai_info.danger_laser_num = Player_fired_laser_this_frame;
665 objp->ctype.ai_info.danger_laser_signature = Objects[Player_fired_laser_this_frame].signature;
672 // ------------------------------------------------------------------------------------------------------------------
673 void create_small_fireball_on_object(object *objp, fix size_scale, int sound_flag)
676 vms_vector pos, rand_vec;
680 make_random_vector(&rand_vec);
682 vm_vec_scale(&rand_vec, objp->size/2);
684 vm_vec_add2(&pos, &rand_vec);
686 size = fixmul(size_scale, F1_0/2 + d_rand()*4/2);
688 segnum = find_point_seg(&pos, objp->segnum);
691 expl_obj = object_create_explosion(segnum, &pos, size, VCLIP_SMALL_EXPLOSION);
694 obj_attach(objp,expl_obj);
695 if (d_rand() < 8192) {
697 if (objp->type == OBJ_ROBOT)
700 digi_link_sound_to_object(SOUND_EXPLODING_WALL, objp-Objects, 0, vol);
705 // ------------------------------------------------------------------------------------------------------------------
706 void create_vclip_on_object(object *objp, fix size_scale, int vclip_num)
709 vms_vector pos, rand_vec;
713 make_random_vector(&rand_vec);
715 vm_vec_scale(&rand_vec, objp->size/2);
717 vm_vec_add2(&pos, &rand_vec);
719 size = fixmul(size_scale, F1_0 + d_rand()*4);
721 segnum = find_point_seg(&pos, objp->segnum);
724 expl_obj = object_create_explosion(segnum, &pos, size, vclip_num);
728 expl_obj->movement_type = MT_PHYSICS;
729 expl_obj->mtype.phys_info.velocity.x = objp->mtype.phys_info.velocity.x/2;
730 expl_obj->mtype.phys_info.velocity.y = objp->mtype.phys_info.velocity.y/2;
731 expl_obj->mtype.phys_info.velocity.z = objp->mtype.phys_info.velocity.z/2;
735 // -- mk, 02/05/95 -- #define VCLIP_INVULNERABILITY_EFFECT VCLIP_SMALL_EXPLOSION
736 // -- mk, 02/05/95 --
737 // -- mk, 02/05/95 -- // -----------------------------------------------------------------------------
738 // -- mk, 02/05/95 -- void do_player_invulnerability_effect(object *objp)
739 // -- mk, 02/05/95 -- {
740 // -- mk, 02/05/95 -- if (d_rand() < FrameTime*8) {
741 // -- mk, 02/05/95 -- create_vclip_on_object(objp, F1_0, VCLIP_INVULNERABILITY_EFFECT);
742 // -- mk, 02/05/95 -- }
743 // -- mk, 02/05/95 -- }
745 // -----------------------------------------------------------------------------
746 // Render an object. Calls one of several routines based on type
747 void render_object(object *obj)
751 if ( obj == Viewer ) return;
753 if ( obj->type==OBJ_NONE ) {
755 mprintf( (1, "ERROR!!!! Bogus obj %d in seg %d is rendering!\n", obj-Objects, obj->segnum ));
761 mld_save = Max_linear_depth;
762 Max_linear_depth = Max_linear_depth_objects;
764 switch (obj->render_type) {
766 case RT_NONE: break; //doesn't render, like the player
770 draw_polygon_object(obj);
772 //"warn" robot if being shot at
773 if (obj->type == OBJ_ROBOT)
774 set_robot_location_info(obj);
776 //JOHN SAID TO: if ( (obj->type==OBJ_PLAYER) && ((keyd_pressed[KEY_W]) || (keyd_pressed[KEY_I])))
777 //JOHN SAID TO: object_render_id(obj);
779 // -- mk, 02/05/95 -- if (obj->type == OBJ_PLAYER)
780 // -- mk, 02/05/95 -- if (Players[obj->id].flags & PLAYER_FLAGS_INVULNERABLE)
781 // -- mk, 02/05/95 -- do_player_invulnerability_effect(obj);
785 case RT_MORPH: draw_morph_object(obj); break;
787 case RT_FIREBALL: draw_fireball(obj); break;
789 case RT_WEAPON_VCLIP: draw_weapon_vclip(obj); break;
791 case RT_HOSTAGE: draw_hostage(obj); break;
793 case RT_POWERUP: draw_powerup(obj); break;
795 case RT_LASER: Laser_render(obj); break;
797 default: Error("Unknown render_type <%d>",obj->render_type);
801 if ( obj->render_type != RT_NONE )
802 if ( Newdemo_state == ND_STATE_RECORDING ) {
803 if (!WasRecorded[obj-Objects]) {
804 newdemo_record_render_object(obj);
805 WasRecorded[obj-Objects]=1;
810 Max_linear_depth = mld_save;
814 //--unused-- void object_toggle_lock_targets() {
815 //--unused-- Object_draw_lock_boxes ^= 1;
818 //091494: //draw target boxes for nearby robots
819 //091494: void object_render_targets()
821 //091494: g3s_point pt;
822 //091494: ubyte codes;
824 //091494: int radius,x,y;
826 //091494: if (Object_draw_lock_boxes==0)
829 //091494: for (i=0; i<Object_num_close; i++ ) {
831 //091494: codes = g3_rotate_point(&pt, &Object_close_ones[i]->pos );
832 //091494: if ( !(codes & CC_BEHIND) ) {
833 //091494: g3_project_point(&pt);
834 //091494: if (pt.p3_flags & PF_PROJECTED) {
835 //091494: x = f2i(pt.p3_sx);
836 //091494: y = f2i(pt.p3_sy);
837 //091494: radius = f2i(fixdiv((grd_curcanv->cv_bitmap.bm_w*Object_close_ones[i]->size)/8,pt.z));
838 //091494: gr_setcolor( BM_XRGB(0,31,0) );
839 //091494: gr_box(x-radius,y-radius,x+radius,y+radius);
843 //091494: Object_num_close=0;
845 //--unused-- //draw target boxes for nearby robots
846 //--unused-- void object_render_id(object * obj)
848 //--unused-- g3s_point pt;
849 //--unused-- ubyte codes;
850 //--unused-- int x,y;
851 //--unused-- int w, h, aw;
852 //--unused-- char s[20], *s1;
854 //--unused-- s1 = network_get_player_name( obj-Objects );
857 //--unused-- sprintf( s, "%s", s1 );
859 //--unused-- sprintf( s, "<%d>", obj->id );
861 //--unused-- codes = g3_rotate_point(&pt, &obj->pos );
862 //--unused-- if ( !(codes & CC_BEHIND) ) {
863 //--unused-- g3_project_point(&pt);
864 //--unused-- if (pt.p3_flags & PF_PROJECTED) {
865 //--unused-- gr_get_string_size( s, &w, &h, &aw );
866 //--unused-- x = f2i(pt.p3_sx) - w/2;
867 //--unused-- y = f2i(pt.p3_sy) - h/2;
868 //--unused-- if ( x>= 0 && y>=0 && (x+w)<=grd_curcanv->cv_bitmap.bm_w && (y+h)<grd_curcanv->cv_bitmap.bm_h ) {
869 //--unused-- gr_set_fontcolor( BM_XRGB(0,31,0), -1 );
870 //--unused-- gr_string( x, y, s );
876 void check_and_fix_matrix(vms_matrix *m);
878 #define vm_angvec_zero(v) (v)->p=(v)->b=(v)->h=0
880 void reset_player_object()
886 vm_vec_zero(&ConsoleObject->mtype.phys_info.velocity);
887 vm_vec_zero(&ConsoleObject->mtype.phys_info.thrust);
888 vm_vec_zero(&ConsoleObject->mtype.phys_info.rotvel);
889 vm_vec_zero(&ConsoleObject->mtype.phys_info.rotthrust);
890 ConsoleObject->mtype.phys_info.brakes = ConsoleObject->mtype.phys_info.turnroll = 0;
891 ConsoleObject->mtype.phys_info.mass = Player_ship->mass;
892 ConsoleObject->mtype.phys_info.drag = Player_ship->drag;
893 ConsoleObject->mtype.phys_info.flags |= PF_TURNROLL | PF_LEVELLING | PF_WIGGLE | PF_USES_THRUST;
897 ConsoleObject->render_type = RT_POLYOBJ;
898 ConsoleObject->rtype.pobj_info.model_num = Player_ship->model_num; //what model is this?
899 ConsoleObject->rtype.pobj_info.subobj_flags = 0; //zero the flags
900 ConsoleObject->rtype.pobj_info.tmap_override = -1; //no tmap override!
902 for (i=0;i<MAX_SUBMODELS;i++)
903 vm_angvec_zero(&ConsoleObject->rtype.pobj_info.anim_angles[i]);
907 ConsoleObject->flags = 0;
912 //make object0 the player, setting all relevant fields
913 void init_player_object()
915 ConsoleObject->type = OBJ_PLAYER;
916 ConsoleObject->id = 0; //no sub-types for player
918 ConsoleObject->signature = 0; //player has zero, others start at 1
920 ConsoleObject->size = Polygon_models[Player_ship->model_num].rad;
922 ConsoleObject->control_type = CT_SLEW; //default is player slewing
923 ConsoleObject->movement_type = MT_PHYSICS; //change this sometime
925 ConsoleObject->lifeleft = IMMORTAL_TIME;
927 ConsoleObject->attached_obj = -1;
929 reset_player_object();
933 //sets up the free list & init player & whatever else
940 for (i=0;i<MAX_OBJECTS;i++) {
941 free_obj_list[i] = i;
942 Objects[i].type = OBJ_NONE;
943 Objects[i].segnum = -1;
946 for (i=0;i<MAX_SEGMENTS;i++)
947 Segments[i].objects = -1;
949 ConsoleObject = Viewer = &Objects[0];
951 init_player_object();
952 obj_link(ConsoleObject-Objects,0); //put in the world in segment 0
954 num_objects = 1; //just the player
955 Highest_object_index = 0;
960 //after calling init_object(), the network code has grabbed specific
961 //object slots without allocating them. Go though the objects & build
962 //the free list, then set the apporpriate globals
963 void special_reset_objects(void)
967 num_objects=MAX_OBJECTS;
969 Highest_object_index = 0;
970 Assert(Objects[0].type != OBJ_NONE); //0 should be used
972 for (i=MAX_OBJECTS;i--;)
973 if (Objects[i].type == OBJ_NONE)
974 free_obj_list[--num_objects] = i;
976 if (i > Highest_object_index)
977 Highest_object_index = i;
981 int is_object_in_seg( int segnum, int objn )
983 int objnum, count = 0;
985 for (objnum=Segments[segnum].objects;objnum!=-1;objnum=Objects[objnum].next) {
986 if ( count > MAX_OBJECTS ) {
990 if ( objnum==objn ) count++;
995 int search_all_segments_for_object( int objnum )
1000 for (i=0; i<=Highest_segment_index; i++) {
1001 count += is_object_in_seg( i, objnum );
1006 void johns_obj_unlink(int segnum, int objnum)
1008 object *obj = &Objects[objnum];
1009 segment *seg = &Segments[segnum];
1011 Assert(objnum != -1);
1013 if (obj->prev == -1)
1014 seg->objects = obj->next;
1016 Objects[obj->prev].next = obj->next;
1018 if (obj->next != -1) Objects[obj->next].prev = obj->prev;
1021 void remove_incorrect_objects()
1023 int segnum, objnum, count;
1025 for (segnum=0; segnum <= Highest_segment_index; segnum++) {
1027 for (objnum=Segments[segnum].objects;objnum!=-1;objnum=Objects[objnum].next) {
1030 if ( count > MAX_OBJECTS ) {
1031 mprintf((1, "Object list in segment %d is circular.\n", segnum ));
1035 if (Objects[objnum].segnum != segnum ) {
1037 mprintf((0, "Removing object %d from segment %d.\n", objnum, segnum ));
1040 johns_obj_unlink(segnum,objnum);
1046 void remove_all_objects_but( int segnum, int objnum )
1050 for (i=0; i<=Highest_segment_index; i++) {
1052 if (is_object_in_seg( i, objnum )) {
1053 johns_obj_unlink( i, objnum );
1059 int check_duplicate_objects()
1063 for (i=0;i<=Highest_object_index;i++) {
1064 if ( Objects[i].type != OBJ_NONE ) {
1065 count = search_all_segments_for_object( i );
1068 mprintf((1, "Object %d is in %d segments!\n", i, count ));
1071 remove_all_objects_but( Objects[i].segnum, i );
1079 void list_seg_objects( int segnum )
1081 int objnum, count = 0;
1083 for (objnum=Segments[segnum].objects;objnum!=-1;objnum=Objects[objnum].next) {
1085 if ( count > MAX_OBJECTS ) {
1095 //link the object into the list for its segment
1096 void obj_link(int objnum,int segnum)
1098 object *obj = &Objects[objnum];
1100 Assert(objnum != -1);
1102 Assert(obj->segnum == -1);
1104 Assert(segnum>=0 && segnum<=Highest_segment_index);
1106 obj->segnum = segnum;
1108 obj->next = Segments[segnum].objects;
1111 Segments[segnum].objects = objnum;
1113 if (obj->next != -1) Objects[obj->next].prev = objnum;
1115 //list_seg_objects( segnum );
1116 //check_duplicate_objects();
1118 Assert(Objects[0].next != 0);
1119 if (Objects[0].next == 0)
1120 Objects[0].next = -1;
1122 Assert(Objects[0].prev != 0);
1123 if (Objects[0].prev == 0)
1124 Objects[0].prev = -1;
1127 void obj_unlink(int objnum)
1129 object *obj = &Objects[objnum];
1130 segment *seg = &Segments[obj->segnum];
1132 Assert(objnum != -1);
1134 if (obj->prev == -1)
1135 seg->objects = obj->next;
1137 Objects[obj->prev].next = obj->next;
1139 if (obj->next != -1) Objects[obj->next].prev = obj->prev;
1143 Assert(Objects[0].next != 0);
1144 Assert(Objects[0].prev != 0);
1147 int Object_next_signature = 1; //player gets 0, others start at 1
1149 int Debris_object_count=0;
1151 int Unused_object_slots;
1153 //returns the number of a free object, updating Highest_object_index.
1154 //Generally, obj_create() should be called to get an object, since it
1155 //fills in important fields and does the linking.
1156 //returns -1 if no free objects
1157 int obj_allocate(void)
1161 if ( num_objects >= MAX_OBJECTS-2 ) {
1164 num_freed = free_object_slots(MAX_OBJECTS-10);
1165 mprintf((0, " *** Freed %i objects in frame %i\n", num_freed, FrameCount));
1168 if ( num_objects >= MAX_OBJECTS ) {
1170 mprintf((1, "Object creation failed - too many objects!\n" ));
1175 objnum = free_obj_list[num_objects++];
1177 if (objnum > Highest_object_index) {
1178 Highest_object_index = objnum;
1179 if (Highest_object_index > Highest_ever_object_index)
1180 Highest_ever_object_index = Highest_object_index;
1185 Unused_object_slots=0;
1186 for (i=0; i<=Highest_object_index; i++)
1187 if (Objects[i].type == OBJ_NONE)
1188 Unused_object_slots++;
1193 //frees up an object. Generally, obj_delete() should be called to get
1194 //rid of an object. This function deallocates the object entry after
1195 //the object has been unlinked
1196 void obj_free(int objnum)
1198 free_obj_list[--num_objects] = objnum;
1199 Assert(num_objects >= 0);
1201 if (objnum == Highest_object_index)
1202 while (Objects[--Highest_object_index].type == OBJ_NONE);
1205 //-----------------------------------------------------------------------------
1206 // Scan the object list, freeing down to num_used objects
1207 // Returns number of slots freed.
1208 int free_object_slots(int num_used)
1211 int obj_list[MAX_OBJECTS];
1212 int num_already_free, num_to_free, original_num_to_free;
1215 num_already_free = MAX_OBJECTS - Highest_object_index - 1;
1217 if (MAX_OBJECTS - num_already_free < num_used)
1220 for (i=0; i<=Highest_object_index; i++) {
1221 if (Objects[i].flags & OF_SHOULD_BE_DEAD) {
1223 if (MAX_OBJECTS - num_already_free < num_used)
1224 return num_already_free;
1226 switch (Objects[i].type) {
1229 if (MAX_OBJECTS - num_already_free < num_used)
1234 Int3(); // This is curious. What is an object that is a wall?
1239 obj_list[olind++] = i;
1255 num_to_free = MAX_OBJECTS - num_used - num_already_free;
1256 original_num_to_free = num_to_free;
1258 if (num_to_free > olind) {
1259 mprintf((1, "Warning: Asked to free %i objects, but can only free %i.\n", num_to_free, olind));
1260 num_to_free = olind;
1263 for (i=0; i<num_to_free; i++)
1264 if (Objects[obj_list[i]].type == OBJ_DEBRIS) {
1266 mprintf((0, "Freeing DEBRIS object %3i\n", obj_list[i]));
1267 Objects[obj_list[i]].flags |= OF_SHOULD_BE_DEAD;
1271 return original_num_to_free;
1273 for (i=0; i<num_to_free; i++)
1274 if (Objects[obj_list[i]].type == OBJ_FIREBALL && Objects[obj_list[i]].ctype.expl_info.delete_objnum==-1) {
1276 mprintf((0, "Freeing FIREBALL object %3i\n", obj_list[i]));
1277 Objects[obj_list[i]].flags |= OF_SHOULD_BE_DEAD;
1281 return original_num_to_free;
1283 for (i=0; i<num_to_free; i++)
1284 if ((Objects[obj_list[i]].type == OBJ_WEAPON) && (Objects[obj_list[i]].id == FLARE_ID)) {
1286 Objects[obj_list[i]].flags |= OF_SHOULD_BE_DEAD;
1290 return original_num_to_free;
1292 for (i=0; i<num_to_free; i++)
1293 if ((Objects[obj_list[i]].type == OBJ_WEAPON) && (Objects[obj_list[i]].id != FLARE_ID)) {
1295 mprintf((0, "Freeing WEAPON object %3i\n", obj_list[i]));
1296 Objects[obj_list[i]].flags |= OF_SHOULD_BE_DEAD;
1299 return original_num_to_free - num_to_free;
1302 //-----------------------------------------------------------------------------
1303 //initialize a new object. adds to the list for the given segment
1304 //note that segnum is really just a suggestion, since this routine actually
1305 //searches for the correct segment
1306 //returns the object number
1307 int obj_create(ubyte type,ubyte id,int segnum,vms_vector *pos,
1308 vms_matrix *orient,fix size,ubyte ctype,ubyte mtype,ubyte rtype)
1313 Assert(segnum <= Highest_segment_index);
1314 Assert (segnum >= 0);
1315 Assert(ctype <= CT_CNTRLCEN);
1317 if (type==OBJ_DEBRIS && Debris_object_count>=Max_debris_objects)
1320 if (get_seg_masks(pos,segnum,0).centermask!=0)
1321 if ((segnum=find_point_seg(pos,segnum))==-1) {
1323 mprintf((0,"Bad segnum in obj_create (type=%d)\n",type));
1325 return -1; //don't create this object
1328 // Find next free object
1329 objnum = obj_allocate();
1331 if (objnum == -1) //no free objects
1334 Assert(Objects[objnum].type == OBJ_NONE); //make sure unused
1336 obj = &Objects[objnum];
1338 Assert(obj->segnum == -1);
1340 // Zero out object structure to keep weird bugs from happening
1341 // in uninitialized fields.
1342 memset( obj, 0, sizeof(object) );
1344 obj->signature = Object_next_signature++;
1347 obj->last_pos = *pos;
1351 //@@if (orient != NULL)
1352 //@@ obj->orient = *orient;
1354 obj->orient = orient?*orient:vmd_identity_matrix;
1356 obj->control_type = ctype;
1357 obj->movement_type = mtype;
1358 obj->render_type = rtype;
1359 obj->contains_type = -1;
1361 obj->lifeleft = IMMORTAL_TIME; //assume immortal
1362 obj->attached_obj = -1;
1364 if (obj->control_type == CT_POWERUP)
1365 obj->ctype.powerup_info.count = 1;
1367 // Init physics info for this object
1368 if (obj->movement_type == MT_PHYSICS) {
1370 vm_vec_zero(&obj->mtype.phys_info.velocity);
1371 vm_vec_zero(&obj->mtype.phys_info.thrust);
1372 vm_vec_zero(&obj->mtype.phys_info.rotvel);
1373 vm_vec_zero(&obj->mtype.phys_info.rotthrust);
1375 obj->mtype.phys_info.mass = 0;
1376 obj->mtype.phys_info.drag = 0;
1377 obj->mtype.phys_info.brakes = 0;
1378 obj->mtype.phys_info.turnroll = 0;
1379 obj->mtype.phys_info.flags = 0;
1382 if (obj->render_type == RT_POLYOBJ)
1383 obj->rtype.pobj_info.tmap_override = -1;
1385 obj->shields = 20*F1_0;
1387 segnum = find_point_seg(pos,segnum); //find correct segment
1391 obj->segnum = -1; //set to zero by memset, above
1392 obj_link(objnum,segnum);
1394 // Set (or not) persistent bit in phys_info.
1395 if (obj->type == OBJ_WEAPON) {
1396 Assert(obj->control_type == CT_WEAPON);
1397 obj->mtype.phys_info.flags |= (Weapon_info[obj->id].persistent*PF_PERSISTENT);
1398 obj->ctype.laser_info.creation_time = GameTime;
1399 obj->ctype.laser_info.last_hitobj = -1;
1400 obj->ctype.laser_info.multiplier = F1_0;
1403 if (obj->control_type == CT_POWERUP)
1404 obj->ctype.powerup_info.creation_time = GameTime;
1406 if (obj->control_type == CT_EXPLOSION)
1407 obj->ctype.expl_info.next_attach = obj->ctype.expl_info.prev_attach = obj->ctype.expl_info.attach_parent = -1;
1410 if (print_object_info)
1411 mprintf( (0, "Created object %d of type %d\n", objnum, obj->type ));
1414 if (obj->type == OBJ_DEBRIS)
1415 Debris_object_count++;
1421 //create a copy of an object. returns new object number
1422 int obj_create_copy(int objnum, vms_vector *new_pos, int newsegnum)
1427 // Find next free object
1428 newobjnum = obj_allocate();
1430 if (newobjnum == -1)
1433 obj = &Objects[newobjnum];
1435 *obj = Objects[objnum];
1437 obj->pos = obj->last_pos = *new_pos;
1439 obj->next = obj->prev = obj->segnum = -1;
1441 obj_link(newobjnum,newsegnum);
1443 obj->signature = Object_next_signature++;
1445 //we probably should initialize sub-structures here
1452 extern void newdemo_record_guided_end();
1454 //remove object from the world
1455 void obj_delete(int objnum)
1458 object *obj = &Objects[objnum];
1460 Assert(objnum != -1);
1461 Assert(objnum != 0 );
1462 Assert(obj->type != OBJ_NONE);
1463 Assert(obj != ConsoleObject);
1465 if (obj->type==OBJ_WEAPON && obj->id==GUIDEDMISS_ID) {
1466 pnum=Objects[obj->ctype.laser_info.parent_num].id;
1467 mprintf ((0,"Deleting a guided missile! Player %d\n\n",pnum));
1469 if (pnum!=Player_num) {
1470 mprintf ((0,"deleting missile that belongs to %d (%s)!\n",pnum,Players[pnum].callsign));
1471 Guided_missile[pnum]=NULL;
1473 else if (Newdemo_state==ND_STATE_RECORDING)
1474 newdemo_record_guided_end();
1478 if (obj == Viewer) //deleting the viewer?
1479 Viewer = ConsoleObject; //..make the player the viewer
1481 if (obj->flags & OF_ATTACHED) //detach this from object
1482 obj_detach_one(obj);
1484 if (obj->attached_obj != -1) //detach all objects from this
1485 obj_detach_all(obj);
1487 #if !defined(NDEBUG) && !defined(NMONO)
1488 if (print_object_info) mprintf( (0, "Deleting object %d of type %d\n", objnum, Objects[objnum].type ));
1491 if (obj->type == OBJ_DEBRIS)
1492 Debris_object_count--;
1496 Assert(Objects[0].next != 0);
1498 obj->type = OBJ_NONE; //unused!
1499 obj->signature = -1;
1500 obj->segnum=-1; // zero it!
1505 #define DEATH_SEQUENCE_LENGTH (F1_0*5)
1506 #define DEATH_SEQUENCE_EXPLODE_TIME (F1_0*2)
1508 int Player_is_dead = 0; // If !0, then player is dead, but game continues so he can watch.
1509 object *Dead_player_camera = NULL; // Object index of object watching deader.
1510 fix Player_time_of_death; // Time at which player died.
1511 object *Viewer_save;
1512 int Player_flags_save;
1513 int Player_exploded = 0;
1514 int Death_sequence_aborted=0;
1515 int Player_eggs_dropped=0;
1516 fix Camera_to_player_dist_goal=F1_0*4;
1518 ubyte Control_type_save, Render_type_save;
1519 extern int Cockpit_mode_save; //set while in letterbox or rear view, or -1
1521 // ------------------------------------------------------------------------------------------------------------------
1522 void dead_player_end(void)
1524 if (!Player_is_dead)
1527 if (Newdemo_state == ND_STATE_RECORDING)
1528 newdemo_record_restore_cockpit();
1531 Player_exploded = 0;
1532 obj_delete(Dead_player_camera-Objects);
1533 Dead_player_camera = NULL;
1534 select_cockpit(Cockpit_mode_save);
1535 Cockpit_mode_save = -1;
1536 Viewer = Viewer_save;
1537 ConsoleObject->type = OBJ_PLAYER;
1538 ConsoleObject->flags = Player_flags_save;
1540 Assert((Control_type_save == CT_FLYING) || (Control_type_save == CT_SLEW));
1542 ConsoleObject->control_type = Control_type_save;
1543 ConsoleObject->render_type = Render_type_save;
1544 Players[Player_num].flags &= ~PLAYER_FLAGS_INVULNERABLE;
1545 Player_eggs_dropped = 0;
1549 // ------------------------------------------------------------------------------------------------------------------
1550 // Camera is less than size of player away from
1551 void set_camera_pos(vms_vector *camera_pos, object *objp)
1554 fix camera_player_dist;
1557 camera_player_dist = vm_vec_dist_quick(camera_pos, &objp->pos);
1559 if (camera_player_dist < Camera_to_player_dist_goal) { //2*objp->size) {
1560 // Camera is too close to player object, so move it away.
1561 vms_vector player_camera_vec;
1564 vms_vector local_p1;
1566 vm_vec_sub(&player_camera_vec, camera_pos, &objp->pos);
1567 if ((player_camera_vec.x == 0) && (player_camera_vec.y == 0) && (player_camera_vec.z == 0))
1568 player_camera_vec.x += F1_0/16;
1570 hit_data.hit_type = HIT_WALL;
1573 while ((hit_data.hit_type != HIT_NONE) && (count++ < 6)) {
1574 vms_vector closer_p1;
1575 vm_vec_normalize_quick(&player_camera_vec);
1576 vm_vec_scale(&player_camera_vec, Camera_to_player_dist_goal);
1579 vm_vec_add(&closer_p1, &objp->pos, &player_camera_vec); // This is the actual point we want to put the camera at.
1580 vm_vec_scale(&player_camera_vec, far_scale); // ...but find a point 50% further away...
1581 vm_vec_add(&local_p1, &objp->pos, &player_camera_vec); // ...so we won't have to do as many cuts.
1584 fq.startseg = objp->segnum;
1586 fq.thisobjnum = objp-Objects;
1587 fq.ignore_obj_list = NULL;
1589 find_vector_intersection( &fq, &hit_data);
1591 if (hit_data.hit_type == HIT_NONE) {
1592 *camera_pos = closer_p1;
1594 make_random_vector(&player_camera_vec);
1595 far_scale = 3*F1_0/2;
1601 extern void drop_player_eggs(object *objp);
1602 extern int get_explosion_vclip(object *obj,int stage);
1603 extern void multi_cap_objects();
1604 extern int Proximity_dropped,Smartmines_dropped;
1606 // ------------------------------------------------------------------------------------------------------------------
1607 void dead_player_frame(void)
1612 if (Player_is_dead) {
1613 time_dead = GameTime - Player_time_of_death;
1615 // If unable to create camera at time of death, create now.
1616 if (Dead_player_camera == Viewer_save) {
1618 object *player = &Objects[Players[Player_num].objnum];
1620 objnum = obj_create(OBJ_CAMERA, 0, player->segnum, &player->pos, &player->orient, 0, CT_NONE, MT_NONE, RT_NONE);
1622 mprintf((0, "Creating new dead player camera.\n"));
1624 Viewer = Dead_player_camera = &Objects[objnum];
1626 mprintf((1, "Can't create dead player camera.\n"));
1631 ConsoleObject->mtype.phys_info.rotvel.x = max(0, DEATH_SEQUENCE_EXPLODE_TIME - time_dead)/4;
1632 ConsoleObject->mtype.phys_info.rotvel.y = max(0, DEATH_SEQUENCE_EXPLODE_TIME - time_dead)/2;
1633 ConsoleObject->mtype.phys_info.rotvel.z = max(0, DEATH_SEQUENCE_EXPLODE_TIME - time_dead)/3;
1635 Camera_to_player_dist_goal = min(time_dead*8, F1_0*20) + ConsoleObject->size;
1637 set_camera_pos(&Dead_player_camera->pos, ConsoleObject);
1639 // if (time_dead < DEATH_SEQUENCE_EXPLODE_TIME+F1_0*2) {
1640 vm_vec_sub(&fvec, &ConsoleObject->pos, &Dead_player_camera->pos);
1641 vm_vector_2_matrix(&Dead_player_camera->orient, &fvec, NULL, NULL);
1643 // Dead_player_camera->movement_type = MT_PHYSICS;
1644 // Dead_player_camera->mtype.phys_info.rotvel.y = F1_0/8;
1647 if (time_dead > DEATH_SEQUENCE_EXPLODE_TIME) {
1648 if (!Player_exploded) {
1650 if (Players[Player_num].hostages_on_board > 1)
1651 HUD_init_message(TXT_SHIP_DESTROYED_2, Players[Player_num].hostages_on_board);
1652 else if (Players[Player_num].hostages_on_board == 1)
1653 HUD_init_message(TXT_SHIP_DESTROYED_1);
1655 HUD_init_message(TXT_SHIP_DESTROYED_0);
1663 Player_exploded = 1;
1665 if (Game_mode & GM_NETWORK)
1668 multi_cap_objects();
1672 drop_player_eggs(ConsoleObject);
1673 Player_eggs_dropped = 1;
1675 if (Game_mode & GM_MULTI)
1677 //multi_send_position(Players[Player_num].objnum);
1678 multi_send_player_explode(MULTI_PLAYER_EXPLODE);
1682 explode_badass_player(ConsoleObject);
1684 //is this next line needed, given the badass call above?
1685 explode_object(ConsoleObject,0);
1686 ConsoleObject->flags &= ~OF_SHOULD_BE_DEAD; //don't really kill player
1687 ConsoleObject->render_type = RT_NONE; //..just make him disappear
1688 ConsoleObject->type = OBJ_GHOST; //..and kill intersections
1689 Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
1692 if (d_rand() < FrameTime*4) {
1694 if (Game_mode & GM_MULTI)
1695 multi_send_create_explosion(Player_num);
1697 create_small_fireball_on_object(ConsoleObject, F1_0, 1);
1702 if (Death_sequence_aborted) { //time_dead > DEATH_SEQUENCE_LENGTH) {
1703 if (!Player_eggs_dropped) {
1706 if (Game_mode & GM_NETWORK)
1709 multi_cap_objects();
1713 drop_player_eggs(ConsoleObject);
1714 Player_eggs_dropped = 1;
1716 if (Game_mode & GM_MULTI)
1718 //multi_send_position(Players[Player_num].objnum);
1719 multi_send_player_explode(MULTI_PLAYER_EXPLODE);
1724 DoPlayerDead(); //kill_player();
1730 void AdjustMineSpawn()
1732 if (!(Game_mode & GM_NETWORK))
1733 return; // No need for this function in any other mode
1735 if (!(Game_mode & GM_HOARD))
1736 Players[Player_num].secondary_ammo[PROXIMITY_INDEX]+=Proximity_dropped;
1737 Players[Player_num].secondary_ammo[SMART_MINE_INDEX]+=Smartmines_dropped;
1738 Proximity_dropped=0;
1739 Smartmines_dropped=0;
1744 int Killed_in_frame = -1;
1745 short Killed_objnum = -1;
1746 extern char Multi_killed_yourself;
1748 // ------------------------------------------------------------------------------------------------------------------
1749 void start_player_death_sequence(object *player)
1753 Assert(player == ConsoleObject);
1754 if ((Player_is_dead != 0) || (Dead_player_camera != NULL))
1757 //Assert(Player_is_dead == 0);
1758 //Assert(Dead_player_camera == NULL);
1762 if (!(Game_mode & GM_MULTI))
1763 HUD_clear_messages();
1765 Killed_in_frame = FrameCount;
1766 Killed_objnum = player-Objects;
1767 Death_sequence_aborted = 0;
1770 if (Game_mode & GM_MULTI)
1772 multi_send_kill(Players[Player_num].objnum);
1774 // If Hoard, increase number of orbs by 1
1775 // Only if you haven't killed yourself
1776 // This prevents cheating
1778 if (Game_mode & GM_HOARD)
1779 if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]<12)
1780 if (!Multi_killed_yourself)
1781 Players[Player_num].secondary_ammo[PROXIMITY_INDEX]++;
1793 //Players[Player_num].flags &= ~(PLAYER_FLAGS_AFTERBURNER);
1795 vm_vec_zero(&player->mtype.phys_info.rotthrust);
1796 vm_vec_zero(&player->mtype.phys_info.thrust);
1798 Player_time_of_death = GameTime;
1800 objnum = obj_create(OBJ_CAMERA, 0, player->segnum, &player->pos, &player->orient, 0, CT_NONE, MT_NONE, RT_NONE);
1801 Viewer_save = Viewer;
1803 Viewer = Dead_player_camera = &Objects[objnum];
1805 mprintf((1, "Can't create dead player camera.\n"));
1807 Dead_player_camera = Viewer;
1810 if (Cockpit_mode_save == -1) //if not already saved
1811 Cockpit_mode_save = Cockpit_mode;
1812 select_cockpit(CM_LETTERBOX);
1813 if (Newdemo_state == ND_STATE_RECORDING)
1814 newdemo_record_letterbox();
1816 Player_flags_save = player->flags;
1817 Control_type_save = player->control_type;
1818 Render_type_save = player->render_type;
1820 player->flags &= ~OF_SHOULD_BE_DEAD;
1821 // Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
1822 player->control_type = CT_NONE;
1823 player->shields = F1_0*1000;
1825 PALETTE_FLASH_SET(0,0,0);
1828 // ------------------------------------------------------------------------------------------------------------------
1829 void obj_delete_all_that_should_be_dead()
1833 int local_dead_player_object=-1;
1838 for (i=0;i<=Highest_object_index;i++) {
1839 if ((objp->type!=OBJ_NONE) && (objp->flags&OF_SHOULD_BE_DEAD) ) {
1840 Assert(!(objp->type==OBJ_FIREBALL && objp->ctype.expl_info.delete_time!=-1));
1841 if (objp->type==OBJ_PLAYER) {
1842 if ( objp->id == Player_num ) {
1843 if (local_dead_player_object == -1) {
1844 start_player_death_sequence(objp);
1845 local_dead_player_object = objp-Objects;
1847 Int3(); // Contact Mike: Illegal, killed player twice in this frame!
1848 // Ok to continue, won't start death sequence again!
1859 //when an object has moved into a new segment, this function unlinks it
1860 //from its old segment, and links it into the new segment
1861 void obj_relink(int objnum,int newsegnum)
1864 Assert((objnum >= 0) && (objnum <= Highest_object_index));
1865 Assert((newsegnum <= Highest_segment_index) && (newsegnum >= 0));
1869 obj_link(objnum,newsegnum);
1872 if (get_seg_masks(&Objects[objnum].pos,Objects[objnum].segnum,0).centermask!=0)
1873 mprintf((1, "obj_relink violates seg masks.\n"));
1877 //process a continuously-spinning object
1879 spin_object(object *obj)
1882 vms_matrix rotmat, new_pm;
1884 Assert(obj->movement_type == MT_SPINNING);
1886 rotangs.p = fixmul(obj->mtype.spin_rate.x,FrameTime);
1887 rotangs.h = fixmul(obj->mtype.spin_rate.y,FrameTime);
1888 rotangs.b = fixmul(obj->mtype.spin_rate.z,FrameTime);
1890 vm_angles_2_matrix(&rotmat,&rotangs);
1892 vm_matrix_x_matrix(&new_pm,&obj->orient,&rotmat);
1893 obj->orient = new_pm;
1895 check_and_fix_matrix(&obj->orient);
1898 int Drop_afterburner_blob_flag; //ugly hack
1899 extern void multi_send_drop_blobs(char);
1900 extern void fuelcen_check_for_goal (segment *);
1902 //see if wall is volatile, and if so, cause damage to player
1903 //returns true if player is in lava
1904 int check_volatile_wall(object *obj,int segnum,int sidenum,vms_vector *hitpt);
1906 // Time at which this object last created afterburner blobs.
1907 fix Last_afterburner_time[MAX_OBJECTS];
1909 //--------------------------------------------------------------------
1910 //move an object for the current frame
1911 void object_move_one( object * obj )
1916 int previous_segment = obj->segnum;
1918 obj->last_pos = obj->pos; // Save the current position
1920 if ((obj->type==OBJ_PLAYER) && (Player_num==obj->id)) {
1924 if (Game_mode & GM_CAPTURE)
1925 fuelcen_check_for_goal (&Segments[obj->segnum]);
1926 if (Game_mode & GM_HOARD)
1927 fuelcen_check_for_hoard_goal (&Segments[obj->segnum]);
1930 fuel=fuelcen_give_fuel( &Segments[obj->segnum], INITIAL_ENERGY-Players[Player_num].energy );
1932 Players[Player_num].energy += fuel;
1937 if (obj->lifeleft != IMMORTAL_TIME) { //if not immortal...
1938 // Ok, this is a big hack by MK.
1939 // If you want an object to last for exactly one frame, then give it a lifeleft of ONE_FRAME_TIME.
1940 if (obj->lifeleft != ONE_FRAME_TIME)
1941 obj->lifeleft -= FrameTime; //...inevitable countdown towards death
1944 Drop_afterburner_blob_flag = 0;
1946 switch (obj->control_type) {
1948 case CT_NONE: break;
1952 #if !defined(NDEBUG) && !defined(NMONO)
1953 if (print_object_info>1) mprintf( (0, "Moving player object #%d\n", obj-Objects ));
1956 read_flying_controls( obj );
1960 case CT_REPAIRCEN: Int3(); // -- hey! these are no longer supported!! -- do_repair_sequence(obj); break;
1962 case CT_POWERUP: do_powerup_frame(obj); break;
1964 case CT_MORPH: //morph implies AI
1965 do_morph_frame(obj);
1966 //NOTE: FALLS INTO AI HERE!!!!
1969 //NOTE LINK TO CT_MORPH ABOVE!!!
1970 if (Game_suspended & SUSP_ROBOTS) return;
1971 #if !defined(NDEBUG) && !defined(NMONO)
1972 if (print_object_info>1) mprintf( (0, "AI: Moving robot object #%d\n",obj-Objects ));
1977 case CT_WEAPON: Laser_do_weapon_sequence(obj); break;
1978 case CT_EXPLOSION: do_explosion_sequence(obj); break;
1982 if ( keyd_pressed[KEY_PAD5] ) slew_stop( obj );
1983 if ( keyd_pressed[KEY_NUMLOCK] ) {
1984 slew_reset_orient( obj );
1985 * (ubyte *) 0x417 &= ~0x20; //kill numlock
1987 slew_frame(0 ); // Does velocity addition for us.
1992 // case CT_FLYTHROUGH:
1993 // do_flythrough(obj,0); // HACK:do_flythrough should operate on an object!!!!
1994 // //check_object_seg(obj);
1995 // return; // DON'T DO THE REST OF OBJECT STUFF SINCE THIS IS A SPECIAL CASE!!!
1998 case CT_DEBRIS: do_debris_frame(obj); break;
2000 case CT_LIGHT: break; //doesn't do anything
2002 case CT_REMOTE: break; //movement is handled in com_process_input
2004 case CT_CNTRLCEN: do_controlcen_frame(obj); break;
2009 Error("Unknown control type %d in object %li, sig/type/id = %i/%i/%i",obj->control_type, obj-Objects, obj->signature, obj->type, obj->id);
2011 Error("Unknown control type %d in object %i, sig/type/id = %i/%i/%i",obj->control_type, obj-Objects, obj->signature, obj->type, obj->id);
2018 if (obj->lifeleft < 0 ) { // We died of old age
2019 obj->flags |= OF_SHOULD_BE_DEAD;
2020 if ( obj->type==OBJ_WEAPON && Weapon_info[obj->id].damage_radius )
2021 explode_badass_weapon(obj,&obj->pos);
2022 else if ( obj->type==OBJ_ROBOT) //make robots explode
2023 explode_object(obj,0);
2026 if (obj->type == OBJ_NONE || obj->flags&OF_SHOULD_BE_DEAD)
2027 return; //object has been deleted
2029 switch (obj->movement_type) {
2031 case MT_NONE: break; //this doesn't move
2033 case MT_PHYSICS: do_physics_sim(obj); break; //move by physics
2035 case MT_SPINNING: spin_object(obj); break;
2039 // If player and moved to another segment, see if hit any triggers.
2040 // also check in player under a lavafall
2041 if (obj->type == OBJ_PLAYER && obj->movement_type==MT_PHYSICS) {
2043 if (previous_segment != obj->segnum) {
2046 int old_level = Current_level_num;
2048 for (i=0;i<n_phys_segs-1;i++) {
2049 connect_side = find_connect_side(&Segments[phys_seglist[i+1]], &Segments[phys_seglist[i]]);
2050 if (connect_side != -1)
2051 check_trigger(&Segments[phys_seglist[i]], connect_side, obj-Objects,0);
2053 else { // segments are not directly connected, so do binary subdivision until you find connected segments.
2054 mprintf((1, "UNCONNECTED SEGMENTS %d,%d\n",phys_seglist[i+1],phys_seglist[i]));
2055 // -- Unnecessary, MK, 09/04/95 -- Int3();
2059 //maybe we've gone on to the next level. if so, bail!
2061 if (Current_level_num != old_level)
2068 int sidemask,under_lavafall=0;
2069 static int lavafall_hiss_playing[MAX_PLAYERS]={0};
2071 sidemask = get_seg_masks(&obj->pos,obj->segnum,obj->size).sidemask;
2073 int sidenum,bit,wall_num;
2075 for (sidenum=0,bit=1;sidenum<6;bit<<=1,sidenum++)
2076 if ((sidemask & bit) && ((wall_num=Segments[obj->segnum].sides[sidenum].wall_num)!=-1) && Walls[wall_num].type==WALL_ILLUSION) {
2078 if ((type=check_volatile_wall(obj,obj->segnum,sidenum,&obj->pos))!=0) {
2079 int sound = (type==1)?SOUND_LAVAFALL_HISS:SOUND_SHIP_IN_WATERFALL;
2081 if (!lavafall_hiss_playing[obj->id]) {
2082 digi_link_sound_to_object3( sound, obj-Objects, 1, F1_0, i2f(256), -1, -1);
2083 lavafall_hiss_playing[obj->id] = 1;
2089 if (!under_lavafall && lavafall_hiss_playing[obj->id]) {
2090 digi_kill_sound_linked_to_object( obj-Objects);
2091 lavafall_hiss_playing[obj->id] = 0;
2096 //see if guided missile has flown through exit trigger
2097 if (obj==Guided_missile[Player_num] && obj->signature==Guided_missile_sig[Player_num]) {
2098 if (previous_segment != obj->segnum) {
2100 connect_side = find_connect_side(&Segments[obj->segnum], &Segments[previous_segment]);
2101 if (connect_side != -1) {
2102 int wall_num,trigger_num;
2103 wall_num = Segments[previous_segment].sides[connect_side].wall_num;
2104 if ( wall_num != -1 ) {
2105 trigger_num = Walls[wall_num].trigger;
2106 if (trigger_num != -1)
2107 if (Triggers[trigger_num].type == TT_EXIT)
2108 Guided_missile[Player_num]->lifeleft = 0;
2114 if (Drop_afterburner_blob_flag) {
2115 Assert(obj==ConsoleObject);
2116 drop_afterburner_blobs(obj, 2, i2f(5)/2, -1); // -1 means use default lifetime
2118 if (Game_mode & GM_MULTI)
2119 multi_send_drop_blobs(Player_num);
2121 Drop_afterburner_blob_flag = 0;
2124 if ((obj->type == OBJ_WEAPON) && (Weapon_info[obj->id].afterburner_size)) {
2125 int objnum = obj-Objects;
2126 fix vel = vm_vec_mag_quick(&obj->mtype.phys_info.velocity);
2127 fix delay, lifetime;
2131 else if (vel > F1_0*40)
2132 delay = fixdiv(F1_0*13,vel);
2136 lifetime = (delay * 3)/2;
2137 if (!(Game_mode & GM_MULTI)) {
2142 if ((Last_afterburner_time[objnum] + delay < GameTime) || (Last_afterburner_time[objnum] > GameTime)) {
2143 drop_afterburner_blobs(obj, 1, i2f(Weapon_info[obj->id].afterburner_size)/16, lifetime);
2144 Last_afterburner_time[objnum] = GameTime;
2149 obj++; //kill warning
2153 int Max_used_objects = MAX_OBJECTS - 20;
2155 //--------------------------------------------------------------------
2156 //move all objects for the current frame
2157 void object_move_all()
2162 // -- mprintf((0, "Frame %i: %i/%i objects used.\n", FrameCount, num_objects, MAX_OBJECTS));
2164 // check_duplicate_objects();
2165 // remove_incorrect_objects();
2167 if (Highest_object_index > Max_used_objects)
2168 free_object_slots(Max_used_objects); // Free all possible object slots.
2170 obj_delete_all_that_should_be_dead();
2172 if (Auto_leveling_on)
2173 ConsoleObject->mtype.phys_info.flags |= PF_LEVELLING;
2175 ConsoleObject->mtype.phys_info.flags &= ~PF_LEVELLING;
2181 for (i=0;i<=Highest_object_index;i++) {
2182 if ( (objp->type != OBJ_NONE) && (!(objp->flags&OF_SHOULD_BE_DEAD)) ) {
2183 object_move_one( objp );
2191 // check_duplicate_objects();
2192 // remove_incorrect_objects();
2197 //--unused-- // -----------------------------------------------------------
2198 //--unused-- // Moved here from eobject.c on 02/09/94 by MK.
2199 //--unused-- int find_last_obj(int i)
2201 //--unused-- for (i=MAX_OBJECTS;--i>=0;)
2202 //--unused-- if (Objects[i].type != OBJ_NONE) break;
2204 //--unused-- return i;
2209 //make object array non-sparse
2210 void compress_objects(void)
2212 int start_i; //,last_i;
2214 //last_i = find_last_obj(MAX_OBJECTS);
2216 // Note: It's proper to do < (rather than <=) Highest_object_index here because we
2217 // are just removing gaps, and the last object can't be a gap.
2218 for (start_i=0;start_i<Highest_object_index;start_i++)
2220 if (Objects[start_i].type == OBJ_NONE) {
2224 segnum_copy = Objects[Highest_object_index].segnum;
2226 obj_unlink(Highest_object_index);
2228 Objects[start_i] = Objects[Highest_object_index];
2231 if (Cur_object_index == Highest_object_index)
2232 Cur_object_index = start_i;
2235 Objects[Highest_object_index].type = OBJ_NONE;
2237 obj_link(start_i,segnum_copy);
2239 while (Objects[--Highest_object_index].type == OBJ_NONE);
2241 //last_i = find_last_obj(last_i);
2245 reset_objects(num_objects);
2249 //called after load. Takes number of objects, and objects should be
2250 //compressed. resets free list, marks unused objects as unused
2251 void reset_objects(int n_objs)
2255 num_objects = n_objs;
2257 Assert(num_objects>0);
2259 for (i=num_objects;i<MAX_OBJECTS;i++) {
2260 free_obj_list[i] = i;
2261 Objects[i].type = OBJ_NONE;
2262 Objects[i].segnum = -1;
2265 Highest_object_index = num_objects-1;
2267 Debris_object_count = 0;
2270 //Tries to find a segment for an object, using find_point_seg()
2271 int find_object_seg(object * obj )
2273 return find_point_seg(&obj->pos,obj->segnum);
2277 //If an object is in a segment, set its segnum field and make sure it's
2278 //properly linked. If not in any segment, returns 0, else 1.
2279 //callers should generally use find_vector_intersection()
2280 int update_object_seg(object * obj )
2284 newseg = find_object_seg(obj);
2289 if ( newseg != obj->segnum )
2290 obj_relink(obj-Objects, newseg );
2296 //go through all objects and make sure they have the correct segment numbers
2302 for (i=0;i<=Highest_object_index;i++)
2303 if (Objects[i].type != OBJ_NONE)
2304 if (update_object_seg(&Objects[i]) == 0) {
2305 mprintf((1,"Cannot find segment for object %d in fix_object_segs()\n"));
2307 compute_segment_center(&Objects[i].pos,&Segments[Objects[i].segnum]);
2312 //--unused-- void object_use_new_object_list( object * new_list )
2314 //--unused-- int i, segnum;
2315 //--unused-- object *obj;
2317 //--unused-- // First, unlink all the old objects for the segments array
2318 //--unused-- for (segnum=0; segnum <= Highest_segment_index; segnum++) {
2319 //--unused-- Segments[segnum].objects = -1;
2321 //--unused-- // Then, erase all the objects
2322 //--unused-- reset_objects(1);
2324 //--unused-- // Fill in the object array
2325 //--unused-- memcpy( Objects, new_list, sizeof(object)*MAX_OBJECTS );
2327 //--unused-- Highest_object_index=-1;
2329 //--unused-- // Relink 'em
2330 //--unused-- for (i=0; i<MAX_OBJECTS; i++ ) {
2331 //--unused-- obj = &Objects[i];
2332 //--unused-- if ( obj->type != OBJ_NONE ) {
2333 //--unused-- num_objects++;
2334 //--unused-- Highest_object_index = i;
2335 //--unused-- segnum = obj->segnum;
2336 //--unused-- obj->next = obj->prev = obj->segnum = -1;
2337 //--unused-- obj_link(i,segnum);
2338 //--unused-- } else {
2339 //--unused-- obj->next = obj->prev = obj->segnum = -1;
2345 //delete objects, such as weapons & explosions, that shouldn't stay between levels
2346 // Changed by MK on 10/15/94, don't remove proximity bombs.
2347 //if clear_all is set, clear even proximity bombs
2348 void clear_transient_objects(int clear_all)
2353 for (objnum=0,obj=&Objects[0];objnum<=Highest_object_index;objnum++,obj++)
2354 if (((obj->type == OBJ_WEAPON) && !(Weapon_info[obj->id].flags&WIF_PLACABLE) && (clear_all || ((obj->id != PROXIMITY_ID) && (obj->id != SUPERPROX_ID)))) ||
2355 obj->type == OBJ_FIREBALL ||
2356 obj->type == OBJ_DEBRIS ||
2357 obj->type == OBJ_DEBRIS ||
2358 (obj->type!=OBJ_NONE && obj->flags & OF_EXPLODING)) {
2361 if (Objects[objnum].lifeleft > i2f(2))
2362 mprintf((0,"Note: Clearing object %d (type=%d, id=%d) with lifeleft=%x\n",objnum,Objects[objnum].type,Objects[objnum].id,Objects[objnum].lifeleft));
2367 else if (Objects[objnum].type!=OBJ_NONE && Objects[objnum].lifeleft < i2f(2))
2368 mprintf((0,"Note: NOT clearing object %d (type=%d, id=%d) with lifeleft=%x\n",objnum,Objects[objnum].type,Objects[objnum].id,Objects[objnum].lifeleft));
2372 //attaches an object, such as a fireball, to another object, such as a robot
2373 void obj_attach(object *parent,object *sub)
2375 Assert(sub->type == OBJ_FIREBALL);
2376 Assert(sub->control_type == CT_EXPLOSION);
2378 Assert(sub->ctype.expl_info.next_attach==-1);
2379 Assert(sub->ctype.expl_info.prev_attach==-1);
2381 Assert(parent->attached_obj==-1 || Objects[parent->attached_obj].ctype.expl_info.prev_attach==-1);
2383 sub->ctype.expl_info.next_attach = parent->attached_obj;
2385 if (sub->ctype.expl_info.next_attach != -1)
2386 Objects[sub->ctype.expl_info.next_attach].ctype.expl_info.prev_attach = sub-Objects;
2388 parent->attached_obj = sub-Objects;
2390 sub->ctype.expl_info.attach_parent = parent-Objects;
2391 sub->flags |= OF_ATTACHED;
2393 Assert(sub->ctype.expl_info.next_attach != sub-Objects);
2394 Assert(sub->ctype.expl_info.prev_attach != sub-Objects);
2397 //dettaches one object
2398 void obj_detach_one(object *sub)
2400 Assert(sub->flags & OF_ATTACHED);
2401 Assert(sub->ctype.expl_info.attach_parent != -1);
2403 if ((Objects[sub->ctype.expl_info.attach_parent].type == OBJ_NONE) || (Objects[sub->ctype.expl_info.attach_parent].attached_obj == -1))
2405 sub->flags &= ~OF_ATTACHED;
2409 if (sub->ctype.expl_info.next_attach != -1) {
2410 Assert(Objects[sub->ctype.expl_info.next_attach].ctype.expl_info.prev_attach=sub-Objects);
2411 Objects[sub->ctype.expl_info.next_attach].ctype.expl_info.prev_attach = sub->ctype.expl_info.prev_attach;
2414 if (sub->ctype.expl_info.prev_attach != -1) {
2415 Assert(Objects[sub->ctype.expl_info.prev_attach].ctype.expl_info.next_attach=sub-Objects);
2416 Objects[sub->ctype.expl_info.prev_attach].ctype.expl_info.next_attach = sub->ctype.expl_info.next_attach;
2419 Assert(Objects[sub->ctype.expl_info.attach_parent].attached_obj=sub-Objects);
2420 Objects[sub->ctype.expl_info.attach_parent].attached_obj = sub->ctype.expl_info.next_attach;
2423 sub->ctype.expl_info.next_attach = sub->ctype.expl_info.prev_attach = -1;
2424 sub->flags &= ~OF_ATTACHED;
2428 //dettaches all objects from this object
2429 void obj_detach_all(object *parent)
2431 while (parent->attached_obj != -1)
2432 obj_detach_one(&Objects[parent->attached_obj]);
2435 //creates a marker object in the world. returns the object number
2436 int drop_marker_object(vms_vector *pos,int segnum,vms_matrix *orient, int marker_num)
2440 Assert(Marker_model_num != -1);
2442 objnum = obj_create(OBJ_MARKER, marker_num, segnum, pos, orient, Polygon_models[Marker_model_num].rad, CT_NONE, MT_NONE, RT_POLYOBJ);
2445 object *obj = &Objects[objnum];
2447 obj->rtype.pobj_info.model_num = Marker_model_num;
2449 vm_vec_copy_scale(&obj->mtype.spin_rate,&obj->orient.uvec,F1_0/2);
2451 // MK, 10/16/95: Using lifeleft to make it flash, thus able to trim lightlevel from all objects.
2452 obj->lifeleft = IMMORTAL_TIME - 1;
2458 extern int Ai_last_missile_camera;
2460 // *viewer is a viewer, probably a missile.
2461 // wake up all robots that were rendered last frame subject to some constraints.
2462 void wake_up_rendered_objects(object *viewer, int window_num)
2466 // Make sure that we are processing current data.
2467 if (FrameCount != Window_rendered_data[window_num].frame) {
2468 mprintf((1, "Warning: Called wake_up_rendered_objects with a bogus window.\n"));
2472 Ai_last_missile_camera = viewer-Objects;
2474 for (i=0; i<Window_rendered_data[window_num].num_objects; i++) {
2477 int fcval = FrameCount & 3;
2479 objnum = Window_rendered_data[window_num].rendered_objects[i];
2480 if ((objnum & 3) == fcval) {
2481 objp = &Objects[objnum];
2483 if (objp->type == OBJ_ROBOT) {
2484 if (vm_vec_dist_quick(&viewer->pos, &objp->pos) < F1_0*100) {
2485 ai_local *ailp = &Ai_local_info[objnum];
2486 if (ailp->player_awareness_type == 0) {
2487 objp->ctype.ai_info.SUB_FLAGS |= SUB_FLAGS_CAMERA_AWAKE;
2488 ailp->player_awareness_type = PA_WEAPON_ROBOT_COLLISION;
2489 ailp->player_awareness_time = F1_0*3;
2490 ailp->previous_visibility = 2;