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.
16 static char rcsid[] = "$Id: object.c,v 1.3 2001-01-22 13:22:39 bradleyb Exp $";
25 #include <string.h> // for memset
84 #include "editor\editor.h"
91 void obj_detach_all(object *parent);
92 void obj_detach_one(object *sub);
93 int free_object_slots(int num_used);
99 extern byte WasRecorded[MAX_OBJECTS];
101 ubyte CollisionResult[MAX_OBJECT_TYPES][MAX_OBJECT_TYPES];
103 object *ConsoleObject; //the object that is the player
105 static short free_obj_list[MAX_OBJECTS];
111 //info on the various types of objects
113 object Object_minus_one;
116 object Objects[MAX_OBJECTS];
118 int Highest_object_index=0;
119 int Highest_ever_object_index=0;
121 // grs_bitmap *robot_bms[MAX_ROBOT_BITMAPS]; //all bitmaps for all robots
123 // int robot_bm_nums[MAX_ROBOT_TYPES]; //starting bitmap num for each robot
124 // int robot_n_bitmaps[MAX_ROBOT_TYPES]; //how many bitmaps for each robot
126 // char *robot_names[MAX_ROBOT_TYPES]; //name of each robot
128 //--unused-- int Num_robot_types=0;
130 int print_object_info = 0;
131 //@@int Object_viewer = 0;
133 //object * Slew_object = NULL; // Object containing slew object info.
135 //--unused-- int Player_controller_type = 0;
137 window_rendered_data Window_rendered_data[MAX_RENDERED_WINDOWS];
140 char Object_type_names[MAX_OBJECT_TYPES][9] = {
161 //set viewer object to next object in array
162 void object_goto_next_viewer()
164 int i, start_obj = 0;
166 start_obj = Viewer - Objects; //get viewer object number
168 for (i=0;i<=Highest_object_index;i++) {
171 if (start_obj > Highest_object_index ) start_obj = 0;
173 if (Objects[start_obj].type != OBJ_NONE ) {
174 Viewer = &Objects[start_obj];
179 Error( "Couldn't find a viewer object!" );
183 //set viewer object to next object in array
184 void object_goto_prev_viewer()
186 int i, start_obj = 0;
188 start_obj = Viewer - Objects; //get viewer object number
190 for (i=0; i<=Highest_object_index; i++) {
193 if (start_obj < 0 ) start_obj = Highest_object_index;
195 if (Objects[start_obj].type != OBJ_NONE ) {
196 Viewer = &Objects[start_obj];
201 Error( "Couldn't find a viewer object!" );
206 object *obj_find_first_of_type (int type)
210 for (i=0;i<=Highest_object_index;i++)
211 if (Objects[i].type==type)
212 return (&Objects[i]);
213 return ((object *)NULL);
216 int obj_return_num_of_type (int type)
220 for (i=0;i<=Highest_object_index;i++)
221 if (Objects[i].type==type)
225 int obj_return_num_of_typeid (int type,int id)
229 for (i=0;i<=Highest_object_index;i++)
230 if (Objects[i].type==type && Objects[i].id==id)
235 int global_orientation = 0;
237 //draw an object that has one bitmap & doesn't rotate
238 void draw_object_blob(object *obj,bitmap_index bmi)
241 grs_bitmap * bm = &GameBitmaps[bmi.index];
244 if (obj->type == OBJ_FIREBALL)
245 orientation = (obj-Objects) & 7;
247 orientation = global_orientation;
250 //@@ if (obj->type == OBJ_POWERUP) {
251 //@@ if ( GameBitmaps[(bmi).index].bm_flags & BM_FLAG_PAGED_OUT)
252 //@@ piggy_bitmap_page_in_w( bmi,1 );
254 //@@ if (bm->bm_handle) {
255 //@@ DDGRUNLOCK(dd_grd_curcanv);
258 PIGGY_PAGE_IN( bmi );
261 if (bm->bm_w > bm->bm_h)
263 g3_draw_bitmap(&obj->pos,obj->size,fixmuldiv(obj->size,bm->bm_h,bm->bm_w),bm, orientation);
267 g3_draw_bitmap(&obj->pos,fixmuldiv(obj->size,bm->bm_w,bm->bm_h),obj->size,bm, orientation);
270 //@@ if (bm->bm_handle) {
271 //@@ DDGRLOCK(dd_grd_curcanv);
276 //draw an object that is a texture-mapped rod
277 void draw_object_tmap_rod(object *obj,bitmap_index bitmapi,int lighted)
279 grs_bitmap * bitmap = &GameBitmaps[bitmapi.index];
282 vms_vector delta,top_v,bot_v;
283 g3s_point top_p,bot_p;
285 PIGGY_PAGE_IN(bitmapi);
287 bitmap->bm_handle = bitmapi.index;
289 vm_vec_copy_scale(&delta,&obj->orient.uvec,obj->size);
291 vm_vec_add(&top_v,&obj->pos,&delta);
292 vm_vec_sub(&bot_v,&obj->pos,&delta);
294 g3_rotate_point(&top_p,&top_v);
295 g3_rotate_point(&bot_p,&bot_v);
298 light = compute_object_light(obj,&top_p.p3_vec);
303 _3dfx_rendering_poly_obj = 1;
306 #ifdef PA_3DFX_VOODOO
310 g3_draw_rod_tmap(bitmap,&bot_p,obj->size,&top_p,obj->size,light);
313 _3dfx_rendering_poly_obj = 0;
318 int Linear_tmap_polygon_objects = 1;
320 extern fix Max_thrust;
322 //used for robot engine glow
323 #define MAX_VELOCITY i2f(50)
325 //function that takes the same parms as draw_tmap, but renders as flat poly
326 //we need this to do the cloaked effect
327 extern void draw_tmap_flat();
329 //what darkening level to use when cloaked
330 #define CLOAKED_FADE_LEVEL 28
332 #define CLOAK_FADEIN_DURATION_PLAYER F2_0
333 #define CLOAK_FADEOUT_DURATION_PLAYER F2_0
335 #define CLOAK_FADEIN_DURATION_ROBOT F1_0
336 #define CLOAK_FADEOUT_DURATION_ROBOT F1_0
338 //do special cloaked render
339 void draw_cloaked_object(object *obj,fix light,fix *glow,fix cloak_start_time,fix cloak_end_time)
341 fix cloak_delta_time,total_cloaked_time;
342 fix light_scale=F1_0;
344 int fading=0; //if true, fading, else cloaking
345 fix Cloak_fadein_duration=F1_0;
346 fix Cloak_fadeout_duration=F1_0;
349 total_cloaked_time = cloak_end_time-cloak_start_time;
353 Cloak_fadein_duration = CLOAK_FADEIN_DURATION_PLAYER;
354 Cloak_fadeout_duration = CLOAK_FADEOUT_DURATION_PLAYER;
357 Cloak_fadein_duration = CLOAK_FADEIN_DURATION_ROBOT;
358 Cloak_fadeout_duration = CLOAK_FADEOUT_DURATION_ROBOT;
361 Int3(); // Contact Mike: Unexpected object type in draw_cloaked_object.
364 cloak_delta_time = GameTime - cloak_start_time;
366 if (cloak_delta_time < Cloak_fadein_duration/2) {
368 light_scale = fixdiv(Cloak_fadein_duration/2 - cloak_delta_time,Cloak_fadein_duration/2);
372 else if (cloak_delta_time < Cloak_fadein_duration) {
374 cloak_value = f2i(fixdiv(cloak_delta_time - Cloak_fadein_duration/2,Cloak_fadein_duration/2) * CLOAKED_FADE_LEVEL);
376 } else if (GameTime < cloak_end_time-Cloak_fadeout_duration) {
377 static int cloak_delta=0,cloak_dir=1;
378 static fix cloak_timer=0;
380 //note, if more than one cloaked object is visible at once, the
381 //pulse rate will change!
383 cloak_timer -= FrameTime;
384 while (cloak_timer < 0) {
386 cloak_timer += Cloak_fadeout_duration/12;
388 cloak_delta += cloak_dir;
390 if (cloak_delta==0 || cloak_delta==4)
391 cloak_dir = -cloak_dir;
394 cloak_value = CLOAKED_FADE_LEVEL - cloak_delta;
396 } else if (GameTime < cloak_end_time-Cloak_fadeout_duration/2) {
398 cloak_value = f2i(fixdiv(total_cloaked_time - Cloak_fadeout_duration/2 - cloak_delta_time,Cloak_fadeout_duration/2) * CLOAKED_FADE_LEVEL);
402 light_scale = fixdiv(Cloak_fadeout_duration/2 - (total_cloaked_time - cloak_delta_time),Cloak_fadeout_duration/2);
408 fix new_light,save_glow;
409 bitmap_index * alt_textures = NULL;
412 if ( obj->rtype.pobj_info.alt_textures > 0 )
413 alt_textures = multi_player_textures[obj->rtype.pobj_info.alt_textures-1];
416 new_light = fixmul(light,light_scale);
418 glow[0] = fixmul(glow[0],light_scale);
419 draw_polygon_model(&obj->pos,
421 (vms_angvec *)&obj->rtype.pobj_info.anim_angles,
422 obj->rtype.pobj_info.model_num,obj->rtype.pobj_info.subobj_flags,
429 Gr_scanline_darkening_level = cloak_value;
430 gr_setcolor(BM_XRGB(0,0,0)); //set to black (matters for s3)
431 g3_set_special_render(draw_tmap_flat,NULL,NULL); //use special flat drawer
432 draw_polygon_model(&obj->pos,
434 (vms_angvec *)&obj->rtype.pobj_info.anim_angles,
435 obj->rtype.pobj_info.model_num,obj->rtype.pobj_info.subobj_flags,
439 g3_set_special_render(NULL,NULL,NULL);
440 Gr_scanline_darkening_level = GR_FADE_LEVELS;
445 //draw an object which renders as a polygon model
446 void draw_polygon_object(object *obj)
450 fix engine_glow_value[2]; //element 0 is for engine glow, 1 for headlight
452 light = compute_object_light(obj,NULL);
454 // If option set for bright players in netgame, brighten them!
456 if (Game_mode & GM_MULTI)
457 if (Netgame.BrightPlayers)
461 //make robots brighter according to robot glow field
462 if (obj->type == OBJ_ROBOT)
463 light += (Robot_info[obj->id].glow<<12); //convert 4:4 to 16:16
465 if (obj->type == OBJ_WEAPON)
466 if (obj->id == FLARE_ID)
469 if (obj->type == OBJ_MARKER)
473 imsave = Interpolation_method;
474 if (Linear_tmap_polygon_objects)
475 Interpolation_method = 1;
477 //set engine glow value
478 engine_glow_value[0] = f1_0/5;
479 if (obj->movement_type == MT_PHYSICS) {
481 if (obj->mtype.phys_info.flags & PF_USES_THRUST && obj->type==OBJ_PLAYER && obj->id==Player_num) {
482 fix thrust_mag = vm_vec_mag_quick(&obj->mtype.phys_info.thrust);
483 engine_glow_value[0] += (fixdiv(thrust_mag,Player_ship->max_thrust)*4)/5;
486 fix speed = vm_vec_mag_quick(&obj->mtype.phys_info.velocity);
487 engine_glow_value[0] += (fixdiv(speed,MAX_VELOCITY)*3)/5;
491 //set value for player headlight
492 if (obj->type == OBJ_PLAYER) {
493 if (Players[obj->id].flags & PLAYER_FLAGS_HEADLIGHT && !Endlevel_sequence)
494 if (Players[obj->id].flags & PLAYER_FLAGS_HEADLIGHT_ON)
495 engine_glow_value[1] = -2; //draw white!
497 engine_glow_value[1] = -1; //draw normal color (grey)
499 engine_glow_value[1] = -3; //don't draw
502 if (obj->rtype.pobj_info.tmap_override != -1) {
504 polymodel *pm = &Polygon_models[obj->rtype.pobj_info.model_num];
506 bitmap_index bm_ptrs[12];
510 Assert(pm->n_textures<=12);
512 for (i=0;i<12;i++) //fill whole array, in case simple model needs more
513 bm_ptrs[i] = Textures[obj->rtype.pobj_info.tmap_override];
515 draw_polygon_model(&obj->pos,
517 (vms_angvec *)&obj->rtype.pobj_info.anim_angles,
518 obj->rtype.pobj_info.model_num,
519 obj->rtype.pobj_info.subobj_flags,
526 if (obj->type==OBJ_PLAYER && (Players[obj->id].flags&PLAYER_FLAGS_CLOAKED))
527 draw_cloaked_object(obj,light,engine_glow_value,Players[obj->id].cloak_time,Players[obj->id].cloak_time+CLOAK_TIME_MAX);
528 else if ((obj->type == OBJ_ROBOT) && (obj->ctype.ai_info.CLOAKED)) {
529 if (Robot_info[obj->id].boss_flag)
530 draw_cloaked_object(obj,light,engine_glow_value, Boss_cloak_start_time, Boss_cloak_end_time);
532 draw_cloaked_object(obj,light,engine_glow_value, GameTime-F1_0*10, GameTime+F1_0*10);
534 bitmap_index * alt_textures = NULL;
537 if ( obj->rtype.pobj_info.alt_textures > 0 )
538 alt_textures = multi_player_textures[obj->rtype.pobj_info.alt_textures-1];
541 // Snipers get bright when they fire.
542 if (Ai_local_info[obj-Objects].next_fire < F1_0/8) {
543 if (obj->ctype.ai_info.behavior == AIB_SNIPE)
544 light = 2*light + F1_0;
547 draw_polygon_model(&obj->pos,
549 (vms_angvec *)&obj->rtype.pobj_info.anim_angles,obj->rtype.pobj_info.model_num,
550 obj->rtype.pobj_info.subobj_flags,
554 if (obj->type == OBJ_WEAPON && (Weapon_info[obj->id].model_num_inner > -1 )) {
555 fix dist_to_eye = vm_vec_dist_quick(&Viewer->pos, &obj->pos);
556 if (dist_to_eye < Simple_model_threshhold_scale * F1_0*2)
557 draw_polygon_model(&obj->pos,
559 (vms_angvec *)&obj->rtype.pobj_info.anim_angles,
560 Weapon_info[obj->id].model_num_inner,
561 obj->rtype.pobj_info.subobj_flags,
569 Interpolation_method = imsave;
573 //------------------------------------------------------------------------------
574 // These variables are used to keep a list of the 3 closest robots to the viewer.
575 // The code works like this: Every time render object is called with a polygon model,
576 // it finds the distance of that robot to the viewer. If this distance if within 10
577 // segments of the viewer, it does the following: If there aren't already 3 robots in
578 // the closet-robots list, it just sticks that object into the list along with its distance.
579 // If the list already contains 3 robots, then it finds the robot in that list that is
580 // farthest from the viewer. If that object is farther than the object currently being
581 // rendered, then the new object takes over that far object's slot. *Then* after all
582 // objects are rendered, object_render_targets is called an it draws a target on top
583 // of all the objects.
585 //091494: #define MAX_CLOSE_ROBOTS 3
586 //--unused-- static int Object_draw_lock_boxes = 0;
587 //091494: static int Object_num_close = 0;
588 //091494: static object * Object_close_ones[MAX_CLOSE_ROBOTS];
589 //091494: static fix Object_close_distance[MAX_CLOSE_ROBOTS];
591 //091494: set_close_objects(object *obj)
595 //091494: if ( (obj->type != OBJ_ROBOT) || (Object_draw_lock_boxes==0) )
598 //091494: // The following code keeps a list of the 10 closest robots to the
599 //091494: // viewer. See comments in front of this function for how this works.
600 //091494: dist = vm_vec_dist( &obj->pos, &Viewer->pos );
601 //091494: if ( dist < i2f(20*10) ) {
602 //091494: if ( Object_num_close < MAX_CLOSE_ROBOTS ) {
603 //091494: Object_close_ones[Object_num_close] = obj;
604 //091494: Object_close_distance[Object_num_close] = dist;
605 //091494: Object_num_close++;
607 //091494: int i, farthest_robot;
608 //091494: fix farthest_distance;
609 //091494: // Find the farthest robot in the list
610 //091494: farthest_robot = 0;
611 //091494: farthest_distance = Object_close_distance[0];
612 //091494: for (i=1; i<Object_num_close; i++ ) {
613 //091494: if ( Object_close_distance[i] > farthest_distance ) {
614 //091494: farthest_distance = Object_close_distance[i];
615 //091494: farthest_robot = i;
618 //091494: // If this object is closer to the viewer than
619 //091494: // the farthest in the list, replace the farthest with this object.
620 //091494: if ( farthest_distance > dist ) {
621 //091494: Object_close_ones[farthest_robot] = obj;
622 //091494: Object_close_distance[farthest_robot] = dist;
628 int Player_fired_laser_this_frame=-1;
632 // -----------------------------------------------------------------------------
633 //this routine checks to see if an robot rendered near the middle of
634 //the screen, and if so and the player had fired, "warns" the robot
635 void set_robot_location_info(object *objp)
637 if (Player_fired_laser_this_frame != -1) {
640 g3_rotate_point(&temp,&objp->pos);
642 if (temp.p3_codes & CC_BEHIND) //robot behind the screen
645 //the code below to check for object near the center of the screen
646 //completely ignores z, which may not be good
648 if ((abs(temp.p3_x) < F1_0*4) && (abs(temp.p3_y) < F1_0*4)) {
649 objp->ctype.ai_info.danger_laser_num = Player_fired_laser_this_frame;
650 objp->ctype.ai_info.danger_laser_signature = Objects[Player_fired_laser_this_frame].signature;
657 // ------------------------------------------------------------------------------------------------------------------
658 void create_small_fireball_on_object(object *objp, fix size_scale, int sound_flag)
661 vms_vector pos, rand_vec;
665 make_random_vector(&rand_vec);
667 vm_vec_scale(&rand_vec, objp->size/2);
669 vm_vec_add2(&pos, &rand_vec);
671 size = fixmul(size_scale, F1_0/2 + d_rand()*4/2);
673 segnum = find_point_seg(&pos, objp->segnum);
676 expl_obj = object_create_explosion(segnum, &pos, size, VCLIP_SMALL_EXPLOSION);
679 obj_attach(objp,expl_obj);
680 if (d_rand() < 8192) {
682 if (objp->type == OBJ_ROBOT)
685 digi_link_sound_to_object(SOUND_EXPLODING_WALL, objp-Objects, 0, vol);
690 // ------------------------------------------------------------------------------------------------------------------
691 void create_vclip_on_object(object *objp, fix size_scale, int vclip_num)
694 vms_vector pos, rand_vec;
698 make_random_vector(&rand_vec);
700 vm_vec_scale(&rand_vec, objp->size/2);
702 vm_vec_add2(&pos, &rand_vec);
704 size = fixmul(size_scale, F1_0 + d_rand()*4);
706 segnum = find_point_seg(&pos, objp->segnum);
709 expl_obj = object_create_explosion(segnum, &pos, size, vclip_num);
713 expl_obj->movement_type = MT_PHYSICS;
714 expl_obj->mtype.phys_info.velocity.x = objp->mtype.phys_info.velocity.x/2;
715 expl_obj->mtype.phys_info.velocity.y = objp->mtype.phys_info.velocity.y/2;
716 expl_obj->mtype.phys_info.velocity.z = objp->mtype.phys_info.velocity.z/2;
720 // -- mk, 02/05/95 -- #define VCLIP_INVULNERABILITY_EFFECT VCLIP_SMALL_EXPLOSION
721 // -- mk, 02/05/95 --
722 // -- mk, 02/05/95 -- // -----------------------------------------------------------------------------
723 // -- mk, 02/05/95 -- void do_player_invulnerability_effect(object *objp)
724 // -- mk, 02/05/95 -- {
725 // -- mk, 02/05/95 -- if (d_rand() < FrameTime*8) {
726 // -- mk, 02/05/95 -- create_vclip_on_object(objp, F1_0, VCLIP_INVULNERABILITY_EFFECT);
727 // -- mk, 02/05/95 -- }
728 // -- mk, 02/05/95 -- }
730 // -----------------------------------------------------------------------------
731 // Render an object. Calls one of several routines based on type
732 void render_object(object *obj)
736 if ( obj == Viewer ) return;
738 if ( obj->type==OBJ_NONE ) {
740 mprintf( (1, "ERROR!!!! Bogus obj %d in seg %d is rendering!\n", obj-Objects, obj->segnum ));
746 mld_save = Max_linear_depth;
747 Max_linear_depth = Max_linear_depth_objects;
749 switch (obj->render_type) {
751 case RT_NONE: break; //doesn't render, like the player
755 draw_polygon_object(obj);
757 //"warn" robot if being shot at
758 if (obj->type == OBJ_ROBOT)
759 set_robot_location_info(obj);
761 //JOHN SAID TO: if ( (obj->type==OBJ_PLAYER) && ((keyd_pressed[KEY_W]) || (keyd_pressed[KEY_I])))
762 //JOHN SAID TO: object_render_id(obj);
764 // -- mk, 02/05/95 -- if (obj->type == OBJ_PLAYER)
765 // -- mk, 02/05/95 -- if (Players[obj->id].flags & PLAYER_FLAGS_INVULNERABLE)
766 // -- mk, 02/05/95 -- do_player_invulnerability_effect(obj);
770 case RT_MORPH: draw_morph_object(obj); break;
772 case RT_FIREBALL: draw_fireball(obj); break;
774 case RT_WEAPON_VCLIP: draw_weapon_vclip(obj); break;
776 case RT_HOSTAGE: draw_hostage(obj); break;
778 case RT_POWERUP: draw_powerup(obj); break;
780 case RT_LASER: Laser_render(obj); break;
782 default: Error("Unknown render_type <%d>",obj->render_type);
786 if ( obj->render_type != RT_NONE )
787 if ( Newdemo_state == ND_STATE_RECORDING ) {
788 if (!WasRecorded[obj-Objects]) {
789 newdemo_record_render_object(obj);
790 WasRecorded[obj-Objects]=1;
795 Max_linear_depth = mld_save;
799 //--unused-- void object_toggle_lock_targets() {
800 //--unused-- Object_draw_lock_boxes ^= 1;
803 //091494: //draw target boxes for nearby robots
804 //091494: void object_render_targets()
806 //091494: g3s_point pt;
807 //091494: ubyte codes;
809 //091494: int radius,x,y;
811 //091494: if (Object_draw_lock_boxes==0)
814 //091494: for (i=0; i<Object_num_close; i++ ) {
816 //091494: codes = g3_rotate_point(&pt, &Object_close_ones[i]->pos );
817 //091494: if ( !(codes & CC_BEHIND) ) {
818 //091494: g3_project_point(&pt);
819 //091494: if (pt.p3_flags & PF_PROJECTED) {
820 //091494: x = f2i(pt.p3_sx);
821 //091494: y = f2i(pt.p3_sy);
822 //091494: radius = f2i(fixdiv((grd_curcanv->cv_bitmap.bm_w*Object_close_ones[i]->size)/8,pt.z));
823 //091494: gr_setcolor( BM_XRGB(0,31,0) );
824 //091494: gr_box(x-radius,y-radius,x+radius,y+radius);
828 //091494: Object_num_close=0;
830 //--unused-- //draw target boxes for nearby robots
831 //--unused-- void object_render_id(object * obj)
833 //--unused-- g3s_point pt;
834 //--unused-- ubyte codes;
835 //--unused-- int x,y;
836 //--unused-- int w, h, aw;
837 //--unused-- char s[20], *s1;
839 //--unused-- s1 = network_get_player_name( obj-Objects );
842 //--unused-- sprintf( s, "%s", s1 );
844 //--unused-- sprintf( s, "<%d>", obj->id );
846 //--unused-- codes = g3_rotate_point(&pt, &obj->pos );
847 //--unused-- if ( !(codes & CC_BEHIND) ) {
848 //--unused-- g3_project_point(&pt);
849 //--unused-- if (pt.p3_flags & PF_PROJECTED) {
850 //--unused-- gr_get_string_size( s, &w, &h, &aw );
851 //--unused-- x = f2i(pt.p3_sx) - w/2;
852 //--unused-- y = f2i(pt.p3_sy) - h/2;
853 //--unused-- if ( x>= 0 && y>=0 && (x+w)<=grd_curcanv->cv_bitmap.bm_w && (y+h)<grd_curcanv->cv_bitmap.bm_h ) {
854 //--unused-- gr_set_fontcolor( BM_XRGB(0,31,0), -1 );
855 //--unused-- gr_string( x, y, s );
861 void check_and_fix_matrix(vms_matrix *m);
863 #define vm_angvec_zero(v) (v)->p=(v)->b=(v)->h=0
865 void reset_player_object()
871 vm_vec_zero(&ConsoleObject->mtype.phys_info.velocity);
872 vm_vec_zero(&ConsoleObject->mtype.phys_info.thrust);
873 vm_vec_zero(&ConsoleObject->mtype.phys_info.rotvel);
874 vm_vec_zero(&ConsoleObject->mtype.phys_info.rotthrust);
875 ConsoleObject->mtype.phys_info.brakes = ConsoleObject->mtype.phys_info.turnroll = 0;
876 ConsoleObject->mtype.phys_info.mass = Player_ship->mass;
877 ConsoleObject->mtype.phys_info.drag = Player_ship->drag;
878 ConsoleObject->mtype.phys_info.flags |= PF_TURNROLL | PF_LEVELLING | PF_WIGGLE | PF_USES_THRUST;
882 ConsoleObject->render_type = RT_POLYOBJ;
883 ConsoleObject->rtype.pobj_info.model_num = Player_ship->model_num; //what model is this?
884 ConsoleObject->rtype.pobj_info.subobj_flags = 0; //zero the flags
885 ConsoleObject->rtype.pobj_info.tmap_override = -1; //no tmap override!
887 for (i=0;i<MAX_SUBMODELS;i++)
888 vm_angvec_zero(&ConsoleObject->rtype.pobj_info.anim_angles[i]);
892 ConsoleObject->flags = 0;
897 //make object0 the player, setting all relevant fields
898 void init_player_object()
900 ConsoleObject->type = OBJ_PLAYER;
901 ConsoleObject->id = 0; //no sub-types for player
903 ConsoleObject->signature = 0; //player has zero, others start at 1
905 ConsoleObject->size = Polygon_models[Player_ship->model_num].rad;
907 ConsoleObject->control_type = CT_SLEW; //default is player slewing
908 ConsoleObject->movement_type = MT_PHYSICS; //change this sometime
910 ConsoleObject->lifeleft = IMMORTAL_TIME;
912 ConsoleObject->attached_obj = -1;
914 reset_player_object();
918 //sets up the free list & init player & whatever else
925 for (i=0;i<MAX_OBJECTS;i++) {
926 free_obj_list[i] = i;
927 Objects[i].type = OBJ_NONE;
928 Objects[i].segnum = -1;
931 for (i=0;i<MAX_SEGMENTS;i++)
932 Segments[i].objects = -1;
934 ConsoleObject = Viewer = &Objects[0];
936 init_player_object();
937 obj_link(ConsoleObject-Objects,0); //put in the world in segment 0
939 num_objects = 1; //just the player
940 Highest_object_index = 0;
945 //after calling init_object(), the network code has grabbed specific
946 //object slots without allocating them. Go though the objects & build
947 //the free list, then set the apporpriate globals
948 void special_reset_objects(void)
952 num_objects=MAX_OBJECTS;
954 Highest_object_index = 0;
955 Assert(Objects[0].type != OBJ_NONE); //0 should be used
957 for (i=MAX_OBJECTS;i--;)
958 if (Objects[i].type == OBJ_NONE)
959 free_obj_list[--num_objects] = i;
961 if (i > Highest_object_index)
962 Highest_object_index = i;
966 int is_object_in_seg( int segnum, int objn )
968 int objnum, count = 0;
970 for (objnum=Segments[segnum].objects;objnum!=-1;objnum=Objects[objnum].next) {
971 if ( count > MAX_OBJECTS ) {
975 if ( objnum==objn ) count++;
980 int search_all_segments_for_object( int objnum )
985 for (i=0; i<=Highest_segment_index; i++) {
986 count += is_object_in_seg( i, objnum );
991 void johns_obj_unlink(int segnum, int objnum)
993 object *obj = &Objects[objnum];
994 segment *seg = &Segments[segnum];
996 Assert(objnum != -1);
999 seg->objects = obj->next;
1001 Objects[obj->prev].next = obj->next;
1003 if (obj->next != -1) Objects[obj->next].prev = obj->prev;
1006 void remove_incorrect_objects()
1008 int segnum, objnum, count;
1010 for (segnum=0; segnum <= Highest_segment_index; segnum++) {
1012 for (objnum=Segments[segnum].objects;objnum!=-1;objnum=Objects[objnum].next) {
1015 if ( count > MAX_OBJECTS ) {
1016 mprintf((1, "Object list in segment %d is circular.\n", segnum ));
1020 if (Objects[objnum].segnum != segnum ) {
1022 mprintf((0, "Removing object %d from segment %d.\n", objnum, segnum ));
1025 johns_obj_unlink(segnum,objnum);
1031 void remove_all_objects_but( int segnum, int objnum )
1035 for (i=0; i<=Highest_segment_index; i++) {
1037 if (is_object_in_seg( i, objnum )) {
1038 johns_obj_unlink( i, objnum );
1044 int check_duplicate_objects()
1048 for (i=0;i<=Highest_object_index;i++) {
1049 if ( Objects[i].type != OBJ_NONE ) {
1050 count = search_all_segments_for_object( i );
1053 mprintf((1, "Object %d is in %d segments!\n", i, count ));
1056 remove_all_objects_but( Objects[i].segnum, i );
1064 void list_seg_objects( int segnum )
1066 int objnum, count = 0;
1068 for (objnum=Segments[segnum].objects;objnum!=-1;objnum=Objects[objnum].next) {
1070 if ( count > MAX_OBJECTS ) {
1080 //link the object into the list for its segment
1081 void obj_link(int objnum,int segnum)
1083 object *obj = &Objects[objnum];
1085 Assert(objnum != -1);
1087 Assert(obj->segnum == -1);
1089 Assert(segnum>=0 && segnum<=Highest_segment_index);
1091 obj->segnum = segnum;
1093 obj->next = Segments[segnum].objects;
1096 Segments[segnum].objects = objnum;
1098 if (obj->next != -1) Objects[obj->next].prev = objnum;
1100 //list_seg_objects( segnum );
1101 //check_duplicate_objects();
1103 Assert(Objects[0].next != 0);
1104 if (Objects[0].next == 0)
1105 Objects[0].next = -1;
1107 Assert(Objects[0].prev != 0);
1108 if (Objects[0].prev == 0)
1109 Objects[0].prev = -1;
1112 void obj_unlink(int objnum)
1114 object *obj = &Objects[objnum];
1115 segment *seg = &Segments[obj->segnum];
1117 Assert(objnum != -1);
1119 if (obj->prev == -1)
1120 seg->objects = obj->next;
1122 Objects[obj->prev].next = obj->next;
1124 if (obj->next != -1) Objects[obj->next].prev = obj->prev;
1128 Assert(Objects[0].next != 0);
1129 Assert(Objects[0].prev != 0);
1132 int Object_next_signature = 1; //player gets 0, others start at 1
1134 int Debris_object_count=0;
1136 int Unused_object_slots;
1138 //returns the number of a free object, updating Highest_object_index.
1139 //Generally, obj_create() should be called to get an object, since it
1140 //fills in important fields and does the linking.
1141 //returns -1 if no free objects
1142 int obj_allocate(void)
1146 if ( num_objects >= MAX_OBJECTS-2 ) {
1149 num_freed = free_object_slots(MAX_OBJECTS-10);
1150 mprintf((0, " *** Freed %i objects in frame %i\n", num_freed, FrameCount));
1153 if ( num_objects >= MAX_OBJECTS ) {
1155 mprintf((1, "Object creation failed - too many objects!\n" ));
1160 objnum = free_obj_list[num_objects++];
1162 if (objnum > Highest_object_index) {
1163 Highest_object_index = objnum;
1164 if (Highest_object_index > Highest_ever_object_index)
1165 Highest_ever_object_index = Highest_object_index;
1170 Unused_object_slots=0;
1171 for (i=0; i<=Highest_object_index; i++)
1172 if (Objects[i].type == OBJ_NONE)
1173 Unused_object_slots++;
1178 //frees up an object. Generally, obj_delete() should be called to get
1179 //rid of an object. This function deallocates the object entry after
1180 //the object has been unlinked
1181 void obj_free(int objnum)
1183 free_obj_list[--num_objects] = objnum;
1184 Assert(num_objects >= 0);
1186 if (objnum == Highest_object_index)
1187 while (Objects[--Highest_object_index].type == OBJ_NONE);
1190 //-----------------------------------------------------------------------------
1191 // Scan the object list, freeing down to num_used objects
1192 // Returns number of slots freed.
1193 int free_object_slots(int num_used)
1196 int obj_list[MAX_OBJECTS];
1197 int num_already_free, num_to_free, original_num_to_free;
1200 num_already_free = MAX_OBJECTS - Highest_object_index - 1;
1202 if (MAX_OBJECTS - num_already_free < num_used)
1205 for (i=0; i<=Highest_object_index; i++) {
1206 if (Objects[i].flags & OF_SHOULD_BE_DEAD) {
1208 if (MAX_OBJECTS - num_already_free < num_used)
1209 return num_already_free;
1211 switch (Objects[i].type) {
1214 if (MAX_OBJECTS - num_already_free < num_used)
1219 Int3(); // This is curious. What is an object that is a wall?
1224 obj_list[olind++] = i;
1240 num_to_free = MAX_OBJECTS - num_used - num_already_free;
1241 original_num_to_free = num_to_free;
1243 if (num_to_free > olind) {
1244 mprintf((1, "Warning: Asked to free %i objects, but can only free %i.\n", num_to_free, olind));
1245 num_to_free = olind;
1248 for (i=0; i<num_to_free; i++)
1249 if (Objects[obj_list[i]].type == OBJ_DEBRIS) {
1251 mprintf((0, "Freeing DEBRIS object %3i\n", obj_list[i]));
1252 Objects[obj_list[i]].flags |= OF_SHOULD_BE_DEAD;
1256 return original_num_to_free;
1258 for (i=0; i<num_to_free; i++)
1259 if (Objects[obj_list[i]].type == OBJ_FIREBALL && Objects[obj_list[i]].ctype.expl_info.delete_objnum==-1) {
1261 mprintf((0, "Freeing FIREBALL object %3i\n", obj_list[i]));
1262 Objects[obj_list[i]].flags |= OF_SHOULD_BE_DEAD;
1266 return original_num_to_free;
1268 for (i=0; i<num_to_free; i++)
1269 if ((Objects[obj_list[i]].type == OBJ_WEAPON) && (Objects[obj_list[i]].id == FLARE_ID)) {
1271 Objects[obj_list[i]].flags |= OF_SHOULD_BE_DEAD;
1275 return original_num_to_free;
1277 for (i=0; i<num_to_free; i++)
1278 if ((Objects[obj_list[i]].type == OBJ_WEAPON) && (Objects[obj_list[i]].id != FLARE_ID)) {
1280 mprintf((0, "Freeing WEAPON object %3i\n", obj_list[i]));
1281 Objects[obj_list[i]].flags |= OF_SHOULD_BE_DEAD;
1284 return original_num_to_free - num_to_free;
1287 //-----------------------------------------------------------------------------
1288 //initialize a new object. adds to the list for the given segment
1289 //note that segnum is really just a suggestion, since this routine actually
1290 //searches for the correct segment
1291 //returns the object number
1292 int obj_create(ubyte type,ubyte id,int segnum,vms_vector *pos,
1293 vms_matrix *orient,fix size,ubyte ctype,ubyte mtype,ubyte rtype)
1298 Assert(segnum <= Highest_segment_index);
1299 Assert (segnum >= 0);
1300 Assert(ctype <= CT_CNTRLCEN);
1302 if (type==OBJ_DEBRIS && Debris_object_count>=Max_debris_objects)
1305 if (get_seg_masks(pos,segnum,0).centermask!=0)
1306 if ((segnum=find_point_seg(pos,segnum))==-1) {
1308 mprintf((0,"Bad segnum in obj_create (type=%d)\n",type));
1310 return -1; //don't create this object
1313 // Find next free object
1314 objnum = obj_allocate();
1316 if (objnum == -1) //no free objects
1319 Assert(Objects[objnum].type == OBJ_NONE); //make sure unused
1321 obj = &Objects[objnum];
1323 Assert(obj->segnum == -1);
1325 // Zero out object structure to keep weird bugs from happening
1326 // in uninitialized fields.
1327 memset( obj, 0, sizeof(object) );
1329 obj->signature = Object_next_signature++;
1332 obj->last_pos = *pos;
1336 //@@if (orient != NULL)
1337 //@@ obj->orient = *orient;
1339 obj->orient = orient?*orient:vmd_identity_matrix;
1341 obj->control_type = ctype;
1342 obj->movement_type = mtype;
1343 obj->render_type = rtype;
1344 obj->contains_type = -1;
1346 obj->lifeleft = IMMORTAL_TIME; //assume immortal
1347 obj->attached_obj = -1;
1349 if (obj->control_type == CT_POWERUP)
1350 obj->ctype.powerup_info.count = 1;
1352 // Init physics info for this object
1353 if (obj->movement_type == MT_PHYSICS) {
1355 vm_vec_zero(&obj->mtype.phys_info.velocity);
1356 vm_vec_zero(&obj->mtype.phys_info.thrust);
1357 vm_vec_zero(&obj->mtype.phys_info.rotvel);
1358 vm_vec_zero(&obj->mtype.phys_info.rotthrust);
1360 obj->mtype.phys_info.mass = 0;
1361 obj->mtype.phys_info.drag = 0;
1362 obj->mtype.phys_info.brakes = 0;
1363 obj->mtype.phys_info.turnroll = 0;
1364 obj->mtype.phys_info.flags = 0;
1367 if (obj->render_type == RT_POLYOBJ)
1368 obj->rtype.pobj_info.tmap_override = -1;
1370 obj->shields = 20*F1_0;
1372 segnum = find_point_seg(pos,segnum); //find correct segment
1376 obj->segnum = -1; //set to zero by memset, above
1377 obj_link(objnum,segnum);
1379 // Set (or not) persistent bit in phys_info.
1380 if (obj->type == OBJ_WEAPON) {
1381 Assert(obj->control_type == CT_WEAPON);
1382 obj->mtype.phys_info.flags |= (Weapon_info[obj->id].persistent*PF_PERSISTENT);
1383 obj->ctype.laser_info.creation_time = GameTime;
1384 obj->ctype.laser_info.last_hitobj = -1;
1385 obj->ctype.laser_info.multiplier = F1_0;
1388 if (obj->control_type == CT_POWERUP)
1389 obj->ctype.powerup_info.creation_time = GameTime;
1391 if (obj->control_type == CT_EXPLOSION)
1392 obj->ctype.expl_info.next_attach = obj->ctype.expl_info.prev_attach = obj->ctype.expl_info.attach_parent = -1;
1395 if (print_object_info)
1396 mprintf( (0, "Created object %d of type %d\n", objnum, obj->type ));
1399 if (obj->type == OBJ_DEBRIS)
1400 Debris_object_count++;
1406 //create a copy of an object. returns new object number
1407 int obj_create_copy(int objnum, vms_vector *new_pos, int newsegnum)
1412 // Find next free object
1413 newobjnum = obj_allocate();
1415 if (newobjnum == -1)
1418 obj = &Objects[newobjnum];
1420 *obj = Objects[objnum];
1422 obj->pos = obj->last_pos = *new_pos;
1424 obj->next = obj->prev = obj->segnum = -1;
1426 obj_link(newobjnum,newsegnum);
1428 obj->signature = Object_next_signature++;
1430 //we probably should initialize sub-structures here
1437 extern void newdemo_record_guided_end();
1439 //remove object from the world
1440 void obj_delete(int objnum)
1443 object *obj = &Objects[objnum];
1445 Assert(objnum != -1);
1446 Assert(objnum != 0 );
1447 Assert(obj->type != OBJ_NONE);
1448 Assert(obj != ConsoleObject);
1450 if (obj->type==OBJ_WEAPON && obj->id==GUIDEDMISS_ID) {
1451 pnum=Objects[obj->ctype.laser_info.parent_num].id;
1452 mprintf ((0,"Deleting a guided missile! Player %d\n\n",pnum));
1454 if (pnum!=Player_num) {
1455 mprintf ((0,"deleting missile that belongs to %d (%s)!\n",pnum,Players[pnum].callsign));
1456 Guided_missile[pnum]=NULL;
1458 else if (Newdemo_state==ND_STATE_RECORDING)
1459 newdemo_record_guided_end();
1463 if (obj == Viewer) //deleting the viewer?
1464 Viewer = ConsoleObject; //..make the player the viewer
1466 if (obj->flags & OF_ATTACHED) //detach this from object
1467 obj_detach_one(obj);
1469 if (obj->attached_obj != -1) //detach all objects from this
1470 obj_detach_all(obj);
1472 #if !defined(NDEBUG) && !defined(NMONO)
1473 if (print_object_info) mprintf( (0, "Deleting object %d of type %d\n", objnum, Objects[objnum].type ));
1476 if (obj->type == OBJ_DEBRIS)
1477 Debris_object_count--;
1481 Assert(Objects[0].next != 0);
1483 obj->type = OBJ_NONE; //unused!
1484 obj->signature = -1;
1485 obj->segnum=-1; // zero it!
1490 #define DEATH_SEQUENCE_LENGTH (F1_0*5)
1491 #define DEATH_SEQUENCE_EXPLODE_TIME (F1_0*2)
1493 int Player_is_dead = 0; // If !0, then player is dead, but game continues so he can watch.
1494 object *Dead_player_camera = NULL; // Object index of object watching deader.
1495 fix Player_time_of_death; // Time at which player died.
1496 object *Viewer_save;
1497 int Player_flags_save;
1498 int Player_exploded = 0;
1499 int Death_sequence_aborted=0;
1500 int Player_eggs_dropped=0;
1501 fix Camera_to_player_dist_goal=F1_0*4;
1503 ubyte Control_type_save, Render_type_save;
1504 extern int Cockpit_mode_save; //set while in letterbox or rear view, or -1
1506 // ------------------------------------------------------------------------------------------------------------------
1507 void dead_player_end(void)
1509 if (!Player_is_dead)
1512 if (Newdemo_state == ND_STATE_RECORDING)
1513 newdemo_record_restore_cockpit();
1516 Player_exploded = 0;
1517 obj_delete(Dead_player_camera-Objects);
1518 Dead_player_camera = NULL;
1519 select_cockpit(Cockpit_mode_save);
1520 Cockpit_mode_save = -1;
1521 Viewer = Viewer_save;
1522 ConsoleObject->type = OBJ_PLAYER;
1523 ConsoleObject->flags = Player_flags_save;
1525 Assert((Control_type_save == CT_FLYING) || (Control_type_save == CT_SLEW));
1527 ConsoleObject->control_type = Control_type_save;
1528 ConsoleObject->render_type = Render_type_save;
1529 Players[Player_num].flags &= ~PLAYER_FLAGS_INVULNERABLE;
1530 Player_eggs_dropped = 0;
1534 // ------------------------------------------------------------------------------------------------------------------
1535 // Camera is less than size of player away from
1536 void set_camera_pos(vms_vector *camera_pos, object *objp)
1539 fix camera_player_dist;
1542 camera_player_dist = vm_vec_dist_quick(camera_pos, &objp->pos);
1544 if (camera_player_dist < Camera_to_player_dist_goal) { //2*objp->size) {
1545 // Camera is too close to player object, so move it away.
1546 vms_vector player_camera_vec;
1549 vms_vector local_p1;
1551 vm_vec_sub(&player_camera_vec, camera_pos, &objp->pos);
1552 if ((player_camera_vec.x == 0) && (player_camera_vec.y == 0) && (player_camera_vec.z == 0))
1553 player_camera_vec.x += F1_0/16;
1555 hit_data.hit_type = HIT_WALL;
1558 while ((hit_data.hit_type != HIT_NONE) && (count++ < 6)) {
1559 vms_vector closer_p1;
1560 vm_vec_normalize_quick(&player_camera_vec);
1561 vm_vec_scale(&player_camera_vec, Camera_to_player_dist_goal);
1564 vm_vec_add(&closer_p1, &objp->pos, &player_camera_vec); // This is the actual point we want to put the camera at.
1565 vm_vec_scale(&player_camera_vec, far_scale); // ...but find a point 50% further away...
1566 vm_vec_add(&local_p1, &objp->pos, &player_camera_vec); // ...so we won't have to do as many cuts.
1569 fq.startseg = objp->segnum;
1571 fq.thisobjnum = objp-Objects;
1572 fq.ignore_obj_list = NULL;
1574 find_vector_intersection( &fq, &hit_data);
1576 if (hit_data.hit_type == HIT_NONE) {
1577 *camera_pos = closer_p1;
1579 make_random_vector(&player_camera_vec);
1580 far_scale = 3*F1_0/2;
1586 extern void drop_player_eggs(object *objp);
1587 extern int get_explosion_vclip(object *obj,int stage);
1588 extern void multi_cap_objects();
1589 extern int Proximity_dropped,Smartmines_dropped;
1591 // ------------------------------------------------------------------------------------------------------------------
1592 void dead_player_frame(void)
1597 if (Player_is_dead) {
1598 time_dead = GameTime - Player_time_of_death;
1600 // If unable to create camera at time of death, create now.
1601 if (Dead_player_camera == Viewer_save) {
1603 object *player = &Objects[Players[Player_num].objnum];
1605 objnum = obj_create(OBJ_CAMERA, 0, player->segnum, &player->pos, &player->orient, 0, CT_NONE, MT_NONE, RT_NONE);
1607 mprintf((0, "Creating new dead player camera.\n"));
1609 Viewer = Dead_player_camera = &Objects[objnum];
1611 mprintf((1, "Can't create dead player camera.\n"));
1616 ConsoleObject->mtype.phys_info.rotvel.x = max(0, DEATH_SEQUENCE_EXPLODE_TIME - time_dead)/4;
1617 ConsoleObject->mtype.phys_info.rotvel.y = max(0, DEATH_SEQUENCE_EXPLODE_TIME - time_dead)/2;
1618 ConsoleObject->mtype.phys_info.rotvel.z = max(0, DEATH_SEQUENCE_EXPLODE_TIME - time_dead)/3;
1620 Camera_to_player_dist_goal = min(time_dead*8, F1_0*20) + ConsoleObject->size;
1622 set_camera_pos(&Dead_player_camera->pos, ConsoleObject);
1624 // if (time_dead < DEATH_SEQUENCE_EXPLODE_TIME+F1_0*2) {
1625 vm_vec_sub(&fvec, &ConsoleObject->pos, &Dead_player_camera->pos);
1626 vm_vector_2_matrix(&Dead_player_camera->orient, &fvec, NULL, NULL);
1628 // Dead_player_camera->movement_type = MT_PHYSICS;
1629 // Dead_player_camera->mtype.phys_info.rotvel.y = F1_0/8;
1632 if (time_dead > DEATH_SEQUENCE_EXPLODE_TIME) {
1633 if (!Player_exploded) {
1635 if (Players[Player_num].hostages_on_board > 1)
1636 HUD_init_message(TXT_SHIP_DESTROYED_2, Players[Player_num].hostages_on_board);
1637 else if (Players[Player_num].hostages_on_board == 1)
1638 HUD_init_message(TXT_SHIP_DESTROYED_1);
1640 HUD_init_message(TXT_SHIP_DESTROYED_0);
1648 Player_exploded = 1;
1650 if (Game_mode & GM_NETWORK)
1653 multi_cap_objects();
1657 drop_player_eggs(ConsoleObject);
1658 Player_eggs_dropped = 1;
1660 if (Game_mode & GM_MULTI)
1662 //multi_send_position(Players[Player_num].objnum);
1663 multi_send_player_explode(MULTI_PLAYER_EXPLODE);
1667 explode_badass_player(ConsoleObject);
1669 //is this next line needed, given the badass call above?
1670 explode_object(ConsoleObject,0);
1671 ConsoleObject->flags &= ~OF_SHOULD_BE_DEAD; //don't really kill player
1672 ConsoleObject->render_type = RT_NONE; //..just make him disappear
1673 ConsoleObject->type = OBJ_GHOST; //..and kill intersections
1674 Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
1677 if (d_rand() < FrameTime*4) {
1679 if (Game_mode & GM_MULTI)
1680 multi_send_create_explosion(Player_num);
1682 create_small_fireball_on_object(ConsoleObject, F1_0, 1);
1687 if (Death_sequence_aborted) { //time_dead > DEATH_SEQUENCE_LENGTH) {
1688 if (!Player_eggs_dropped) {
1691 if (Game_mode & GM_NETWORK)
1694 multi_cap_objects();
1698 drop_player_eggs(ConsoleObject);
1699 Player_eggs_dropped = 1;
1701 if (Game_mode & GM_MULTI)
1703 //multi_send_position(Players[Player_num].objnum);
1704 multi_send_player_explode(MULTI_PLAYER_EXPLODE);
1709 DoPlayerDead(); //kill_player();
1715 void AdjustMineSpawn()
1717 if (!(Game_mode & GM_NETWORK))
1718 return; // No need for this function in any other mode
1720 if (!(Game_mode & GM_HOARD))
1721 Players[Player_num].secondary_ammo[PROXIMITY_INDEX]+=Proximity_dropped;
1722 Players[Player_num].secondary_ammo[SMART_MINE_INDEX]+=Smartmines_dropped;
1723 Proximity_dropped=0;
1724 Smartmines_dropped=0;
1729 int Killed_in_frame = -1;
1730 short Killed_objnum = -1;
1731 extern char Multi_killed_yourself;
1733 // ------------------------------------------------------------------------------------------------------------------
1734 void start_player_death_sequence(object *player)
1738 Assert(player == ConsoleObject);
1739 if ((Player_is_dead != 0) || (Dead_player_camera != NULL))
1742 //Assert(Player_is_dead == 0);
1743 //Assert(Dead_player_camera == NULL);
1747 if (!(Game_mode & GM_MULTI))
1748 HUD_clear_messages();
1750 Killed_in_frame = FrameCount;
1751 Killed_objnum = player-Objects;
1752 Death_sequence_aborted = 0;
1755 if (Game_mode & GM_MULTI)
1757 multi_send_kill(Players[Player_num].objnum);
1759 // If Hoard, increase number of orbs by 1
1760 // Only if you haven't killed yourself
1761 // This prevents cheating
1763 if (Game_mode & GM_HOARD)
1764 if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]<12)
1765 if (!Multi_killed_yourself)
1766 Players[Player_num].secondary_ammo[PROXIMITY_INDEX]++;
1778 //Players[Player_num].flags &= ~(PLAYER_FLAGS_AFTERBURNER);
1780 vm_vec_zero(&player->mtype.phys_info.rotthrust);
1781 vm_vec_zero(&player->mtype.phys_info.thrust);
1783 Player_time_of_death = GameTime;
1785 objnum = obj_create(OBJ_CAMERA, 0, player->segnum, &player->pos, &player->orient, 0, CT_NONE, MT_NONE, RT_NONE);
1786 Viewer_save = Viewer;
1788 Viewer = Dead_player_camera = &Objects[objnum];
1790 mprintf((1, "Can't create dead player camera.\n"));
1792 Dead_player_camera = Viewer;
1795 if (Cockpit_mode_save == -1) //if not already saved
1796 Cockpit_mode_save = Cockpit_mode;
1797 select_cockpit(CM_LETTERBOX);
1798 if (Newdemo_state == ND_STATE_RECORDING)
1799 newdemo_record_letterbox();
1801 Player_flags_save = player->flags;
1802 Control_type_save = player->control_type;
1803 Render_type_save = player->render_type;
1805 player->flags &= ~OF_SHOULD_BE_DEAD;
1806 // Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
1807 player->control_type = CT_NONE;
1808 player->shields = F1_0*1000;
1810 PALETTE_FLASH_SET(0,0,0);
1813 // ------------------------------------------------------------------------------------------------------------------
1814 void obj_delete_all_that_should_be_dead()
1818 int local_dead_player_object=-1;
1823 for (i=0;i<=Highest_object_index;i++) {
1824 if ((objp->type!=OBJ_NONE) && (objp->flags&OF_SHOULD_BE_DEAD) ) {
1825 Assert(!(objp->type==OBJ_FIREBALL && objp->ctype.expl_info.delete_time!=-1));
1826 if (objp->type==OBJ_PLAYER) {
1827 if ( objp->id == Player_num ) {
1828 if (local_dead_player_object == -1) {
1829 start_player_death_sequence(objp);
1830 local_dead_player_object = objp-Objects;
1832 Int3(); // Contact Mike: Illegal, killed player twice in this frame!
1833 // Ok to continue, won't start death sequence again!
1844 //when an object has moved into a new segment, this function unlinks it
1845 //from its old segment, and links it into the new segment
1846 void obj_relink(int objnum,int newsegnum)
1849 Assert((objnum >= 0) && (objnum <= Highest_object_index));
1850 Assert((newsegnum <= Highest_segment_index) && (newsegnum >= 0));
1854 obj_link(objnum,newsegnum);
1857 if (get_seg_masks(&Objects[objnum].pos,Objects[objnum].segnum,0).centermask!=0)
1858 mprintf((1, "obj_relink violates seg masks.\n"));
1862 //process a continuously-spinning object
1864 spin_object(object *obj)
1867 vms_matrix rotmat, new_pm;
1869 Assert(obj->movement_type == MT_SPINNING);
1871 rotangs.p = fixmul(obj->mtype.spin_rate.x,FrameTime);
1872 rotangs.h = fixmul(obj->mtype.spin_rate.y,FrameTime);
1873 rotangs.b = fixmul(obj->mtype.spin_rate.z,FrameTime);
1875 vm_angles_2_matrix(&rotmat,&rotangs);
1877 vm_matrix_x_matrix(&new_pm,&obj->orient,&rotmat);
1878 obj->orient = new_pm;
1880 check_and_fix_matrix(&obj->orient);
1883 int Drop_afterburner_blob_flag; //ugly hack
1884 extern void multi_send_drop_blobs(char);
1885 extern void fuelcen_check_for_goal (segment *);
1887 //see if wall is volatile, and if so, cause damage to player
1888 //returns true if player is in lava
1889 int check_volatile_wall(object *obj,int segnum,int sidenum,vms_vector *hitpt);
1891 // Time at which this object last created afterburner blobs.
1892 fix Last_afterburner_time[MAX_OBJECTS];
1894 //--------------------------------------------------------------------
1895 //move an object for the current frame
1896 void object_move_one( object * obj )
1901 int previous_segment = obj->segnum;
1903 obj->last_pos = obj->pos; // Save the current position
1905 if ((obj->type==OBJ_PLAYER) && (Player_num==obj->id)) {
1909 if (Game_mode & GM_CAPTURE)
1910 fuelcen_check_for_goal (&Segments[obj->segnum]);
1911 if (Game_mode & GM_HOARD)
1912 fuelcen_check_for_hoard_goal (&Segments[obj->segnum]);
1915 fuel=fuelcen_give_fuel( &Segments[obj->segnum], INITIAL_ENERGY-Players[Player_num].energy );
1917 Players[Player_num].energy += fuel;
1922 if (obj->lifeleft != IMMORTAL_TIME) { //if not immortal...
1923 // Ok, this is a big hack by MK.
1924 // If you want an object to last for exactly one frame, then give it a lifeleft of ONE_FRAME_TIME.
1925 if (obj->lifeleft != ONE_FRAME_TIME)
1926 obj->lifeleft -= FrameTime; //...inevitable countdown towards death
1929 Drop_afterburner_blob_flag = 0;
1931 switch (obj->control_type) {
1933 case CT_NONE: break;
1937 #if !defined(NDEBUG) && !defined(NMONO)
1938 if (print_object_info>1) mprintf( (0, "Moving player object #%d\n", obj-Objects ));
1941 read_flying_controls( obj );
1945 case CT_REPAIRCEN: Int3(); // -- hey! these are no longer supported!! -- do_repair_sequence(obj); break;
1947 case CT_POWERUP: do_powerup_frame(obj); break;
1949 case CT_MORPH: //morph implies AI
1950 do_morph_frame(obj);
1951 //NOTE: FALLS INTO AI HERE!!!!
1954 //NOTE LINK TO CT_MORPH ABOVE!!!
1955 if (Game_suspended & SUSP_ROBOTS) return;
1956 #if !defined(NDEBUG) && !defined(NMONO)
1957 if (print_object_info>1) mprintf( (0, "AI: Moving robot object #%d\n",obj-Objects ));
1962 case CT_WEAPON: Laser_do_weapon_sequence(obj); break;
1963 case CT_EXPLOSION: do_explosion_sequence(obj); break;
1967 if ( keyd_pressed[KEY_PAD5] ) slew_stop( obj );
1968 if ( keyd_pressed[KEY_NUMLOCK] ) {
1969 slew_reset_orient( obj );
1970 * (ubyte *) 0x417 &= ~0x20; //kill numlock
1972 slew_frame(0 ); // Does velocity addition for us.
1977 // case CT_FLYTHROUGH:
1978 // do_flythrough(obj,0); // HACK:do_flythrough should operate on an object!!!!
1979 // //check_object_seg(obj);
1980 // return; // DON'T DO THE REST OF OBJECT STUFF SINCE THIS IS A SPECIAL CASE!!!
1983 case CT_DEBRIS: do_debris_frame(obj); break;
1985 case CT_LIGHT: break; //doesn't do anything
1987 case CT_REMOTE: break; //movement is handled in com_process_input
1989 case CT_CNTRLCEN: do_controlcen_frame(obj); break;
1993 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);
1999 if (obj->lifeleft < 0 ) { // We died of old age
2000 obj->flags |= OF_SHOULD_BE_DEAD;
2001 if ( obj->type==OBJ_WEAPON && Weapon_info[obj->id].damage_radius )
2002 explode_badass_weapon(obj,&obj->pos);
2003 else if ( obj->type==OBJ_ROBOT) //make robots explode
2004 explode_object(obj,0);
2007 if (obj->type == OBJ_NONE || obj->flags&OF_SHOULD_BE_DEAD)
2008 return; //object has been deleted
2010 switch (obj->movement_type) {
2012 case MT_NONE: break; //this doesn't move
2014 case MT_PHYSICS: do_physics_sim(obj); break; //move by physics
2016 case MT_SPINNING: spin_object(obj); break;
2020 // If player and moved to another segment, see if hit any triggers.
2021 // also check in player under a lavafall
2022 if (obj->type == OBJ_PLAYER && obj->movement_type==MT_PHYSICS) {
2024 if (previous_segment != obj->segnum) {
2027 int old_level = Current_level_num;
2029 for (i=0;i<n_phys_segs-1;i++) {
2030 connect_side = find_connect_side(&Segments[phys_seglist[i+1]], &Segments[phys_seglist[i]]);
2031 if (connect_side != -1)
2032 check_trigger(&Segments[phys_seglist[i]], connect_side, obj-Objects,0);
2034 else { // segments are not directly connected, so do binary subdivision until you find connected segments.
2035 mprintf((1, "UNCONNECTED SEGMENTS %d,%d\n",phys_seglist[i+1],phys_seglist[i]));
2036 // -- Unnecessary, MK, 09/04/95 -- Int3();
2040 //maybe we've gone on to the next level. if so, bail!
2042 if (Current_level_num != old_level)
2049 int sidemask,under_lavafall=0;
2050 static int lavafall_hiss_playing[MAX_PLAYERS]={0};
2052 sidemask = get_seg_masks(&obj->pos,obj->segnum,obj->size).sidemask;
2054 int sidenum,bit,wall_num;
2056 for (sidenum=0,bit=1;sidenum<6;bit<<=1,sidenum++)
2057 if ((sidemask & bit) && ((wall_num=Segments[obj->segnum].sides[sidenum].wall_num)!=-1) && Walls[wall_num].type==WALL_ILLUSION) {
2059 if ((type=check_volatile_wall(obj,obj->segnum,sidenum,&obj->pos))!=0) {
2060 int sound = (type==1)?SOUND_LAVAFALL_HISS:SOUND_SHIP_IN_WATERFALL;
2062 if (!lavafall_hiss_playing[obj->id]) {
2063 digi_link_sound_to_object3( sound, obj-Objects, 1, F1_0, i2f(256), -1, -1);
2064 lavafall_hiss_playing[obj->id] = 1;
2070 if (!under_lavafall && lavafall_hiss_playing[obj->id]) {
2071 digi_kill_sound_linked_to_object( obj-Objects);
2072 lavafall_hiss_playing[obj->id] = 0;
2077 //see if guided missile has flown through exit trigger
2078 if (obj==Guided_missile[Player_num] && obj->signature==Guided_missile_sig[Player_num]) {
2079 if (previous_segment != obj->segnum) {
2081 connect_side = find_connect_side(&Segments[obj->segnum], &Segments[previous_segment]);
2082 if (connect_side != -1) {
2083 int wall_num,trigger_num;
2084 wall_num = Segments[previous_segment].sides[connect_side].wall_num;
2085 if ( wall_num != -1 ) {
2086 trigger_num = Walls[wall_num].trigger;
2087 if (trigger_num != -1)
2088 if (Triggers[trigger_num].type == TT_EXIT)
2089 Guided_missile[Player_num]->lifeleft = 0;
2095 if (Drop_afterburner_blob_flag) {
2096 Assert(obj==ConsoleObject);
2097 drop_afterburner_blobs(obj, 2, i2f(5)/2, -1); // -1 means use default lifetime
2099 if (Game_mode & GM_MULTI)
2100 multi_send_drop_blobs(Player_num);
2102 Drop_afterburner_blob_flag = 0;
2105 if ((obj->type == OBJ_WEAPON) && (Weapon_info[obj->id].afterburner_size)) {
2106 int objnum = obj-Objects;
2107 fix vel = vm_vec_mag_quick(&obj->mtype.phys_info.velocity);
2108 fix delay, lifetime;
2112 else if (vel > F1_0*40)
2113 delay = fixdiv(F1_0*13,vel);
2117 lifetime = (delay * 3)/2;
2118 if (!(Game_mode & GM_MULTI)) {
2123 if ((Last_afterburner_time[objnum] + delay < GameTime) || (Last_afterburner_time[objnum] > GameTime)) {
2124 drop_afterburner_blobs(obj, 1, i2f(Weapon_info[obj->id].afterburner_size)/16, lifetime);
2125 Last_afterburner_time[objnum] = GameTime;
2130 obj++; //kill warning
2134 int Max_used_objects = MAX_OBJECTS - 20;
2136 //--------------------------------------------------------------------
2137 //move all objects for the current frame
2138 void object_move_all()
2143 // -- mprintf((0, "Frame %i: %i/%i objects used.\n", FrameCount, num_objects, MAX_OBJECTS));
2145 // check_duplicate_objects();
2146 // remove_incorrect_objects();
2148 if (Highest_object_index > Max_used_objects)
2149 free_object_slots(Max_used_objects); // Free all possible object slots.
2151 obj_delete_all_that_should_be_dead();
2153 if (Auto_leveling_on)
2154 ConsoleObject->mtype.phys_info.flags |= PF_LEVELLING;
2156 ConsoleObject->mtype.phys_info.flags &= ~PF_LEVELLING;
2162 for (i=0;i<=Highest_object_index;i++) {
2163 if ( (objp->type != OBJ_NONE) && (!(objp->flags&OF_SHOULD_BE_DEAD)) ) {
2164 object_move_one( objp );
2172 // check_duplicate_objects();
2173 // remove_incorrect_objects();
2178 //--unused-- // -----------------------------------------------------------
2179 //--unused-- // Moved here from eobject.c on 02/09/94 by MK.
2180 //--unused-- int find_last_obj(int i)
2182 //--unused-- for (i=MAX_OBJECTS;--i>=0;)
2183 //--unused-- if (Objects[i].type != OBJ_NONE) break;
2185 //--unused-- return i;
2190 //make object array non-sparse
2191 void compress_objects(void)
2193 int start_i; //,last_i;
2195 //last_i = find_last_obj(MAX_OBJECTS);
2197 // Note: It's proper to do < (rather than <=) Highest_object_index here because we
2198 // are just removing gaps, and the last object can't be a gap.
2199 for (start_i=0;start_i<Highest_object_index;start_i++)
2201 if (Objects[start_i].type == OBJ_NONE) {
2205 segnum_copy = Objects[Highest_object_index].segnum;
2207 obj_unlink(Highest_object_index);
2209 Objects[start_i] = Objects[Highest_object_index];
2212 if (Cur_object_index == Highest_object_index)
2213 Cur_object_index = start_i;
2216 Objects[Highest_object_index].type = OBJ_NONE;
2218 obj_link(start_i,segnum_copy);
2220 while (Objects[--Highest_object_index].type == OBJ_NONE);
2222 //last_i = find_last_obj(last_i);
2226 reset_objects(num_objects);
2230 //called after load. Takes number of objects, and objects should be
2231 //compressed. resets free list, marks unused objects as unused
2232 void reset_objects(int n_objs)
2236 num_objects = n_objs;
2238 Assert(num_objects>0);
2240 for (i=num_objects;i<MAX_OBJECTS;i++) {
2241 free_obj_list[i] = i;
2242 Objects[i].type = OBJ_NONE;
2243 Objects[i].segnum = -1;
2246 Highest_object_index = num_objects-1;
2248 Debris_object_count = 0;
2251 //Tries to find a segment for an object, using find_point_seg()
2252 int find_object_seg(object * obj )
2254 return find_point_seg(&obj->pos,obj->segnum);
2258 //If an object is in a segment, set its segnum field and make sure it's
2259 //properly linked. If not in any segment, returns 0, else 1.
2260 //callers should generally use find_vector_intersection()
2261 int update_object_seg(object * obj )
2265 newseg = find_object_seg(obj);
2270 if ( newseg != obj->segnum )
2271 obj_relink(obj-Objects, newseg );
2277 //go through all objects and make sure they have the correct segment numbers
2283 for (i=0;i<=Highest_object_index;i++)
2284 if (Objects[i].type != OBJ_NONE)
2285 if (update_object_seg(&Objects[i]) == 0) {
2286 mprintf((1,"Cannot find segment for object %d in fix_object_segs()\n"));
2288 compute_segment_center(&Objects[i].pos,&Segments[Objects[i].segnum]);
2293 //--unused-- void object_use_new_object_list( object * new_list )
2295 //--unused-- int i, segnum;
2296 //--unused-- object *obj;
2298 //--unused-- // First, unlink all the old objects for the segments array
2299 //--unused-- for (segnum=0; segnum <= Highest_segment_index; segnum++) {
2300 //--unused-- Segments[segnum].objects = -1;
2302 //--unused-- // Then, erase all the objects
2303 //--unused-- reset_objects(1);
2305 //--unused-- // Fill in the object array
2306 //--unused-- memcpy( Objects, new_list, sizeof(object)*MAX_OBJECTS );
2308 //--unused-- Highest_object_index=-1;
2310 //--unused-- // Relink 'em
2311 //--unused-- for (i=0; i<MAX_OBJECTS; i++ ) {
2312 //--unused-- obj = &Objects[i];
2313 //--unused-- if ( obj->type != OBJ_NONE ) {
2314 //--unused-- num_objects++;
2315 //--unused-- Highest_object_index = i;
2316 //--unused-- segnum = obj->segnum;
2317 //--unused-- obj->next = obj->prev = obj->segnum = -1;
2318 //--unused-- obj_link(i,segnum);
2319 //--unused-- } else {
2320 //--unused-- obj->next = obj->prev = obj->segnum = -1;
2326 //delete objects, such as weapons & explosions, that shouldn't stay between levels
2327 // Changed by MK on 10/15/94, don't remove proximity bombs.
2328 //if clear_all is set, clear even proximity bombs
2329 void clear_transient_objects(int clear_all)
2334 for (objnum=0,obj=&Objects[0];objnum<=Highest_object_index;objnum++,obj++)
2335 if (((obj->type == OBJ_WEAPON) && !(Weapon_info[obj->id].flags&WIF_PLACABLE) && (clear_all || ((obj->id != PROXIMITY_ID) && (obj->id != SUPERPROX_ID)))) ||
2336 obj->type == OBJ_FIREBALL ||
2337 obj->type == OBJ_DEBRIS ||
2338 obj->type == OBJ_DEBRIS ||
2339 (obj->type!=OBJ_NONE && obj->flags & OF_EXPLODING)) {
2342 if (Objects[objnum].lifeleft > i2f(2))
2343 mprintf((0,"Note: Clearing object %d (type=%d, id=%d) with lifeleft=%x\n",objnum,Objects[objnum].type,Objects[objnum].id,Objects[objnum].lifeleft));
2348 else if (Objects[objnum].type!=OBJ_NONE && Objects[objnum].lifeleft < i2f(2))
2349 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));
2353 //attaches an object, such as a fireball, to another object, such as a robot
2354 void obj_attach(object *parent,object *sub)
2356 Assert(sub->type == OBJ_FIREBALL);
2357 Assert(sub->control_type == CT_EXPLOSION);
2359 Assert(sub->ctype.expl_info.next_attach==-1);
2360 Assert(sub->ctype.expl_info.prev_attach==-1);
2362 Assert(parent->attached_obj==-1 || Objects[parent->attached_obj].ctype.expl_info.prev_attach==-1);
2364 sub->ctype.expl_info.next_attach = parent->attached_obj;
2366 if (sub->ctype.expl_info.next_attach != -1)
2367 Objects[sub->ctype.expl_info.next_attach].ctype.expl_info.prev_attach = sub-Objects;
2369 parent->attached_obj = sub-Objects;
2371 sub->ctype.expl_info.attach_parent = parent-Objects;
2372 sub->flags |= OF_ATTACHED;
2374 Assert(sub->ctype.expl_info.next_attach != sub-Objects);
2375 Assert(sub->ctype.expl_info.prev_attach != sub-Objects);
2378 //dettaches one object
2379 void obj_detach_one(object *sub)
2381 Assert(sub->flags & OF_ATTACHED);
2382 Assert(sub->ctype.expl_info.attach_parent != -1);
2384 if ((Objects[sub->ctype.expl_info.attach_parent].type == OBJ_NONE) || (Objects[sub->ctype.expl_info.attach_parent].attached_obj == -1))
2386 sub->flags &= ~OF_ATTACHED;
2390 if (sub->ctype.expl_info.next_attach != -1) {
2391 Assert(Objects[sub->ctype.expl_info.next_attach].ctype.expl_info.prev_attach=sub-Objects);
2392 Objects[sub->ctype.expl_info.next_attach].ctype.expl_info.prev_attach = sub->ctype.expl_info.prev_attach;
2395 if (sub->ctype.expl_info.prev_attach != -1) {
2396 Assert(Objects[sub->ctype.expl_info.prev_attach].ctype.expl_info.next_attach=sub-Objects);
2397 Objects[sub->ctype.expl_info.prev_attach].ctype.expl_info.next_attach = sub->ctype.expl_info.next_attach;
2400 Assert(Objects[sub->ctype.expl_info.attach_parent].attached_obj=sub-Objects);
2401 Objects[sub->ctype.expl_info.attach_parent].attached_obj = sub->ctype.expl_info.next_attach;
2404 sub->ctype.expl_info.next_attach = sub->ctype.expl_info.prev_attach = -1;
2405 sub->flags &= ~OF_ATTACHED;
2409 //dettaches all objects from this object
2410 void obj_detach_all(object *parent)
2412 while (parent->attached_obj != -1)
2413 obj_detach_one(&Objects[parent->attached_obj]);
2416 //creates a marker object in the world. returns the object number
2417 int drop_marker_object(vms_vector *pos,int segnum,vms_matrix *orient, int marker_num)
2421 Assert(Marker_model_num != -1);
2423 objnum = obj_create(OBJ_MARKER, marker_num, segnum, pos, orient, Polygon_models[Marker_model_num].rad, CT_NONE, MT_NONE, RT_POLYOBJ);
2426 object *obj = &Objects[objnum];
2428 obj->rtype.pobj_info.model_num = Marker_model_num;
2430 vm_vec_copy_scale(&obj->mtype.spin_rate,&obj->orient.uvec,F1_0/2);
2432 // MK, 10/16/95: Using lifeleft to make it flash, thus able to trim lightlevel from all objects.
2433 obj->lifeleft = IMMORTAL_TIME - 1;
2439 extern int Ai_last_missile_camera;
2441 // *viewer is a viewer, probably a missile.
2442 // wake up all robots that were rendered last frame subject to some constraints.
2443 void wake_up_rendered_objects(object *viewer, int window_num)
2447 // Make sure that we are processing current data.
2448 if (FrameCount != Window_rendered_data[window_num].frame) {
2449 mprintf((1, "Warning: Called wake_up_rendered_objects with a bogus window.\n"));
2453 Ai_last_missile_camera = viewer-Objects;
2455 for (i=0; i<Window_rendered_data[window_num].num_objects; i++) {
2458 int fcval = FrameCount & 3;
2460 objnum = Window_rendered_data[window_num].rendered_objects[i];
2461 if ((objnum & 3) == fcval) {
2462 objp = &Objects[objnum];
2464 if (objp->type == OBJ_ROBOT) {
2465 if (vm_vec_dist_quick(&viewer->pos, &objp->pos) < F1_0*100) {
2466 ai_local *ailp = &Ai_local_info[objnum];
2467 if (ailp->player_awareness_type == 0) {
2468 objp->ctype.ai_info.SUB_FLAGS |= SUB_FLAGS_CAMERA_AWAKE;
2469 ailp->player_awareness_type = PA_WEAPON_ROBOT_COLLISION;
2470 ailp->player_awareness_time = F1_0*3;
2471 ailp->previous_visibility = 2;