2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Object/Object.cpp $
15 * Code to manage objects
18 * Revision 1.4 2004/09/20 01:31:44 theoddone33
21 * Revision 1.3 2002/06/09 04:41:24 relnev
22 * added copyright header
24 * Revision 1.2 2002/05/07 03:16:48 theoddone33
25 * The Great Newline Fix
27 * Revision 1.1.1.1 2002/05/03 03:28:10 root
31 * 33 8/27/99 10:36a Dave
32 * Impose a 2% penalty for hitting the shield balance key.
34 * 32 8/24/99 8:55p Dave
35 * Make sure nondimming pixels work properly in tech menu.
37 * 31 7/26/99 10:24p Anoop
38 * Oops. Don't do anything to checkobjects in a release build.
40 * 30 7/26/99 5:50p Dave
41 * Revised ingame join. Better? We'll see....
43 * 29 7/22/99 3:58p Jefff
44 * Temporarily remove object checking for multiplayer clients.
46 * 28 7/08/99 10:53a Dave
47 * New multiplayer interpolation scheme. Not 100% done yet, but still
48 * better than the old way.
50 * 27 7/03/99 5:50p Dave
51 * Make rotated bitmaps draw properly in padlock views.
53 * 26 7/01/99 11:44a Dave
54 * Updated object sound system to allow multiple obj sounds per ship.
55 * Added hit-by-beam sound. Added killed by beam sound.
57 * 25 5/27/99 6:17p Dave
58 * Added in laser glows.
60 * 24 5/18/99 12:08p Andsager
61 * Added observer_process_post to handle observer too far away
63 * 23 5/18/99 11:50a Andsager
64 * Remove unused object type OBJ_GHOST_SAVE
66 * 22 4/23/99 5:53p Dave
67 * Started putting in new pof nebula support into Fred.
69 * 21 4/21/99 6:15p Dave
70 * Did some serious housecleaning in the beam code. Made it ready to go
71 * for anti-fighter "pulse" weapons. Fixed collision pair creation. Added
72 * a handy macro for recalculating collision pairs for a given object.
74 * 20 4/20/99 6:39p Dave
75 * Almost done with artillery targeting. Added support for downloading
76 * images on the PXO screen.
78 * 19 4/19/99 11:01p Dave
79 * More sophisticated targeting laser support. Temporary checkin.
81 * 18 4/16/99 5:54p Dave
82 * Support for on/off style "stream" weapons. Real early support for
83 * target-painting lasers.
85 * 17 3/29/99 6:17p Dave
86 * More work on demo system. Got just about everything in except for
87 * blowing ships up, secondary weapons and player death/warpout.
89 * 16 3/10/99 6:50p Dave
90 * Changed the way we buffer packets for all clients. Optimized turret
91 * fired packets. Did some weapon firing optimizations.
93 * 15 3/09/99 6:24p Dave
94 * More work on object update revamping. Identified several sources of
95 * unnecessary bandwidth.
97 * 14 3/08/99 7:03p Dave
98 * First run of new object update system. Looks very promising.
100 * 13 1/30/99 5:08p Dave
101 * More new hi-res stuff.Support for nice D3D textures.
103 * 12 1/29/99 2:25p Andsager
104 * Added turret_swarm_missiles
106 * 11 1/25/99 5:03a Dave
107 * First run of stealth, AWACS and TAG missile support. New mission type
110 * 10 1/24/99 11:37p Dave
111 * First full rev of beam weapons. Very customizable. Removed some bogus
112 * Int3()'s in low level net code.
114 * 9 1/14/99 12:48a Dave
115 * Todo list bug fixes. Made a pass at putting briefing icons back into
116 * FRED. Sort of works :(
118 * 8 1/12/99 5:45p Dave
119 * Moved weapon pipeline in multiplayer to almost exclusively client side.
120 * Very good results. Bandwidth goes down, playability goes up for crappy
121 * connections. Fixed object update problem for ship subsystems.
123 * 7 1/12/99 12:53a Dave
124 * More work on beam weapons - made collision detection very efficient -
125 * collide against all object types properly - made 3 movement types
126 * smooth. Put in test code to check for possible non-darkening pixels on
129 * 6 1/08/99 2:08p Dave
130 * Fixed software rendering for pofview. Super early support for AWACS and
133 * 5 11/14/98 5:32p Dave
134 * Lots of nebula work. Put in ship contrails.
136 * 4 11/09/98 2:11p Dave
137 * Nebula optimizations.
139 * 3 11/05/98 4:18p Dave
140 * First run nebula support. Beefed up localization a bit. Removed all
141 * conditional compiles for foreign versions. Modified mission file
144 * 2 10/07/98 10:53a Dave
147 * 1 10/07/98 10:50a Dave
149 * 242 8/28/98 3:29p Dave
150 * EMP effect done. AI effects may need some tweaking as required.
152 * 241 8/07/98 10:13a Allender
153 * new object flag setting code for OF_COULD_BE_PLAYER since it was
154 * getting set incorrectly
156 * 240 7/02/98 6:16p Dave
157 * Make rear facing prediction much better. Tweak update levels and
158 * viewcone values. Make sure observers send targeting info correctly.
160 * 239 6/30/98 2:43p Dave
161 * Fixed merge problems.
163 * 238 6/30/98 2:25p Dave
164 * Revamped object update system
166 * 237 6/22/98 8:36a Allender
167 * revamping of homing weapon system. don't send as object updates
170 * 236 5/25/98 10:58a Allender
171 * more object update stuff -- fix duplicate repair ship messages
173 * 235 5/24/98 10:38a Allender
174 * make docked objects move properly on multiplayer clients
176 * 234 5/20/98 4:32p Allender
177 * changed RELEASE to NDEBUG
179 * 233 5/20/98 10:07a John
180 * put back in object flag checking for DEBUG.
182 * 232 5/18/98 4:21p Frank
183 * AL: fix problem with same vectors in obj_visible_from_eye()
185 * 231 5/18/98 10:05a Lawrance
186 * use old client prediction code for player ships
188 * 230 5/18/98 12:52a Lawrance
189 * Client-side prediction improvements
191 * 229 5/15/98 3:54p John
192 * Added code so that only "perishable" fireballs get removed.
194 * 228 5/15/98 9:59a John
195 * Removed OBJECT_CHECKING. This should be on DEBUG only, but we need to
198 * 227 5/11/98 4:33p Allender
199 * fixed ingame join problems -- started to work on new object updating
200 * code (currently ifdef'ed out)
202 * 226 5/01/98 12:59a Dave
203 * Put in some test code for a new object update system. Found the problem
204 * with the current system (low-level packet buffering). Gonna fix it :)
206 * 225 4/16/98 3:06p Adam
207 * reset net_signature when creating a new object so that the multi code
208 * doesn't see two objects with the same signature
210 * 224 4/14/98 11:11p John
211 * Made ships with < 50% hull left show electrical damage arcs.
213 * 223 4/12/98 9:56a John
214 * Made lighting detail flags work. Made explosions cast light on
217 * 222 4/03/98 12:24a Mike
218 * Comment out nprintfs.
220 * 221 4/01/98 9:21p John
221 * Made NDEBUG, optimized build with no warnings or errors.
223 * 220 4/01/98 1:48p Allender
224 * major changes to ship collision in multiplayer. Clients now do own
225 * ship/ship collisions (with their own ship only) Modifed the hull
226 * update packet to be sent quicker when object is target of player.
228 * 219 4/01/98 9:20a Mike
229 * Reduce MAX_SHIPS, MAX_OBJECTS and make MAX_AI_INFO same as MAX_SHIPS
231 * 217 3/26/98 10:36p Andsager
233 * 216 3/26/98 5:43p Lawrance
234 * rename ship_team_from_obj(), obj_team() and move to object lib
236 * 215 3/23/98 9:20a Andsager
237 * Remove all velocity updates in object code.
239 * 214 3/21/98 7:36p Lawrance
240 * Move jump nodes to own lib.
242 * 213 3/17/98 1:09p Andsager
243 * Don't update debris velocity in object code. was leading to
244 * fluctuating and increasing debris velocity (from numerical imprecision)
246 * 212 3/11/98 5:33p Lawrance
247 * Support rendering and targeting of jump nodes
249 * 211 3/09/98 10:56a Hoffoss
250 * Added jump node objects to Fred.
252 * 210 3/08/98 12:03p Allender
253 * changed how ship network signatures are handed out. Done at mission
254 * load time. Space reserved in wings for all waves/counts for their
255 * signatures. Fixed some secondary firing issues
257 * 209 3/06/98 10:35a Mike
258 * Make ships ramp up their warpout speed.
260 * 208 3/05/98 2:38p Mike
261 * Fix bug in obj_set_flags which didn't properly add collision pairs.
263 * 207 3/04/98 4:38p Mike
264 * Make weapon firing less framerate dependent. Also support cycling
265 * backwards through weapons with debug key.
267 * 206 3/03/98 1:00p John
268 * Fixed bug where asteroids weren't rotating for Glide.
270 * 205 3/02/98 5:42p John
271 * Removed WinAVI stuff from Freespace. Made all HUD gauges wriggle from
272 * afterburner. Made gr_set_clip work good with negative x &y. Made
273 * model_caching be on by default. Made each cached model have it's own
274 * bitmap id. Made asteroids not rotate when model_caching is on.
276 * 204 2/27/98 4:48p John
277 * Made objects keep track of number of pairs they have associated with
278 * them. Then, I can early out of the obj_remove_all which was 2.5% of
279 * frametime at beginning of sm2-2 which then is 0% after this.
281 * 203 2/23/98 8:59p Allender
282 * fixed two docking bugs: 1) don't move cargo when ship it's docked with
283 * is undocking. 2) aigoal code was clearing dock goals when it shouldn't
286 * 202 2/22/98 12:19p John
287 * Externalized some strings
289 * 201 2/19/98 11:18p Mike
290 * Make ships not come to an immediate stop when they have been disabled
291 * while awaiting repair.
293 * 200 2/19/98 10:51p John
294 * Enabled colored lighting for hardware (Glide)
296 * 199 2/19/98 12:46a Lawrance
297 * Further work on asteroids.
299 * 198 2/15/98 10:12p Allender
300 * fix up problems where ship flies away from repair ship too soon after
303 * 197 2/13/98 5:15p Allender
305 * 196 2/12/98 2:41p John
306 * Fixed bug I added the other day that caused all object created on the
307 * same frame to have two pairs.
309 * 195 2/09/98 10:44a John
310 * Made object pairs get created when they get added to the used_list, not
311 * when they get created.
313 * 194 2/06/98 12:00p Allender
314 * fixed some pretty darn embarassing code!
316 * 193 2/06/98 12:25a Mike
317 * More asteroid stuff.
319 * 192 2/05/98 9:41p Mike
320 * Asteroid work, intermediate checkin to resolve compile errors.
322 * 191 2/05/98 9:21p John
323 * Some new Direct3D code. Added code to monitor a ton of stuff in the
326 * 190 2/05/98 12:51a Mike
327 * Early asteroid stuff.
329 * 189 2/02/98 4:36p Mike
330 * Prevent damage from occurring between two ships during very last frame
331 * of warpout if docked and on opposite sides.
333 * 188 1/30/98 11:48a John
334 * Made debris arcs cast light. Added sound effects for them.
336 * 187 1/29/98 8:18a John
337 * Put in some commented out hooks for RGB lighting
339 * 186 1/23/98 5:08p John
340 * Took L out of vertex structure used B (blue) instead. Took all small
341 * fireballs out of fireball types and used particles instead. Fixed some
342 * debris explosion things. Restructured fireball code. Restructured
343 * some lighting code. Made dynamic lighting on by default. Made groups
344 * of lasers only cast one light. Made fireballs not cast light.
346 * 185 1/20/98 3:09p Dave
347 * Fixed a bug in observer movement caused by uninitialized data fix.
349 * 184 1/20/98 9:47a Mike
350 * Suppress optimized compiler warnings.
351 * Some secondary weapon work.
353 * 183 1/19/98 10:01p Lawrance
354 * Implement "Electronics" missiles
356 * 182 1/17/98 4:45p Mike
357 * Better support for AI selection of secondary weapons.
359 * 181 1/16/98 11:43a Mike
360 * Fix countermeasures.
362 * 180 1/14/98 5:21p Allender
363 * system to delete object when buffer is nearly full. System in place to
364 * delete weapons when nearly out of weapons slots
366 * 179 1/13/98 8:09p John
367 * Removed the old collision system that checked all pairs. Added code
368 * to disable collisions and particles.
370 * 178 1/13/98 5:50p Andsager
371 * Deathroll rotvel is now ramped up to using standard physics code.
372 * After death, controls are no longer read and deathroll_rotvel is set in
373 * ship\ship_dying_frame.cpp
375 * 177 1/12/98 5:21p Dave
376 * Put in a bunch of multiplayer sequencing code. Made weapon/ship select
377 * work through the standalone.
379 * 176 12/29/97 9:48p Mike
380 * When two ships of equivalent class are docked together, move according
381 * to the faster moving one.
383 * 175 12/22/97 9:14p Allender
384 * fix up some code relating to afterburners in multiplayer. Clients now
385 * control their own afterburners
387 * 174 12/22/97 1:42a Lawrance
388 * Change in set_shield_strength() avoid weird rounding error
390 * 173 12/12/97 1:43p John
391 * took out old debug light code
393 * 172 12/11/97 5:46p Hoffoss
394 * Changed Fred to not display weapons that are not available to various
397 * 171 12/09/97 11:36p Allender
398 * made clients determine their own positions
400 * 170 12/04/97 9:20a John
402 * 169 12/03/97 3:17p Andsager
403 * Reset of physics flags for engine moved to rearm and repair.
408 #include <string.h> // for memset
415 #include "fireballs.h"
420 #include "linklist.h"
421 #include "freespace.h"
423 #include "objectsnd.h"
426 #include "cmeasure.h"
428 #include "systemvars.h"
430 #include "shockwave.h"
431 #include "afterburner.h"
434 #include "multiutil.h"
435 #include "objcollide.h"
436 #include "lighting.h"
437 #include "observer.h"
438 #include "asteroid.h"
440 #include "jumpnode.h"
450 object obj_free_list;
451 object obj_used_list;
452 object obj_create_list;
454 object *Player_obj = NULL;
455 object *Viewer_obj = NULL;
460 object Objects[MAX_OBJECTS];
463 typedef struct checkobject
471 checkobject CheckObjects[MAX_OBJECTS];
475 int Highest_object_index=-1;
476 int Highest_ever_object_index=0;
477 int Object_next_signature = 1; //0 is bogus, start at 1
478 int Object_next_ship_signature = OBJECT_SIG_SHIP_START;
479 int Object_inited = 0;
480 int Show_waypoints = 0;
483 const char *Object_type_names[MAX_OBJECT_TYPES] = {
505 //-----------------------------------------------------------------------------
506 // Scan the object list, freeing down to num_used objects
507 // Returns number of slots freed.
508 int free_object_slots(int num_used)
510 int i, olind, deleted_weapons;
511 int obj_list[MAX_OBJECTS];
512 int num_already_free, num_to_free, original_num_to_free;
517 // calc num_already_free by walking the obj_free_list
518 num_already_free = 0;
519 for ( objp = GET_FIRST(&obj_free_list); objp != END_OF_LIST(&obj_free_list); objp = GET_NEXT(objp) )
522 if (MAX_OBJECTS - num_already_free < num_used)
525 for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
526 if (objp->flags & OF_SHOULD_BE_DEAD) {
528 if (MAX_OBJECTS - num_already_free < num_used)
529 return num_already_free;
531 switch (objp->type) {
534 if (MAX_OBJECTS - num_already_free < num_used)
541 obj_list[olind++] = OBJ_INDEX(objp);
557 Int3(); // Hey, what kind of object is this? Unknown!
563 num_to_free = MAX_OBJECTS - num_used - num_already_free;
564 original_num_to_free = num_to_free;
566 if (num_to_free > olind) {
567 nprintf(("allender", "Warning: Asked to free %i objects, but can only free %i.\n", num_to_free, olind));
571 for (i=0; i<num_to_free; i++)
572 if ( (Objects[obj_list[i]].type == OBJ_DEBRIS) && (Debris[Objects[obj_list[i]].instance].flags & DEBRIS_EXPIRE) ) {
574 nprintf(("allender", "Freeing DEBRIS object %3i\n", obj_list[i]));
575 Objects[obj_list[i]].flags |= OF_SHOULD_BE_DEAD;
579 return original_num_to_free;
581 //JAS - I removed this because small fireballs are now particles, which aren't objects.
582 //JAS for (i=0; i<num_to_free; i++)
583 //JAS if ( (Objects[obj_list[i]].type == OBJ_FIREBALL) && (Fireball_data[Objects[obj_list[i]].instance].type == FIREBALL_TYPE_SMALL) ) {
585 //JAS nprintf(("allender", "Freeing FIREBALL object %3i\n", obj_list[i]));
586 //JAS Objects[obj_list[i]].flags |= OF_SHOULD_BE_DEAD;
589 //JAS if (!num_to_free)
590 //JAS return original_num_to_free;
592 for (i=0; i<num_to_free; i++) {
593 object *tmp_obj = &Objects[obj_list[i]];
594 if ( (tmp_obj->type == OBJ_FIREBALL) && (fireball_is_perishable(tmp_obj)) ) {
596 nprintf(("allender", "Freeing FIREBALL object %3i\n", obj_list[i]));
597 tmp_obj->flags |= OF_SHOULD_BE_DEAD;
602 return original_num_to_free;
605 deleted_weapons = collide_remove_weapons();
606 num_to_free -= deleted_weapons;
608 return original_num_to_free;
611 for (i=0; i<num_to_free; i++){
612 if ( Objects[obj_list[i]].type == OBJ_WEAPON ) {
614 Objects[obj_list[i]].flags |= OF_SHOULD_BE_DEAD;
619 return original_num_to_free;
622 return original_num_to_free - num_to_free;
627 float get_shield_strength(object *objp)
634 // no shield system, no strength!
635 if ( objp->flags & OF_NO_SHIELDS ){
639 for (i=0; i<MAX_SHIELD_SECTIONS; i++){
640 strength += objp->shields[i];
646 void set_shield_strength(object *objp, float strength)
650 if ( (strength - Ship_info[Ships[objp->instance].ship_info_index].shields) > 0.1 ){
654 for (i=0; i<MAX_SHIELD_SECTIONS; i++){
655 objp->shields[i] = strength/MAX_SHIELD_SECTIONS;
659 // Recharge whole shield.
660 // Apply delta/MAX_SHIELD_SECTIONS to each shield section.
661 void add_shield_strength(object *objp, float delta)
666 section_max = Ship_info[Ships[objp->instance].ship_info_index].shields/MAX_SHIELD_SECTIONS;
668 for (i=0; i<MAX_SHIELD_SECTIONS; i++) {
669 objp->shields[i] += delta/MAX_SHIELD_SECTIONS;
670 if (objp->shields[i] > section_max)
671 objp->shields[i] = section_max;
672 else if (objp->shields[i] < 0.0f)
673 objp->shields[i] = 0.0f;
678 //sets up the free list & init player & whatever else
685 memset( Objects, 0, sizeof(object)*MAX_OBJECTS );
688 list_init( &obj_free_list );
689 list_init( &obj_used_list );
690 list_init( &obj_create_list );
692 // Link all object slots into the free list
694 for (i=0; i<MAX_OBJECTS; i++) {
695 objp->type = OBJ_NONE;
696 objp->signature = i + 100;
698 // zero all object sounds
699 for(idx=0; idx<MAX_OBJECT_SOUNDS; idx++){
700 objp->objsnd_num[idx] = -1;
703 list_append(&obj_free_list, objp);
707 Object_next_signature = 1; //0 is invalid, others start at 1
708 Object_next_ship_signature = OBJECT_SIG_SHIP_START;
710 Highest_object_index = 0;
715 int num_objects_hwm = 0;
717 //returns the number of a free object, updating Highest_object_index.
718 //Generally, obj_create() should be called to get an object, since it
719 //fills in important fields and does the linking.
720 //returns -1 if no free objects
721 int obj_allocate(void)
726 if (!Object_inited) obj_init();
728 if ( num_objects >= MAX_OBJECTS-10 ) {
731 num_freed = free_object_slots(MAX_OBJECTS-10);
732 nprintf(("warning", " *** Freed %i objects\n", num_freed));
735 if (num_objects >= MAX_OBJECTS) {
737 mprintf(("Object creation failed - too many objects!\n" ));
742 // Find next available object
743 objp = GET_FIRST(&obj_free_list);
744 SDL_assert ( objp != &obj_free_list ); // shouldn't have the dummy element
746 // remove objp from the free list
747 list_remove( &obj_free_list, objp );
749 // insert objp onto the end of create list
750 list_append( &obj_create_list, objp );
755 if (num_objects > num_objects_hwm) {
756 //nprintf(("AI", "*** MAX Num Objects = %i\n", num_objects));
757 num_objects_hwm = num_objects;
761 objnum = OBJ_INDEX(objp);
763 if (objnum > Highest_object_index) {
764 Highest_object_index = objnum;
765 if (Highest_object_index > Highest_ever_object_index)
766 Highest_ever_object_index = Highest_object_index;
772 //frees up an object. Generally, obj_delete() should be called to get
773 //rid of an object. This function deallocates the object entry after
774 //the object has been unlinked
775 void obj_free(int objnum)
779 if (!Object_inited) obj_init();
781 SDL_assert( objnum >= 0 ); // Trying to free bogus object!!!
783 // get object pointer
784 objp = &Objects[objnum];
786 // remove objp from the used list
787 list_remove( &obj_used_list, objp);
789 // add objp to the end of the free
790 list_append( &obj_free_list, objp );
795 Objects[objnum].type = OBJ_NONE;
797 SDL_assert(num_objects >= 0);
799 if (objnum == Highest_object_index)
800 while (Objects[--Highest_object_index].type == OBJ_NONE);
804 //initialize a new object. adds to the list for the given segment.
805 //returns the object number. The object will be a non-rendering, non-physics
806 //object. Pass -1 if no parent.
807 int obj_create(ubyte type,int parent_obj,int instance, matrix * orient,
808 vector * pos, float radius, uint flags )
813 // Find next free object
814 objnum = obj_allocate();
816 if (objnum == -1) //no free objects
819 obj = &Objects[objnum];
820 SDL_assert(obj->type == OBJ_NONE); //make sure unused
822 // Zero out object structure to keep weird bugs from happening
823 // in uninitialized fields.
824 // memset( obj, 0, sizeof(object) );
826 if(obj->type == OBJ_SHIP){
827 obj->signature = Object_next_ship_signature++;
829 if (!Object_next_ship_signature){
830 Object_next_ship_signature = OBJECT_SIG_SHIP_START; // 0 is bogus!
833 obj->signature = Object_next_signature++;
835 if (!Object_next_signature){
836 Object_next_signature = 1; // 0 is bogus!
841 obj->instance = instance;
842 obj->parent = parent_obj;
843 if (obj->parent != -1) {
844 obj->parent_sig = Objects[parent_obj].signature;
845 obj->parent_type = Objects[parent_obj].type;
847 obj->parent_sig = obj->signature;
848 obj->parent_type = obj->type;
851 obj->flags = flags | OF_NOT_IN_COLL;
854 obj->last_pos = *pos;
857 obj->orient = orient?*orient:vmd_identity_matrix;
858 obj->last_orient = obj->orient;
859 obj->radius = radius;
861 obj->flags &= ~OF_INVULNERABLE; // Make vulnerable.
862 physics_init( &obj->phys_info );
864 for(idx=0; idx<MAX_OBJECT_SOUNDS; idx++){
865 obj->objsnd_num[idx] = -1;
868 obj->net_signature = 0; // be sure to reset this value so new objects don't take on old signatures.
873 //remove object from the world
874 // If Player_obj, don't remove it!
875 void obj_delete(int objnum)
879 SDL_assert(objnum >= 0 && objnum < MAX_OBJECTS);
880 objp = &Objects[objnum];
881 SDL_assert(objp->type != OBJ_NONE);
883 // Remove all object pairs
884 obj_remove_pairs( objp );
886 switch( objp->type ) {
888 weapon_delete( objp );
891 if ((objp == Player_obj) && !Fred_running) {
892 objp->type = OBJ_GHOST;
893 objp->flags &= ~(OF_SHOULD_BE_DEAD);
895 // we have to traverse the ship_obj list and remove this guy from it as well
896 ship_obj *moveup = GET_FIRST(&Ship_obj_list);
897 while(moveup != END_OF_LIST(&Ship_obj_list)){
898 if(OBJ_INDEX(objp) == moveup->objnum){
899 list_remove(&Ship_obj_list,moveup);
902 moveup = GET_NEXT(moveup);
905 physics_init(&objp->phys_info);
907 obj_snd_delete(OBJ_INDEX(objp));
913 fireball_delete( objp );
916 shockwave_delete( objp );
922 SDL_assert(Fred_running);
923 break; // requires no action, handled by the Fred code.
925 debris_delete( objp );
928 asteroid_delete(objp);
931 cmeasure_delete( objp );
934 if((!Game_mode & GM_MULTIPLAYER)){
935 mprintf(("Warning: Tried to delete a ghost!"));
936 objp->flags &= ~OF_SHOULD_BE_DEAD;
939 // we need to be able to delete GHOST objects in multiplayer to allow for player respawns.
940 nprintf(("Network","Deleting GHOST object\n"));
944 observer_delete(objp);
952 Error( LOCATION, "Unhandled object type %d in obj_delete_all_that_should_be_dead", objp->type );
955 // if a persistant sound has been created, delete it
956 obj_snd_delete(OBJ_INDEX(objp));
958 objp->type = OBJ_NONE; //unused!
965 // ------------------------------------------------------------------------------------------------------------------
966 void obj_delete_all_that_should_be_dead()
970 if (!Object_inited) obj_init();
973 objp = GET_FIRST(&obj_used_list);
974 while( objp !=END_OF_LIST(&obj_used_list) ) {
975 temp = GET_NEXT(objp);
976 if ( objp->flags&OF_SHOULD_BE_DEAD )
977 obj_delete( OBJ_INDEX(objp) ); // MWA says that john says that let obj_delete handle everything because of the editor
983 // Add all newly created objects to the end of the used list and create their
984 // object pairs for collision detection
985 void obj_merge_created_list(void)
987 // The old way just merged the two. This code takes one out of the create list,
988 // creates object pairs for it, and then adds it to the used list.
989 // OLD WAY: list_merge( &obj_used_list, &obj_create_list );
990 object *objp = GET_FIRST(&obj_create_list);
991 while( objp !=END_OF_LIST(&obj_create_list) ) {
992 list_remove( obj_create_list, objp );
994 // Add it to the object pairs array
995 obj_add_pairs(OBJ_INDEX(objp));
997 // Then add it to the object used list
998 list_append( &obj_used_list, objp );
1000 objp = GET_FIRST(&obj_create_list);
1003 // Make sure the create list is empty.
1004 list_init(&obj_create_list);
1007 int physics_paused = 0, ai_paused = 0;
1009 extern void call_doa(object *obj1, object *obj2, ship_info *sip1);
1011 // If this is a cargo container or a repair ship, move it along with the ship it's docked to.
1012 void move_docked_objects(object *objp)
1017 if (objp->type != OBJ_SHIP)
1020 SDL_assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
1022 aip = &Ai_info[Ships[objp->instance].ai_index];
1024 if (aip->ai_flags & AIF_DOCKED) {
1026 sip = &Ship_info[Ships[objp->instance].ship_info_index];
1027 if ((sip->flags & SIF_SUPPORT) || (sip->flags & SIF_CARGO)) {
1028 SDL_assert(!((sip->flags & SIF_SUPPORT) && (sip->flags & SIF_CARGO))); // Ship can't be both repair and cargo
1029 if (aip->dock_objnum != -1) {
1030 if (aip->mode == AIM_DOCK) {
1031 if (aip->submode < AIS_UNDOCK_1)
1032 call_doa(objp, &Objects[aip->dock_objnum], sip);
1034 // if I am not in dock mode then I need to check the guy that I'm docked with
1035 // and only move with him if he isn't undocking.
1036 other_aip = &Ai_info[Ships[Objects[aip->dock_objnum].instance].ai_index];
1037 if ( other_aip->mode == AIM_DOCK ) {
1038 if (other_aip->submode < AIS_UNDOCK_1 )
1039 call_doa(objp, &Objects[aip->dock_objnum], sip);
1041 call_doa(objp, &Objects[aip->dock_objnum], sip);
1046 if (aip->dock_objnum != -1) {
1047 SDL_assert( aip->dock_objnum != -1 );
1048 other_aip = &Ai_info[Ships[Objects[aip->dock_objnum].instance].ai_index];
1050 // if the other object that I am docked with is undocking, then don't do anything.
1051 if ( !((other_aip->mode == AIM_DOCK) && (other_aip->submode >= AIS_UNDOCK_1)) ) {
1052 if ( (aip->mode != AIM_DOCK) && (aip->mode != AIM_WARP_OUT) ) {
1053 object *objp1, *objp2;
1055 objp1 = &Objects[aip->dock_objnum];
1058 if (objp1->phys_info.speed > objp2->phys_info.speed) {
1064 //nprintf(("AI", "Calling doa, frame %i: %s, %s\n", Framecount, Ships[objp1->instance].ship_name, Ships[objp2->instance].ship_name));
1065 call_doa(objp1, objp2, sip);
1074 float Last_fire_time = 0.0f;
1075 int Avg_delay_count = 0;
1076 float Avg_delay_total;
1079 // function to deal with firing player things like lasers, missiles, etc.
1080 // separated out because of multiplayer issues.
1081 void obj_player_fire_stuff( object *objp, control_info ci )
1085 SDL_assert( objp->flags & OF_PLAYER_SHIP);
1087 // try and get the ship pointer
1089 if((objp->type == OBJ_SHIP) && (objp->instance >= 0) && (objp->instance < MAX_SHIPS)){
1090 shipp = &Ships[objp->instance];
1093 // single player pilots, and all players in multiplayer take care of firing their own primaries
1094 if(!(Game_mode & GM_MULTIPLAYER) || (objp == Player_obj)){
1095 if ( ci.fire_primary_count ) {
1096 // flag the ship as having the trigger down
1098 shipp->flags |= SF_TRIGGER_DOWN;
1101 // fire non-streaming primaries here
1102 ship_fire_primary( objp, 0 );
1104 // unflag the ship as having the trigger down
1106 shipp->flags &= ~(SF_TRIGGER_DOWN);
1110 if ( ci.fire_countermeasure_count ){
1111 ship_launch_countermeasure( objp );
1115 // single player and multiplayer masters do all of the following
1116 if ( !MULTIPLAYER_CLIENT ) {
1117 if ( ci.fire_secondary_count ){
1118 ship_fire_secondary( objp );
1120 // kill the secondary count
1121 ci.fire_secondary_count = 0;
1125 // everyone does the following for their own ships.
1126 if ( ci.afterburner_start ){
1127 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE)){
1128 afterburners_start( objp );
1132 if ( ci.afterburner_stop ){
1133 afterburners_stop( objp, 1 );
1137 void obj_move_call_physics(object *objp, float frametime)
1139 // Do physics for objects with OF_PHYSICS flag set and with some engine strength remaining.
1140 if ( objp->flags & OF_PHYSICS ) {
1141 // only set phys info if ship is not dead
1142 if ((objp->type == OBJ_SHIP) && !(Ships[objp->instance].flags & SF_DYING)) {
1143 float engine_strength;
1144 engine_strength = ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE);
1145 if ( ship_subsys_disrupted(&Ships[objp->instance], SUBSYSTEM_ENGINE) ) {
1146 engine_strength=0.0f;
1149 if (engine_strength == 0.0f) { // All this is necessary to make ship gradually come to a stop after engines are blown.
1150 vm_vec_zero(&objp->phys_info.desired_vel);
1151 vm_vec_zero(&objp->phys_info.desired_rotvel);
1152 objp->phys_info.flags |= (PF_REDUCED_DAMP | PF_DEAD_DAMP);
1153 objp->phys_info.side_slip_time_const = Ship_info[Ships[objp->instance].ship_info_index].damp * 4.0f;
1155 // DA: comment out lines that resets PF_DEAD_DAMP after every frame.
1156 // This is now reset during engine repair.
1157 // objp->phys_info.flags &= ~(PF_REDUCED_DAMP | PF_DEAD_DAMP);
1158 // objp->phys_info.side_slip_time_const = Ship_info[Ships[objp->instance].ship_info_index].damp;
1162 // if a weapon is flagged as dead, kill its engines just like a ship
1163 if((objp->type == OBJ_WEAPON) && (Weapons[objp->instance].weapon_flags & WF_DEAD_IN_WATER)){
1164 vm_vec_zero(&objp->phys_info.desired_vel);
1165 vm_vec_zero(&objp->phys_info.desired_rotvel);
1166 objp->phys_info.flags |= (PF_REDUCED_DAMP | PF_DEAD_DAMP);
1167 objp->phys_info.side_slip_time_const = Ship_info[Ships[objp->instance].ship_info_index].damp * 4.0f;
1170 if (physics_paused) {
1171 if (objp==Player_obj){
1172 physics_sim(&objp->pos, &objp->orient, &objp->phys_info, frametime ); // simulate the physics
1175 // Hack for dock mode.
1176 // If docking with a ship, we don't obey the normal ship physics, we can slew about.
1177 if (objp->type == OBJ_SHIP) {
1178 ai_info *aip = &Ai_info[Ships[objp->instance].ai_index];
1180 // Note: This conditional for using PF_USE_VEL (instantaneous acceleration) is probably too loose.
1181 // A ships awaiting support will fly towards the support ship with instantaneous acceleration.
1182 // But we want to have ships in the process of docking have quick acceleration, or they overshoot their goals.
1183 // Probably can not key off dock_objnum, but then need to add some other condition. Live with it for now. -- MK, 2/19/98
1184 if ((aip->dock_objnum != -1) ||
1185 ((aip->mode == AIM_DOCK) && ((aip->submode == AIS_DOCK_2) || (aip->submode == AIS_DOCK_3) || (aip->submode == AIS_UNDOCK_0))) ||
1186 ((aip->mode == AIM_WARP_OUT) && (aip->submode >= AIS_WARP_3))) {
1187 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) > 0.0f){
1188 objp->phys_info.flags |= PF_USE_VEL;
1190 objp->phys_info.flags &= ~PF_USE_VEL; // If engine blown, don't PF_USE_VEL, or ships stop immediately
1193 objp->phys_info.flags &= ~PF_USE_VEL;
1197 // in multiplayer, if this object was just updatd (i.e. clients send their own positions),
1198 // then reset the flag and don't move the object.
1199 if ( MULTIPLAYER_MASTER && (objp->flags & OF_JUST_UPDATED) ) {
1200 objp->flags &= ~OF_JUST_UPDATED;
1201 goto obj_maybe_fire;
1204 physics_sim(&objp->pos, &objp->orient, &objp->phys_info, frametime ); // simulate the physics
1206 // This code seems to have no effect - DB 1/12/99
1207 //if ( MULTIPLAYER_CLIENT && (objp != Player_obj) ){
1211 // if the object is the player object, do things that need to be done after the ship
1212 // is moved (like firing weapons, etc). This routine will get called either single
1213 // or multiplayer. We must find the player object to get to the control info field
1215 if ( (objp->flags & OF_PLAYER_SHIP) && (objp->type != OBJ_OBSERVER) && (objp == Player_obj)) {
1219 obj_player_fire_stuff( objp, pp->ci );
1223 // fire streaming weapons for ships in here - ALL PLAYERS, regardless of client, single player, server, whatever.
1224 // do stream weapon firing for all ships themselves.
1225 if(objp->type == OBJ_SHIP){
1226 ship_fire_primary(objp, 1, 0);
1233 #define IMPORTANT_FLAGS (OF_COLLIDES)
1238 void obj_check_object( object *obj )
1240 int objnum = OBJ_INDEX(obj);
1242 // PROGRAMMERS: If one of these Int3() gets hit, then someone
1243 // is changing a value in the object structure that might cause
1244 // collision detection to not work. See John for more info if
1245 // you are hitting one of these.
1247 if ( CheckObjects[objnum].type != obj->type ) {
1248 if ( (obj->type==OBJ_WAYPOINT) && (CheckObjects[objnum].type==OBJ_SHIP) ) {
1249 // We know about ships changing into waypoints and that is
1251 CheckObjects[objnum].type = OBJ_WAYPOINT;
1252 } else if ( (obj->type==OBJ_SHIP) && (CheckObjects[objnum].type==OBJ_GHOST) ) {
1253 // We know about player changing into a ghost after dying and that is
1255 CheckObjects[objnum].type = OBJ_GHOST;
1256 } else if ( (obj->type==OBJ_GHOST) && (CheckObjects[objnum].type==OBJ_SHIP) ) {
1257 // We know about player changing into a ghost after dying and that is
1259 CheckObjects[objnum].type = OBJ_SHIP;
1261 mprintf(( "Object type changed!\n" ));
1265 if ( CheckObjects[objnum].signature != obj->signature ) {
1266 mprintf(( "Object signature changed!\n" ));
1269 if ( (CheckObjects[objnum].flags&IMPORTANT_FLAGS) != (obj->flags&IMPORTANT_FLAGS) ) {
1270 mprintf(( "Object flags changed!\n" ));
1273 if ( CheckObjects[objnum].parent_sig != obj->parent_sig ) {
1274 mprintf(( "Object parent sig changed!\n" ));
1277 if ( CheckObjects[objnum].parent_type != obj->parent_type ) {
1278 mprintf(( "Object's parent type changed!\n" ));
1284 // Call this if you want to change an object flag so that the
1285 // object code knows what's going on. For instance if you turn
1286 // off OF_COLLIDES, the object code needs to know this in order to
1287 // actually turn the object collision detection off. By calling
1288 // this you shouldn't get Int3's in the checkobject code. If you
1289 // do, then put code in here to correctly handle the case.
1290 void obj_set_flags( object *obj, uint new_flags )
1292 int objnum = OBJ_INDEX(obj);
1294 // turning collision detection off
1295 if ( (obj->flags & OF_COLLIDES) && (!(new_flags&OF_COLLIDES))) {
1296 // Remove all object pairs
1297 obj_remove_pairs( obj );
1299 // update object flags properly
1300 obj->flags = new_flags;
1301 obj->flags |= OF_NOT_IN_COLL;
1303 CheckObjects[objnum].flags = new_flags;
1304 CheckObjects[objnum].flags |= OF_NOT_IN_COLL;
1310 // turning collision detection on
1311 if ( (!(obj->flags & OF_COLLIDES)) && (new_flags&OF_COLLIDES) ) {
1313 // observers can't collide or be hit, and they therefore have no hit or collide functions
1314 // So, don't allow this bit to be set
1315 if(obj->type == OBJ_OBSERVER){
1316 mprintf(("Illegal to set collision bit for OBJ_OBSERVER!!\n"));
1320 obj->flags |= OF_COLLIDES;
1322 // Turn on collision detection
1323 obj_add_pairs(objnum);
1325 obj->flags = new_flags;
1326 obj->flags &= ~(OF_NOT_IN_COLL);
1328 CheckObjects[objnum].flags = new_flags;
1329 CheckObjects[objnum].flags &= ~(OF_NOT_IN_COLL);
1334 // for a multiplayer host -- use this debug code to help trap when non-player ships are getting
1335 // marked as OF_COULD_BE_PLAYER
1336 // this code is pretty much debug code and shouldn't be relied on to always do the right thing
1337 // for flags other than
1338 if ( MULTIPLAYER_MASTER && !(obj->flags & OF_COULD_BE_PLAYER) && (new_flags & OF_COULD_BE_PLAYER) ) {
1342 // this flag sometimes gets set for observers.
1343 if ( obj->type == OBJ_OBSERVER ) {
1348 if ( (obj->type != OBJ_SHIP) || (obj->instance < 0) ) {
1350 return; // return because we really don't want to set the flag
1353 // see if this ship is really a player ship (or should be)
1354 shipp = &Ships[obj->instance];
1355 extern void multi_ts_get_team_and_slot(char *, int *, int *);
1356 multi_ts_get_team_and_slot(shipp->ship_name,&team,&slot);
1357 if ( (shipp->wingnum == -1) || (team == -1) || (slot==-1) ) {
1363 obj->flags = new_flags;
1365 CheckObjects[objnum].flags = new_flags;
1371 // Check for unhandled flag changing
1372 if ( (new_flags&IMPORTANT_FLAGS) != (obj->flags&IMPORTANT_FLAGS) ) {
1373 mprintf(( "Unhandled flag changing in obj_set_flags!!\n" ));
1374 mprintf(( "Add code to support it, see John for questions!!\n" ));
1377 // Since it wasn't an important flag, just bash it.
1378 obj->flags = new_flags;
1380 CheckObjects[objnum].flags = new_flags;
1386 void obj_move_all_pre(object *objp, float frametime)
1388 switch( objp->type ) {
1390 if (!physics_paused){
1391 weapon_process_pre( objp, frametime );
1395 if (!physics_paused || (objp==Player_obj )){
1396 ship_process_pre( objp, frametime );
1400 if (!physics_paused){
1401 fireball_process_pre(objp,frametime);
1405 // all shockwaves are moved via shockwave_move_all()
1408 if (!physics_paused){
1409 debris_process_pre(objp,frametime);
1413 if (!physics_paused){
1414 asteroid_process_pre(objp,frametime);
1418 if (!physics_paused){
1419 cmeasure_process_pre(objp, frametime);
1423 break; // waypoints don't move..
1435 Error( LOCATION, "Unhandled object type %d in obj_move_one\n", objp->type );
1439 // Used to tell if a particular group of lasers has cast light yet.
1440 ubyte Obj_weapon_group_id_used[WEAPON_MAX_GROUP_IDS];
1442 // Called once a frame to mark all weapon groups as not having cast light yet.
1443 void obj_clear_weapon_group_id_list()
1445 memset( Obj_weapon_group_id_used, 0, sizeof(Obj_weapon_group_id_used) );
1448 int Arc_light = 1; // If set, electrical arcs on debris cast light
1449 DCF_BOOL(arc_light, Arc_light)
1451 void obj_move_all_post(object *objp, float frametime)
1453 switch( objp->type ) {
1455 if (!physics_paused) {
1456 weapon_process_post( objp, frametime );
1459 if ( Detail.lighting > 2 ) {
1460 // Weapons cast light
1462 int group_id = Weapons[objp->instance].group_id;
1465 if ( (group_id>-1) && (Obj_weapon_group_id_used[group_id]==0) ) {
1466 // Mark this group as done
1467 Obj_weapon_group_id_used[group_id]++;
1469 // This group has already done its light casting
1474 weapon_info * wi = &Weapon_info[Weapons[objp->instance].weapon_info_index];
1476 if ( wi->render_type == WRT_LASER ) {
1480 // get the laser color
1481 weapon_get_laser_color(&c, objp);
1483 r = i2fl(c.red)/255.0f;
1484 g = i2fl(c.green)/255.0f;
1485 b = i2fl(c.blue)/255.0f;
1486 light_add_point( &objp->pos, 10.0f, 20.0f, 1.0f, r, g, b, objp->parent );
1487 //light_add_point( &objp->pos, 10.0f, 20.0f, 1.0f, 0.0f, 0.0f, 1.0f, objp->parent );
1489 light_add_point( &objp->pos, 10.0f, 20.0f, 1.0f, 1.0f, 1.0f, 1.0f, objp->parent );
1495 if (!physics_paused || (objp==Player_obj ))
1496 ship_process_post( objp, frametime );
1498 // Make any electrical arcs on ships cast light
1500 if ( Detail.lighting > 2 ) {
1503 shipp = &Ships[objp->instance];
1505 for (i=0; i<MAX_SHIP_ARCS; i++ ) {
1506 if ( timestamp_valid( shipp->arc_timestamp[i] ) ) {
1507 // Move arc endpoints into world coordinates
1509 vm_vec_unrotate(&tmp1,&shipp->arc_pts[i][0],&objp->orient);
1510 vm_vec_add2(&tmp1,&objp->pos);
1512 vm_vec_unrotate(&tmp2,&shipp->arc_pts[i][1],&objp->orient);
1513 vm_vec_add2(&tmp2,&objp->pos);
1515 light_add_point( &tmp1, 10.0f, 20.0f, frand(), 1.0f, 1.0f, 1.0f, -1 );
1516 light_add_point( &tmp2, 10.0f, 20.0f, frand(), 1.0f, 1.0f, 1.0f, -1 );
1524 if (!physics_paused) {
1525 fireball_process_post(objp,frametime);
1527 if ( Detail.lighting > 3 ) {
1528 // Make explosions cast light
1529 float p = fireball_lifeleft_percent(objp);
1534 // P goes from 0 to 1 to 0 over the life of the explosion
1535 float rad = p*(1.0f+frand()*0.05f)*objp->radius;
1537 light_add_point( &objp->pos, rad*2.0f, rad*5.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1 );
1541 // all shockwaves are moved via shockwave_move_all()
1544 if (!physics_paused)
1545 debris_process_post(objp,frametime);
1547 // Make any electrical arcs on debris cast light
1549 if ( Detail.lighting > 2 ) {
1552 db = &Debris[objp->instance];
1554 for (i=0; i<MAX_DEBRIS_ARCS; i++ ) {
1555 if ( timestamp_valid( db->arc_timestamp[i] ) ) {
1556 // Move arc endpoints into world coordinates
1558 vm_vec_unrotate(&tmp1,&db->arc_pts[i][0],&objp->orient);
1559 vm_vec_add2(&tmp1,&objp->pos);
1561 vm_vec_unrotate(&tmp2,&db->arc_pts[i][1],&objp->orient);
1562 vm_vec_add2(&tmp2,&objp->pos);
1564 light_add_point( &tmp1, 10.0f, 20.0f, frand(), 1.0f, 1.0f, 1.0f, -1 );
1565 light_add_point( &tmp2, 10.0f, 20.0f, frand(), 1.0f, 1.0f, 1.0f, -1 );
1572 if (!physics_paused)
1573 asteroid_process_post(objp, frametime);
1576 if (!physics_paused)
1577 cmeasure_process_post(objp, frametime);
1580 break; // waypoints don't move..
1584 void observer_process_post(object *objp);
1585 observer_process_post(objp);
1588 radar_plot_object(objp);
1596 Error( LOCATION, "Unhandled object type %d in obj_move_one\n", objp->type );
1601 int Collisions_enabled = 1;
1603 DCF_BOOL( collisions, Collisions_enabled )
1605 MONITOR( NumObjects );
1607 //--------------------------------------------------------------------
1608 //move all objects for the current frame
1609 void obj_move_all(float frametime)
1613 obj_delete_all_that_should_be_dead();
1615 obj_merge_created_list();
1617 // Clear the table that tells which groups of weapons have cast light so far.
1618 if(!(Game_mode & GM_MULTIPLAYER) || (MULTIPLAYER_MASTER)){
1619 obj_clear_weapon_group_id_list();
1622 MONITOR_INC( NumObjects, num_objects );
1624 objp = GET_FIRST(&obj_used_list);
1625 while( objp !=END_OF_LIST(&obj_used_list) ) {
1626 // skip objects which should be dead
1627 if ( !(objp->flags&OF_SHOULD_BE_DEAD) ) {
1628 vector cur_pos = objp->pos; // Save the current position
1630 // if this is an observer object, skip it
1631 if(objp->type == OBJ_OBSERVER){
1632 objp = GET_NEXT(objp);
1636 // if we're playing a demo back, only sim stuff that we're supposed to
1637 if((Game_mode & GM_DEMO_PLAYBACK) && !demo_should_sim(objp)){
1638 objp = GET_NEXT(objp);
1643 // if(! ((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)) ){
1644 obj_check_object( objp );
1649 obj_move_all_pre(objp, frametime);
1651 // store last pos and orient
1652 objp->last_pos = cur_pos;
1653 objp->last_orient = objp->orient;
1655 // if this is an object which should be interpolated in multiplayer, do so
1656 if(multi_oo_is_interp_object(objp)){
1657 multi_oo_interp(objp);
1660 obj_move_call_physics(objp, frametime);
1664 obj_move_all_post(objp, frametime);
1666 objp = GET_NEXT(objp);
1669 // After all objects have been moved, move all docked objects.
1670 if(!(Game_mode & GM_DEMO_PLAYBACK)){
1671 objp = GET_FIRST(&obj_used_list);
1672 while( objp !=END_OF_LIST(&obj_used_list) ) {
1673 if (objp->type == OBJ_SHIP){
1674 move_docked_objects(objp);
1677 // unflag all objects as being updates
1678 objp->flags &= ~OF_JUST_UPDATED;
1680 objp = GET_NEXT(objp);
1684 // Now that all objects have moved, we should calculate the
1685 // velocities from how far they moved.
1686 // DA: Commented out 2/23, unnecessary since colliding objects calculate their post collision velocities through physics.
1688 objp = GET_FIRST(&obj_used_list);
1689 while( objp !=END_OF_LIST(&obj_used_list) ) {
1690 if ( !(objp->flags&OF_SHOULD_BE_DEAD) && (objp->type != OBJ_OBSERVER) && (objp->type != OBJ_ASTEROID) && (objp->type != OBJ_DEBRIS)) {
1691 objp->phys_info.vel.x = (objp->pos.x - objp->last_pos.x) / frametime;
1692 objp->phys_info.vel.y = (objp->pos.y - objp->last_pos.y) / frametime;
1693 objp->phys_info.vel.z = (objp->pos.z - objp->last_pos.z) / frametime;
1695 objp = GET_NEXT(objp);
1698 if(!(Game_mode & GM_DEMO_PLAYBACK)){
1699 find_homing_object_cmeasures(); // If any cmeasures fired, maybe steer away homing missiles
1702 // do pre-collision stuff for beam weapons
1703 beam_move_all_pre();
1705 if ( Collisions_enabled ) {
1706 obj_check_all_collisions();
1709 if(!(Game_mode & GM_DEMO_PLAYBACK)){
1710 turret_swarm_check_validity();
1713 // do post-collision stuff for beam weapons
1714 beam_move_all_post();
1716 // update artillery locking info now
1717 ship_update_artillery_lock();
1721 MONITOR( NumObjectsRend );
1723 // -----------------------------------------------------------------------------
1724 // Render an object. Calls one of several routines based on type
1725 void obj_render(object *obj)
1727 if ( obj->flags & OF_SHOULD_BE_DEAD ) return;
1728 // if ( obj == Viewer_obj ) return;
1730 MONITOR_INC( NumObjectsRend, 1 );
1732 switch( obj->type ) {
1735 mprintf(( "ERROR!!!! Bogus obj %d is rendering!\n", obj-Objects ));
1746 fireball_render(obj);
1749 shockwave_render(obj);
1755 asteroid_render(obj);
1758 cmeasure_render(obj);
1761 jumpnode_render(obj, &obj->pos, &Eye_position);
1764 if (Show_waypoints) {
1766 gr_set_color( 128, 128, 128 );
1767 g3_draw_sphere_ez( &obj->pos, 5.0f );
1775 Error( LOCATION, "Unhandled obj type %d in obj_render", obj->type );
1779 void obj_init_all_ships_physics()
1783 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
1784 if (objp->type == OBJ_SHIP)
1785 physics_ship_init(objp);
1790 // do client-side pre-interpolation object movement
1791 void obj_client_pre_interpolate()
1796 obj_delete_all_that_should_be_dead();
1798 // client side processing of warping in effect stages
1799 multi_do_client_warp(flFrametime);
1801 // client side movement of an observer
1802 if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)){
1803 obj_observer_move(flFrametime);
1806 // run everything except ships through physics (and ourselves of course)
1807 obj_merge_created_list(); // must merge any objects created by the host!
1809 objp = GET_FIRST(&obj_used_list);
1810 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
1811 if((objp != Player_obj) && (objp->type == OBJ_SHIP)){
1815 // for all non-dead object which are _not_ ships
1816 if ( !(objp->flags&OF_SHOULD_BE_DEAD) ) {
1818 obj_move_all_pre(objp, flFrametime);
1820 // store position and orientation
1821 objp->last_pos = objp->pos;
1822 objp->last_orient = objp->orient;
1825 obj_move_call_physics(objp, flFrametime);
1828 obj_move_all_post(objp, flFrametime);
1833 // do client-side post-interpolation object movement
1834 void obj_client_post_interpolate()
1838 // After all objects have been moved, move all docked objects.
1839 objp = GET_FIRST(&obj_used_list);
1840 while( objp !=END_OF_LIST(&obj_used_list) ) {
1841 if ( (objp->type == OBJ_SHIP) || (objp != Player_obj) ) {
1842 move_docked_objects(objp);
1844 objp = GET_NEXT(objp);
1848 obj_check_all_collisions();
1850 // do post-collision stuff for beam weapons
1851 beam_move_all_post();
1855 // following function is used in multiplayer only. It deals with simulating objects on the client
1856 // side. Lasers will always get moved by the client (i.e. no object position info is ever sent for them).
1857 // same for dumb missiles and possibly others. We might move ships based on the last time their posision
1859 void obj_client_simulate(float frametime)
1863 obj_delete_all_that_should_be_dead();
1865 multi_do_client_warp(frametime); // client side processing of warping in effect stages
1867 if(Net_player->flags & NETINFO_FLAG_OBSERVER){
1868 obj_observer_move(frametime); // client side movement of an observer
1872 obj_merge_created_list(); // must merge any objects created by the host!
1873 objp = GET_FIRST(&obj_used_list);
1874 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
1876 if ( !(objp->flags&OF_SHOULD_BE_DEAD) ) {
1877 vector cur_pos = objp->pos; // Save the current position
1879 obj_move_all_pre(objp, frametime);
1881 int predict_from_server_pos = 1;
1883 // If not visible (or not a ship), bash position
1884 if ( (!obj_visible_from_eye(&cur_pos)) || (objp->type != OBJ_SHIP) ) {
1885 predict_from_server_pos = 0;
1888 // If this is a player ship, don't predict from server position
1889 if ( objp->flags & OF_PLAYER_SHIP ) {
1890 predict_from_server_pos = 0;
1893 if ( predict_from_server_pos ) {
1894 obj_client_predict_pos(objp, frametime);
1896 obj_client_bash_pos(objp, frametime);
1899 obj_move_all_post(objp, frametime);
1904 // After all objects have been moved, move all docked objects.
1905 objp = GET_FIRST(&obj_used_list);
1906 while( objp !=END_OF_LIST(&obj_used_list) ) {
1907 if ( (objp->type == OBJ_SHIP) || (objp != Player_obj) ) {
1908 move_docked_objects(objp);
1910 objp = GET_NEXT(objp);
1913 obj_check_all_collisions();
1917 void obj_observer_move(float flFrametime)
1922 // if i'm not in multiplayer, or not an observer, bail
1923 if(!(Game_mode & GM_MULTIPLAYER) || (Net_player == NULL) || !(Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type != OBJ_OBSERVER)){
1929 // obj_move_all_pre(objp, flFrametime);
1931 objp->last_pos = objp->pos;
1932 objp->last_orient = objp->orient; // save the orientation -- useful in multiplayer.
1935 obj_move_call_physics( objp, ft );
1936 obj_move_all_post(objp, flFrametime);
1937 objp->flags &= ~OF_JUST_UPDATED;
1940 // function to return a vector of the average position of all ships in the mission.
1941 void obj_get_average_ship_pos( vector *pos )
1948 // average up all ship positions
1950 for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
1951 if ( objp->type != OBJ_SHIP )
1953 vm_vec_add2( pos, &objp->pos );
1958 vm_vec_scale( pos, 1.0f/(float)count );
1962 int obj_get_SIF(object *objp)
1964 if ((objp->type == OBJ_SHIP) || (objp->type == OBJ_START))
1965 return Ship_info[Ships[objp->instance].ship_info_index].flags;
1971 int obj_get_SIF(int obj)
1973 if ((Objects[obj].type == OBJ_SHIP) || (Objects[obj].type == OBJ_START))
1974 return Ship_info[Ships[Objects[obj].instance].ship_info_index].flags;
1980 // Return the team for the object passed as a parameter
1982 // input: objp => pointer to object that you want team for
1984 // exit: success => enumerated team ( TEAM_HOSTILE, TEAM_FRIENDLY, TEAM_NEUTRAL, etc )
1985 // failure => -1 (for objects that don't have teams)
1986 int obj_team(object *objp)
1988 SDL_assert( objp != NULL );
1991 switch ( objp->type ) {
1993 SDL_assert( objp->instance >= 0 && objp->instance < MAX_SHIPS );
1994 team = Ships[objp->instance].team;
1998 team = debris_get_team(objp);
1999 SDL_assert(team != -1);
2003 SDL_assert( objp->instance >= 0 && objp->instance < MAX_CMEASURES);
2004 team = Cmeasures[objp->instance].team;
2008 SDL_assert( objp->instance >= 0 && objp->instance < MAX_WEAPONS );
2009 team = Weapons[objp->instance].team;
2013 team = Player_ship->team;
2023 nprintf(("Warning","Warning => Asking for a team for object type %d\n", Object_type_names[(unsigned char)objp->type]));
2028 team = TEAM_TRAITOR;
2032 Int3(); // can't happen
2036 SDL_assert(team != -1);
2040 // -------------------------------------------------------
2043 // Add an element to the CheckObjects[] array, and update the
2044 // object pairs. This is called from obj_create(), and the restore
2047 void obj_add_pairs(int objnum)
2051 SDL_assert(objnum != -1);
2052 objp = &Objects[objnum];
2054 // don't do anything if its already in the object pair list
2055 if(!(objp->flags & OF_NOT_IN_COLL)){
2060 CheckObjects[objnum].type = objp->type;
2061 CheckObjects[objnum].signature = objp->signature;
2062 CheckObjects[objnum].flags = objp->flags & ~(OF_NOT_IN_COLL);
2063 CheckObjects[objnum].parent_sig = objp->parent_sig;
2064 CheckObjects[objnum].parent_type = objp->parent_type;
2067 // Find all the objects that can collide with this and add
2068 // it to the collision pair list.
2070 for ( A = GET_FIRST(&obj_used_list); A !=END_OF_LIST(&obj_used_list); A = GET_NEXT(A) ) {
2071 obj_add_pair( objp, A );
2074 objp->flags &= ~OF_NOT_IN_COLL;
2077 // Removes any occurances of object 'a' from
2079 extern int Num_pairs;
2080 extern obj_pair pair_used_list;
2081 extern obj_pair pair_free_list;
2082 void obj_remove_pairs( object * a )
2084 obj_pair *parent, *tmp;
2086 a->flags |= OF_NOT_IN_COLL;
2088 CheckObjects[OBJ_INDEX(a)].flags |= OF_NOT_IN_COLL;
2091 if ( a->num_pairs < 1 ) {
2092 //mprintf(( "OBJPAIR: No need to remove pairs 1!\n" ));
2096 Num_pairs-=a->num_pairs;
2098 parent = &pair_used_list;
2101 while( tmp != NULL ) {
2102 if ( (tmp->a==a) || (tmp->b==a) ) {
2103 // Hmmm... a potenial compiler optimization problem here... either tmp->a or tmp->b
2104 // is equal to 'a' and we modify 'num_pairs' in one of these and then use the value
2105 // stored in 'a' later one... will the optimizer find that? Hmmm...
2106 tmp->a->num_pairs--;
2107 SDL_assert( tmp->a->num_pairs > -1 );
2108 tmp->b->num_pairs--;
2109 SDL_assert( tmp->b->num_pairs > -1 );
2110 parent->next = tmp->next;
2111 tmp->a = tmp->b = NULL;
2112 tmp->next = pair_free_list.next;
2113 pair_free_list.next = tmp;
2116 if ( a->num_pairs==0 ) {
2117 //mprintf(( "OBJPAIR: No need to remove pairs 2!\n" ));
2128 // reset all collisions
2129 void obj_reset_all_collisions()
2131 // clear checkobjects
2133 memset(CheckObjects, 0, sizeof(checkobject) * MAX_OBJECTS);
2136 // clear object pairs
2139 // now add every object back into the object collision pairs
2141 moveup = GET_FIRST(&obj_used_list);
2142 while(moveup != END_OF_LIST(&obj_used_list)){
2143 // he's not in the collision list
2144 moveup->flags |= OF_NOT_IN_COLL;
2146 // recalc pairs for this guy
2147 obj_add_pairs(OBJ_INDEX(moveup));
2150 moveup = GET_NEXT(moveup);