1 /* $Id: object.c,v 1.21 2006-07-09 03:25:10 chris Exp $ */
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.
25 #include <string.h> // for memset
86 #include "editor/editor.h"
89 void obj_detach_all(object *parent);
90 void obj_detach_one(object *sub);
91 int free_object_slots(int num_used);
97 extern sbyte WasRecorded[MAX_OBJECTS];
99 ubyte CollisionResult[MAX_OBJECT_TYPES][MAX_OBJECT_TYPES];
101 object *ConsoleObject; //the object that is the player
103 static short free_obj_list[MAX_OBJECTS];
109 //info on the various types of objects
111 object Object_minus_one;
114 object Objects[MAX_OBJECTS];
116 int Highest_object_index=0;
117 int Highest_ever_object_index=0;
119 // grs_bitmap *robot_bms[MAX_ROBOT_BITMAPS]; //all bitmaps for all robots
121 // int robot_bm_nums[MAX_ROBOT_TYPES]; //starting bitmap num for each robot
122 // int robot_n_bitmaps[MAX_ROBOT_TYPES]; //how many bitmaps for each robot
124 // char *robot_names[MAX_ROBOT_TYPES]; //name of each robot
126 //--unused-- int Num_robot_types=0;
128 int print_object_info = 0;
129 //@@int Object_viewer = 0;
131 //object * Slew_object = NULL; // Object containing slew object info.
133 //--unused-- int Player_controller_type = 0;
135 window_rendered_data Window_rendered_data[MAX_RENDERED_WINDOWS];
137 #if defined(EDITOR) || !defined(NDEBUG)
138 char Object_type_names[MAX_OBJECT_TYPES][9] = {
159 //set viewer object to next object in array
160 void object_goto_next_viewer()
162 int i, start_obj = 0;
164 start_obj = Viewer - Objects; //get viewer object number
166 for (i=0;i<=Highest_object_index;i++) {
169 if (start_obj > Highest_object_index ) start_obj = 0;
171 if (Objects[start_obj].type != OBJ_NONE ) {
172 Viewer = &Objects[start_obj];
177 Error( "Couldn't find a viewer object!" );
181 //set viewer object to next object in array
182 void object_goto_prev_viewer()
184 int i, start_obj = 0;
186 start_obj = Viewer - Objects; //get viewer object number
188 for (i=0; i<=Highest_object_index; i++) {
191 if (start_obj < 0 ) start_obj = Highest_object_index;
193 if (Objects[start_obj].type != OBJ_NONE ) {
194 Viewer = &Objects[start_obj];
199 Error( "Couldn't find a viewer object!" );
204 object *obj_find_first_of_type (int type)
208 for (i=0;i<=Highest_object_index;i++)
209 if (Objects[i].type==type)
210 return (&Objects[i]);
211 return ((object *)NULL);
214 int obj_return_num_of_type (int type)
218 for (i=0;i<=Highest_object_index;i++)
219 if (Objects[i].type==type)
223 int obj_return_num_of_typeid (int type,int id)
227 for (i=0;i<=Highest_object_index;i++)
228 if (Objects[i].type==type && Objects[i].id==id)
233 int global_orientation = 0;
235 //draw an object that has one bitmap & doesn't rotate
236 void draw_object_blob(object *obj,bitmap_index bmi)
239 grs_bitmap * bm = &GameBitmaps[bmi.index];
242 if (obj->type == OBJ_FIREBALL)
243 orientation = (obj-Objects) & 7;
245 orientation = global_orientation;
247 PIGGY_PAGE_IN( bmi );
249 if (bm->bm_w > bm->bm_h)
251 g3_draw_bitmap(&obj->pos,obj->size,fixmuldiv(obj->size,bm->bm_h,bm->bm_w),bm, orientation);
255 g3_draw_bitmap(&obj->pos,fixmuldiv(obj->size,bm->bm_w,bm->bm_h),obj->size,bm, orientation);
258 //draw an object that is a texture-mapped rod
259 void draw_object_tmap_rod(object *obj,bitmap_index bitmapi,int lighted)
261 grs_bitmap * bitmap = &GameBitmaps[bitmapi.index];
264 vms_vector delta,top_v,bot_v;
265 g3s_point top_p,bot_p;
267 PIGGY_PAGE_IN(bitmapi);
269 bitmap->bm_handle = bitmapi.index;
271 vm_vec_copy_scale(&delta,&obj->orient.uvec,obj->size);
273 vm_vec_add(&top_v,&obj->pos,&delta);
274 vm_vec_sub(&bot_v,&obj->pos,&delta);
276 g3_rotate_point(&top_p,&top_v);
277 g3_rotate_point(&bot_p,&bot_v);
280 light = compute_object_light(obj,&top_p.p3_vec);
284 g3_draw_rod_tmap(bitmap,&bot_p,obj->size,&top_p,obj->size,light);
287 int Linear_tmap_polygon_objects = 1;
289 extern fix Max_thrust;
291 //used for robot engine glow
292 #define MAX_VELOCITY i2f(50)
294 //function that takes the same parms as draw_tmap, but renders as flat poly
295 //we need this to do the cloaked effect
296 extern void draw_tmap_flat();
298 //what darkening level to use when cloaked
299 #define CLOAKED_FADE_LEVEL 28
301 #define CLOAK_FADEIN_DURATION_PLAYER F2_0
302 #define CLOAK_FADEOUT_DURATION_PLAYER F2_0
304 #define CLOAK_FADEIN_DURATION_ROBOT F1_0
305 #define CLOAK_FADEOUT_DURATION_ROBOT F1_0
307 //do special cloaked render
308 void draw_cloaked_object(object *obj,fix light,fix *glow,fix cloak_start_time,fix cloak_end_time)
310 fix cloak_delta_time,total_cloaked_time;
311 fix light_scale=F1_0;
313 int fading=0; //if true, fading, else cloaking
314 fix Cloak_fadein_duration=F1_0;
315 fix Cloak_fadeout_duration=F1_0;
318 total_cloaked_time = cloak_end_time-cloak_start_time;
322 Cloak_fadein_duration = CLOAK_FADEIN_DURATION_PLAYER;
323 Cloak_fadeout_duration = CLOAK_FADEOUT_DURATION_PLAYER;
326 Cloak_fadein_duration = CLOAK_FADEIN_DURATION_ROBOT;
327 Cloak_fadeout_duration = CLOAK_FADEOUT_DURATION_ROBOT;
330 Int3(); // Contact Mike: Unexpected object type in draw_cloaked_object.
333 cloak_delta_time = GameTime - cloak_start_time;
335 if (cloak_delta_time < Cloak_fadein_duration/2) {
337 light_scale = fixdiv(Cloak_fadein_duration/2 - cloak_delta_time,Cloak_fadein_duration/2);
341 else if (cloak_delta_time < Cloak_fadein_duration) {
343 cloak_value = f2i(fixdiv(cloak_delta_time - Cloak_fadein_duration/2,Cloak_fadein_duration/2) * CLOAKED_FADE_LEVEL);
345 } else if (GameTime < cloak_end_time-Cloak_fadeout_duration) {
346 static int cloak_delta=0,cloak_dir=1;
347 static fix cloak_timer=0;
349 //note, if more than one cloaked object is visible at once, the
350 //pulse rate will change!
352 cloak_timer -= FrameTime;
353 while (cloak_timer < 0) {
355 cloak_timer += Cloak_fadeout_duration/12;
357 cloak_delta += cloak_dir;
359 if (cloak_delta==0 || cloak_delta==4)
360 cloak_dir = -cloak_dir;
363 cloak_value = CLOAKED_FADE_LEVEL - cloak_delta;
365 } else if (GameTime < cloak_end_time-Cloak_fadeout_duration/2) {
367 cloak_value = f2i(fixdiv(total_cloaked_time - Cloak_fadeout_duration/2 - cloak_delta_time,Cloak_fadeout_duration/2) * CLOAKED_FADE_LEVEL);
371 light_scale = fixdiv(Cloak_fadeout_duration/2 - (total_cloaked_time - cloak_delta_time),Cloak_fadeout_duration/2);
377 fix new_light,save_glow;
378 bitmap_index * alt_textures = NULL;
381 if ( obj->rtype.pobj_info.alt_textures > 0 )
382 alt_textures = multi_player_textures[obj->rtype.pobj_info.alt_textures-1];
385 new_light = fixmul(light,light_scale);
387 glow[0] = fixmul(glow[0],light_scale);
388 draw_polygon_model(&obj->pos,
390 (vms_angvec *)&obj->rtype.pobj_info.anim_angles,
391 obj->rtype.pobj_info.model_num,obj->rtype.pobj_info.subobj_flags,
398 Gr_scanline_darkening_level = cloak_value;
399 gr_setcolor(BM_XRGB(0,0,0)); //set to black (matters for s3)
400 g3_set_special_render(draw_tmap_flat,NULL,NULL); //use special flat drawer
401 draw_polygon_model(&obj->pos,
403 (vms_angvec *)&obj->rtype.pobj_info.anim_angles,
404 obj->rtype.pobj_info.model_num,obj->rtype.pobj_info.subobj_flags,
408 g3_set_special_render(NULL,NULL,NULL);
409 Gr_scanline_darkening_level = GR_FADE_LEVELS;
414 //draw an object which renders as a polygon model
415 void draw_polygon_object(object *obj)
419 fix engine_glow_value[2]; //element 0 is for engine glow, 1 for headlight
421 light = compute_object_light(obj,NULL);
423 // If option set for bright players in netgame, brighten them!
425 if (Game_mode & GM_MULTI)
426 if (Netgame.BrightPlayers)
430 //make robots brighter according to robot glow field
431 if (obj->type == OBJ_ROBOT)
432 light += (Robot_info[obj->id].glow<<12); //convert 4:4 to 16:16
434 if (obj->type == OBJ_WEAPON)
435 if (obj->id == FLARE_ID)
438 if (obj->type == OBJ_MARKER)
442 imsave = Interpolation_method;
443 if (Linear_tmap_polygon_objects)
444 Interpolation_method = 1;
446 //set engine glow value
447 engine_glow_value[0] = f1_0/5;
448 if (obj->movement_type == MT_PHYSICS) {
450 if (obj->mtype.phys_info.flags & PF_USES_THRUST && obj->type==OBJ_PLAYER && obj->id==Player_num) {
451 fix thrust_mag = vm_vec_mag_quick(&obj->mtype.phys_info.thrust);
452 engine_glow_value[0] += (fixdiv(thrust_mag,Player_ship->max_thrust)*4)/5;
455 fix speed = vm_vec_mag_quick(&obj->mtype.phys_info.velocity);
456 engine_glow_value[0] += (fixdiv(speed,MAX_VELOCITY)*3)/5;
460 //set value for player headlight
461 if (obj->type == OBJ_PLAYER) {
462 if (Players[obj->id].flags & PLAYER_FLAGS_HEADLIGHT && !Endlevel_sequence)
463 if (Players[obj->id].flags & PLAYER_FLAGS_HEADLIGHT_ON)
464 engine_glow_value[1] = -2; //draw white!
466 engine_glow_value[1] = -1; //draw normal color (grey)
468 engine_glow_value[1] = -3; //don't draw
471 if (obj->rtype.pobj_info.tmap_override != -1) {
473 polymodel *pm = &Polygon_models[obj->rtype.pobj_info.model_num];
475 bitmap_index bm_ptrs[12];
479 Assert(pm->n_textures<=12);
481 for (i=0;i<12;i++) //fill whole array, in case simple model needs more
482 bm_ptrs[i] = Textures[obj->rtype.pobj_info.tmap_override];
484 draw_polygon_model(&obj->pos,
486 (vms_angvec *)&obj->rtype.pobj_info.anim_angles,
487 obj->rtype.pobj_info.model_num,
488 obj->rtype.pobj_info.subobj_flags,
495 if (obj->type==OBJ_PLAYER && (Players[obj->id].flags&PLAYER_FLAGS_CLOAKED))
496 draw_cloaked_object(obj,light,engine_glow_value,Players[obj->id].cloak_time,Players[obj->id].cloak_time+CLOAK_TIME_MAX);
497 else if ((obj->type == OBJ_ROBOT) && (obj->ctype.ai_info.CLOAKED)) {
498 if (Robot_info[obj->id].boss_flag)
499 draw_cloaked_object(obj,light,engine_glow_value, Boss_cloak_start_time, Boss_cloak_end_time);
501 draw_cloaked_object(obj,light,engine_glow_value, GameTime-F1_0*10, GameTime+F1_0*10);
503 bitmap_index * alt_textures = NULL;
506 if ( obj->rtype.pobj_info.alt_textures > 0 )
507 alt_textures = multi_player_textures[obj->rtype.pobj_info.alt_textures-1];
510 // Snipers get bright when they fire.
511 if (Ai_local_info[obj-Objects].next_fire < F1_0/8) {
512 if (obj->ctype.ai_info.behavior == AIB_SNIPE)
513 light = 2*light + F1_0;
516 draw_polygon_model(&obj->pos,
518 (vms_angvec *)&obj->rtype.pobj_info.anim_angles,obj->rtype.pobj_info.model_num,
519 obj->rtype.pobj_info.subobj_flags,
523 if (obj->type == OBJ_WEAPON && (Weapon_info[obj->id].model_num_inner > -1 )) {
524 fix dist_to_eye = vm_vec_dist_quick(&Viewer->pos, &obj->pos);
525 if (dist_to_eye < Simple_model_threshhold_scale * F1_0*2)
526 draw_polygon_model(&obj->pos,
528 (vms_angvec *)&obj->rtype.pobj_info.anim_angles,
529 Weapon_info[obj->id].model_num_inner,
530 obj->rtype.pobj_info.subobj_flags,
538 Interpolation_method = imsave;
542 //------------------------------------------------------------------------------
543 // These variables are used to keep a list of the 3 closest robots to the viewer.
544 // The code works like this: Every time render object is called with a polygon model,
545 // it finds the distance of that robot to the viewer. If this distance if within 10
546 // segments of the viewer, it does the following: If there aren't already 3 robots in
547 // the closet-robots list, it just sticks that object into the list along with its distance.
548 // If the list already contains 3 robots, then it finds the robot in that list that is
549 // farthest from the viewer. If that object is farther than the object currently being
550 // rendered, then the new object takes over that far object's slot. *Then* after all
551 // objects are rendered, object_render_targets is called an it draws a target on top
552 // of all the objects.
554 //091494: #define MAX_CLOSE_ROBOTS 3
555 //--unused-- static int Object_draw_lock_boxes = 0;
556 //091494: static int Object_num_close = 0;
557 //091494: static object * Object_close_ones[MAX_CLOSE_ROBOTS];
558 //091494: static fix Object_close_distance[MAX_CLOSE_ROBOTS];
560 //091494: set_close_objects(object *obj)
564 //091494: if ( (obj->type != OBJ_ROBOT) || (Object_draw_lock_boxes==0) )
567 //091494: // The following code keeps a list of the 10 closest robots to the
568 //091494: // viewer. See comments in front of this function for how this works.
569 //091494: dist = vm_vec_dist( &obj->pos, &Viewer->pos );
570 //091494: if ( dist < i2f(20*10) ) {
571 //091494: if ( Object_num_close < MAX_CLOSE_ROBOTS ) {
572 //091494: Object_close_ones[Object_num_close] = obj;
573 //091494: Object_close_distance[Object_num_close] = dist;
574 //091494: Object_num_close++;
576 //091494: int i, farthest_robot;
577 //091494: fix farthest_distance;
578 //091494: // Find the farthest robot in the list
579 //091494: farthest_robot = 0;
580 //091494: farthest_distance = Object_close_distance[0];
581 //091494: for (i=1; i<Object_num_close; i++ ) {
582 //091494: if ( Object_close_distance[i] > farthest_distance ) {
583 //091494: farthest_distance = Object_close_distance[i];
584 //091494: farthest_robot = i;
587 //091494: // If this object is closer to the viewer than
588 //091494: // the farthest in the list, replace the farthest with this object.
589 //091494: if ( farthest_distance > dist ) {
590 //091494: Object_close_ones[farthest_robot] = obj;
591 //091494: Object_close_distance[farthest_robot] = dist;
597 int Player_fired_laser_this_frame=-1;
601 // -----------------------------------------------------------------------------
602 //this routine checks to see if an robot rendered near the middle of
603 //the screen, and if so and the player had fired, "warns" the robot
604 void set_robot_location_info(object *objp)
606 if (Player_fired_laser_this_frame != -1) {
609 g3_rotate_point(&temp,&objp->pos);
611 if (temp.p3_codes & CC_BEHIND) //robot behind the screen
614 //the code below to check for object near the center of the screen
615 //completely ignores z, which may not be good
617 if ((abs(temp.p3_x) < F1_0*4) && (abs(temp.p3_y) < F1_0*4)) {
618 objp->ctype.ai_info.danger_laser_num = Player_fired_laser_this_frame;
619 objp->ctype.ai_info.danger_laser_signature = Objects[Player_fired_laser_this_frame].signature;
626 // ------------------------------------------------------------------------------------------------------------------
627 void create_small_fireball_on_object(object *objp, fix size_scale, int sound_flag)
630 vms_vector pos, rand_vec;
634 make_random_vector(&rand_vec);
636 vm_vec_scale(&rand_vec, objp->size/2);
638 vm_vec_add2(&pos, &rand_vec);
640 size = fixmul(size_scale, F1_0/2 + d_rand()*4/2);
642 segnum = find_point_seg(&pos, objp->segnum);
645 expl_obj = object_create_explosion(segnum, &pos, size, VCLIP_SMALL_EXPLOSION);
648 obj_attach(objp,expl_obj);
649 if (d_rand() < 8192) {
651 if (objp->type == OBJ_ROBOT)
654 digi_link_sound_to_object(SOUND_EXPLODING_WALL, objp-Objects, 0, vol);
659 // ------------------------------------------------------------------------------------------------------------------
660 void create_vclip_on_object(object *objp, fix size_scale, int vclip_num)
663 vms_vector pos, rand_vec;
667 make_random_vector(&rand_vec);
669 vm_vec_scale(&rand_vec, objp->size/2);
671 vm_vec_add2(&pos, &rand_vec);
673 size = fixmul(size_scale, F1_0 + d_rand()*4);
675 segnum = find_point_seg(&pos, objp->segnum);
678 expl_obj = object_create_explosion(segnum, &pos, size, vclip_num);
682 expl_obj->movement_type = MT_PHYSICS;
683 expl_obj->mtype.phys_info.velocity.x = objp->mtype.phys_info.velocity.x/2;
684 expl_obj->mtype.phys_info.velocity.y = objp->mtype.phys_info.velocity.y/2;
685 expl_obj->mtype.phys_info.velocity.z = objp->mtype.phys_info.velocity.z/2;
689 // -- mk, 02/05/95 -- #define VCLIP_INVULNERABILITY_EFFECT VCLIP_SMALL_EXPLOSION
690 // -- mk, 02/05/95 --
691 // -- mk, 02/05/95 -- // -----------------------------------------------------------------------------
692 // -- mk, 02/05/95 -- void do_player_invulnerability_effect(object *objp)
693 // -- mk, 02/05/95 -- {
694 // -- mk, 02/05/95 -- if (d_rand() < FrameTime*8) {
695 // -- mk, 02/05/95 -- create_vclip_on_object(objp, F1_0, VCLIP_INVULNERABILITY_EFFECT);
696 // -- mk, 02/05/95 -- }
697 // -- mk, 02/05/95 -- }
699 // -----------------------------------------------------------------------------
700 // Render an object. Calls one of several routines based on type
701 void render_object(object *obj)
705 if ( obj == Viewer ) return;
707 if ( obj->type==OBJ_NONE ) {
709 mprintf( (1, "ERROR!!!! Bogus obj %d in seg %d is rendering!\n", obj-Objects, obj->segnum ));
715 mld_save = Max_linear_depth;
716 Max_linear_depth = Max_linear_depth_objects;
718 switch (obj->render_type) {
720 case RT_NONE: break; //doesn't render, like the player
724 draw_polygon_object(obj);
726 //"warn" robot if being shot at
727 if (obj->type == OBJ_ROBOT)
728 set_robot_location_info(obj);
730 //JOHN SAID TO: if ( (obj->type==OBJ_PLAYER) && ((keyd_pressed[KEY_W]) || (keyd_pressed[KEY_I])))
731 //JOHN SAID TO: object_render_id(obj);
733 // -- mk, 02/05/95 -- if (obj->type == OBJ_PLAYER)
734 // -- mk, 02/05/95 -- if (Players[obj->id].flags & PLAYER_FLAGS_INVULNERABLE)
735 // -- mk, 02/05/95 -- do_player_invulnerability_effect(obj);
739 case RT_MORPH: draw_morph_object(obj); break;
741 case RT_FIREBALL: draw_fireball(obj); break;
743 case RT_WEAPON_VCLIP: draw_weapon_vclip(obj); break;
745 case RT_HOSTAGE: draw_hostage(obj); break;
747 case RT_POWERUP: draw_powerup(obj); break;
749 case RT_LASER: Laser_render(obj); break;
751 default: Error("Unknown render_type <%d>",obj->render_type);
755 if ( obj->render_type != RT_NONE )
756 if ( Newdemo_state == ND_STATE_RECORDING ) {
757 if (!WasRecorded[obj-Objects]) {
758 newdemo_record_render_object(obj);
759 WasRecorded[obj-Objects]=1;
764 Max_linear_depth = mld_save;
768 //--unused-- void object_toggle_lock_targets() {
769 //--unused-- Object_draw_lock_boxes ^= 1;
772 //091494: //draw target boxes for nearby robots
773 //091494: void object_render_targets()
775 //091494: g3s_point pt;
776 //091494: ubyte codes;
778 //091494: int radius,x,y;
780 //091494: if (Object_draw_lock_boxes==0)
783 //091494: for (i=0; i<Object_num_close; i++ ) {
785 //091494: codes = g3_rotate_point(&pt, &Object_close_ones[i]->pos );
786 //091494: if ( !(codes & CC_BEHIND) ) {
787 //091494: g3_project_point(&pt);
788 //091494: if (pt.p3_flags & PF_PROJECTED) {
789 //091494: x = f2i(pt.p3_sx);
790 //091494: y = f2i(pt.p3_sy);
791 //091494: radius = f2i(fixdiv((grd_curcanv->cv_bitmap.bm_w*Object_close_ones[i]->size)/8,pt.z));
792 //091494: gr_setcolor( BM_XRGB(0,31,0) );
793 //091494: gr_box(x-radius,y-radius,x+radius,y+radius);
797 //091494: Object_num_close=0;
799 //--unused-- //draw target boxes for nearby robots
800 //--unused-- void object_render_id(object * obj)
802 //--unused-- g3s_point pt;
803 //--unused-- ubyte codes;
804 //--unused-- int x,y;
805 //--unused-- int w, h, aw;
806 //--unused-- char s[20], *s1;
808 //--unused-- s1 = network_get_player_name( obj-Objects );
811 //--unused-- sprintf( s, "%s", s1 );
813 //--unused-- sprintf( s, "<%d>", obj->id );
815 //--unused-- codes = g3_rotate_point(&pt, &obj->pos );
816 //--unused-- if ( !(codes & CC_BEHIND) ) {
817 //--unused-- g3_project_point(&pt);
818 //--unused-- if (pt.p3_flags & PF_PROJECTED) {
819 //--unused-- gr_get_string_size( s, &w, &h, &aw );
820 //--unused-- x = f2i(pt.p3_sx) - w/2;
821 //--unused-- y = f2i(pt.p3_sy) - h/2;
822 //--unused-- if ( x>= 0 && y>=0 && (x+w)<=grd_curcanv->cv_bitmap.bm_w && (y+h)<grd_curcanv->cv_bitmap.bm_h ) {
823 //--unused-- gr_set_fontcolor( BM_XRGB(0,31,0), -1 );
824 //--unused-- gr_string( x, y, s );
830 void check_and_fix_matrix(vms_matrix *m);
832 #define vm_angvec_zero(v) (v)->p=(v)->b=(v)->h=0
834 void reset_player_object()
840 vm_vec_zero(&ConsoleObject->mtype.phys_info.velocity);
841 vm_vec_zero(&ConsoleObject->mtype.phys_info.thrust);
842 vm_vec_zero(&ConsoleObject->mtype.phys_info.rotvel);
843 vm_vec_zero(&ConsoleObject->mtype.phys_info.rotthrust);
844 ConsoleObject->mtype.phys_info.brakes = ConsoleObject->mtype.phys_info.turnroll = 0;
845 ConsoleObject->mtype.phys_info.mass = Player_ship->mass;
846 ConsoleObject->mtype.phys_info.drag = Player_ship->drag;
847 ConsoleObject->mtype.phys_info.flags |= PF_TURNROLL | PF_LEVELLING | PF_WIGGLE | PF_USES_THRUST;
851 ConsoleObject->render_type = RT_POLYOBJ;
852 ConsoleObject->rtype.pobj_info.model_num = Player_ship->model_num; //what model is this?
853 ConsoleObject->rtype.pobj_info.subobj_flags = 0; //zero the flags
854 ConsoleObject->rtype.pobj_info.tmap_override = -1; //no tmap override!
856 for (i=0;i<MAX_SUBMODELS;i++)
857 vm_angvec_zero(&ConsoleObject->rtype.pobj_info.anim_angles[i]);
861 ConsoleObject->flags = 0;
866 //make object0 the player, setting all relevant fields
867 void init_player_object()
869 ConsoleObject->type = OBJ_PLAYER;
870 ConsoleObject->id = 0; //no sub-types for player
872 ConsoleObject->signature = 0; //player has zero, others start at 1
874 ConsoleObject->size = Polygon_models[Player_ship->model_num].rad;
876 ConsoleObject->control_type = CT_SLEW; //default is player slewing
877 ConsoleObject->movement_type = MT_PHYSICS; //change this sometime
879 ConsoleObject->lifeleft = IMMORTAL_TIME;
881 ConsoleObject->attached_obj = -1;
883 reset_player_object();
887 //sets up the free list & init player & whatever else
894 for (i=0;i<MAX_OBJECTS;i++) {
895 free_obj_list[i] = i;
896 Objects[i].type = OBJ_NONE;
897 Objects[i].segnum = -1;
900 for (i=0;i<MAX_SEGMENTS;i++)
901 Segments[i].objects = -1;
903 ConsoleObject = Viewer = &Objects[0];
905 init_player_object();
906 obj_link(ConsoleObject-Objects,0); //put in the world in segment 0
908 num_objects = 1; //just the player
909 Highest_object_index = 0;
914 //after calling init_object(), the network code has grabbed specific
915 //object slots without allocating them. Go though the objects & build
916 //the free list, then set the apporpriate globals
917 void special_reset_objects(void)
921 num_objects=MAX_OBJECTS;
923 Highest_object_index = 0;
924 Assert(Objects[0].type != OBJ_NONE); //0 should be used
926 for (i=MAX_OBJECTS;i--;)
927 if (Objects[i].type == OBJ_NONE)
928 free_obj_list[--num_objects] = i;
930 if (i > Highest_object_index)
931 Highest_object_index = i;
935 int is_object_in_seg( int segnum, int objn )
937 int objnum, count = 0;
939 for (objnum=Segments[segnum].objects;objnum!=-1;objnum=Objects[objnum].next) {
940 if ( count > MAX_OBJECTS ) {
944 if ( objnum==objn ) count++;
949 int search_all_segments_for_object( int objnum )
954 for (i=0; i<=Highest_segment_index; i++) {
955 count += is_object_in_seg( i, objnum );
960 void johns_obj_unlink(int segnum, int objnum)
962 object *obj = &Objects[objnum];
963 segment *seg = &Segments[segnum];
965 Assert(objnum != -1);
968 seg->objects = obj->next;
970 Objects[obj->prev].next = obj->next;
972 if (obj->next != -1) Objects[obj->next].prev = obj->prev;
975 void remove_incorrect_objects()
977 int segnum, objnum, count;
979 for (segnum=0; segnum <= Highest_segment_index; segnum++) {
981 for (objnum=Segments[segnum].objects;objnum!=-1;objnum=Objects[objnum].next) {
984 if ( count > MAX_OBJECTS ) {
985 mprintf((1, "Object list in segment %d is circular.\n", segnum ));
989 if (Objects[objnum].segnum != segnum ) {
991 mprintf((0, "Removing object %d from segment %d.\n", objnum, segnum ));
994 johns_obj_unlink(segnum,objnum);
1000 void remove_all_objects_but( int segnum, int objnum )
1004 for (i=0; i<=Highest_segment_index; i++) {
1006 if (is_object_in_seg( i, objnum )) {
1007 johns_obj_unlink( i, objnum );
1013 int check_duplicate_objects()
1017 for (i=0;i<=Highest_object_index;i++) {
1018 if ( Objects[i].type != OBJ_NONE ) {
1019 count = search_all_segments_for_object( i );
1022 mprintf((1, "Object %d is in %d segments!\n", i, count ));
1025 remove_all_objects_but( Objects[i].segnum, i );
1033 void list_seg_objects( int segnum )
1035 int objnum, count = 0;
1037 for (objnum=Segments[segnum].objects;objnum!=-1;objnum=Objects[objnum].next) {
1039 if ( count > MAX_OBJECTS ) {
1049 //link the object into the list for its segment
1050 void obj_link(int objnum,int segnum)
1052 object *obj = &Objects[objnum];
1054 Assert(objnum != -1);
1056 Assert(obj->segnum == -1);
1058 Assert(segnum>=0 && segnum<=Highest_segment_index);
1060 obj->segnum = segnum;
1062 obj->next = Segments[segnum].objects;
1065 Segments[segnum].objects = objnum;
1067 if (obj->next != -1) Objects[obj->next].prev = objnum;
1069 //list_seg_objects( segnum );
1070 //check_duplicate_objects();
1072 Assert(Objects[0].next != 0);
1073 if (Objects[0].next == 0)
1074 Objects[0].next = -1;
1076 Assert(Objects[0].prev != 0);
1077 if (Objects[0].prev == 0)
1078 Objects[0].prev = -1;
1081 void obj_unlink(int objnum)
1083 object *obj = &Objects[objnum];
1084 segment *seg = &Segments[obj->segnum];
1086 Assert(objnum != -1);
1088 if (obj->prev == -1)
1089 seg->objects = obj->next;
1091 Objects[obj->prev].next = obj->next;
1093 if (obj->next != -1) Objects[obj->next].prev = obj->prev;
1097 Assert(Objects[0].next != 0);
1098 Assert(Objects[0].prev != 0);
1101 int Object_next_signature = 1; //player gets 0, others start at 1
1103 int Debris_object_count=0;
1105 int Unused_object_slots;
1107 //returns the number of a free object, updating Highest_object_index.
1108 //Generally, obj_create() should be called to get an object, since it
1109 //fills in important fields and does the linking.
1110 //returns -1 if no free objects
1111 int obj_allocate(void)
1115 if ( num_objects >= MAX_OBJECTS-2 ) {
1118 num_freed = free_object_slots(MAX_OBJECTS-10);
1119 mprintf((0, " *** Freed %i objects in frame %i\n", num_freed, FrameCount));
1122 if ( num_objects >= MAX_OBJECTS ) {
1124 mprintf((1, "Object creation failed - too many objects!\n" ));
1129 objnum = free_obj_list[num_objects++];
1131 if (objnum > Highest_object_index) {
1132 Highest_object_index = objnum;
1133 if (Highest_object_index > Highest_ever_object_index)
1134 Highest_ever_object_index = Highest_object_index;
1139 Unused_object_slots=0;
1140 for (i=0; i<=Highest_object_index; i++)
1141 if (Objects[i].type == OBJ_NONE)
1142 Unused_object_slots++;
1147 //frees up an object. Generally, obj_delete() should be called to get
1148 //rid of an object. This function deallocates the object entry after
1149 //the object has been unlinked
1150 void obj_free(int objnum)
1152 free_obj_list[--num_objects] = objnum;
1153 Assert(num_objects >= 0);
1155 if (objnum == Highest_object_index)
1156 while (Objects[--Highest_object_index].type == OBJ_NONE);
1159 //-----------------------------------------------------------------------------
1160 // Scan the object list, freeing down to num_used objects
1161 // Returns number of slots freed.
1162 int free_object_slots(int num_used)
1165 int obj_list[MAX_OBJECTS];
1166 int num_already_free, num_to_free, original_num_to_free;
1169 num_already_free = MAX_OBJECTS - Highest_object_index - 1;
1171 if (MAX_OBJECTS - num_already_free < num_used)
1174 for (i=0; i<=Highest_object_index; i++) {
1175 if (Objects[i].flags & OF_SHOULD_BE_DEAD) {
1177 if (MAX_OBJECTS - num_already_free < num_used)
1178 return num_already_free;
1180 switch (Objects[i].type) {
1183 if (MAX_OBJECTS - num_already_free < num_used)
1188 Int3(); // This is curious. What is an object that is a wall?
1193 obj_list[olind++] = i;
1209 num_to_free = MAX_OBJECTS - num_used - num_already_free;
1210 original_num_to_free = num_to_free;
1212 if (num_to_free > olind) {
1213 mprintf((1, "Warning: Asked to free %i objects, but can only free %i.\n", num_to_free, olind));
1214 num_to_free = olind;
1217 for (i=0; i<num_to_free; i++)
1218 if (Objects[obj_list[i]].type == OBJ_DEBRIS) {
1220 mprintf((0, "Freeing DEBRIS object %3i\n", obj_list[i]));
1221 Objects[obj_list[i]].flags |= OF_SHOULD_BE_DEAD;
1225 return original_num_to_free;
1227 for (i=0; i<num_to_free; i++)
1228 if (Objects[obj_list[i]].type == OBJ_FIREBALL && Objects[obj_list[i]].ctype.expl_info.delete_objnum==-1) {
1230 mprintf((0, "Freeing FIREBALL object %3i\n", obj_list[i]));
1231 Objects[obj_list[i]].flags |= OF_SHOULD_BE_DEAD;
1235 return original_num_to_free;
1237 for (i=0; i<num_to_free; i++)
1238 if ((Objects[obj_list[i]].type == OBJ_WEAPON) && (Objects[obj_list[i]].id == FLARE_ID)) {
1240 Objects[obj_list[i]].flags |= OF_SHOULD_BE_DEAD;
1244 return original_num_to_free;
1246 for (i=0; i<num_to_free; i++)
1247 if ((Objects[obj_list[i]].type == OBJ_WEAPON) && (Objects[obj_list[i]].id != FLARE_ID)) {
1249 mprintf((0, "Freeing WEAPON object %3i\n", obj_list[i]));
1250 Objects[obj_list[i]].flags |= OF_SHOULD_BE_DEAD;
1253 return original_num_to_free - num_to_free;
1256 //-----------------------------------------------------------------------------
1257 //initialize a new object. adds to the list for the given segment
1258 //note that segnum is really just a suggestion, since this routine actually
1259 //searches for the correct segment
1260 //returns the object number
1261 int obj_create(ubyte type,ubyte id,int segnum,vms_vector *pos,
1262 vms_matrix *orient,fix size,ubyte ctype,ubyte mtype,ubyte rtype)
1267 Assert(segnum <= Highest_segment_index);
1268 Assert (segnum >= 0);
1269 Assert(ctype <= CT_CNTRLCEN);
1271 if (type==OBJ_DEBRIS && Debris_object_count>=Max_debris_objects)
1274 if (get_seg_masks(pos, segnum, 0, __FILE__, __LINE__).centermask != 0)
1275 if ((segnum=find_point_seg(pos,segnum))==-1) {
1277 mprintf((0,"Bad segnum in obj_create (type=%d)\n",type));
1279 return -1; //don't create this object
1282 // Find next free object
1283 objnum = obj_allocate();
1285 if (objnum == -1) //no free objects
1288 Assert(Objects[objnum].type == OBJ_NONE); //make sure unused
1290 obj = &Objects[objnum];
1292 Assert(obj->segnum == -1);
1294 // Zero out object structure to keep weird bugs from happening
1295 // in uninitialized fields.
1296 memset( obj, 0, sizeof(object) );
1298 obj->signature = Object_next_signature++;
1301 obj->last_pos = *pos;
1305 //@@if (orient != NULL)
1306 //@@ obj->orient = *orient;
1308 obj->orient = orient?*orient:vmd_identity_matrix;
1310 obj->control_type = ctype;
1311 obj->movement_type = mtype;
1312 obj->render_type = rtype;
1313 obj->contains_type = -1;
1315 obj->lifeleft = IMMORTAL_TIME; //assume immortal
1316 obj->attached_obj = -1;
1318 if (obj->control_type == CT_POWERUP)
1319 obj->ctype.powerup_info.count = 1;
1321 // Init physics info for this object
1322 if (obj->movement_type == MT_PHYSICS) {
1324 vm_vec_zero(&obj->mtype.phys_info.velocity);
1325 vm_vec_zero(&obj->mtype.phys_info.thrust);
1326 vm_vec_zero(&obj->mtype.phys_info.rotvel);
1327 vm_vec_zero(&obj->mtype.phys_info.rotthrust);
1329 obj->mtype.phys_info.mass = 0;
1330 obj->mtype.phys_info.drag = 0;
1331 obj->mtype.phys_info.brakes = 0;
1332 obj->mtype.phys_info.turnroll = 0;
1333 obj->mtype.phys_info.flags = 0;
1336 if (obj->render_type == RT_POLYOBJ)
1337 obj->rtype.pobj_info.tmap_override = -1;
1339 obj->shields = 20*F1_0;
1341 segnum = find_point_seg(pos,segnum); //find correct segment
1345 obj->segnum = -1; //set to zero by memset, above
1346 obj_link(objnum,segnum);
1348 // Set (or not) persistent bit in phys_info.
1349 if (obj->type == OBJ_WEAPON) {
1350 Assert(obj->control_type == CT_WEAPON);
1351 obj->mtype.phys_info.flags |= (Weapon_info[obj->id].persistent*PF_PERSISTENT);
1352 obj->ctype.laser_info.creation_time = GameTime;
1353 obj->ctype.laser_info.last_hitobj = -1;
1354 obj->ctype.laser_info.multiplier = F1_0;
1357 if (obj->control_type == CT_POWERUP)
1358 obj->ctype.powerup_info.creation_time = GameTime;
1360 if (obj->control_type == CT_EXPLOSION)
1361 obj->ctype.expl_info.next_attach = obj->ctype.expl_info.prev_attach = obj->ctype.expl_info.attach_parent = -1;
1364 if (print_object_info)
1365 mprintf( (0, "Created object %d of type %d\n", objnum, obj->type ));
1368 if (obj->type == OBJ_DEBRIS)
1369 Debris_object_count++;
1375 //create a copy of an object. returns new object number
1376 int obj_create_copy(int objnum, vms_vector *new_pos, int newsegnum)
1381 // Find next free object
1382 newobjnum = obj_allocate();
1384 if (newobjnum == -1)
1387 obj = &Objects[newobjnum];
1389 *obj = Objects[objnum];
1391 obj->pos = obj->last_pos = *new_pos;
1393 obj->next = obj->prev = obj->segnum = -1;
1395 obj_link(newobjnum,newsegnum);
1397 obj->signature = Object_next_signature++;
1399 //we probably should initialize sub-structures here
1406 extern void newdemo_record_guided_end();
1408 //remove object from the world
1409 void obj_delete(int objnum)
1412 object *obj = &Objects[objnum];
1414 Assert(objnum != -1);
1415 Assert(objnum != 0 );
1416 Assert(obj->type != OBJ_NONE);
1417 Assert(obj != ConsoleObject);
1419 if (obj->type==OBJ_WEAPON && obj->id==GUIDEDMISS_ID && obj->ctype.laser_info.parent_type==OBJ_PLAYER)
1421 pnum=Objects[obj->ctype.laser_info.parent_num].id;
1422 mprintf ((0,"Deleting a guided missile! Player %d\n\n",pnum));
1424 if (pnum!=Player_num) {
1425 mprintf ((0,"deleting missile that belongs to %d (%s)!\n",pnum,Players[pnum].callsign));
1426 Guided_missile[pnum]=NULL;
1428 else if (Newdemo_state==ND_STATE_RECORDING)
1429 newdemo_record_guided_end();
1433 if (obj == Viewer) //deleting the viewer?
1434 Viewer = ConsoleObject; //..make the player the viewer
1436 if (obj->flags & OF_ATTACHED) //detach this from object
1437 obj_detach_one(obj);
1439 if (obj->attached_obj != -1) //detach all objects from this
1440 obj_detach_all(obj);
1442 #if !defined(NDEBUG) && !defined(NMONO)
1443 if (print_object_info) mprintf( (0, "Deleting object %d of type %d\n", objnum, Objects[objnum].type ));
1446 if (obj->type == OBJ_DEBRIS)
1447 Debris_object_count--;
1451 Assert(Objects[0].next != 0);
1453 obj->type = OBJ_NONE; //unused!
1454 obj->signature = -1;
1455 obj->segnum=-1; // zero it!
1460 #define DEATH_SEQUENCE_LENGTH (F1_0*5)
1461 #define DEATH_SEQUENCE_EXPLODE_TIME (F1_0*2)
1463 int Player_is_dead = 0; // If !0, then player is dead, but game continues so he can watch.
1464 object *Dead_player_camera = NULL; // Object index of object watching deader.
1465 fix Player_time_of_death; // Time at which player died.
1466 object *Viewer_save;
1467 int Player_flags_save;
1468 int Player_exploded = 0;
1469 int Death_sequence_aborted=0;
1470 int Player_eggs_dropped=0;
1471 fix Camera_to_player_dist_goal=F1_0*4;
1473 ubyte Control_type_save, Render_type_save;
1474 extern int Cockpit_mode_save; //set while in letterbox or rear view, or -1
1476 // ------------------------------------------------------------------------------------------------------------------
1477 void dead_player_end(void)
1479 if (!Player_is_dead)
1482 if (Newdemo_state == ND_STATE_RECORDING)
1483 newdemo_record_restore_cockpit();
1486 Player_exploded = 0;
1487 obj_delete(Dead_player_camera-Objects);
1488 Dead_player_camera = NULL;
1489 select_cockpit(Cockpit_mode_save);
1490 Cockpit_mode_save = -1;
1491 Viewer = Viewer_save;
1492 ConsoleObject->type = OBJ_PLAYER;
1493 ConsoleObject->flags = Player_flags_save;
1495 Assert((Control_type_save == CT_FLYING) || (Control_type_save == CT_SLEW));
1497 ConsoleObject->control_type = Control_type_save;
1498 ConsoleObject->render_type = Render_type_save;
1499 Players[Player_num].flags &= ~PLAYER_FLAGS_INVULNERABLE;
1500 Player_eggs_dropped = 0;
1504 // ------------------------------------------------------------------------------------------------------------------
1505 // Camera is less than size of player away from
1506 void set_camera_pos(vms_vector *camera_pos, object *objp)
1509 fix camera_player_dist;
1512 camera_player_dist = vm_vec_dist_quick(camera_pos, &objp->pos);
1514 if (camera_player_dist < Camera_to_player_dist_goal) { //2*objp->size) {
1515 // Camera is too close to player object, so move it away.
1516 vms_vector player_camera_vec;
1519 vms_vector local_p1;
1521 vm_vec_sub(&player_camera_vec, camera_pos, &objp->pos);
1522 if ((player_camera_vec.x == 0) && (player_camera_vec.y == 0) && (player_camera_vec.z == 0))
1523 player_camera_vec.x += F1_0/16;
1525 hit_data.hit_type = HIT_WALL;
1528 while ((hit_data.hit_type != HIT_NONE) && (count++ < 6)) {
1529 vms_vector closer_p1;
1530 vm_vec_normalize_quick(&player_camera_vec);
1531 vm_vec_scale(&player_camera_vec, Camera_to_player_dist_goal);
1534 vm_vec_add(&closer_p1, &objp->pos, &player_camera_vec); // This is the actual point we want to put the camera at.
1535 vm_vec_scale(&player_camera_vec, far_scale); // ...but find a point 50% further away...
1536 vm_vec_add(&local_p1, &objp->pos, &player_camera_vec); // ...so we won't have to do as many cuts.
1539 fq.startseg = objp->segnum;
1541 fq.thisobjnum = objp-Objects;
1542 fq.ignore_obj_list = NULL;
1544 find_vector_intersection( &fq, &hit_data);
1546 if (hit_data.hit_type == HIT_NONE) {
1547 *camera_pos = closer_p1;
1549 make_random_vector(&player_camera_vec);
1550 far_scale = 3*F1_0/2;
1556 extern void drop_player_eggs(object *objp);
1557 extern int get_explosion_vclip(object *obj,int stage);
1558 extern void multi_cap_objects();
1559 extern int Proximity_dropped,Smartmines_dropped;
1561 // ------------------------------------------------------------------------------------------------------------------
1562 void dead_player_frame(void)
1567 if (Player_is_dead) {
1568 time_dead = GameTime - Player_time_of_death;
1570 // If unable to create camera at time of death, create now.
1571 if (Dead_player_camera == Viewer_save) {
1573 object *player = &Objects[Players[Player_num].objnum];
1575 // this next line was changed by WraithX, instead of CT_FLYING, it was CT_NONE: instead of MT_PHYSICS, it was MT_NONE.
1576 objnum = obj_create(OBJ_CAMERA, 0, player->segnum, &player->pos, &player->orient, 0, CT_FLYING, MT_PHYSICS, RT_NONE);
1578 mprintf((0, "Creating new dead player camera.\n"));
1580 Viewer = Dead_player_camera = &Objects[objnum];
1582 mprintf((1, "Can't create dead player camera.\n"));
1587 ConsoleObject->mtype.phys_info.rotvel.x = max(0, DEATH_SEQUENCE_EXPLODE_TIME - time_dead)/4;
1588 ConsoleObject->mtype.phys_info.rotvel.y = max(0, DEATH_SEQUENCE_EXPLODE_TIME - time_dead)/2;
1589 ConsoleObject->mtype.phys_info.rotvel.z = max(0, DEATH_SEQUENCE_EXPLODE_TIME - time_dead)/3;
1591 Camera_to_player_dist_goal = min(time_dead*8, F1_0*20) + ConsoleObject->size;
1593 set_camera_pos(&Dead_player_camera->pos, ConsoleObject);
1595 // the following line uncommented by WraithX, 4-12-00
1596 if (time_dead < DEATH_SEQUENCE_EXPLODE_TIME + F1_0 * 2)
1598 vm_vec_sub(&fvec, &ConsoleObject->pos, &Dead_player_camera->pos);
1599 vm_vector_2_matrix(&Dead_player_camera->orient, &fvec, NULL, NULL);
1600 Dead_player_camera->mtype.phys_info = ConsoleObject->mtype.phys_info;
1602 // the following "if" added by WraithX to get rid of camera "wiggle"
1603 if (Dead_player_camera->mtype.phys_info.flags & PF_WIGGLE)
1605 Dead_player_camera->mtype.phys_info.flags = (Dead_player_camera->mtype.phys_info.flags & ~PF_WIGGLE);
1606 }// end "if" added by WraithX, 4/13/00
1608 // the following line uncommented by WraithX, 4-12-00
1612 // the following line uncommented by WraithX, 4-11-00
1613 Dead_player_camera->movement_type = MT_PHYSICS;
1614 //Dead_player_camera->mtype.phys_info.rotvel.y = F1_0/8;
1615 // the following line uncommented by WraithX, 4-12-00
1617 // end addition by WX
1619 if (time_dead > DEATH_SEQUENCE_EXPLODE_TIME) {
1620 if (!Player_exploded) {
1622 if (Players[Player_num].hostages_on_board > 1)
1623 HUD_init_message(TXT_SHIP_DESTROYED_2, Players[Player_num].hostages_on_board);
1624 else if (Players[Player_num].hostages_on_board == 1)
1625 HUD_init_message(TXT_SHIP_DESTROYED_1);
1627 HUD_init_message(TXT_SHIP_DESTROYED_0);
1635 Player_exploded = 1;
1637 if (Game_mode & GM_NETWORK)
1640 multi_cap_objects();
1644 drop_player_eggs(ConsoleObject);
1645 Player_eggs_dropped = 1;
1647 if (Game_mode & GM_MULTI)
1649 //multi_send_position(Players[Player_num].objnum);
1650 multi_send_player_explode(MULTI_PLAYER_EXPLODE);
1654 explode_badass_player(ConsoleObject);
1656 //is this next line needed, given the badass call above?
1657 explode_object(ConsoleObject,0);
1658 ConsoleObject->flags &= ~OF_SHOULD_BE_DEAD; //don't really kill player
1659 ConsoleObject->render_type = RT_NONE; //..just make him disappear
1660 ConsoleObject->type = OBJ_GHOST; //..and kill intersections
1661 Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
1664 if (d_rand() < FrameTime*4) {
1666 if (Game_mode & GM_MULTI)
1667 multi_send_create_explosion(Player_num);
1669 create_small_fireball_on_object(ConsoleObject, F1_0, 1);
1674 if (Death_sequence_aborted) { //time_dead > DEATH_SEQUENCE_LENGTH) {
1675 if (!Player_eggs_dropped) {
1678 if (Game_mode & GM_NETWORK)
1681 multi_cap_objects();
1685 drop_player_eggs(ConsoleObject);
1686 Player_eggs_dropped = 1;
1688 if (Game_mode & GM_MULTI)
1690 //multi_send_position(Players[Player_num].objnum);
1691 multi_send_player_explode(MULTI_PLAYER_EXPLODE);
1696 DoPlayerDead(); //kill_player();
1702 void AdjustMineSpawn()
1704 if (!(Game_mode & GM_NETWORK))
1705 return; // No need for this function in any other mode
1707 if (!(Game_mode & GM_HOARD))
1708 Players[Player_num].secondary_ammo[PROXIMITY_INDEX]+=Proximity_dropped;
1709 Players[Player_num].secondary_ammo[SMART_MINE_INDEX]+=Smartmines_dropped;
1710 Proximity_dropped=0;
1711 Smartmines_dropped=0;
1716 int Killed_in_frame = -1;
1717 short Killed_objnum = -1;
1718 extern char Multi_killed_yourself;
1720 // ------------------------------------------------------------------------------------------------------------------
1721 void start_player_death_sequence(object *player)
1725 Assert(player == ConsoleObject);
1726 if ((Player_is_dead != 0) || (Dead_player_camera != NULL))
1729 //Assert(Player_is_dead == 0);
1730 //Assert(Dead_player_camera == NULL);
1734 if (!(Game_mode & GM_MULTI))
1735 HUD_clear_messages();
1737 Killed_in_frame = FrameCount;
1738 Killed_objnum = player-Objects;
1739 Death_sequence_aborted = 0;
1742 if (Game_mode & GM_MULTI)
1744 multi_send_kill(Players[Player_num].objnum);
1746 // If Hoard, increase number of orbs by 1
1747 // Only if you haven't killed yourself
1748 // This prevents cheating
1750 if (Game_mode & GM_HOARD)
1751 if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]<12)
1752 if (!Multi_killed_yourself)
1753 Players[Player_num].secondary_ammo[PROXIMITY_INDEX]++;
1765 //Players[Player_num].flags &= ~(PLAYER_FLAGS_AFTERBURNER);
1767 vm_vec_zero(&player->mtype.phys_info.rotthrust);
1768 vm_vec_zero(&player->mtype.phys_info.thrust);
1770 Player_time_of_death = GameTime;
1772 // this next line was changed by WraithX, instead of CT_FLYING, it was CT_NONE: instead of MT_PHYSICS, it was MT_NONE.
1773 objnum = obj_create(OBJ_CAMERA, 0, player->segnum, &player->pos, &player->orient, 0, CT_FLYING, MT_PHYSICS, RT_NONE);
1774 Viewer_save = Viewer;
1776 Viewer = Dead_player_camera = &Objects[objnum];
1778 mprintf((1, "Can't create dead player camera.\n"));
1780 Dead_player_camera = Viewer;
1783 if (Cockpit_mode_save == -1) //if not already saved
1784 Cockpit_mode_save = Cockpit_mode;
1785 select_cockpit(CM_LETTERBOX);
1786 if (Newdemo_state == ND_STATE_RECORDING)
1787 newdemo_record_letterbox();
1789 Player_flags_save = player->flags;
1790 Control_type_save = player->control_type;
1791 Render_type_save = player->render_type;
1793 player->flags &= ~OF_SHOULD_BE_DEAD;
1794 // Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
1795 player->control_type = CT_FLYING; // change from CT_NONE to CT_FLYING by WraithX
1796 player->shields = F1_0*1000;
1798 PALETTE_FLASH_SET(0,0,0);
1801 // ------------------------------------------------------------------------------------------------------------------
1802 void obj_delete_all_that_should_be_dead()
1806 int local_dead_player_object=-1;
1811 for (i=0;i<=Highest_object_index;i++) {
1812 if ((objp->type!=OBJ_NONE) && (objp->flags&OF_SHOULD_BE_DEAD) ) {
1813 Assert(!(objp->type==OBJ_FIREBALL && objp->ctype.expl_info.delete_time!=-1));
1814 if (objp->type==OBJ_PLAYER) {
1815 if ( objp->id == Player_num ) {
1816 if (local_dead_player_object == -1) {
1817 start_player_death_sequence(objp);
1818 local_dead_player_object = objp-Objects;
1820 Int3(); // Contact Mike: Illegal, killed player twice in this frame!
1821 // Ok to continue, won't start death sequence again!
1832 //when an object has moved into a new segment, this function unlinks it
1833 //from its old segment, and links it into the new segment
1834 void obj_relink(int objnum,int newsegnum)
1837 Assert((objnum >= 0) && (objnum <= Highest_object_index));
1838 Assert((newsegnum <= Highest_segment_index) && (newsegnum >= 0));
1842 obj_link(objnum,newsegnum);
1845 if (get_seg_masks(&Objects[objnum].pos, Objects[objnum].segnum, 0, __FILE__, __LINE__).centermask != 0)
1846 mprintf((1, "obj_relink violates seg masks.\n"));
1850 //process a continuously-spinning object
1852 spin_object(object *obj)
1855 vms_matrix rotmat, new_pm;
1857 Assert(obj->movement_type == MT_SPINNING);
1859 rotangs.p = fixmul(obj->mtype.spin_rate.x,FrameTime);
1860 rotangs.h = fixmul(obj->mtype.spin_rate.y,FrameTime);
1861 rotangs.b = fixmul(obj->mtype.spin_rate.z,FrameTime);
1863 vm_angles_2_matrix(&rotmat,&rotangs);
1865 vm_matrix_x_matrix(&new_pm,&obj->orient,&rotmat);
1866 obj->orient = new_pm;
1868 check_and_fix_matrix(&obj->orient);
1871 int Drop_afterburner_blob_flag; //ugly hack
1872 extern void multi_send_drop_blobs(char);
1873 extern void fuelcen_check_for_goal (segment *);
1875 //see if wall is volatile, and if so, cause damage to player
1876 //returns true if player is in lava
1877 int check_volatile_wall(object *obj,int segnum,int sidenum,vms_vector *hitpt);
1879 // Time at which this object last created afterburner blobs.
1880 fix Last_afterburner_time[MAX_OBJECTS];
1882 //--------------------------------------------------------------------
1883 //move an object for the current frame
1884 void object_move_one( object * obj )
1889 int previous_segment = obj->segnum;
1891 obj->last_pos = obj->pos; // Save the current position
1893 if ((obj->type==OBJ_PLAYER) && (Player_num==obj->id)) {
1897 if (Game_mode & GM_CAPTURE)
1898 fuelcen_check_for_goal (&Segments[obj->segnum]);
1899 if (Game_mode & GM_HOARD)
1900 fuelcen_check_for_hoard_goal (&Segments[obj->segnum]);
1903 fuel=fuelcen_give_fuel( &Segments[obj->segnum], INITIAL_ENERGY-Players[Player_num].energy );
1905 Players[Player_num].energy += fuel;
1908 shields = repaircen_give_shields( &Segments[obj->segnum], INITIAL_ENERGY-Players[Player_num].energy );
1910 Players[Player_num].shields += shields;
1914 if (obj->lifeleft != IMMORTAL_TIME) { //if not immortal...
1915 // Ok, this is a big hack by MK.
1916 // If you want an object to last for exactly one frame, then give it a lifeleft of ONE_FRAME_TIME.
1917 if (obj->lifeleft != ONE_FRAME_TIME)
1918 obj->lifeleft -= FrameTime; //...inevitable countdown towards death
1921 Drop_afterburner_blob_flag = 0;
1923 switch (obj->control_type) {
1925 case CT_NONE: break;
1929 #if !defined(NDEBUG) && !defined(NMONO)
1930 if (print_object_info>1) mprintf( (0, "Moving player object #%d\n", obj-Objects ));
1933 read_flying_controls( obj );
1937 case CT_REPAIRCEN: Int3(); // -- hey! these are no longer supported!! -- do_repair_sequence(obj); break;
1939 case CT_POWERUP: do_powerup_frame(obj); break;
1941 case CT_MORPH: //morph implies AI
1942 do_morph_frame(obj);
1943 //NOTE: FALLS INTO AI HERE!!!!
1946 //NOTE LINK TO CT_MORPH ABOVE!!!
1947 if (Game_suspended & SUSP_ROBOTS) return;
1948 #if !defined(NDEBUG) && !defined(NMONO)
1949 if (print_object_info>1)
1950 mprintf( (0, "AI: Moving robot object #%d\n",obj-Objects ));
1955 case CT_WEAPON: Laser_do_weapon_sequence(obj); break;
1956 case CT_EXPLOSION: do_explosion_sequence(obj); break;
1960 if ( keyd_pressed[KEY_PAD5] ) slew_stop( obj );
1961 if ( keyd_pressed[KEY_NUMLOCK] ) {
1962 slew_reset_orient( obj );
1963 * (ubyte *) 0x417 &= ~0x20; //kill numlock
1965 slew_frame(0 ); // Does velocity addition for us.
1970 // case CT_FLYTHROUGH:
1971 // do_flythrough(obj,0); // HACK:do_flythrough should operate on an object!!!!
1972 // //check_object_seg(obj);
1973 // return; // DON'T DO THE REST OF OBJECT STUFF SINCE THIS IS A SPECIAL CASE!!!
1976 case CT_DEBRIS: do_debris_frame(obj); break;
1978 case CT_LIGHT: break; //doesn't do anything
1980 case CT_REMOTE: break; //movement is handled in com_process_input
1982 case CT_CNTRLCEN: do_controlcen_frame(obj); break;
1987 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);
1989 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);
1996 if (obj->lifeleft < 0 ) { // We died of old age
1997 obj->flags |= OF_SHOULD_BE_DEAD;
1998 if ( obj->type==OBJ_WEAPON && Weapon_info[obj->id].damage_radius )
1999 explode_badass_weapon(obj,&obj->pos);
2000 else if ( obj->type==OBJ_ROBOT) //make robots explode
2001 explode_object(obj,0);
2004 if (obj->type == OBJ_NONE)
2005 return; // object has been deleted
2007 // stay around if !dead, for WraithX's death-cam
2008 if (!Player_is_dead && obj->flags&OF_SHOULD_BE_DEAD)
2011 switch (obj->movement_type) {
2013 case MT_NONE: break; //this doesn't move
2015 case MT_PHYSICS: do_physics_sim(obj); break; //move by physics
2017 case MT_SPINNING: spin_object(obj); break;
2021 // If player and moved to another segment, see if hit any triggers.
2022 // also check in player under a lavafall
2023 if (obj->type == OBJ_PLAYER && obj->movement_type==MT_PHYSICS) {
2025 if (previous_segment != obj->segnum) {
2028 int old_level = Current_level_num;
2030 for (i=0;i<n_phys_segs-1;i++) {
2031 connect_side = find_connect_side(&Segments[phys_seglist[i+1]], &Segments[phys_seglist[i]]);
2032 if (connect_side != -1)
2033 check_trigger(&Segments[phys_seglist[i]], connect_side, obj-Objects,0);
2035 else { // segments are not directly connected, so do binary subdivision until you find connected segments.
2036 mprintf((1, "UNCONNECTED SEGMENTS %d,%d\n",phys_seglist[i+1],phys_seglist[i]));
2037 // -- Unnecessary, MK, 09/04/95 -- Int3();
2041 //maybe we've gone on to the next level. if so, bail!
2043 if (Current_level_num != old_level)
2050 int sidemask,under_lavafall=0;
2051 static int lavafall_hiss_playing[MAX_PLAYERS]={0};
2053 sidemask = get_seg_masks(&obj->pos, obj->segnum, obj->size, __FILE__, __LINE__).sidemask;
2055 int sidenum,bit,wall_num;
2057 for (sidenum=0,bit=1;sidenum<6;bit<<=1,sidenum++)
2058 if ((sidemask & bit) && ((wall_num=Segments[obj->segnum].sides[sidenum].wall_num)!=-1) && Walls[wall_num].type==WALL_ILLUSION) {
2060 if ((type=check_volatile_wall(obj,obj->segnum,sidenum,&obj->pos))!=0) {
2061 int sound = (type==1)?SOUND_LAVAFALL_HISS:SOUND_SHIP_IN_WATERFALL;
2063 if (!lavafall_hiss_playing[obj->id]) {
2064 digi_link_sound_to_object3( sound, obj-Objects, 1, F1_0, i2f(256), -1, -1);
2065 lavafall_hiss_playing[obj->id] = 1;
2071 if (!under_lavafall && lavafall_hiss_playing[obj->id]) {
2072 digi_kill_sound_linked_to_object( obj-Objects);
2073 lavafall_hiss_playing[obj->id] = 0;
2078 //see if guided missile has flown through exit trigger
2079 if (obj==Guided_missile[Player_num] && obj->signature==Guided_missile_sig[Player_num]) {
2080 if (previous_segment != obj->segnum) {
2082 connect_side = find_connect_side(&Segments[obj->segnum], &Segments[previous_segment]);
2083 if (connect_side != -1) {
2084 int wall_num,trigger_num;
2085 wall_num = Segments[previous_segment].sides[connect_side].wall_num;
2086 if ( wall_num != -1 ) {
2087 trigger_num = Walls[wall_num].trigger;
2088 if (trigger_num != -1)
2089 if (Triggers[trigger_num].type == TT_EXIT)
2090 Guided_missile[Player_num]->lifeleft = 0;
2096 if (Drop_afterburner_blob_flag) {
2097 Assert(obj==ConsoleObject);
2098 drop_afterburner_blobs(obj, 2, i2f(5)/2, -1); // -1 means use default lifetime
2100 if (Game_mode & GM_MULTI)
2101 multi_send_drop_blobs(Player_num);
2103 Drop_afterburner_blob_flag = 0;
2106 if ((obj->type == OBJ_WEAPON) && (Weapon_info[obj->id].afterburner_size)) {
2107 int objnum = obj-Objects;
2108 fix vel = vm_vec_mag_quick(&obj->mtype.phys_info.velocity);
2109 fix delay, lifetime;
2113 else if (vel > F1_0*40)
2114 delay = fixdiv(F1_0*13,vel);
2118 lifetime = (delay * 3)/2;
2119 if (!(Game_mode & GM_MULTI)) {
2124 if ((Last_afterburner_time[objnum] + delay < GameTime) || (Last_afterburner_time[objnum] > GameTime)) {
2125 drop_afterburner_blobs(obj, 1, i2f(Weapon_info[obj->id].afterburner_size)/16, lifetime);
2126 Last_afterburner_time[objnum] = GameTime;
2131 obj++; //kill warning
2135 int Max_used_objects = MAX_OBJECTS - 20;
2137 //--------------------------------------------------------------------
2138 //move all objects for the current frame
2139 void object_move_all()
2144 // -- mprintf((0, "Frame %i: %i/%i objects used.\n", FrameCount, num_objects, MAX_OBJECTS));
2146 // check_duplicate_objects();
2147 // remove_incorrect_objects();
2149 if (Highest_object_index > Max_used_objects)
2150 free_object_slots(Max_used_objects); // Free all possible object slots.
2152 obj_delete_all_that_should_be_dead();
2154 if (Auto_leveling_on)
2155 ConsoleObject->mtype.phys_info.flags |= PF_LEVELLING;
2157 ConsoleObject->mtype.phys_info.flags &= ~PF_LEVELLING;
2163 for (i=0;i<=Highest_object_index;i++) {
2164 if ( (objp->type != OBJ_NONE) && (!(objp->flags&OF_SHOULD_BE_DEAD)) ) {
2165 object_move_one( objp );
2173 // check_duplicate_objects();
2174 // remove_incorrect_objects();
2179 //--unused-- // -----------------------------------------------------------
2180 //--unused-- // Moved here from eobject.c on 02/09/94 by MK.
2181 //--unused-- int find_last_obj(int i)
2183 //--unused-- for (i=MAX_OBJECTS;--i>=0;)
2184 //--unused-- if (Objects[i].type != OBJ_NONE) break;
2186 //--unused-- return i;
2191 //make object array non-sparse
2192 void compress_objects(void)
2194 int start_i; //,last_i;
2196 //last_i = find_last_obj(MAX_OBJECTS);
2198 // Note: It's proper to do < (rather than <=) Highest_object_index here because we
2199 // are just removing gaps, and the last object can't be a gap.
2200 for (start_i=0;start_i<Highest_object_index;start_i++)
2202 if (Objects[start_i].type == OBJ_NONE) {
2206 segnum_copy = Objects[Highest_object_index].segnum;
2208 obj_unlink(Highest_object_index);
2210 Objects[start_i] = Objects[Highest_object_index];
2213 if (Cur_object_index == Highest_object_index)
2214 Cur_object_index = start_i;
2217 Objects[Highest_object_index].type = OBJ_NONE;
2219 obj_link(start_i,segnum_copy);
2221 while (Objects[--Highest_object_index].type == OBJ_NONE);
2223 //last_i = find_last_obj(last_i);
2227 reset_objects(num_objects);
2231 //called after load. Takes number of objects, and objects should be
2232 //compressed. resets free list, marks unused objects as unused
2233 void reset_objects(int n_objs)
2237 num_objects = n_objs;
2239 Assert(num_objects>0);
2241 for (i=num_objects;i<MAX_OBJECTS;i++) {
2242 free_obj_list[i] = i;
2243 Objects[i].type = OBJ_NONE;
2244 Objects[i].segnum = -1;
2247 Highest_object_index = num_objects-1;
2249 Debris_object_count = 0;
2252 //Tries to find a segment for an object, using find_point_seg()
2253 int find_object_seg(object * obj )
2255 return find_point_seg(&obj->pos,obj->segnum);
2259 //If an object is in a segment, set its segnum field and make sure it's
2260 //properly linked. If not in any segment, returns 0, else 1.
2261 //callers should generally use find_vector_intersection()
2262 int update_object_seg(object * obj )
2266 newseg = find_object_seg(obj);
2271 if ( newseg != obj->segnum )
2272 obj_relink(obj-Objects, newseg );
2278 //go through all objects and make sure they have the correct segment numbers
2284 for (i=0;i<=Highest_object_index;i++)
2285 if (Objects[i].type != OBJ_NONE)
2286 if (update_object_seg(&Objects[i]) == 0) {
2287 mprintf((1,"Cannot find segment for object %d in fix_object_segs()\n"));
2289 compute_segment_center(&Objects[i].pos,&Segments[Objects[i].segnum]);
2294 //--unused-- void object_use_new_object_list( object * new_list )
2296 //--unused-- int i, segnum;
2297 //--unused-- object *obj;
2299 //--unused-- // First, unlink all the old objects for the segments array
2300 //--unused-- for (segnum=0; segnum <= Highest_segment_index; segnum++) {
2301 //--unused-- Segments[segnum].objects = -1;
2303 //--unused-- // Then, erase all the objects
2304 //--unused-- reset_objects(1);
2306 //--unused-- // Fill in the object array
2307 //--unused-- memcpy( Objects, new_list, sizeof(object)*MAX_OBJECTS );
2309 //--unused-- Highest_object_index=-1;
2311 //--unused-- // Relink 'em
2312 //--unused-- for (i=0; i<MAX_OBJECTS; i++ ) {
2313 //--unused-- obj = &Objects[i];
2314 //--unused-- if ( obj->type != OBJ_NONE ) {
2315 //--unused-- num_objects++;
2316 //--unused-- Highest_object_index = i;
2317 //--unused-- segnum = obj->segnum;
2318 //--unused-- obj->next = obj->prev = obj->segnum = -1;
2319 //--unused-- obj_link(i,segnum);
2320 //--unused-- } else {
2321 //--unused-- obj->next = obj->prev = obj->segnum = -1;
2327 //delete objects, such as weapons & explosions, that shouldn't stay between levels
2328 // Changed by MK on 10/15/94, don't remove proximity bombs.
2329 //if clear_all is set, clear even proximity bombs
2330 void clear_transient_objects(int clear_all)
2335 for (objnum=0,obj=&Objects[0];objnum<=Highest_object_index;objnum++,obj++)
2336 if (((obj->type == OBJ_WEAPON) && !(Weapon_info[obj->id].flags&WIF_PLACABLE) && (clear_all || ((obj->id != PROXIMITY_ID) && (obj->id != SUPERPROX_ID)))) ||
2337 obj->type == OBJ_FIREBALL ||
2338 obj->type == OBJ_DEBRIS ||
2339 obj->type == OBJ_DEBRIS ||
2340 (obj->type!=OBJ_NONE && obj->flags & OF_EXPLODING)) {
2343 if (Objects[objnum].lifeleft > i2f(2))
2344 mprintf((0,"Note: Clearing object %d (type=%d, id=%d) with lifeleft=%x\n",objnum,Objects[objnum].type,Objects[objnum].id,Objects[objnum].lifeleft));
2349 else if (Objects[objnum].type!=OBJ_NONE && Objects[objnum].lifeleft < i2f(2))
2350 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));
2354 //attaches an object, such as a fireball, to another object, such as a robot
2355 void obj_attach(object *parent,object *sub)
2357 Assert(sub->type == OBJ_FIREBALL);
2358 Assert(sub->control_type == CT_EXPLOSION);
2360 Assert(sub->ctype.expl_info.next_attach==-1);
2361 Assert(sub->ctype.expl_info.prev_attach==-1);
2363 Assert(parent->attached_obj==-1 || Objects[parent->attached_obj].ctype.expl_info.prev_attach==-1);
2365 sub->ctype.expl_info.next_attach = parent->attached_obj;
2367 if (sub->ctype.expl_info.next_attach != -1)
2368 Objects[sub->ctype.expl_info.next_attach].ctype.expl_info.prev_attach = sub-Objects;
2370 parent->attached_obj = sub-Objects;
2372 sub->ctype.expl_info.attach_parent = parent-Objects;
2373 sub->flags |= OF_ATTACHED;
2375 Assert(sub->ctype.expl_info.next_attach != sub-Objects);
2376 Assert(sub->ctype.expl_info.prev_attach != sub-Objects);
2379 //dettaches one object
2380 void obj_detach_one(object *sub)
2382 Assert(sub->flags & OF_ATTACHED);
2383 Assert(sub->ctype.expl_info.attach_parent != -1);
2385 if ((Objects[sub->ctype.expl_info.attach_parent].type == OBJ_NONE) || (Objects[sub->ctype.expl_info.attach_parent].attached_obj == -1))
2387 sub->flags &= ~OF_ATTACHED;
2391 if (sub->ctype.expl_info.next_attach != -1) {
2392 Assert(Objects[sub->ctype.expl_info.next_attach].ctype.expl_info.prev_attach=sub-Objects);
2393 Objects[sub->ctype.expl_info.next_attach].ctype.expl_info.prev_attach = sub->ctype.expl_info.prev_attach;
2396 if (sub->ctype.expl_info.prev_attach != -1) {
2397 Assert(Objects[sub->ctype.expl_info.prev_attach].ctype.expl_info.next_attach=sub-Objects);
2398 Objects[sub->ctype.expl_info.prev_attach].ctype.expl_info.next_attach = sub->ctype.expl_info.next_attach;
2401 Assert(Objects[sub->ctype.expl_info.attach_parent].attached_obj=sub-Objects);
2402 Objects[sub->ctype.expl_info.attach_parent].attached_obj = sub->ctype.expl_info.next_attach;
2405 sub->ctype.expl_info.next_attach = sub->ctype.expl_info.prev_attach = -1;
2406 sub->flags &= ~OF_ATTACHED;
2410 //dettaches all objects from this object
2411 void obj_detach_all(object *parent)
2413 while (parent->attached_obj != -1)
2414 obj_detach_one(&Objects[parent->attached_obj]);
2417 //creates a marker object in the world. returns the object number
2418 int drop_marker_object(vms_vector *pos,int segnum,vms_matrix *orient, int marker_num)
2422 Assert(Marker_model_num != -1);
2424 objnum = obj_create(OBJ_MARKER, marker_num, segnum, pos, orient, Polygon_models[Marker_model_num].rad, CT_NONE, MT_NONE, RT_POLYOBJ);
2427 object *obj = &Objects[objnum];
2429 obj->rtype.pobj_info.model_num = Marker_model_num;
2431 vm_vec_copy_scale(&obj->mtype.spin_rate,&obj->orient.uvec,F1_0/2);
2433 // MK, 10/16/95: Using lifeleft to make it flash, thus able to trim lightlevel from all objects.
2434 obj->lifeleft = IMMORTAL_TIME - 1;
2440 extern int Ai_last_missile_camera;
2442 // *viewer is a viewer, probably a missile.
2443 // wake up all robots that were rendered last frame subject to some constraints.
2444 void wake_up_rendered_objects(object *viewer, int window_num)
2448 // Make sure that we are processing current data.
2449 if (FrameCount != Window_rendered_data[window_num].frame) {
2450 mprintf((1, "Warning: Called wake_up_rendered_objects with a bogus window.\n"));
2454 Ai_last_missile_camera = viewer-Objects;
2456 for (i=0; i<Window_rendered_data[window_num].num_objects; i++) {
2459 int fcval = FrameCount & 3;
2461 objnum = Window_rendered_data[window_num].rendered_objects[i];
2462 if ((objnum & 3) == fcval) {
2463 objp = &Objects[objnum];
2465 if (objp->type == OBJ_ROBOT) {
2466 if (vm_vec_dist_quick(&viewer->pos, &objp->pos) < F1_0*100) {
2467 ai_local *ailp = &Ai_local_info[objnum];
2468 if (ailp->player_awareness_type == 0) {
2469 objp->ctype.ai_info.SUB_FLAGS |= SUB_FLAGS_CAMERA_AWAKE;
2470 ailp->player_awareness_type = PA_WEAPON_ROBOT_COLLISION;
2471 ailp->player_awareness_time = F1_0*3;
2472 ailp->previous_visibility = 2;