1 /* $Id: object.c,v 1.18 2005-07-30 07:46:03 chris Exp $ */
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
4 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
5 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
7 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
29 #include <string.h> // for memset
90 #include "editor/editor.h"
93 void obj_detach_all(object *parent);
94 void obj_detach_one(object *sub);
95 int free_object_slots(int num_used);
101 extern sbyte WasRecorded[MAX_OBJECTS];
103 ubyte CollisionResult[MAX_OBJECT_TYPES][MAX_OBJECT_TYPES];
105 object *ConsoleObject; //the object that is the player
107 static short free_obj_list[MAX_OBJECTS];
113 //info on the various types of objects
115 object Object_minus_one;
118 object Objects[MAX_OBJECTS];
120 int Highest_object_index=0;
121 int Highest_ever_object_index=0;
123 // grs_bitmap *robot_bms[MAX_ROBOT_BITMAPS]; //all bitmaps for all robots
125 // int robot_bm_nums[MAX_ROBOT_TYPES]; //starting bitmap num for each robot
126 // int robot_n_bitmaps[MAX_ROBOT_TYPES]; //how many bitmaps for each robot
128 // char *robot_names[MAX_ROBOT_TYPES]; //name of each robot
130 //--unused-- int Num_robot_types=0;
132 int print_object_info = 0;
133 //@@int Object_viewer = 0;
135 //object * Slew_object = NULL; // Object containing slew object info.
137 //--unused-- int Player_controller_type = 0;
139 window_rendered_data Window_rendered_data[MAX_RENDERED_WINDOWS];
142 char Object_type_names[MAX_OBJECT_TYPES][9] = {
163 //set viewer object to next object in array
164 void object_goto_next_viewer()
166 int i, start_obj = 0;
168 start_obj = Viewer - Objects; //get viewer object number
170 for (i=0;i<=Highest_object_index;i++) {
173 if (start_obj > Highest_object_index ) start_obj = 0;
175 if (Objects[start_obj].type != OBJ_NONE ) {
176 Viewer = &Objects[start_obj];
181 Error( "Couldn't find a viewer object!" );
185 //set viewer object to next object in array
186 void object_goto_prev_viewer()
188 int i, start_obj = 0;
190 start_obj = Viewer - Objects; //get viewer object number
192 for (i=0; i<=Highest_object_index; i++) {
195 if (start_obj < 0 ) start_obj = Highest_object_index;
197 if (Objects[start_obj].type != OBJ_NONE ) {
198 Viewer = &Objects[start_obj];
203 Error( "Couldn't find a viewer object!" );
208 object *obj_find_first_of_type (int type)
212 for (i=0;i<=Highest_object_index;i++)
213 if (Objects[i].type==type)
214 return (&Objects[i]);
215 return ((object *)NULL);
218 int obj_return_num_of_type (int type)
222 for (i=0;i<=Highest_object_index;i++)
223 if (Objects[i].type==type)
227 int obj_return_num_of_typeid (int type,int id)
231 for (i=0;i<=Highest_object_index;i++)
232 if (Objects[i].type==type && Objects[i].id==id)
237 int global_orientation = 0;
239 //draw an object that has one bitmap & doesn't rotate
240 void draw_object_blob(object *obj,bitmap_index bmi)
243 grs_bitmap * bm = &GameBitmaps[bmi.index];
246 if (obj->type == OBJ_FIREBALL)
247 orientation = (obj-Objects) & 7;
249 orientation = global_orientation;
252 //@@ if (obj->type == OBJ_POWERUP) {
253 //@@ if ( GameBitmaps[(bmi).index].bm_flags & BM_FLAG_PAGED_OUT)
254 //@@ piggy_bitmap_page_in_w( bmi,1 );
256 //@@ if (bm->bm_handle) {
257 //@@ DDGRUNLOCK(dd_grd_curcanv);
260 PIGGY_PAGE_IN( bmi );
263 if (bm->bm_w > bm->bm_h)
265 g3_draw_bitmap(&obj->pos,obj->size,fixmuldiv(obj->size,bm->bm_h,bm->bm_w),bm, orientation);
269 g3_draw_bitmap(&obj->pos,fixmuldiv(obj->size,bm->bm_w,bm->bm_h),obj->size,bm, orientation);
272 //@@ if (bm->bm_handle) {
273 //@@ DDGRLOCK(dd_grd_curcanv);
278 //draw an object that is a texture-mapped rod
279 void draw_object_tmap_rod(object *obj,bitmap_index bitmapi,int lighted)
281 grs_bitmap * bitmap = &GameBitmaps[bitmapi.index];
284 vms_vector delta,top_v,bot_v;
285 g3s_point top_p,bot_p;
287 PIGGY_PAGE_IN(bitmapi);
289 bitmap->bm_handle = bitmapi.index;
291 vm_vec_copy_scale(&delta,&obj->orient.uvec,obj->size);
293 vm_vec_add(&top_v,&obj->pos,&delta);
294 vm_vec_sub(&bot_v,&obj->pos,&delta);
296 g3_rotate_point(&top_p,&top_v);
297 g3_rotate_point(&bot_p,&bot_v);
300 light = compute_object_light(obj,&top_p.p3_vec);
304 g3_draw_rod_tmap(bitmap,&bot_p,obj->size,&top_p,obj->size,light);
307 int Linear_tmap_polygon_objects = 1;
309 extern fix Max_thrust;
311 //used for robot engine glow
312 #define MAX_VELOCITY i2f(50)
314 //function that takes the same parms as draw_tmap, but renders as flat poly
315 //we need this to do the cloaked effect
316 extern void draw_tmap_flat();
318 //what darkening level to use when cloaked
319 #define CLOAKED_FADE_LEVEL 28
321 #define CLOAK_FADEIN_DURATION_PLAYER F2_0
322 #define CLOAK_FADEOUT_DURATION_PLAYER F2_0
324 #define CLOAK_FADEIN_DURATION_ROBOT F1_0
325 #define CLOAK_FADEOUT_DURATION_ROBOT F1_0
327 //do special cloaked render
328 void draw_cloaked_object(object *obj,fix light,fix *glow,fix cloak_start_time,fix cloak_end_time)
330 fix cloak_delta_time,total_cloaked_time;
331 fix light_scale=F1_0;
333 int fading=0; //if true, fading, else cloaking
334 fix Cloak_fadein_duration=F1_0;
335 fix Cloak_fadeout_duration=F1_0;
338 total_cloaked_time = cloak_end_time-cloak_start_time;
342 Cloak_fadein_duration = CLOAK_FADEIN_DURATION_PLAYER;
343 Cloak_fadeout_duration = CLOAK_FADEOUT_DURATION_PLAYER;
346 Cloak_fadein_duration = CLOAK_FADEIN_DURATION_ROBOT;
347 Cloak_fadeout_duration = CLOAK_FADEOUT_DURATION_ROBOT;
350 Int3(); // Contact Mike: Unexpected object type in draw_cloaked_object.
353 cloak_delta_time = GameTime - cloak_start_time;
355 if (cloak_delta_time < Cloak_fadein_duration/2) {
357 light_scale = fixdiv(Cloak_fadein_duration/2 - cloak_delta_time,Cloak_fadein_duration/2);
361 else if (cloak_delta_time < Cloak_fadein_duration) {
363 cloak_value = f2i(fixdiv(cloak_delta_time - Cloak_fadein_duration/2,Cloak_fadein_duration/2) * CLOAKED_FADE_LEVEL);
365 } else if (GameTime < cloak_end_time-Cloak_fadeout_duration) {
366 static int cloak_delta=0,cloak_dir=1;
367 static fix cloak_timer=0;
369 //note, if more than one cloaked object is visible at once, the
370 //pulse rate will change!
372 cloak_timer -= FrameTime;
373 while (cloak_timer < 0) {
375 cloak_timer += Cloak_fadeout_duration/12;
377 cloak_delta += cloak_dir;
379 if (cloak_delta==0 || cloak_delta==4)
380 cloak_dir = -cloak_dir;
383 cloak_value = CLOAKED_FADE_LEVEL - cloak_delta;
385 } else if (GameTime < cloak_end_time-Cloak_fadeout_duration/2) {
387 cloak_value = f2i(fixdiv(total_cloaked_time - Cloak_fadeout_duration/2 - cloak_delta_time,Cloak_fadeout_duration/2) * CLOAKED_FADE_LEVEL);
391 light_scale = fixdiv(Cloak_fadeout_duration/2 - (total_cloaked_time - cloak_delta_time),Cloak_fadeout_duration/2);
397 fix new_light,save_glow;
398 bitmap_index * alt_textures = NULL;
401 if ( obj->rtype.pobj_info.alt_textures > 0 )
402 alt_textures = multi_player_textures[obj->rtype.pobj_info.alt_textures-1];
405 new_light = fixmul(light,light_scale);
407 glow[0] = fixmul(glow[0],light_scale);
408 draw_polygon_model(&obj->pos,
410 (vms_angvec *)&obj->rtype.pobj_info.anim_angles,
411 obj->rtype.pobj_info.model_num,obj->rtype.pobj_info.subobj_flags,
418 Gr_scanline_darkening_level = cloak_value;
419 gr_setcolor(BM_XRGB(0,0,0)); //set to black (matters for s3)
420 g3_set_special_render(draw_tmap_flat,NULL,NULL); //use special flat drawer
421 draw_polygon_model(&obj->pos,
423 (vms_angvec *)&obj->rtype.pobj_info.anim_angles,
424 obj->rtype.pobj_info.model_num,obj->rtype.pobj_info.subobj_flags,
428 g3_set_special_render(NULL,NULL,NULL);
429 Gr_scanline_darkening_level = GR_FADE_LEVELS;
434 //draw an object which renders as a polygon model
435 void draw_polygon_object(object *obj)
439 fix engine_glow_value[2]; //element 0 is for engine glow, 1 for headlight
441 light = compute_object_light(obj,NULL);
443 // If option set for bright players in netgame, brighten them!
445 if (Game_mode & GM_MULTI)
446 if (Netgame.BrightPlayers)
450 //make robots brighter according to robot glow field
451 if (obj->type == OBJ_ROBOT)
452 light += (Robot_info[obj->id].glow<<12); //convert 4:4 to 16:16
454 if (obj->type == OBJ_WEAPON)
455 if (obj->id == FLARE_ID)
458 if (obj->type == OBJ_MARKER)
462 imsave = Interpolation_method;
463 if (Linear_tmap_polygon_objects)
464 Interpolation_method = 1;
466 //set engine glow value
467 engine_glow_value[0] = f1_0/5;
468 if (obj->movement_type == MT_PHYSICS) {
470 if (obj->mtype.phys_info.flags & PF_USES_THRUST && obj->type==OBJ_PLAYER && obj->id==Player_num) {
471 fix thrust_mag = vm_vec_mag_quick(&obj->mtype.phys_info.thrust);
472 engine_glow_value[0] += (fixdiv(thrust_mag,Player_ship->max_thrust)*4)/5;
475 fix speed = vm_vec_mag_quick(&obj->mtype.phys_info.velocity);
476 engine_glow_value[0] += (fixdiv(speed,MAX_VELOCITY)*3)/5;
480 //set value for player headlight
481 if (obj->type == OBJ_PLAYER) {
482 if (Players[obj->id].flags & PLAYER_FLAGS_HEADLIGHT && !Endlevel_sequence)
483 if (Players[obj->id].flags & PLAYER_FLAGS_HEADLIGHT_ON)
484 engine_glow_value[1] = -2; //draw white!
486 engine_glow_value[1] = -1; //draw normal color (grey)
488 engine_glow_value[1] = -3; //don't draw
491 if (obj->rtype.pobj_info.tmap_override != -1) {
493 polymodel *pm = &Polygon_models[obj->rtype.pobj_info.model_num];
495 bitmap_index bm_ptrs[12];
499 Assert(pm->n_textures<=12);
501 for (i=0;i<12;i++) //fill whole array, in case simple model needs more
502 bm_ptrs[i] = Textures[obj->rtype.pobj_info.tmap_override];
504 draw_polygon_model(&obj->pos,
506 (vms_angvec *)&obj->rtype.pobj_info.anim_angles,
507 obj->rtype.pobj_info.model_num,
508 obj->rtype.pobj_info.subobj_flags,
515 if (obj->type==OBJ_PLAYER && (Players[obj->id].flags&PLAYER_FLAGS_CLOAKED))
516 draw_cloaked_object(obj,light,engine_glow_value,Players[obj->id].cloak_time,Players[obj->id].cloak_time+CLOAK_TIME_MAX);
517 else if ((obj->type == OBJ_ROBOT) && (obj->ctype.ai_info.CLOAKED)) {
518 if (Robot_info[obj->id].boss_flag)
519 draw_cloaked_object(obj,light,engine_glow_value, Boss_cloak_start_time, Boss_cloak_end_time);
521 draw_cloaked_object(obj,light,engine_glow_value, GameTime-F1_0*10, GameTime+F1_0*10);
523 bitmap_index * alt_textures = NULL;
526 if ( obj->rtype.pobj_info.alt_textures > 0 )
527 alt_textures = multi_player_textures[obj->rtype.pobj_info.alt_textures-1];
530 // Snipers get bright when they fire.
531 if (Ai_local_info[obj-Objects].next_fire < F1_0/8) {
532 if (obj->ctype.ai_info.behavior == AIB_SNIPE)
533 light = 2*light + F1_0;
536 draw_polygon_model(&obj->pos,
538 (vms_angvec *)&obj->rtype.pobj_info.anim_angles,obj->rtype.pobj_info.model_num,
539 obj->rtype.pobj_info.subobj_flags,
543 if (obj->type == OBJ_WEAPON && (Weapon_info[obj->id].model_num_inner > -1 )) {
544 fix dist_to_eye = vm_vec_dist_quick(&Viewer->pos, &obj->pos);
545 if (dist_to_eye < Simple_model_threshhold_scale * F1_0*2)
546 draw_polygon_model(&obj->pos,
548 (vms_angvec *)&obj->rtype.pobj_info.anim_angles,
549 Weapon_info[obj->id].model_num_inner,
550 obj->rtype.pobj_info.subobj_flags,
558 Interpolation_method = imsave;
562 //------------------------------------------------------------------------------
563 // These variables are used to keep a list of the 3 closest robots to the viewer.
564 // The code works like this: Every time render object is called with a polygon model,
565 // it finds the distance of that robot to the viewer. If this distance if within 10
566 // segments of the viewer, it does the following: If there aren't already 3 robots in
567 // the closet-robots list, it just sticks that object into the list along with its distance.
568 // If the list already contains 3 robots, then it finds the robot in that list that is
569 // farthest from the viewer. If that object is farther than the object currently being
570 // rendered, then the new object takes over that far object's slot. *Then* after all
571 // objects are rendered, object_render_targets is called an it draws a target on top
572 // of all the objects.
574 //091494: #define MAX_CLOSE_ROBOTS 3
575 //--unused-- static int Object_draw_lock_boxes = 0;
576 //091494: static int Object_num_close = 0;
577 //091494: static object * Object_close_ones[MAX_CLOSE_ROBOTS];
578 //091494: static fix Object_close_distance[MAX_CLOSE_ROBOTS];
580 //091494: set_close_objects(object *obj)
584 //091494: if ( (obj->type != OBJ_ROBOT) || (Object_draw_lock_boxes==0) )
587 //091494: // The following code keeps a list of the 10 closest robots to the
588 //091494: // viewer. See comments in front of this function for how this works.
589 //091494: dist = vm_vec_dist( &obj->pos, &Viewer->pos );
590 //091494: if ( dist < i2f(20*10) ) {
591 //091494: if ( Object_num_close < MAX_CLOSE_ROBOTS ) {
592 //091494: Object_close_ones[Object_num_close] = obj;
593 //091494: Object_close_distance[Object_num_close] = dist;
594 //091494: Object_num_close++;
596 //091494: int i, farthest_robot;
597 //091494: fix farthest_distance;
598 //091494: // Find the farthest robot in the list
599 //091494: farthest_robot = 0;
600 //091494: farthest_distance = Object_close_distance[0];
601 //091494: for (i=1; i<Object_num_close; i++ ) {
602 //091494: if ( Object_close_distance[i] > farthest_distance ) {
603 //091494: farthest_distance = Object_close_distance[i];
604 //091494: farthest_robot = i;
607 //091494: // If this object is closer to the viewer than
608 //091494: // the farthest in the list, replace the farthest with this object.
609 //091494: if ( farthest_distance > dist ) {
610 //091494: Object_close_ones[farthest_robot] = obj;
611 //091494: Object_close_distance[farthest_robot] = dist;
617 int Player_fired_laser_this_frame=-1;
621 // -----------------------------------------------------------------------------
622 //this routine checks to see if an robot rendered near the middle of
623 //the screen, and if so and the player had fired, "warns" the robot
624 void set_robot_location_info(object *objp)
626 if (Player_fired_laser_this_frame != -1) {
629 g3_rotate_point(&temp,&objp->pos);
631 if (temp.p3_codes & CC_BEHIND) //robot behind the screen
634 //the code below to check for object near the center of the screen
635 //completely ignores z, which may not be good
637 if ((abs(temp.p3_x) < F1_0*4) && (abs(temp.p3_y) < F1_0*4)) {
638 objp->ctype.ai_info.danger_laser_num = Player_fired_laser_this_frame;
639 objp->ctype.ai_info.danger_laser_signature = Objects[Player_fired_laser_this_frame].signature;
646 // ------------------------------------------------------------------------------------------------------------------
647 void create_small_fireball_on_object(object *objp, fix size_scale, int sound_flag)
650 vms_vector pos, rand_vec;
654 make_random_vector(&rand_vec);
656 vm_vec_scale(&rand_vec, objp->size/2);
658 vm_vec_add2(&pos, &rand_vec);
660 size = fixmul(size_scale, F1_0/2 + d_rand()*4/2);
662 segnum = find_point_seg(&pos, objp->segnum);
665 expl_obj = object_create_explosion(segnum, &pos, size, VCLIP_SMALL_EXPLOSION);
668 obj_attach(objp,expl_obj);
669 if (d_rand() < 8192) {
671 if (objp->type == OBJ_ROBOT)
674 digi_link_sound_to_object(SOUND_EXPLODING_WALL, objp-Objects, 0, vol);
679 // ------------------------------------------------------------------------------------------------------------------
680 void create_vclip_on_object(object *objp, fix size_scale, int vclip_num)
683 vms_vector pos, rand_vec;
687 make_random_vector(&rand_vec);
689 vm_vec_scale(&rand_vec, objp->size/2);
691 vm_vec_add2(&pos, &rand_vec);
693 size = fixmul(size_scale, F1_0 + d_rand()*4);
695 segnum = find_point_seg(&pos, objp->segnum);
698 expl_obj = object_create_explosion(segnum, &pos, size, vclip_num);
702 expl_obj->movement_type = MT_PHYSICS;
703 expl_obj->mtype.phys_info.velocity.x = objp->mtype.phys_info.velocity.x/2;
704 expl_obj->mtype.phys_info.velocity.y = objp->mtype.phys_info.velocity.y/2;
705 expl_obj->mtype.phys_info.velocity.z = objp->mtype.phys_info.velocity.z/2;
709 // -- mk, 02/05/95 -- #define VCLIP_INVULNERABILITY_EFFECT VCLIP_SMALL_EXPLOSION
710 // -- mk, 02/05/95 --
711 // -- mk, 02/05/95 -- // -----------------------------------------------------------------------------
712 // -- mk, 02/05/95 -- void do_player_invulnerability_effect(object *objp)
713 // -- mk, 02/05/95 -- {
714 // -- mk, 02/05/95 -- if (d_rand() < FrameTime*8) {
715 // -- mk, 02/05/95 -- create_vclip_on_object(objp, F1_0, VCLIP_INVULNERABILITY_EFFECT);
716 // -- mk, 02/05/95 -- }
717 // -- mk, 02/05/95 -- }
719 // -----------------------------------------------------------------------------
720 // Render an object. Calls one of several routines based on type
721 void render_object(object *obj)
725 if ( obj == Viewer ) return;
727 if ( obj->type==OBJ_NONE ) {
729 mprintf( (1, "ERROR!!!! Bogus obj %d in seg %d is rendering!\n", obj-Objects, obj->segnum ));
735 mld_save = Max_linear_depth;
736 Max_linear_depth = Max_linear_depth_objects;
738 switch (obj->render_type) {
740 case RT_NONE: break; //doesn't render, like the player
744 draw_polygon_object(obj);
746 //"warn" robot if being shot at
747 if (obj->type == OBJ_ROBOT)
748 set_robot_location_info(obj);
750 //JOHN SAID TO: if ( (obj->type==OBJ_PLAYER) && ((keyd_pressed[KEY_W]) || (keyd_pressed[KEY_I])))
751 //JOHN SAID TO: object_render_id(obj);
753 // -- mk, 02/05/95 -- if (obj->type == OBJ_PLAYER)
754 // -- mk, 02/05/95 -- if (Players[obj->id].flags & PLAYER_FLAGS_INVULNERABLE)
755 // -- mk, 02/05/95 -- do_player_invulnerability_effect(obj);
759 case RT_MORPH: draw_morph_object(obj); break;
761 case RT_FIREBALL: draw_fireball(obj); break;
763 case RT_WEAPON_VCLIP: draw_weapon_vclip(obj); break;
765 case RT_HOSTAGE: draw_hostage(obj); break;
767 case RT_POWERUP: draw_powerup(obj); break;
769 case RT_LASER: Laser_render(obj); break;
771 default: Error("Unknown render_type <%d>",obj->render_type);
775 if ( obj->render_type != RT_NONE )
776 if ( Newdemo_state == ND_STATE_RECORDING ) {
777 if (!WasRecorded[obj-Objects]) {
778 newdemo_record_render_object(obj);
779 WasRecorded[obj-Objects]=1;
784 Max_linear_depth = mld_save;
788 //--unused-- void object_toggle_lock_targets() {
789 //--unused-- Object_draw_lock_boxes ^= 1;
792 //091494: //draw target boxes for nearby robots
793 //091494: void object_render_targets()
795 //091494: g3s_point pt;
796 //091494: ubyte codes;
798 //091494: int radius,x,y;
800 //091494: if (Object_draw_lock_boxes==0)
803 //091494: for (i=0; i<Object_num_close; i++ ) {
805 //091494: codes = g3_rotate_point(&pt, &Object_close_ones[i]->pos );
806 //091494: if ( !(codes & CC_BEHIND) ) {
807 //091494: g3_project_point(&pt);
808 //091494: if (pt.p3_flags & PF_PROJECTED) {
809 //091494: x = f2i(pt.p3_sx);
810 //091494: y = f2i(pt.p3_sy);
811 //091494: radius = f2i(fixdiv((grd_curcanv->cv_bitmap.bm_w*Object_close_ones[i]->size)/8,pt.z));
812 //091494: gr_setcolor( BM_XRGB(0,31,0) );
813 //091494: gr_box(x-radius,y-radius,x+radius,y+radius);
817 //091494: Object_num_close=0;
819 //--unused-- //draw target boxes for nearby robots
820 //--unused-- void object_render_id(object * obj)
822 //--unused-- g3s_point pt;
823 //--unused-- ubyte codes;
824 //--unused-- int x,y;
825 //--unused-- int w, h, aw;
826 //--unused-- char s[20], *s1;
828 //--unused-- s1 = network_get_player_name( obj-Objects );
831 //--unused-- sprintf( s, "%s", s1 );
833 //--unused-- sprintf( s, "<%d>", obj->id );
835 //--unused-- codes = g3_rotate_point(&pt, &obj->pos );
836 //--unused-- if ( !(codes & CC_BEHIND) ) {
837 //--unused-- g3_project_point(&pt);
838 //--unused-- if (pt.p3_flags & PF_PROJECTED) {
839 //--unused-- gr_get_string_size( s, &w, &h, &aw );
840 //--unused-- x = f2i(pt.p3_sx) - w/2;
841 //--unused-- y = f2i(pt.p3_sy) - h/2;
842 //--unused-- if ( x>= 0 && y>=0 && (x+w)<=grd_curcanv->cv_bitmap.bm_w && (y+h)<grd_curcanv->cv_bitmap.bm_h ) {
843 //--unused-- gr_set_fontcolor( BM_XRGB(0,31,0), -1 );
844 //--unused-- gr_string( x, y, s );
850 void check_and_fix_matrix(vms_matrix *m);
852 #define vm_angvec_zero(v) (v)->p=(v)->b=(v)->h=0
854 void reset_player_object()
860 vm_vec_zero(&ConsoleObject->mtype.phys_info.velocity);
861 vm_vec_zero(&ConsoleObject->mtype.phys_info.thrust);
862 vm_vec_zero(&ConsoleObject->mtype.phys_info.rotvel);
863 vm_vec_zero(&ConsoleObject->mtype.phys_info.rotthrust);
864 ConsoleObject->mtype.phys_info.brakes = ConsoleObject->mtype.phys_info.turnroll = 0;
865 ConsoleObject->mtype.phys_info.mass = Player_ship->mass;
866 ConsoleObject->mtype.phys_info.drag = Player_ship->drag;
867 ConsoleObject->mtype.phys_info.flags |= PF_TURNROLL | PF_LEVELLING | PF_WIGGLE | PF_USES_THRUST;
871 ConsoleObject->render_type = RT_POLYOBJ;
872 ConsoleObject->rtype.pobj_info.model_num = Player_ship->model_num; //what model is this?
873 ConsoleObject->rtype.pobj_info.subobj_flags = 0; //zero the flags
874 ConsoleObject->rtype.pobj_info.tmap_override = -1; //no tmap override!
876 for (i=0;i<MAX_SUBMODELS;i++)
877 vm_angvec_zero(&ConsoleObject->rtype.pobj_info.anim_angles[i]);
881 ConsoleObject->flags = 0;
886 //make object0 the player, setting all relevant fields
887 void init_player_object()
889 ConsoleObject->type = OBJ_PLAYER;
890 ConsoleObject->id = 0; //no sub-types for player
892 ConsoleObject->signature = 0; //player has zero, others start at 1
894 ConsoleObject->size = Polygon_models[Player_ship->model_num].rad;
896 ConsoleObject->control_type = CT_SLEW; //default is player slewing
897 ConsoleObject->movement_type = MT_PHYSICS; //change this sometime
899 ConsoleObject->lifeleft = IMMORTAL_TIME;
901 ConsoleObject->attached_obj = -1;
903 reset_player_object();
907 //sets up the free list & init player & whatever else
914 for (i=0;i<MAX_OBJECTS;i++) {
915 free_obj_list[i] = i;
916 Objects[i].type = OBJ_NONE;
917 Objects[i].segnum = -1;
920 for (i=0;i<MAX_SEGMENTS;i++)
921 Segments[i].objects = -1;
923 ConsoleObject = Viewer = &Objects[0];
925 init_player_object();
926 obj_link(ConsoleObject-Objects,0); //put in the world in segment 0
928 num_objects = 1; //just the player
929 Highest_object_index = 0;
934 //after calling init_object(), the network code has grabbed specific
935 //object slots without allocating them. Go though the objects & build
936 //the free list, then set the apporpriate globals
937 void special_reset_objects(void)
941 num_objects=MAX_OBJECTS;
943 Highest_object_index = 0;
944 Assert(Objects[0].type != OBJ_NONE); //0 should be used
946 for (i=MAX_OBJECTS;i--;)
947 if (Objects[i].type == OBJ_NONE)
948 free_obj_list[--num_objects] = i;
950 if (i > Highest_object_index)
951 Highest_object_index = i;
955 int is_object_in_seg( int segnum, int objn )
957 int objnum, count = 0;
959 for (objnum=Segments[segnum].objects;objnum!=-1;objnum=Objects[objnum].next) {
960 if ( count > MAX_OBJECTS ) {
964 if ( objnum==objn ) count++;
969 int search_all_segments_for_object( int objnum )
974 for (i=0; i<=Highest_segment_index; i++) {
975 count += is_object_in_seg( i, objnum );
980 void johns_obj_unlink(int segnum, int objnum)
982 object *obj = &Objects[objnum];
983 segment *seg = &Segments[segnum];
985 Assert(objnum != -1);
988 seg->objects = obj->next;
990 Objects[obj->prev].next = obj->next;
992 if (obj->next != -1) Objects[obj->next].prev = obj->prev;
995 void remove_incorrect_objects()
997 int segnum, objnum, count;
999 for (segnum=0; segnum <= Highest_segment_index; segnum++) {
1001 for (objnum=Segments[segnum].objects;objnum!=-1;objnum=Objects[objnum].next) {
1004 if ( count > MAX_OBJECTS ) {
1005 mprintf((1, "Object list in segment %d is circular.\n", segnum ));
1009 if (Objects[objnum].segnum != segnum ) {
1011 mprintf((0, "Removing object %d from segment %d.\n", objnum, segnum ));
1014 johns_obj_unlink(segnum,objnum);
1020 void remove_all_objects_but( int segnum, int objnum )
1024 for (i=0; i<=Highest_segment_index; i++) {
1026 if (is_object_in_seg( i, objnum )) {
1027 johns_obj_unlink( i, objnum );
1033 int check_duplicate_objects()
1037 for (i=0;i<=Highest_object_index;i++) {
1038 if ( Objects[i].type != OBJ_NONE ) {
1039 count = search_all_segments_for_object( i );
1042 mprintf((1, "Object %d is in %d segments!\n", i, count ));
1045 remove_all_objects_but( Objects[i].segnum, i );
1053 void list_seg_objects( int segnum )
1055 int objnum, count = 0;
1057 for (objnum=Segments[segnum].objects;objnum!=-1;objnum=Objects[objnum].next) {
1059 if ( count > MAX_OBJECTS ) {
1069 //link the object into the list for its segment
1070 void obj_link(int objnum,int segnum)
1072 object *obj = &Objects[objnum];
1074 Assert(objnum != -1);
1076 Assert(obj->segnum == -1);
1078 Assert(segnum>=0 && segnum<=Highest_segment_index);
1080 obj->segnum = segnum;
1082 obj->next = Segments[segnum].objects;
1085 Segments[segnum].objects = objnum;
1087 if (obj->next != -1) Objects[obj->next].prev = objnum;
1089 //list_seg_objects( segnum );
1090 //check_duplicate_objects();
1092 Assert(Objects[0].next != 0);
1093 if (Objects[0].next == 0)
1094 Objects[0].next = -1;
1096 Assert(Objects[0].prev != 0);
1097 if (Objects[0].prev == 0)
1098 Objects[0].prev = -1;
1101 void obj_unlink(int objnum)
1103 object *obj = &Objects[objnum];
1104 segment *seg = &Segments[obj->segnum];
1106 Assert(objnum != -1);
1108 if (obj->prev == -1)
1109 seg->objects = obj->next;
1111 Objects[obj->prev].next = obj->next;
1113 if (obj->next != -1) Objects[obj->next].prev = obj->prev;
1117 Assert(Objects[0].next != 0);
1118 Assert(Objects[0].prev != 0);
1121 int Object_next_signature = 1; //player gets 0, others start at 1
1123 int Debris_object_count=0;
1125 int Unused_object_slots;
1127 //returns the number of a free object, updating Highest_object_index.
1128 //Generally, obj_create() should be called to get an object, since it
1129 //fills in important fields and does the linking.
1130 //returns -1 if no free objects
1131 int obj_allocate(void)
1135 if ( num_objects >= MAX_OBJECTS-2 ) {
1138 num_freed = free_object_slots(MAX_OBJECTS-10);
1139 mprintf((0, " *** Freed %i objects in frame %i\n", num_freed, FrameCount));
1142 if ( num_objects >= MAX_OBJECTS ) {
1144 mprintf((1, "Object creation failed - too many objects!\n" ));
1149 objnum = free_obj_list[num_objects++];
1151 if (objnum > Highest_object_index) {
1152 Highest_object_index = objnum;
1153 if (Highest_object_index > Highest_ever_object_index)
1154 Highest_ever_object_index = Highest_object_index;
1159 Unused_object_slots=0;
1160 for (i=0; i<=Highest_object_index; i++)
1161 if (Objects[i].type == OBJ_NONE)
1162 Unused_object_slots++;
1167 //frees up an object. Generally, obj_delete() should be called to get
1168 //rid of an object. This function deallocates the object entry after
1169 //the object has been unlinked
1170 void obj_free(int objnum)
1172 free_obj_list[--num_objects] = objnum;
1173 Assert(num_objects >= 0);
1175 if (objnum == Highest_object_index)
1176 while (Objects[--Highest_object_index].type == OBJ_NONE);
1179 //-----------------------------------------------------------------------------
1180 // Scan the object list, freeing down to num_used objects
1181 // Returns number of slots freed.
1182 int free_object_slots(int num_used)
1185 int obj_list[MAX_OBJECTS];
1186 int num_already_free, num_to_free, original_num_to_free;
1189 num_already_free = MAX_OBJECTS - Highest_object_index - 1;
1191 if (MAX_OBJECTS - num_already_free < num_used)
1194 for (i=0; i<=Highest_object_index; i++) {
1195 if (Objects[i].flags & OF_SHOULD_BE_DEAD) {
1197 if (MAX_OBJECTS - num_already_free < num_used)
1198 return num_already_free;
1200 switch (Objects[i].type) {
1203 if (MAX_OBJECTS - num_already_free < num_used)
1208 Int3(); // This is curious. What is an object that is a wall?
1213 obj_list[olind++] = i;
1229 num_to_free = MAX_OBJECTS - num_used - num_already_free;
1230 original_num_to_free = num_to_free;
1232 if (num_to_free > olind) {
1233 mprintf((1, "Warning: Asked to free %i objects, but can only free %i.\n", num_to_free, olind));
1234 num_to_free = olind;
1237 for (i=0; i<num_to_free; i++)
1238 if (Objects[obj_list[i]].type == OBJ_DEBRIS) {
1240 mprintf((0, "Freeing DEBRIS object %3i\n", obj_list[i]));
1241 Objects[obj_list[i]].flags |= OF_SHOULD_BE_DEAD;
1245 return original_num_to_free;
1247 for (i=0; i<num_to_free; i++)
1248 if (Objects[obj_list[i]].type == OBJ_FIREBALL && Objects[obj_list[i]].ctype.expl_info.delete_objnum==-1) {
1250 mprintf((0, "Freeing FIREBALL object %3i\n", obj_list[i]));
1251 Objects[obj_list[i]].flags |= OF_SHOULD_BE_DEAD;
1255 return original_num_to_free;
1257 for (i=0; i<num_to_free; i++)
1258 if ((Objects[obj_list[i]].type == OBJ_WEAPON) && (Objects[obj_list[i]].id == FLARE_ID)) {
1260 Objects[obj_list[i]].flags |= OF_SHOULD_BE_DEAD;
1264 return original_num_to_free;
1266 for (i=0; i<num_to_free; i++)
1267 if ((Objects[obj_list[i]].type == OBJ_WEAPON) && (Objects[obj_list[i]].id != FLARE_ID)) {
1269 mprintf((0, "Freeing WEAPON object %3i\n", obj_list[i]));
1270 Objects[obj_list[i]].flags |= OF_SHOULD_BE_DEAD;
1273 return original_num_to_free - num_to_free;
1276 //-----------------------------------------------------------------------------
1277 //initialize a new object. adds to the list for the given segment
1278 //note that segnum is really just a suggestion, since this routine actually
1279 //searches for the correct segment
1280 //returns the object number
1281 int obj_create(ubyte type,ubyte id,int segnum,vms_vector *pos,
1282 vms_matrix *orient,fix size,ubyte ctype,ubyte mtype,ubyte rtype)
1287 Assert(segnum <= Highest_segment_index);
1288 Assert (segnum >= 0);
1289 Assert(ctype <= CT_CNTRLCEN);
1291 if (type==OBJ_DEBRIS && Debris_object_count>=Max_debris_objects)
1294 if (get_seg_masks(pos, segnum, 0, __FILE__, __LINE__).centermask != 0)
1295 if ((segnum=find_point_seg(pos,segnum))==-1) {
1297 mprintf((0,"Bad segnum in obj_create (type=%d)\n",type));
1299 return -1; //don't create this object
1302 // Find next free object
1303 objnum = obj_allocate();
1305 if (objnum == -1) //no free objects
1308 Assert(Objects[objnum].type == OBJ_NONE); //make sure unused
1310 obj = &Objects[objnum];
1312 Assert(obj->segnum == -1);
1314 // Zero out object structure to keep weird bugs from happening
1315 // in uninitialized fields.
1316 memset( obj, 0, sizeof(object) );
1318 obj->signature = Object_next_signature++;
1321 obj->last_pos = *pos;
1325 //@@if (orient != NULL)
1326 //@@ obj->orient = *orient;
1328 obj->orient = orient?*orient:vmd_identity_matrix;
1330 obj->control_type = ctype;
1331 obj->movement_type = mtype;
1332 obj->render_type = rtype;
1333 obj->contains_type = -1;
1335 obj->lifeleft = IMMORTAL_TIME; //assume immortal
1336 obj->attached_obj = -1;
1338 if (obj->control_type == CT_POWERUP)
1339 obj->ctype.powerup_info.count = 1;
1341 // Init physics info for this object
1342 if (obj->movement_type == MT_PHYSICS) {
1344 vm_vec_zero(&obj->mtype.phys_info.velocity);
1345 vm_vec_zero(&obj->mtype.phys_info.thrust);
1346 vm_vec_zero(&obj->mtype.phys_info.rotvel);
1347 vm_vec_zero(&obj->mtype.phys_info.rotthrust);
1349 obj->mtype.phys_info.mass = 0;
1350 obj->mtype.phys_info.drag = 0;
1351 obj->mtype.phys_info.brakes = 0;
1352 obj->mtype.phys_info.turnroll = 0;
1353 obj->mtype.phys_info.flags = 0;
1356 if (obj->render_type == RT_POLYOBJ)
1357 obj->rtype.pobj_info.tmap_override = -1;
1359 obj->shields = 20*F1_0;
1361 segnum = find_point_seg(pos,segnum); //find correct segment
1365 obj->segnum = -1; //set to zero by memset, above
1366 obj_link(objnum,segnum);
1368 // Set (or not) persistent bit in phys_info.
1369 if (obj->type == OBJ_WEAPON) {
1370 Assert(obj->control_type == CT_WEAPON);
1371 obj->mtype.phys_info.flags |= (Weapon_info[obj->id].persistent*PF_PERSISTENT);
1372 obj->ctype.laser_info.creation_time = GameTime;
1373 obj->ctype.laser_info.last_hitobj = -1;
1374 obj->ctype.laser_info.multiplier = F1_0;
1377 if (obj->control_type == CT_POWERUP)
1378 obj->ctype.powerup_info.creation_time = GameTime;
1380 if (obj->control_type == CT_EXPLOSION)
1381 obj->ctype.expl_info.next_attach = obj->ctype.expl_info.prev_attach = obj->ctype.expl_info.attach_parent = -1;
1384 if (print_object_info)
1385 mprintf( (0, "Created object %d of type %d\n", objnum, obj->type ));
1388 if (obj->type == OBJ_DEBRIS)
1389 Debris_object_count++;
1395 //create a copy of an object. returns new object number
1396 int obj_create_copy(int objnum, vms_vector *new_pos, int newsegnum)
1401 // Find next free object
1402 newobjnum = obj_allocate();
1404 if (newobjnum == -1)
1407 obj = &Objects[newobjnum];
1409 *obj = Objects[objnum];
1411 obj->pos = obj->last_pos = *new_pos;
1413 obj->next = obj->prev = obj->segnum = -1;
1415 obj_link(newobjnum,newsegnum);
1417 obj->signature = Object_next_signature++;
1419 //we probably should initialize sub-structures here
1426 extern void newdemo_record_guided_end();
1428 //remove object from the world
1429 void obj_delete(int objnum)
1432 object *obj = &Objects[objnum];
1434 Assert(objnum != -1);
1435 Assert(objnum != 0 );
1436 Assert(obj->type != OBJ_NONE);
1437 Assert(obj != ConsoleObject);
1439 if (obj->type==OBJ_WEAPON && obj->id==GUIDEDMISS_ID) {
1440 pnum=Objects[obj->ctype.laser_info.parent_num].id;
1441 mprintf ((0,"Deleting a guided missile! Player %d\n\n",pnum));
1443 if (pnum!=Player_num) {
1444 mprintf ((0,"deleting missile that belongs to %d (%s)!\n",pnum,Players[pnum].callsign));
1445 Guided_missile[pnum]=NULL;
1447 else if (Newdemo_state==ND_STATE_RECORDING)
1448 newdemo_record_guided_end();
1452 if (obj == Viewer) //deleting the viewer?
1453 Viewer = ConsoleObject; //..make the player the viewer
1455 if (obj->flags & OF_ATTACHED) //detach this from object
1456 obj_detach_one(obj);
1458 if (obj->attached_obj != -1) //detach all objects from this
1459 obj_detach_all(obj);
1461 #if !defined(NDEBUG) && !defined(NMONO)
1462 if (print_object_info) mprintf( (0, "Deleting object %d of type %d\n", objnum, Objects[objnum].type ));
1465 if (obj->type == OBJ_DEBRIS)
1466 Debris_object_count--;
1470 Assert(Objects[0].next != 0);
1472 obj->type = OBJ_NONE; //unused!
1473 obj->signature = -1;
1474 obj->segnum=-1; // zero it!
1479 #define DEATH_SEQUENCE_LENGTH (F1_0*5)
1480 #define DEATH_SEQUENCE_EXPLODE_TIME (F1_0*2)
1482 int Player_is_dead = 0; // If !0, then player is dead, but game continues so he can watch.
1483 object *Dead_player_camera = NULL; // Object index of object watching deader.
1484 fix Player_time_of_death; // Time at which player died.
1485 object *Viewer_save;
1486 int Player_flags_save;
1487 int Player_exploded = 0;
1488 int Death_sequence_aborted=0;
1489 int Player_eggs_dropped=0;
1490 fix Camera_to_player_dist_goal=F1_0*4;
1492 ubyte Control_type_save, Render_type_save;
1493 extern int Cockpit_mode_save; //set while in letterbox or rear view, or -1
1495 // ------------------------------------------------------------------------------------------------------------------
1496 void dead_player_end(void)
1498 if (!Player_is_dead)
1501 if (Newdemo_state == ND_STATE_RECORDING)
1502 newdemo_record_restore_cockpit();
1505 Player_exploded = 0;
1506 obj_delete(Dead_player_camera-Objects);
1507 Dead_player_camera = NULL;
1508 select_cockpit(Cockpit_mode_save);
1509 Cockpit_mode_save = -1;
1510 Viewer = Viewer_save;
1511 ConsoleObject->type = OBJ_PLAYER;
1512 ConsoleObject->flags = Player_flags_save;
1514 Assert((Control_type_save == CT_FLYING) || (Control_type_save == CT_SLEW));
1516 ConsoleObject->control_type = Control_type_save;
1517 ConsoleObject->render_type = Render_type_save;
1518 Players[Player_num].flags &= ~PLAYER_FLAGS_INVULNERABLE;
1519 Player_eggs_dropped = 0;
1523 // ------------------------------------------------------------------------------------------------------------------
1524 // Camera is less than size of player away from
1525 void set_camera_pos(vms_vector *camera_pos, object *objp)
1528 fix camera_player_dist;
1531 camera_player_dist = vm_vec_dist_quick(camera_pos, &objp->pos);
1533 if (camera_player_dist < Camera_to_player_dist_goal) { //2*objp->size) {
1534 // Camera is too close to player object, so move it away.
1535 vms_vector player_camera_vec;
1538 vms_vector local_p1;
1540 vm_vec_sub(&player_camera_vec, camera_pos, &objp->pos);
1541 if ((player_camera_vec.x == 0) && (player_camera_vec.y == 0) && (player_camera_vec.z == 0))
1542 player_camera_vec.x += F1_0/16;
1544 hit_data.hit_type = HIT_WALL;
1547 while ((hit_data.hit_type != HIT_NONE) && (count++ < 6)) {
1548 vms_vector closer_p1;
1549 vm_vec_normalize_quick(&player_camera_vec);
1550 vm_vec_scale(&player_camera_vec, Camera_to_player_dist_goal);
1553 vm_vec_add(&closer_p1, &objp->pos, &player_camera_vec); // This is the actual point we want to put the camera at.
1554 vm_vec_scale(&player_camera_vec, far_scale); // ...but find a point 50% further away...
1555 vm_vec_add(&local_p1, &objp->pos, &player_camera_vec); // ...so we won't have to do as many cuts.
1558 fq.startseg = objp->segnum;
1560 fq.thisobjnum = objp-Objects;
1561 fq.ignore_obj_list = NULL;
1563 find_vector_intersection( &fq, &hit_data);
1565 if (hit_data.hit_type == HIT_NONE) {
1566 *camera_pos = closer_p1;
1568 make_random_vector(&player_camera_vec);
1569 far_scale = 3*F1_0/2;
1575 extern void drop_player_eggs(object *objp);
1576 extern int get_explosion_vclip(object *obj,int stage);
1577 extern void multi_cap_objects();
1578 extern int Proximity_dropped,Smartmines_dropped;
1580 // ------------------------------------------------------------------------------------------------------------------
1581 void dead_player_frame(void)
1586 if (Player_is_dead) {
1587 time_dead = GameTime - Player_time_of_death;
1589 // If unable to create camera at time of death, create now.
1590 if (Dead_player_camera == Viewer_save) {
1592 object *player = &Objects[Players[Player_num].objnum];
1594 // this next line was changed by WraithX, instead of CT_FLYING, it was CT_NONE: instead of MT_PHYSICS, it was MT_NONE.
1595 objnum = obj_create(OBJ_CAMERA, 0, player->segnum, &player->pos, &player->orient, 0, CT_FLYING, MT_PHYSICS, RT_NONE);
1597 mprintf((0, "Creating new dead player camera.\n"));
1599 Viewer = Dead_player_camera = &Objects[objnum];
1601 mprintf((1, "Can't create dead player camera.\n"));
1606 ConsoleObject->mtype.phys_info.rotvel.x = max(0, DEATH_SEQUENCE_EXPLODE_TIME - time_dead)/4;
1607 ConsoleObject->mtype.phys_info.rotvel.y = max(0, DEATH_SEQUENCE_EXPLODE_TIME - time_dead)/2;
1608 ConsoleObject->mtype.phys_info.rotvel.z = max(0, DEATH_SEQUENCE_EXPLODE_TIME - time_dead)/3;
1610 Camera_to_player_dist_goal = min(time_dead*8, F1_0*20) + ConsoleObject->size;
1612 set_camera_pos(&Dead_player_camera->pos, ConsoleObject);
1614 // the following line uncommented by WraithX, 4-12-00
1615 if (time_dead < DEATH_SEQUENCE_EXPLODE_TIME + F1_0 * 2)
1617 vm_vec_sub(&fvec, &ConsoleObject->pos, &Dead_player_camera->pos);
1618 vm_vector_2_matrix(&Dead_player_camera->orient, &fvec, NULL, NULL);
1619 Dead_player_camera->mtype.phys_info = ConsoleObject->mtype.phys_info;
1621 // the following "if" added by WraithX to get rid of camera "wiggle"
1622 if (Dead_player_camera->mtype.phys_info.flags & PF_WIGGLE)
1624 Dead_player_camera->mtype.phys_info.flags = (Dead_player_camera->mtype.phys_info.flags & ~PF_WIGGLE);
1625 }// end "if" added by WraithX, 4/13/00
1627 // the following line uncommented by WraithX, 4-12-00
1631 // the following line uncommented by WraithX, 4-11-00
1632 Dead_player_camera->movement_type = MT_PHYSICS;
1633 //Dead_player_camera->mtype.phys_info.rotvel.y = F1_0/8;
1634 // the following line uncommented by WraithX, 4-12-00
1636 // end addition by WX
1638 if (time_dead > DEATH_SEQUENCE_EXPLODE_TIME) {
1639 if (!Player_exploded) {
1641 if (Players[Player_num].hostages_on_board > 1)
1642 HUD_init_message(TXT_SHIP_DESTROYED_2, Players[Player_num].hostages_on_board);
1643 else if (Players[Player_num].hostages_on_board == 1)
1644 HUD_init_message(TXT_SHIP_DESTROYED_1);
1646 HUD_init_message(TXT_SHIP_DESTROYED_0);
1654 Player_exploded = 1;
1656 if (Game_mode & GM_NETWORK)
1659 multi_cap_objects();
1663 drop_player_eggs(ConsoleObject);
1664 Player_eggs_dropped = 1;
1666 if (Game_mode & GM_MULTI)
1668 //multi_send_position(Players[Player_num].objnum);
1669 multi_send_player_explode(MULTI_PLAYER_EXPLODE);
1673 explode_badass_player(ConsoleObject);
1675 //is this next line needed, given the badass call above?
1676 explode_object(ConsoleObject,0);
1677 ConsoleObject->flags &= ~OF_SHOULD_BE_DEAD; //don't really kill player
1678 ConsoleObject->render_type = RT_NONE; //..just make him disappear
1679 ConsoleObject->type = OBJ_GHOST; //..and kill intersections
1680 Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
1683 if (d_rand() < FrameTime*4) {
1685 if (Game_mode & GM_MULTI)
1686 multi_send_create_explosion(Player_num);
1688 create_small_fireball_on_object(ConsoleObject, F1_0, 1);
1693 if (Death_sequence_aborted) { //time_dead > DEATH_SEQUENCE_LENGTH) {
1694 if (!Player_eggs_dropped) {
1697 if (Game_mode & GM_NETWORK)
1700 multi_cap_objects();
1704 drop_player_eggs(ConsoleObject);
1705 Player_eggs_dropped = 1;
1707 if (Game_mode & GM_MULTI)
1709 //multi_send_position(Players[Player_num].objnum);
1710 multi_send_player_explode(MULTI_PLAYER_EXPLODE);
1715 DoPlayerDead(); //kill_player();
1721 void AdjustMineSpawn()
1723 if (!(Game_mode & GM_NETWORK))
1724 return; // No need for this function in any other mode
1726 if (!(Game_mode & GM_HOARD))
1727 Players[Player_num].secondary_ammo[PROXIMITY_INDEX]+=Proximity_dropped;
1728 Players[Player_num].secondary_ammo[SMART_MINE_INDEX]+=Smartmines_dropped;
1729 Proximity_dropped=0;
1730 Smartmines_dropped=0;
1735 int Killed_in_frame = -1;
1736 short Killed_objnum = -1;
1737 extern char Multi_killed_yourself;
1739 // ------------------------------------------------------------------------------------------------------------------
1740 void start_player_death_sequence(object *player)
1744 Assert(player == ConsoleObject);
1745 if ((Player_is_dead != 0) || (Dead_player_camera != NULL))
1748 //Assert(Player_is_dead == 0);
1749 //Assert(Dead_player_camera == NULL);
1753 if (!(Game_mode & GM_MULTI))
1754 HUD_clear_messages();
1756 Killed_in_frame = FrameCount;
1757 Killed_objnum = player-Objects;
1758 Death_sequence_aborted = 0;
1761 if (Game_mode & GM_MULTI)
1763 multi_send_kill(Players[Player_num].objnum);
1765 // If Hoard, increase number of orbs by 1
1766 // Only if you haven't killed yourself
1767 // This prevents cheating
1769 if (Game_mode & GM_HOARD)
1770 if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]<12)
1771 if (!Multi_killed_yourself)
1772 Players[Player_num].secondary_ammo[PROXIMITY_INDEX]++;
1784 //Players[Player_num].flags &= ~(PLAYER_FLAGS_AFTERBURNER);
1786 vm_vec_zero(&player->mtype.phys_info.rotthrust);
1787 vm_vec_zero(&player->mtype.phys_info.thrust);
1789 Player_time_of_death = GameTime;
1791 // this next line was changed by WraithX, instead of CT_FLYING, it was CT_NONE: instead of MT_PHYSICS, it was MT_NONE.
1792 objnum = obj_create(OBJ_CAMERA, 0, player->segnum, &player->pos, &player->orient, 0, CT_FLYING, MT_PHYSICS, RT_NONE);
1793 Viewer_save = Viewer;
1795 Viewer = Dead_player_camera = &Objects[objnum];
1797 mprintf((1, "Can't create dead player camera.\n"));
1799 Dead_player_camera = Viewer;
1802 if (Cockpit_mode_save == -1) //if not already saved
1803 Cockpit_mode_save = Cockpit_mode;
1804 select_cockpit(CM_LETTERBOX);
1805 if (Newdemo_state == ND_STATE_RECORDING)
1806 newdemo_record_letterbox();
1808 Player_flags_save = player->flags;
1809 Control_type_save = player->control_type;
1810 Render_type_save = player->render_type;
1812 player->flags &= ~OF_SHOULD_BE_DEAD;
1813 // Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
1814 player->control_type = CT_FLYING; // change from CT_NONE to CT_FLYING by WraithX
1815 player->shields = F1_0*1000;
1817 PALETTE_FLASH_SET(0,0,0);
1820 // ------------------------------------------------------------------------------------------------------------------
1821 void obj_delete_all_that_should_be_dead()
1825 int local_dead_player_object=-1;
1830 for (i=0;i<=Highest_object_index;i++) {
1831 if ((objp->type!=OBJ_NONE) && (objp->flags&OF_SHOULD_BE_DEAD) ) {
1832 Assert(!(objp->type==OBJ_FIREBALL && objp->ctype.expl_info.delete_time!=-1));
1833 if (objp->type==OBJ_PLAYER) {
1834 if ( objp->id == Player_num ) {
1835 if (local_dead_player_object == -1) {
1836 start_player_death_sequence(objp);
1837 local_dead_player_object = objp-Objects;
1839 Int3(); // Contact Mike: Illegal, killed player twice in this frame!
1840 // Ok to continue, won't start death sequence again!
1851 //when an object has moved into a new segment, this function unlinks it
1852 //from its old segment, and links it into the new segment
1853 void obj_relink(int objnum,int newsegnum)
1856 Assert((objnum >= 0) && (objnum <= Highest_object_index));
1857 Assert((newsegnum <= Highest_segment_index) && (newsegnum >= 0));
1861 obj_link(objnum,newsegnum);
1864 if (get_seg_masks(&Objects[objnum].pos, Objects[objnum].segnum, 0, __FILE__, __LINE__).centermask != 0)
1865 mprintf((1, "obj_relink violates seg masks.\n"));
1869 //process a continuously-spinning object
1871 spin_object(object *obj)
1874 vms_matrix rotmat, new_pm;
1876 Assert(obj->movement_type == MT_SPINNING);
1878 rotangs.p = fixmul(obj->mtype.spin_rate.x,FrameTime);
1879 rotangs.h = fixmul(obj->mtype.spin_rate.y,FrameTime);
1880 rotangs.b = fixmul(obj->mtype.spin_rate.z,FrameTime);
1882 vm_angles_2_matrix(&rotmat,&rotangs);
1884 vm_matrix_x_matrix(&new_pm,&obj->orient,&rotmat);
1885 obj->orient = new_pm;
1887 check_and_fix_matrix(&obj->orient);
1890 int Drop_afterburner_blob_flag; //ugly hack
1891 extern void multi_send_drop_blobs(char);
1892 extern void fuelcen_check_for_goal (segment *);
1894 //see if wall is volatile, and if so, cause damage to player
1895 //returns true if player is in lava
1896 int check_volatile_wall(object *obj,int segnum,int sidenum,vms_vector *hitpt);
1898 // Time at which this object last created afterburner blobs.
1899 fix Last_afterburner_time[MAX_OBJECTS];
1901 //--------------------------------------------------------------------
1902 //move an object for the current frame
1903 void object_move_one( object * obj )
1908 int previous_segment = obj->segnum;
1910 obj->last_pos = obj->pos; // Save the current position
1912 if ((obj->type==OBJ_PLAYER) && (Player_num==obj->id)) {
1916 if (Game_mode & GM_CAPTURE)
1917 fuelcen_check_for_goal (&Segments[obj->segnum]);
1918 if (Game_mode & GM_HOARD)
1919 fuelcen_check_for_hoard_goal (&Segments[obj->segnum]);
1922 fuel=fuelcen_give_fuel( &Segments[obj->segnum], INITIAL_ENERGY-Players[Player_num].energy );
1924 Players[Player_num].energy += fuel;
1927 shields = repaircen_give_shields( &Segments[obj->segnum], INITIAL_ENERGY-Players[Player_num].energy );
1929 Players[Player_num].shields += shields;
1933 if (obj->lifeleft != IMMORTAL_TIME) { //if not immortal...
1934 // Ok, this is a big hack by MK.
1935 // If you want an object to last for exactly one frame, then give it a lifeleft of ONE_FRAME_TIME.
1936 if (obj->lifeleft != ONE_FRAME_TIME)
1937 obj->lifeleft -= FrameTime; //...inevitable countdown towards death
1940 Drop_afterburner_blob_flag = 0;
1942 switch (obj->control_type) {
1944 case CT_NONE: break;
1948 #if !defined(NDEBUG) && !defined(NMONO)
1949 if (print_object_info>1) mprintf( (0, "Moving player object #%d\n", obj-Objects ));
1952 read_flying_controls( obj );
1956 case CT_REPAIRCEN: Int3(); // -- hey! these are no longer supported!! -- do_repair_sequence(obj); break;
1958 case CT_POWERUP: do_powerup_frame(obj); break;
1960 case CT_MORPH: //morph implies AI
1961 do_morph_frame(obj);
1962 //NOTE: FALLS INTO AI HERE!!!!
1965 //NOTE LINK TO CT_MORPH ABOVE!!!
1966 if (Game_suspended & SUSP_ROBOTS) return;
1967 #if !defined(NDEBUG) && !defined(NMONO)
1968 if (print_object_info>1)
1969 mprintf( (0, "AI: Moving robot object #%d\n",obj-Objects ));
1974 case CT_WEAPON: Laser_do_weapon_sequence(obj); break;
1975 case CT_EXPLOSION: do_explosion_sequence(obj); break;
1979 if ( keyd_pressed[KEY_PAD5] ) slew_stop( obj );
1980 if ( keyd_pressed[KEY_NUMLOCK] ) {
1981 slew_reset_orient( obj );
1982 * (ubyte *) 0x417 &= ~0x20; //kill numlock
1984 slew_frame(0 ); // Does velocity addition for us.
1989 // case CT_FLYTHROUGH:
1990 // do_flythrough(obj,0); // HACK:do_flythrough should operate on an object!!!!
1991 // //check_object_seg(obj);
1992 // return; // DON'T DO THE REST OF OBJECT STUFF SINCE THIS IS A SPECIAL CASE!!!
1995 case CT_DEBRIS: do_debris_frame(obj); break;
1997 case CT_LIGHT: break; //doesn't do anything
1999 case CT_REMOTE: break; //movement is handled in com_process_input
2001 case CT_CNTRLCEN: do_controlcen_frame(obj); break;
2006 Error("Unknown control type %d in object %li, sig/type/id = %i/%i/%i",obj->control_type, obj-Objects, obj->signature, obj->type, obj->id);
2008 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);
2015 if (obj->lifeleft < 0 ) { // We died of old age
2016 obj->flags |= OF_SHOULD_BE_DEAD;
2017 if ( obj->type==OBJ_WEAPON && Weapon_info[obj->id].damage_radius )
2018 explode_badass_weapon(obj,&obj->pos);
2019 else if ( obj->type==OBJ_ROBOT) //make robots explode
2020 explode_object(obj,0);
2023 if (obj->type == OBJ_NONE)
2024 return; // object has been deleted
2026 // stay around if !dead, for WraithX's death-cam
2027 if (!Player_is_dead && obj->flags&OF_SHOULD_BE_DEAD)
2030 switch (obj->movement_type) {
2032 case MT_NONE: break; //this doesn't move
2034 case MT_PHYSICS: do_physics_sim(obj); break; //move by physics
2036 case MT_SPINNING: spin_object(obj); break;
2040 // If player and moved to another segment, see if hit any triggers.
2041 // also check in player under a lavafall
2042 if (obj->type == OBJ_PLAYER && obj->movement_type==MT_PHYSICS) {
2044 if (previous_segment != obj->segnum) {
2047 int old_level = Current_level_num;
2049 for (i=0;i<n_phys_segs-1;i++) {
2050 connect_side = find_connect_side(&Segments[phys_seglist[i+1]], &Segments[phys_seglist[i]]);
2051 if (connect_side != -1)
2052 check_trigger(&Segments[phys_seglist[i]], connect_side, obj-Objects,0);
2054 else { // segments are not directly connected, so do binary subdivision until you find connected segments.
2055 mprintf((1, "UNCONNECTED SEGMENTS %d,%d\n",phys_seglist[i+1],phys_seglist[i]));
2056 // -- Unnecessary, MK, 09/04/95 -- Int3();
2060 //maybe we've gone on to the next level. if so, bail!
2062 if (Current_level_num != old_level)
2069 int sidemask,under_lavafall=0;
2070 static int lavafall_hiss_playing[MAX_PLAYERS]={0};
2072 sidemask = get_seg_masks(&obj->pos, obj->segnum, obj->size, __FILE__, __LINE__).sidemask;
2074 int sidenum,bit,wall_num;
2076 for (sidenum=0,bit=1;sidenum<6;bit<<=1,sidenum++)
2077 if ((sidemask & bit) && ((wall_num=Segments[obj->segnum].sides[sidenum].wall_num)!=-1) && Walls[wall_num].type==WALL_ILLUSION) {
2079 if ((type=check_volatile_wall(obj,obj->segnum,sidenum,&obj->pos))!=0) {
2080 int sound = (type==1)?SOUND_LAVAFALL_HISS:SOUND_SHIP_IN_WATERFALL;
2082 if (!lavafall_hiss_playing[obj->id]) {
2083 digi_link_sound_to_object3( sound, obj-Objects, 1, F1_0, i2f(256), -1, -1);
2084 lavafall_hiss_playing[obj->id] = 1;
2090 if (!under_lavafall && lavafall_hiss_playing[obj->id]) {
2091 digi_kill_sound_linked_to_object( obj-Objects);
2092 lavafall_hiss_playing[obj->id] = 0;
2097 //see if guided missile has flown through exit trigger
2098 if (obj==Guided_missile[Player_num] && obj->signature==Guided_missile_sig[Player_num]) {
2099 if (previous_segment != obj->segnum) {
2101 connect_side = find_connect_side(&Segments[obj->segnum], &Segments[previous_segment]);
2102 if (connect_side != -1) {
2103 int wall_num,trigger_num;
2104 wall_num = Segments[previous_segment].sides[connect_side].wall_num;
2105 if ( wall_num != -1 ) {
2106 trigger_num = Walls[wall_num].trigger;
2107 if (trigger_num != -1)
2108 if (Triggers[trigger_num].type == TT_EXIT)
2109 Guided_missile[Player_num]->lifeleft = 0;
2115 if (Drop_afterburner_blob_flag) {
2116 Assert(obj==ConsoleObject);
2117 drop_afterburner_blobs(obj, 2, i2f(5)/2, -1); // -1 means use default lifetime
2119 if (Game_mode & GM_MULTI)
2120 multi_send_drop_blobs(Player_num);
2122 Drop_afterburner_blob_flag = 0;
2125 if ((obj->type == OBJ_WEAPON) && (Weapon_info[obj->id].afterburner_size)) {
2126 int objnum = obj-Objects;
2127 fix vel = vm_vec_mag_quick(&obj->mtype.phys_info.velocity);
2128 fix delay, lifetime;
2132 else if (vel > F1_0*40)
2133 delay = fixdiv(F1_0*13,vel);
2137 lifetime = (delay * 3)/2;
2138 if (!(Game_mode & GM_MULTI)) {
2143 if ((Last_afterburner_time[objnum] + delay < GameTime) || (Last_afterburner_time[objnum] > GameTime)) {
2144 drop_afterburner_blobs(obj, 1, i2f(Weapon_info[obj->id].afterburner_size)/16, lifetime);
2145 Last_afterburner_time[objnum] = GameTime;
2150 obj++; //kill warning
2154 int Max_used_objects = MAX_OBJECTS - 20;
2156 //--------------------------------------------------------------------
2157 //move all objects for the current frame
2158 void object_move_all()
2163 // -- mprintf((0, "Frame %i: %i/%i objects used.\n", FrameCount, num_objects, MAX_OBJECTS));
2165 // check_duplicate_objects();
2166 // remove_incorrect_objects();
2168 if (Highest_object_index > Max_used_objects)
2169 free_object_slots(Max_used_objects); // Free all possible object slots.
2171 obj_delete_all_that_should_be_dead();
2173 if (Auto_leveling_on)
2174 ConsoleObject->mtype.phys_info.flags |= PF_LEVELLING;
2176 ConsoleObject->mtype.phys_info.flags &= ~PF_LEVELLING;
2182 for (i=0;i<=Highest_object_index;i++) {
2183 if ( (objp->type != OBJ_NONE) && (!(objp->flags&OF_SHOULD_BE_DEAD)) ) {
2184 object_move_one( objp );
2192 // check_duplicate_objects();
2193 // remove_incorrect_objects();
2198 //--unused-- // -----------------------------------------------------------
2199 //--unused-- // Moved here from eobject.c on 02/09/94 by MK.
2200 //--unused-- int find_last_obj(int i)
2202 //--unused-- for (i=MAX_OBJECTS;--i>=0;)
2203 //--unused-- if (Objects[i].type != OBJ_NONE) break;
2205 //--unused-- return i;
2210 //make object array non-sparse
2211 void compress_objects(void)
2213 int start_i; //,last_i;
2215 //last_i = find_last_obj(MAX_OBJECTS);
2217 // Note: It's proper to do < (rather than <=) Highest_object_index here because we
2218 // are just removing gaps, and the last object can't be a gap.
2219 for (start_i=0;start_i<Highest_object_index;start_i++)
2221 if (Objects[start_i].type == OBJ_NONE) {
2225 segnum_copy = Objects[Highest_object_index].segnum;
2227 obj_unlink(Highest_object_index);
2229 Objects[start_i] = Objects[Highest_object_index];
2232 if (Cur_object_index == Highest_object_index)
2233 Cur_object_index = start_i;
2236 Objects[Highest_object_index].type = OBJ_NONE;
2238 obj_link(start_i,segnum_copy);
2240 while (Objects[--Highest_object_index].type == OBJ_NONE);
2242 //last_i = find_last_obj(last_i);
2246 reset_objects(num_objects);
2250 //called after load. Takes number of objects, and objects should be
2251 //compressed. resets free list, marks unused objects as unused
2252 void reset_objects(int n_objs)
2256 num_objects = n_objs;
2258 Assert(num_objects>0);
2260 for (i=num_objects;i<MAX_OBJECTS;i++) {
2261 free_obj_list[i] = i;
2262 Objects[i].type = OBJ_NONE;
2263 Objects[i].segnum = -1;
2266 Highest_object_index = num_objects-1;
2268 Debris_object_count = 0;
2271 //Tries to find a segment for an object, using find_point_seg()
2272 int find_object_seg(object * obj )
2274 return find_point_seg(&obj->pos,obj->segnum);
2278 //If an object is in a segment, set its segnum field and make sure it's
2279 //properly linked. If not in any segment, returns 0, else 1.
2280 //callers should generally use find_vector_intersection()
2281 int update_object_seg(object * obj )
2285 newseg = find_object_seg(obj);
2290 if ( newseg != obj->segnum )
2291 obj_relink(obj-Objects, newseg );
2297 //go through all objects and make sure they have the correct segment numbers
2303 for (i=0;i<=Highest_object_index;i++)
2304 if (Objects[i].type != OBJ_NONE)
2305 if (update_object_seg(&Objects[i]) == 0) {
2306 mprintf((1,"Cannot find segment for object %d in fix_object_segs()\n"));
2308 compute_segment_center(&Objects[i].pos,&Segments[Objects[i].segnum]);
2313 //--unused-- void object_use_new_object_list( object * new_list )
2315 //--unused-- int i, segnum;
2316 //--unused-- object *obj;
2318 //--unused-- // First, unlink all the old objects for the segments array
2319 //--unused-- for (segnum=0; segnum <= Highest_segment_index; segnum++) {
2320 //--unused-- Segments[segnum].objects = -1;
2322 //--unused-- // Then, erase all the objects
2323 //--unused-- reset_objects(1);
2325 //--unused-- // Fill in the object array
2326 //--unused-- memcpy( Objects, new_list, sizeof(object)*MAX_OBJECTS );
2328 //--unused-- Highest_object_index=-1;
2330 //--unused-- // Relink 'em
2331 //--unused-- for (i=0; i<MAX_OBJECTS; i++ ) {
2332 //--unused-- obj = &Objects[i];
2333 //--unused-- if ( obj->type != OBJ_NONE ) {
2334 //--unused-- num_objects++;
2335 //--unused-- Highest_object_index = i;
2336 //--unused-- segnum = obj->segnum;
2337 //--unused-- obj->next = obj->prev = obj->segnum = -1;
2338 //--unused-- obj_link(i,segnum);
2339 //--unused-- } else {
2340 //--unused-- obj->next = obj->prev = obj->segnum = -1;
2346 //delete objects, such as weapons & explosions, that shouldn't stay between levels
2347 // Changed by MK on 10/15/94, don't remove proximity bombs.
2348 //if clear_all is set, clear even proximity bombs
2349 void clear_transient_objects(int clear_all)
2354 for (objnum=0,obj=&Objects[0];objnum<=Highest_object_index;objnum++,obj++)
2355 if (((obj->type == OBJ_WEAPON) && !(Weapon_info[obj->id].flags&WIF_PLACABLE) && (clear_all || ((obj->id != PROXIMITY_ID) && (obj->id != SUPERPROX_ID)))) ||
2356 obj->type == OBJ_FIREBALL ||
2357 obj->type == OBJ_DEBRIS ||
2358 obj->type == OBJ_DEBRIS ||
2359 (obj->type!=OBJ_NONE && obj->flags & OF_EXPLODING)) {
2362 if (Objects[objnum].lifeleft > i2f(2))
2363 mprintf((0,"Note: Clearing object %d (type=%d, id=%d) with lifeleft=%x\n",objnum,Objects[objnum].type,Objects[objnum].id,Objects[objnum].lifeleft));
2368 else if (Objects[objnum].type!=OBJ_NONE && Objects[objnum].lifeleft < i2f(2))
2369 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));
2373 //attaches an object, such as a fireball, to another object, such as a robot
2374 void obj_attach(object *parent,object *sub)
2376 Assert(sub->type == OBJ_FIREBALL);
2377 Assert(sub->control_type == CT_EXPLOSION);
2379 Assert(sub->ctype.expl_info.next_attach==-1);
2380 Assert(sub->ctype.expl_info.prev_attach==-1);
2382 Assert(parent->attached_obj==-1 || Objects[parent->attached_obj].ctype.expl_info.prev_attach==-1);
2384 sub->ctype.expl_info.next_attach = parent->attached_obj;
2386 if (sub->ctype.expl_info.next_attach != -1)
2387 Objects[sub->ctype.expl_info.next_attach].ctype.expl_info.prev_attach = sub-Objects;
2389 parent->attached_obj = sub-Objects;
2391 sub->ctype.expl_info.attach_parent = parent-Objects;
2392 sub->flags |= OF_ATTACHED;
2394 Assert(sub->ctype.expl_info.next_attach != sub-Objects);
2395 Assert(sub->ctype.expl_info.prev_attach != sub-Objects);
2398 //dettaches one object
2399 void obj_detach_one(object *sub)
2401 Assert(sub->flags & OF_ATTACHED);
2402 Assert(sub->ctype.expl_info.attach_parent != -1);
2404 if ((Objects[sub->ctype.expl_info.attach_parent].type == OBJ_NONE) || (Objects[sub->ctype.expl_info.attach_parent].attached_obj == -1))
2406 sub->flags &= ~OF_ATTACHED;
2410 if (sub->ctype.expl_info.next_attach != -1) {
2411 Assert(Objects[sub->ctype.expl_info.next_attach].ctype.expl_info.prev_attach=sub-Objects);
2412 Objects[sub->ctype.expl_info.next_attach].ctype.expl_info.prev_attach = sub->ctype.expl_info.prev_attach;
2415 if (sub->ctype.expl_info.prev_attach != -1) {
2416 Assert(Objects[sub->ctype.expl_info.prev_attach].ctype.expl_info.next_attach=sub-Objects);
2417 Objects[sub->ctype.expl_info.prev_attach].ctype.expl_info.next_attach = sub->ctype.expl_info.next_attach;
2420 Assert(Objects[sub->ctype.expl_info.attach_parent].attached_obj=sub-Objects);
2421 Objects[sub->ctype.expl_info.attach_parent].attached_obj = sub->ctype.expl_info.next_attach;
2424 sub->ctype.expl_info.next_attach = sub->ctype.expl_info.prev_attach = -1;
2425 sub->flags &= ~OF_ATTACHED;
2429 //dettaches all objects from this object
2430 void obj_detach_all(object *parent)
2432 while (parent->attached_obj != -1)
2433 obj_detach_one(&Objects[parent->attached_obj]);
2436 //creates a marker object in the world. returns the object number
2437 int drop_marker_object(vms_vector *pos,int segnum,vms_matrix *orient, int marker_num)
2441 Assert(Marker_model_num != -1);
2443 objnum = obj_create(OBJ_MARKER, marker_num, segnum, pos, orient, Polygon_models[Marker_model_num].rad, CT_NONE, MT_NONE, RT_POLYOBJ);
2446 object *obj = &Objects[objnum];
2448 obj->rtype.pobj_info.model_num = Marker_model_num;
2450 vm_vec_copy_scale(&obj->mtype.spin_rate,&obj->orient.uvec,F1_0/2);
2452 // MK, 10/16/95: Using lifeleft to make it flash, thus able to trim lightlevel from all objects.
2453 obj->lifeleft = IMMORTAL_TIME - 1;
2459 extern int Ai_last_missile_camera;
2461 // *viewer is a viewer, probably a missile.
2462 // wake up all robots that were rendered last frame subject to some constraints.
2463 void wake_up_rendered_objects(object *viewer, int window_num)
2467 // Make sure that we are processing current data.
2468 if (FrameCount != Window_rendered_data[window_num].frame) {
2469 mprintf((1, "Warning: Called wake_up_rendered_objects with a bogus window.\n"));
2473 Ai_last_missile_camera = viewer-Objects;
2475 for (i=0; i<Window_rendered_data[window_num].num_objects; i++) {
2478 int fcval = FrameCount & 3;
2480 objnum = Window_rendered_data[window_num].rendered_objects[i];
2481 if ((objnum & 3) == fcval) {
2482 objp = &Objects[objnum];
2484 if (objp->type == OBJ_ROBOT) {
2485 if (vm_vec_dist_quick(&viewer->pos, &objp->pos) < F1_0*100) {
2486 ai_local *ailp = &Ai_local_info[objnum];
2487 if (ailp->player_awareness_type == 0) {
2488 objp->ctype.ai_info.SUB_FLAGS |= SUB_FLAGS_CAMERA_AWAKE;
2489 ailp->player_awareness_type = PA_WEAPON_ROBOT_COLLISION;
2490 ailp->player_awareness_time = F1_0*3;
2491 ailp->previous_visibility = 2;