2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
16 static char rcsid[] = "$Id: object.c,v 1.4 2001-01-31 14:04:45 bradleyb Exp $";
25 #include <string.h> // for memset
85 #include "editor\editor.h"
92 void obj_detach_all(object *parent);
93 void obj_detach_one(object *sub);
94 int free_object_slots(int num_used);
100 extern byte WasRecorded[MAX_OBJECTS];
102 ubyte CollisionResult[MAX_OBJECT_TYPES][MAX_OBJECT_TYPES];
104 object *ConsoleObject; //the object that is the player
106 static short free_obj_list[MAX_OBJECTS];
112 //info on the various types of objects
114 object Object_minus_one;
117 object Objects[MAX_OBJECTS];
119 int Highest_object_index=0;
120 int Highest_ever_object_index=0;
122 // grs_bitmap *robot_bms[MAX_ROBOT_BITMAPS]; //all bitmaps for all robots
124 // int robot_bm_nums[MAX_ROBOT_TYPES]; //starting bitmap num for each robot
125 // int robot_n_bitmaps[MAX_ROBOT_TYPES]; //how many bitmaps for each robot
127 // char *robot_names[MAX_ROBOT_TYPES]; //name of each robot
129 //--unused-- int Num_robot_types=0;
131 int print_object_info = 0;
132 //@@int Object_viewer = 0;
134 //object * Slew_object = NULL; // Object containing slew object info.
136 //--unused-- int Player_controller_type = 0;
138 window_rendered_data Window_rendered_data[MAX_RENDERED_WINDOWS];
141 char Object_type_names[MAX_OBJECT_TYPES][9] = {
162 //set viewer object to next object in array
163 void object_goto_next_viewer()
165 int i, start_obj = 0;
167 start_obj = Viewer - Objects; //get viewer object number
169 for (i=0;i<=Highest_object_index;i++) {
172 if (start_obj > Highest_object_index ) start_obj = 0;
174 if (Objects[start_obj].type != OBJ_NONE ) {
175 Viewer = &Objects[start_obj];
180 Error( "Couldn't find a viewer object!" );
184 //set viewer object to next object in array
185 void object_goto_prev_viewer()
187 int i, start_obj = 0;
189 start_obj = Viewer - Objects; //get viewer object number
191 for (i=0; i<=Highest_object_index; i++) {
194 if (start_obj < 0 ) start_obj = Highest_object_index;
196 if (Objects[start_obj].type != OBJ_NONE ) {
197 Viewer = &Objects[start_obj];
202 Error( "Couldn't find a viewer object!" );
207 object *obj_find_first_of_type (int type)
211 for (i=0;i<=Highest_object_index;i++)
212 if (Objects[i].type==type)
213 return (&Objects[i]);
214 return ((object *)NULL);
217 int obj_return_num_of_type (int type)
221 for (i=0;i<=Highest_object_index;i++)
222 if (Objects[i].type==type)
226 int obj_return_num_of_typeid (int type,int id)
230 for (i=0;i<=Highest_object_index;i++)
231 if (Objects[i].type==type && Objects[i].id==id)
236 int global_orientation = 0;
238 //draw an object that has one bitmap & doesn't rotate
239 void draw_object_blob(object *obj,bitmap_index bmi)
242 grs_bitmap * bm = &GameBitmaps[bmi.index];
245 if (obj->type == OBJ_FIREBALL)
246 orientation = (obj-Objects) & 7;
248 orientation = global_orientation;
251 //@@ if (obj->type == OBJ_POWERUP) {
252 //@@ if ( GameBitmaps[(bmi).index].bm_flags & BM_FLAG_PAGED_OUT)
253 //@@ piggy_bitmap_page_in_w( bmi,1 );
255 //@@ if (bm->bm_handle) {
256 //@@ DDGRUNLOCK(dd_grd_curcanv);
259 PIGGY_PAGE_IN( bmi );
262 if (bm->bm_w > bm->bm_h)
264 g3_draw_bitmap(&obj->pos,obj->size,fixmuldiv(obj->size,bm->bm_h,bm->bm_w),bm, orientation);
268 g3_draw_bitmap(&obj->pos,fixmuldiv(obj->size,bm->bm_w,bm->bm_h),obj->size,bm, orientation);
271 //@@ if (bm->bm_handle) {
272 //@@ DDGRLOCK(dd_grd_curcanv);
277 //draw an object that is a texture-mapped rod
278 void draw_object_tmap_rod(object *obj,bitmap_index bitmapi,int lighted)
280 grs_bitmap * bitmap = &GameBitmaps[bitmapi.index];
283 vms_vector delta,top_v,bot_v;
284 g3s_point top_p,bot_p;
286 PIGGY_PAGE_IN(bitmapi);
288 bitmap->bm_handle = bitmapi.index;
290 vm_vec_copy_scale(&delta,&obj->orient.uvec,obj->size);
292 vm_vec_add(&top_v,&obj->pos,&delta);
293 vm_vec_sub(&bot_v,&obj->pos,&delta);
295 g3_rotate_point(&top_p,&top_v);
296 g3_rotate_point(&bot_p,&bot_v);
299 light = compute_object_light(obj,&top_p.p3_vec);
304 _3dfx_rendering_poly_obj = 1;
307 #ifdef PA_3DFX_VOODOO
311 g3_draw_rod_tmap(bitmap,&bot_p,obj->size,&top_p,obj->size,light);
314 _3dfx_rendering_poly_obj = 0;
319 int Linear_tmap_polygon_objects = 1;
321 extern fix Max_thrust;
323 //used for robot engine glow
324 #define MAX_VELOCITY i2f(50)
326 //function that takes the same parms as draw_tmap, but renders as flat poly
327 //we need this to do the cloaked effect
328 extern void draw_tmap_flat();
330 //what darkening level to use when cloaked
331 #define CLOAKED_FADE_LEVEL 28
333 #define CLOAK_FADEIN_DURATION_PLAYER F2_0
334 #define CLOAK_FADEOUT_DURATION_PLAYER F2_0
336 #define CLOAK_FADEIN_DURATION_ROBOT F1_0
337 #define CLOAK_FADEOUT_DURATION_ROBOT F1_0
339 //do special cloaked render
340 void draw_cloaked_object(object *obj,fix light,fix *glow,fix cloak_start_time,fix cloak_end_time)
342 fix cloak_delta_time,total_cloaked_time;
343 fix light_scale=F1_0;
345 int fading=0; //if true, fading, else cloaking
346 fix Cloak_fadein_duration=F1_0;
347 fix Cloak_fadeout_duration=F1_0;
350 total_cloaked_time = cloak_end_time-cloak_start_time;
354 Cloak_fadein_duration = CLOAK_FADEIN_DURATION_PLAYER;
355 Cloak_fadeout_duration = CLOAK_FADEOUT_DURATION_PLAYER;
358 Cloak_fadein_duration = CLOAK_FADEIN_DURATION_ROBOT;
359 Cloak_fadeout_duration = CLOAK_FADEOUT_DURATION_ROBOT;
362 Int3(); // Contact Mike: Unexpected object type in draw_cloaked_object.
365 cloak_delta_time = GameTime - cloak_start_time;
367 if (cloak_delta_time < Cloak_fadein_duration/2) {
369 light_scale = fixdiv(Cloak_fadein_duration/2 - cloak_delta_time,Cloak_fadein_duration/2);
373 else if (cloak_delta_time < Cloak_fadein_duration) {
375 cloak_value = f2i(fixdiv(cloak_delta_time - Cloak_fadein_duration/2,Cloak_fadein_duration/2) * CLOAKED_FADE_LEVEL);
377 } else if (GameTime < cloak_end_time-Cloak_fadeout_duration) {
378 static int cloak_delta=0,cloak_dir=1;
379 static fix cloak_timer=0;
381 //note, if more than one cloaked object is visible at once, the
382 //pulse rate will change!
384 cloak_timer -= FrameTime;
385 while (cloak_timer < 0) {
387 cloak_timer += Cloak_fadeout_duration/12;
389 cloak_delta += cloak_dir;
391 if (cloak_delta==0 || cloak_delta==4)
392 cloak_dir = -cloak_dir;
395 cloak_value = CLOAKED_FADE_LEVEL - cloak_delta;
397 } else if (GameTime < cloak_end_time-Cloak_fadeout_duration/2) {
399 cloak_value = f2i(fixdiv(total_cloaked_time - Cloak_fadeout_duration/2 - cloak_delta_time,Cloak_fadeout_duration/2) * CLOAKED_FADE_LEVEL);
403 light_scale = fixdiv(Cloak_fadeout_duration/2 - (total_cloaked_time - cloak_delta_time),Cloak_fadeout_duration/2);
409 fix new_light,save_glow;
410 bitmap_index * alt_textures = NULL;
413 if ( obj->rtype.pobj_info.alt_textures > 0 )
414 alt_textures = multi_player_textures[obj->rtype.pobj_info.alt_textures-1];
417 new_light = fixmul(light,light_scale);
419 glow[0] = fixmul(glow[0],light_scale);
420 draw_polygon_model(&obj->pos,
422 (vms_angvec *)&obj->rtype.pobj_info.anim_angles,
423 obj->rtype.pobj_info.model_num,obj->rtype.pobj_info.subobj_flags,
430 Gr_scanline_darkening_level = cloak_value;
431 gr_setcolor(BM_XRGB(0,0,0)); //set to black (matters for s3)
432 g3_set_special_render(draw_tmap_flat,NULL,NULL); //use special flat drawer
433 draw_polygon_model(&obj->pos,
435 (vms_angvec *)&obj->rtype.pobj_info.anim_angles,
436 obj->rtype.pobj_info.model_num,obj->rtype.pobj_info.subobj_flags,
440 g3_set_special_render(NULL,NULL,NULL);
441 Gr_scanline_darkening_level = GR_FADE_LEVELS;
446 //draw an object which renders as a polygon model
447 void draw_polygon_object(object *obj)
451 fix engine_glow_value[2]; //element 0 is for engine glow, 1 for headlight
453 light = compute_object_light(obj,NULL);
455 // If option set for bright players in netgame, brighten them!
457 if (Game_mode & GM_MULTI)
458 if (Netgame.BrightPlayers)
462 //make robots brighter according to robot glow field
463 if (obj->type == OBJ_ROBOT)
464 light += (Robot_info[obj->id].glow<<12); //convert 4:4 to 16:16
466 if (obj->type == OBJ_WEAPON)
467 if (obj->id == FLARE_ID)
470 if (obj->type == OBJ_MARKER)
474 imsave = Interpolation_method;
475 if (Linear_tmap_polygon_objects)
476 Interpolation_method = 1;
478 //set engine glow value
479 engine_glow_value[0] = f1_0/5;
480 if (obj->movement_type == MT_PHYSICS) {
482 if (obj->mtype.phys_info.flags & PF_USES_THRUST && obj->type==OBJ_PLAYER && obj->id==Player_num) {
483 fix thrust_mag = vm_vec_mag_quick(&obj->mtype.phys_info.thrust);
484 engine_glow_value[0] += (fixdiv(thrust_mag,Player_ship->max_thrust)*4)/5;
487 fix speed = vm_vec_mag_quick(&obj->mtype.phys_info.velocity);
488 engine_glow_value[0] += (fixdiv(speed,MAX_VELOCITY)*3)/5;
492 //set value for player headlight
493 if (obj->type == OBJ_PLAYER) {
494 if (Players[obj->id].flags & PLAYER_FLAGS_HEADLIGHT && !Endlevel_sequence)
495 if (Players[obj->id].flags & PLAYER_FLAGS_HEADLIGHT_ON)
496 engine_glow_value[1] = -2; //draw white!
498 engine_glow_value[1] = -1; //draw normal color (grey)
500 engine_glow_value[1] = -3; //don't draw
503 if (obj->rtype.pobj_info.tmap_override != -1) {
505 polymodel *pm = &Polygon_models[obj->rtype.pobj_info.model_num];
507 bitmap_index bm_ptrs[12];
511 Assert(pm->n_textures<=12);
513 for (i=0;i<12;i++) //fill whole array, in case simple model needs more
514 bm_ptrs[i] = Textures[obj->rtype.pobj_info.tmap_override];
516 draw_polygon_model(&obj->pos,
518 (vms_angvec *)&obj->rtype.pobj_info.anim_angles,
519 obj->rtype.pobj_info.model_num,
520 obj->rtype.pobj_info.subobj_flags,
527 if (obj->type==OBJ_PLAYER && (Players[obj->id].flags&PLAYER_FLAGS_CLOAKED))
528 draw_cloaked_object(obj,light,engine_glow_value,Players[obj->id].cloak_time,Players[obj->id].cloak_time+CLOAK_TIME_MAX);
529 else if ((obj->type == OBJ_ROBOT) && (obj->ctype.ai_info.CLOAKED)) {
530 if (Robot_info[obj->id].boss_flag)
531 draw_cloaked_object(obj,light,engine_glow_value, Boss_cloak_start_time, Boss_cloak_end_time);
533 draw_cloaked_object(obj,light,engine_glow_value, GameTime-F1_0*10, GameTime+F1_0*10);
535 bitmap_index * alt_textures = NULL;
538 if ( obj->rtype.pobj_info.alt_textures > 0 )
539 alt_textures = multi_player_textures[obj->rtype.pobj_info.alt_textures-1];
542 // Snipers get bright when they fire.
543 if (Ai_local_info[obj-Objects].next_fire < F1_0/8) {
544 if (obj->ctype.ai_info.behavior == AIB_SNIPE)
545 light = 2*light + F1_0;
548 draw_polygon_model(&obj->pos,
550 (vms_angvec *)&obj->rtype.pobj_info.anim_angles,obj->rtype.pobj_info.model_num,
551 obj->rtype.pobj_info.subobj_flags,
555 if (obj->type == OBJ_WEAPON && (Weapon_info[obj->id].model_num_inner > -1 )) {
556 fix dist_to_eye = vm_vec_dist_quick(&Viewer->pos, &obj->pos);
557 if (dist_to_eye < Simple_model_threshhold_scale * F1_0*2)
558 draw_polygon_model(&obj->pos,
560 (vms_angvec *)&obj->rtype.pobj_info.anim_angles,
561 Weapon_info[obj->id].model_num_inner,
562 obj->rtype.pobj_info.subobj_flags,
570 Interpolation_method = imsave;
574 //------------------------------------------------------------------------------
575 // These variables are used to keep a list of the 3 closest robots to the viewer.
576 // The code works like this: Every time render object is called with a polygon model,
577 // it finds the distance of that robot to the viewer. If this distance if within 10
578 // segments of the viewer, it does the following: If there aren't already 3 robots in
579 // the closet-robots list, it just sticks that object into the list along with its distance.
580 // If the list already contains 3 robots, then it finds the robot in that list that is
581 // farthest from the viewer. If that object is farther than the object currently being
582 // rendered, then the new object takes over that far object's slot. *Then* after all
583 // objects are rendered, object_render_targets is called an it draws a target on top
584 // of all the objects.
586 //091494: #define MAX_CLOSE_ROBOTS 3
587 //--unused-- static int Object_draw_lock_boxes = 0;
588 //091494: static int Object_num_close = 0;
589 //091494: static object * Object_close_ones[MAX_CLOSE_ROBOTS];
590 //091494: static fix Object_close_distance[MAX_CLOSE_ROBOTS];
592 //091494: set_close_objects(object *obj)
596 //091494: if ( (obj->type != OBJ_ROBOT) || (Object_draw_lock_boxes==0) )
599 //091494: // The following code keeps a list of the 10 closest robots to the
600 //091494: // viewer. See comments in front of this function for how this works.
601 //091494: dist = vm_vec_dist( &obj->pos, &Viewer->pos );
602 //091494: if ( dist < i2f(20*10) ) {
603 //091494: if ( Object_num_close < MAX_CLOSE_ROBOTS ) {
604 //091494: Object_close_ones[Object_num_close] = obj;
605 //091494: Object_close_distance[Object_num_close] = dist;
606 //091494: Object_num_close++;
608 //091494: int i, farthest_robot;
609 //091494: fix farthest_distance;
610 //091494: // Find the farthest robot in the list
611 //091494: farthest_robot = 0;
612 //091494: farthest_distance = Object_close_distance[0];
613 //091494: for (i=1; i<Object_num_close; i++ ) {
614 //091494: if ( Object_close_distance[i] > farthest_distance ) {
615 //091494: farthest_distance = Object_close_distance[i];
616 //091494: farthest_robot = i;
619 //091494: // If this object is closer to the viewer than
620 //091494: // the farthest in the list, replace the farthest with this object.
621 //091494: if ( farthest_distance > dist ) {
622 //091494: Object_close_ones[farthest_robot] = obj;
623 //091494: Object_close_distance[farthest_robot] = dist;
629 int Player_fired_laser_this_frame=-1;
633 // -----------------------------------------------------------------------------
634 //this routine checks to see if an robot rendered near the middle of
635 //the screen, and if so and the player had fired, "warns" the robot
636 void set_robot_location_info(object *objp)
638 if (Player_fired_laser_this_frame != -1) {
641 g3_rotate_point(&temp,&objp->pos);
643 if (temp.p3_codes & CC_BEHIND) //robot behind the screen
646 //the code below to check for object near the center of the screen
647 //completely ignores z, which may not be good
649 if ((abs(temp.p3_x) < F1_0*4) && (abs(temp.p3_y) < F1_0*4)) {
650 objp->ctype.ai_info.danger_laser_num = Player_fired_laser_this_frame;
651 objp->ctype.ai_info.danger_laser_signature = Objects[Player_fired_laser_this_frame].signature;
658 // ------------------------------------------------------------------------------------------------------------------
659 void create_small_fireball_on_object(object *objp, fix size_scale, int sound_flag)
662 vms_vector pos, rand_vec;
666 make_random_vector(&rand_vec);
668 vm_vec_scale(&rand_vec, objp->size/2);
670 vm_vec_add2(&pos, &rand_vec);
672 size = fixmul(size_scale, F1_0/2 + d_rand()*4/2);
674 segnum = find_point_seg(&pos, objp->segnum);
677 expl_obj = object_create_explosion(segnum, &pos, size, VCLIP_SMALL_EXPLOSION);
680 obj_attach(objp,expl_obj);
681 if (d_rand() < 8192) {
683 if (objp->type == OBJ_ROBOT)
686 digi_link_sound_to_object(SOUND_EXPLODING_WALL, objp-Objects, 0, vol);
691 // ------------------------------------------------------------------------------------------------------------------
692 void create_vclip_on_object(object *objp, fix size_scale, int vclip_num)
695 vms_vector pos, rand_vec;
699 make_random_vector(&rand_vec);
701 vm_vec_scale(&rand_vec, objp->size/2);
703 vm_vec_add2(&pos, &rand_vec);
705 size = fixmul(size_scale, F1_0 + d_rand()*4);
707 segnum = find_point_seg(&pos, objp->segnum);
710 expl_obj = object_create_explosion(segnum, &pos, size, vclip_num);
714 expl_obj->movement_type = MT_PHYSICS;
715 expl_obj->mtype.phys_info.velocity.x = objp->mtype.phys_info.velocity.x/2;
716 expl_obj->mtype.phys_info.velocity.y = objp->mtype.phys_info.velocity.y/2;
717 expl_obj->mtype.phys_info.velocity.z = objp->mtype.phys_info.velocity.z/2;
721 // -- mk, 02/05/95 -- #define VCLIP_INVULNERABILITY_EFFECT VCLIP_SMALL_EXPLOSION
722 // -- mk, 02/05/95 --
723 // -- mk, 02/05/95 -- // -----------------------------------------------------------------------------
724 // -- mk, 02/05/95 -- void do_player_invulnerability_effect(object *objp)
725 // -- mk, 02/05/95 -- {
726 // -- mk, 02/05/95 -- if (d_rand() < FrameTime*8) {
727 // -- mk, 02/05/95 -- create_vclip_on_object(objp, F1_0, VCLIP_INVULNERABILITY_EFFECT);
728 // -- mk, 02/05/95 -- }
729 // -- mk, 02/05/95 -- }
731 // -----------------------------------------------------------------------------
732 // Render an object. Calls one of several routines based on type
733 void render_object(object *obj)
737 if ( obj == Viewer ) return;
739 if ( obj->type==OBJ_NONE ) {
741 mprintf( (1, "ERROR!!!! Bogus obj %d in seg %d is rendering!\n", obj-Objects, obj->segnum ));
747 mld_save = Max_linear_depth;
748 Max_linear_depth = Max_linear_depth_objects;
750 switch (obj->render_type) {
752 case RT_NONE: break; //doesn't render, like the player
756 draw_polygon_object(obj);
758 //"warn" robot if being shot at
759 if (obj->type == OBJ_ROBOT)
760 set_robot_location_info(obj);
762 //JOHN SAID TO: if ( (obj->type==OBJ_PLAYER) && ((keyd_pressed[KEY_W]) || (keyd_pressed[KEY_I])))
763 //JOHN SAID TO: object_render_id(obj);
765 // -- mk, 02/05/95 -- if (obj->type == OBJ_PLAYER)
766 // -- mk, 02/05/95 -- if (Players[obj->id].flags & PLAYER_FLAGS_INVULNERABLE)
767 // -- mk, 02/05/95 -- do_player_invulnerability_effect(obj);
771 case RT_MORPH: draw_morph_object(obj); break;
773 case RT_FIREBALL: draw_fireball(obj); break;
775 case RT_WEAPON_VCLIP: draw_weapon_vclip(obj); break;
777 case RT_HOSTAGE: draw_hostage(obj); break;
779 case RT_POWERUP: draw_powerup(obj); break;
781 case RT_LASER: Laser_render(obj); break;
783 default: Error("Unknown render_type <%d>",obj->render_type);
787 if ( obj->render_type != RT_NONE )
788 if ( Newdemo_state == ND_STATE_RECORDING ) {
789 if (!WasRecorded[obj-Objects]) {
790 newdemo_record_render_object(obj);
791 WasRecorded[obj-Objects]=1;
796 Max_linear_depth = mld_save;
800 //--unused-- void object_toggle_lock_targets() {
801 //--unused-- Object_draw_lock_boxes ^= 1;
804 //091494: //draw target boxes for nearby robots
805 //091494: void object_render_targets()
807 //091494: g3s_point pt;
808 //091494: ubyte codes;
810 //091494: int radius,x,y;
812 //091494: if (Object_draw_lock_boxes==0)
815 //091494: for (i=0; i<Object_num_close; i++ ) {
817 //091494: codes = g3_rotate_point(&pt, &Object_close_ones[i]->pos );
818 //091494: if ( !(codes & CC_BEHIND) ) {
819 //091494: g3_project_point(&pt);
820 //091494: if (pt.p3_flags & PF_PROJECTED) {
821 //091494: x = f2i(pt.p3_sx);
822 //091494: y = f2i(pt.p3_sy);
823 //091494: radius = f2i(fixdiv((grd_curcanv->cv_bitmap.bm_w*Object_close_ones[i]->size)/8,pt.z));
824 //091494: gr_setcolor( BM_XRGB(0,31,0) );
825 //091494: gr_box(x-radius,y-radius,x+radius,y+radius);
829 //091494: Object_num_close=0;
831 //--unused-- //draw target boxes for nearby robots
832 //--unused-- void object_render_id(object * obj)
834 //--unused-- g3s_point pt;
835 //--unused-- ubyte codes;
836 //--unused-- int x,y;
837 //--unused-- int w, h, aw;
838 //--unused-- char s[20], *s1;
840 //--unused-- s1 = network_get_player_name( obj-Objects );
843 //--unused-- sprintf( s, "%s", s1 );
845 //--unused-- sprintf( s, "<%d>", obj->id );
847 //--unused-- codes = g3_rotate_point(&pt, &obj->pos );
848 //--unused-- if ( !(codes & CC_BEHIND) ) {
849 //--unused-- g3_project_point(&pt);
850 //--unused-- if (pt.p3_flags & PF_PROJECTED) {
851 //--unused-- gr_get_string_size( s, &w, &h, &aw );
852 //--unused-- x = f2i(pt.p3_sx) - w/2;
853 //--unused-- y = f2i(pt.p3_sy) - h/2;
854 //--unused-- if ( x>= 0 && y>=0 && (x+w)<=grd_curcanv->cv_bitmap.bm_w && (y+h)<grd_curcanv->cv_bitmap.bm_h ) {
855 //--unused-- gr_set_fontcolor( BM_XRGB(0,31,0), -1 );
856 //--unused-- gr_string( x, y, s );
862 void check_and_fix_matrix(vms_matrix *m);
864 #define vm_angvec_zero(v) (v)->p=(v)->b=(v)->h=0
866 void reset_player_object()
872 vm_vec_zero(&ConsoleObject->mtype.phys_info.velocity);
873 vm_vec_zero(&ConsoleObject->mtype.phys_info.thrust);
874 vm_vec_zero(&ConsoleObject->mtype.phys_info.rotvel);
875 vm_vec_zero(&ConsoleObject->mtype.phys_info.rotthrust);
876 ConsoleObject->mtype.phys_info.brakes = ConsoleObject->mtype.phys_info.turnroll = 0;
877 ConsoleObject->mtype.phys_info.mass = Player_ship->mass;
878 ConsoleObject->mtype.phys_info.drag = Player_ship->drag;
879 ConsoleObject->mtype.phys_info.flags |= PF_TURNROLL | PF_LEVELLING | PF_WIGGLE | PF_USES_THRUST;
883 ConsoleObject->render_type = RT_POLYOBJ;
884 ConsoleObject->rtype.pobj_info.model_num = Player_ship->model_num; //what model is this?
885 ConsoleObject->rtype.pobj_info.subobj_flags = 0; //zero the flags
886 ConsoleObject->rtype.pobj_info.tmap_override = -1; //no tmap override!
888 for (i=0;i<MAX_SUBMODELS;i++)
889 vm_angvec_zero(&ConsoleObject->rtype.pobj_info.anim_angles[i]);
893 ConsoleObject->flags = 0;
898 //make object0 the player, setting all relevant fields
899 void init_player_object()
901 ConsoleObject->type = OBJ_PLAYER;
902 ConsoleObject->id = 0; //no sub-types for player
904 ConsoleObject->signature = 0; //player has zero, others start at 1
906 ConsoleObject->size = Polygon_models[Player_ship->model_num].rad;
908 ConsoleObject->control_type = CT_SLEW; //default is player slewing
909 ConsoleObject->movement_type = MT_PHYSICS; //change this sometime
911 ConsoleObject->lifeleft = IMMORTAL_TIME;
913 ConsoleObject->attached_obj = -1;
915 reset_player_object();
919 //sets up the free list & init player & whatever else
926 for (i=0;i<MAX_OBJECTS;i++) {
927 free_obj_list[i] = i;
928 Objects[i].type = OBJ_NONE;
929 Objects[i].segnum = -1;
932 for (i=0;i<MAX_SEGMENTS;i++)
933 Segments[i].objects = -1;
935 ConsoleObject = Viewer = &Objects[0];
937 init_player_object();
938 obj_link(ConsoleObject-Objects,0); //put in the world in segment 0
940 num_objects = 1; //just the player
941 Highest_object_index = 0;
946 //after calling init_object(), the network code has grabbed specific
947 //object slots without allocating them. Go though the objects & build
948 //the free list, then set the apporpriate globals
949 void special_reset_objects(void)
953 num_objects=MAX_OBJECTS;
955 Highest_object_index = 0;
956 Assert(Objects[0].type != OBJ_NONE); //0 should be used
958 for (i=MAX_OBJECTS;i--;)
959 if (Objects[i].type == OBJ_NONE)
960 free_obj_list[--num_objects] = i;
962 if (i > Highest_object_index)
963 Highest_object_index = i;
967 int is_object_in_seg( int segnum, int objn )
969 int objnum, count = 0;
971 for (objnum=Segments[segnum].objects;objnum!=-1;objnum=Objects[objnum].next) {
972 if ( count > MAX_OBJECTS ) {
976 if ( objnum==objn ) count++;
981 int search_all_segments_for_object( int objnum )
986 for (i=0; i<=Highest_segment_index; i++) {
987 count += is_object_in_seg( i, objnum );
992 void johns_obj_unlink(int segnum, int objnum)
994 object *obj = &Objects[objnum];
995 segment *seg = &Segments[segnum];
997 Assert(objnum != -1);
1000 seg->objects = obj->next;
1002 Objects[obj->prev].next = obj->next;
1004 if (obj->next != -1) Objects[obj->next].prev = obj->prev;
1007 void remove_incorrect_objects()
1009 int segnum, objnum, count;
1011 for (segnum=0; segnum <= Highest_segment_index; segnum++) {
1013 for (objnum=Segments[segnum].objects;objnum!=-1;objnum=Objects[objnum].next) {
1016 if ( count > MAX_OBJECTS ) {
1017 mprintf((1, "Object list in segment %d is circular.\n", segnum ));
1021 if (Objects[objnum].segnum != segnum ) {
1023 mprintf((0, "Removing object %d from segment %d.\n", objnum, segnum ));
1026 johns_obj_unlink(segnum,objnum);
1032 void remove_all_objects_but( int segnum, int objnum )
1036 for (i=0; i<=Highest_segment_index; i++) {
1038 if (is_object_in_seg( i, objnum )) {
1039 johns_obj_unlink( i, objnum );
1045 int check_duplicate_objects()
1049 for (i=0;i<=Highest_object_index;i++) {
1050 if ( Objects[i].type != OBJ_NONE ) {
1051 count = search_all_segments_for_object( i );
1054 mprintf((1, "Object %d is in %d segments!\n", i, count ));
1057 remove_all_objects_but( Objects[i].segnum, i );
1065 void list_seg_objects( int segnum )
1067 int objnum, count = 0;
1069 for (objnum=Segments[segnum].objects;objnum!=-1;objnum=Objects[objnum].next) {
1071 if ( count > MAX_OBJECTS ) {
1081 //link the object into the list for its segment
1082 void obj_link(int objnum,int segnum)
1084 object *obj = &Objects[objnum];
1086 Assert(objnum != -1);
1088 Assert(obj->segnum == -1);
1090 Assert(segnum>=0 && segnum<=Highest_segment_index);
1092 obj->segnum = segnum;
1094 obj->next = Segments[segnum].objects;
1097 Segments[segnum].objects = objnum;
1099 if (obj->next != -1) Objects[obj->next].prev = objnum;
1101 //list_seg_objects( segnum );
1102 //check_duplicate_objects();
1104 Assert(Objects[0].next != 0);
1105 if (Objects[0].next == 0)
1106 Objects[0].next = -1;
1108 Assert(Objects[0].prev != 0);
1109 if (Objects[0].prev == 0)
1110 Objects[0].prev = -1;
1113 void obj_unlink(int objnum)
1115 object *obj = &Objects[objnum];
1116 segment *seg = &Segments[obj->segnum];
1118 Assert(objnum != -1);
1120 if (obj->prev == -1)
1121 seg->objects = obj->next;
1123 Objects[obj->prev].next = obj->next;
1125 if (obj->next != -1) Objects[obj->next].prev = obj->prev;
1129 Assert(Objects[0].next != 0);
1130 Assert(Objects[0].prev != 0);
1133 int Object_next_signature = 1; //player gets 0, others start at 1
1135 int Debris_object_count=0;
1137 int Unused_object_slots;
1139 //returns the number of a free object, updating Highest_object_index.
1140 //Generally, obj_create() should be called to get an object, since it
1141 //fills in important fields and does the linking.
1142 //returns -1 if no free objects
1143 int obj_allocate(void)
1147 if ( num_objects >= MAX_OBJECTS-2 ) {
1150 num_freed = free_object_slots(MAX_OBJECTS-10);
1151 mprintf((0, " *** Freed %i objects in frame %i\n", num_freed, FrameCount));
1154 if ( num_objects >= MAX_OBJECTS ) {
1156 mprintf((1, "Object creation failed - too many objects!\n" ));
1161 objnum = free_obj_list[num_objects++];
1163 if (objnum > Highest_object_index) {
1164 Highest_object_index = objnum;
1165 if (Highest_object_index > Highest_ever_object_index)
1166 Highest_ever_object_index = Highest_object_index;
1171 Unused_object_slots=0;
1172 for (i=0; i<=Highest_object_index; i++)
1173 if (Objects[i].type == OBJ_NONE)
1174 Unused_object_slots++;
1179 //frees up an object. Generally, obj_delete() should be called to get
1180 //rid of an object. This function deallocates the object entry after
1181 //the object has been unlinked
1182 void obj_free(int objnum)
1184 free_obj_list[--num_objects] = objnum;
1185 Assert(num_objects >= 0);
1187 if (objnum == Highest_object_index)
1188 while (Objects[--Highest_object_index].type == OBJ_NONE);
1191 //-----------------------------------------------------------------------------
1192 // Scan the object list, freeing down to num_used objects
1193 // Returns number of slots freed.
1194 int free_object_slots(int num_used)
1197 int obj_list[MAX_OBJECTS];
1198 int num_already_free, num_to_free, original_num_to_free;
1201 num_already_free = MAX_OBJECTS - Highest_object_index - 1;
1203 if (MAX_OBJECTS - num_already_free < num_used)
1206 for (i=0; i<=Highest_object_index; i++) {
1207 if (Objects[i].flags & OF_SHOULD_BE_DEAD) {
1209 if (MAX_OBJECTS - num_already_free < num_used)
1210 return num_already_free;
1212 switch (Objects[i].type) {
1215 if (MAX_OBJECTS - num_already_free < num_used)
1220 Int3(); // This is curious. What is an object that is a wall?
1225 obj_list[olind++] = i;
1241 num_to_free = MAX_OBJECTS - num_used - num_already_free;
1242 original_num_to_free = num_to_free;
1244 if (num_to_free > olind) {
1245 mprintf((1, "Warning: Asked to free %i objects, but can only free %i.\n", num_to_free, olind));
1246 num_to_free = olind;
1249 for (i=0; i<num_to_free; i++)
1250 if (Objects[obj_list[i]].type == OBJ_DEBRIS) {
1252 mprintf((0, "Freeing DEBRIS object %3i\n", obj_list[i]));
1253 Objects[obj_list[i]].flags |= OF_SHOULD_BE_DEAD;
1257 return original_num_to_free;
1259 for (i=0; i<num_to_free; i++)
1260 if (Objects[obj_list[i]].type == OBJ_FIREBALL && Objects[obj_list[i]].ctype.expl_info.delete_objnum==-1) {
1262 mprintf((0, "Freeing FIREBALL object %3i\n", obj_list[i]));
1263 Objects[obj_list[i]].flags |= OF_SHOULD_BE_DEAD;
1267 return original_num_to_free;
1269 for (i=0; i<num_to_free; i++)
1270 if ((Objects[obj_list[i]].type == OBJ_WEAPON) && (Objects[obj_list[i]].id == FLARE_ID)) {
1272 Objects[obj_list[i]].flags |= OF_SHOULD_BE_DEAD;
1276 return original_num_to_free;
1278 for (i=0; i<num_to_free; i++)
1279 if ((Objects[obj_list[i]].type == OBJ_WEAPON) && (Objects[obj_list[i]].id != FLARE_ID)) {
1281 mprintf((0, "Freeing WEAPON object %3i\n", obj_list[i]));
1282 Objects[obj_list[i]].flags |= OF_SHOULD_BE_DEAD;
1285 return original_num_to_free - num_to_free;
1288 //-----------------------------------------------------------------------------
1289 //initialize a new object. adds to the list for the given segment
1290 //note that segnum is really just a suggestion, since this routine actually
1291 //searches for the correct segment
1292 //returns the object number
1293 int obj_create(ubyte type,ubyte id,int segnum,vms_vector *pos,
1294 vms_matrix *orient,fix size,ubyte ctype,ubyte mtype,ubyte rtype)
1299 Assert(segnum <= Highest_segment_index);
1300 Assert (segnum >= 0);
1301 Assert(ctype <= CT_CNTRLCEN);
1303 if (type==OBJ_DEBRIS && Debris_object_count>=Max_debris_objects)
1306 if (get_seg_masks(pos,segnum,0).centermask!=0)
1307 if ((segnum=find_point_seg(pos,segnum))==-1) {
1309 mprintf((0,"Bad segnum in obj_create (type=%d)\n",type));
1311 return -1; //don't create this object
1314 // Find next free object
1315 objnum = obj_allocate();
1317 if (objnum == -1) //no free objects
1320 Assert(Objects[objnum].type == OBJ_NONE); //make sure unused
1322 obj = &Objects[objnum];
1324 Assert(obj->segnum == -1);
1326 // Zero out object structure to keep weird bugs from happening
1327 // in uninitialized fields.
1328 memset( obj, 0, sizeof(object) );
1330 obj->signature = Object_next_signature++;
1333 obj->last_pos = *pos;
1337 //@@if (orient != NULL)
1338 //@@ obj->orient = *orient;
1340 obj->orient = orient?*orient:vmd_identity_matrix;
1342 obj->control_type = ctype;
1343 obj->movement_type = mtype;
1344 obj->render_type = rtype;
1345 obj->contains_type = -1;
1347 obj->lifeleft = IMMORTAL_TIME; //assume immortal
1348 obj->attached_obj = -1;
1350 if (obj->control_type == CT_POWERUP)
1351 obj->ctype.powerup_info.count = 1;
1353 // Init physics info for this object
1354 if (obj->movement_type == MT_PHYSICS) {
1356 vm_vec_zero(&obj->mtype.phys_info.velocity);
1357 vm_vec_zero(&obj->mtype.phys_info.thrust);
1358 vm_vec_zero(&obj->mtype.phys_info.rotvel);
1359 vm_vec_zero(&obj->mtype.phys_info.rotthrust);
1361 obj->mtype.phys_info.mass = 0;
1362 obj->mtype.phys_info.drag = 0;
1363 obj->mtype.phys_info.brakes = 0;
1364 obj->mtype.phys_info.turnroll = 0;
1365 obj->mtype.phys_info.flags = 0;
1368 if (obj->render_type == RT_POLYOBJ)
1369 obj->rtype.pobj_info.tmap_override = -1;
1371 obj->shields = 20*F1_0;
1373 segnum = find_point_seg(pos,segnum); //find correct segment
1377 obj->segnum = -1; //set to zero by memset, above
1378 obj_link(objnum,segnum);
1380 // Set (or not) persistent bit in phys_info.
1381 if (obj->type == OBJ_WEAPON) {
1382 Assert(obj->control_type == CT_WEAPON);
1383 obj->mtype.phys_info.flags |= (Weapon_info[obj->id].persistent*PF_PERSISTENT);
1384 obj->ctype.laser_info.creation_time = GameTime;
1385 obj->ctype.laser_info.last_hitobj = -1;
1386 obj->ctype.laser_info.multiplier = F1_0;
1389 if (obj->control_type == CT_POWERUP)
1390 obj->ctype.powerup_info.creation_time = GameTime;
1392 if (obj->control_type == CT_EXPLOSION)
1393 obj->ctype.expl_info.next_attach = obj->ctype.expl_info.prev_attach = obj->ctype.expl_info.attach_parent = -1;
1396 if (print_object_info)
1397 mprintf( (0, "Created object %d of type %d\n", objnum, obj->type ));
1400 if (obj->type == OBJ_DEBRIS)
1401 Debris_object_count++;
1407 //create a copy of an object. returns new object number
1408 int obj_create_copy(int objnum, vms_vector *new_pos, int newsegnum)
1413 // Find next free object
1414 newobjnum = obj_allocate();
1416 if (newobjnum == -1)
1419 obj = &Objects[newobjnum];
1421 *obj = Objects[objnum];
1423 obj->pos = obj->last_pos = *new_pos;
1425 obj->next = obj->prev = obj->segnum = -1;
1427 obj_link(newobjnum,newsegnum);
1429 obj->signature = Object_next_signature++;
1431 //we probably should initialize sub-structures here
1438 extern void newdemo_record_guided_end();
1440 //remove object from the world
1441 void obj_delete(int objnum)
1444 object *obj = &Objects[objnum];
1446 Assert(objnum != -1);
1447 Assert(objnum != 0 );
1448 Assert(obj->type != OBJ_NONE);
1449 Assert(obj != ConsoleObject);
1451 if (obj->type==OBJ_WEAPON && obj->id==GUIDEDMISS_ID) {
1452 pnum=Objects[obj->ctype.laser_info.parent_num].id;
1453 mprintf ((0,"Deleting a guided missile! Player %d\n\n",pnum));
1455 if (pnum!=Player_num) {
1456 mprintf ((0,"deleting missile that belongs to %d (%s)!\n",pnum,Players[pnum].callsign));
1457 Guided_missile[pnum]=NULL;
1459 else if (Newdemo_state==ND_STATE_RECORDING)
1460 newdemo_record_guided_end();
1464 if (obj == Viewer) //deleting the viewer?
1465 Viewer = ConsoleObject; //..make the player the viewer
1467 if (obj->flags & OF_ATTACHED) //detach this from object
1468 obj_detach_one(obj);
1470 if (obj->attached_obj != -1) //detach all objects from this
1471 obj_detach_all(obj);
1473 #if !defined(NDEBUG) && !defined(NMONO)
1474 if (print_object_info) mprintf( (0, "Deleting object %d of type %d\n", objnum, Objects[objnum].type ));
1477 if (obj->type == OBJ_DEBRIS)
1478 Debris_object_count--;
1482 Assert(Objects[0].next != 0);
1484 obj->type = OBJ_NONE; //unused!
1485 obj->signature = -1;
1486 obj->segnum=-1; // zero it!
1491 #define DEATH_SEQUENCE_LENGTH (F1_0*5)
1492 #define DEATH_SEQUENCE_EXPLODE_TIME (F1_0*2)
1494 int Player_is_dead = 0; // If !0, then player is dead, but game continues so he can watch.
1495 object *Dead_player_camera = NULL; // Object index of object watching deader.
1496 fix Player_time_of_death; // Time at which player died.
1497 object *Viewer_save;
1498 int Player_flags_save;
1499 int Player_exploded = 0;
1500 int Death_sequence_aborted=0;
1501 int Player_eggs_dropped=0;
1502 fix Camera_to_player_dist_goal=F1_0*4;
1504 ubyte Control_type_save, Render_type_save;
1505 extern int Cockpit_mode_save; //set while in letterbox or rear view, or -1
1507 // ------------------------------------------------------------------------------------------------------------------
1508 void dead_player_end(void)
1510 if (!Player_is_dead)
1513 if (Newdemo_state == ND_STATE_RECORDING)
1514 newdemo_record_restore_cockpit();
1517 Player_exploded = 0;
1518 obj_delete(Dead_player_camera-Objects);
1519 Dead_player_camera = NULL;
1520 select_cockpit(Cockpit_mode_save);
1521 Cockpit_mode_save = -1;
1522 Viewer = Viewer_save;
1523 ConsoleObject->type = OBJ_PLAYER;
1524 ConsoleObject->flags = Player_flags_save;
1526 Assert((Control_type_save == CT_FLYING) || (Control_type_save == CT_SLEW));
1528 ConsoleObject->control_type = Control_type_save;
1529 ConsoleObject->render_type = Render_type_save;
1530 Players[Player_num].flags &= ~PLAYER_FLAGS_INVULNERABLE;
1531 Player_eggs_dropped = 0;
1535 // ------------------------------------------------------------------------------------------------------------------
1536 // Camera is less than size of player away from
1537 void set_camera_pos(vms_vector *camera_pos, object *objp)
1540 fix camera_player_dist;
1543 camera_player_dist = vm_vec_dist_quick(camera_pos, &objp->pos);
1545 if (camera_player_dist < Camera_to_player_dist_goal) { //2*objp->size) {
1546 // Camera is too close to player object, so move it away.
1547 vms_vector player_camera_vec;
1550 vms_vector local_p1;
1552 vm_vec_sub(&player_camera_vec, camera_pos, &objp->pos);
1553 if ((player_camera_vec.x == 0) && (player_camera_vec.y == 0) && (player_camera_vec.z == 0))
1554 player_camera_vec.x += F1_0/16;
1556 hit_data.hit_type = HIT_WALL;
1559 while ((hit_data.hit_type != HIT_NONE) && (count++ < 6)) {
1560 vms_vector closer_p1;
1561 vm_vec_normalize_quick(&player_camera_vec);
1562 vm_vec_scale(&player_camera_vec, Camera_to_player_dist_goal);
1565 vm_vec_add(&closer_p1, &objp->pos, &player_camera_vec); // This is the actual point we want to put the camera at.
1566 vm_vec_scale(&player_camera_vec, far_scale); // ...but find a point 50% further away...
1567 vm_vec_add(&local_p1, &objp->pos, &player_camera_vec); // ...so we won't have to do as many cuts.
1570 fq.startseg = objp->segnum;
1572 fq.thisobjnum = objp-Objects;
1573 fq.ignore_obj_list = NULL;
1575 find_vector_intersection( &fq, &hit_data);
1577 if (hit_data.hit_type == HIT_NONE) {
1578 *camera_pos = closer_p1;
1580 make_random_vector(&player_camera_vec);
1581 far_scale = 3*F1_0/2;
1587 extern void drop_player_eggs(object *objp);
1588 extern int get_explosion_vclip(object *obj,int stage);
1589 extern void multi_cap_objects();
1590 extern int Proximity_dropped,Smartmines_dropped;
1592 // ------------------------------------------------------------------------------------------------------------------
1593 void dead_player_frame(void)
1598 if (Player_is_dead) {
1599 time_dead = GameTime - Player_time_of_death;
1601 // If unable to create camera at time of death, create now.
1602 if (Dead_player_camera == Viewer_save) {
1604 object *player = &Objects[Players[Player_num].objnum];
1606 objnum = obj_create(OBJ_CAMERA, 0, player->segnum, &player->pos, &player->orient, 0, CT_NONE, MT_NONE, RT_NONE);
1608 mprintf((0, "Creating new dead player camera.\n"));
1610 Viewer = Dead_player_camera = &Objects[objnum];
1612 mprintf((1, "Can't create dead player camera.\n"));
1617 ConsoleObject->mtype.phys_info.rotvel.x = max(0, DEATH_SEQUENCE_EXPLODE_TIME - time_dead)/4;
1618 ConsoleObject->mtype.phys_info.rotvel.y = max(0, DEATH_SEQUENCE_EXPLODE_TIME - time_dead)/2;
1619 ConsoleObject->mtype.phys_info.rotvel.z = max(0, DEATH_SEQUENCE_EXPLODE_TIME - time_dead)/3;
1621 Camera_to_player_dist_goal = min(time_dead*8, F1_0*20) + ConsoleObject->size;
1623 set_camera_pos(&Dead_player_camera->pos, ConsoleObject);
1625 // if (time_dead < DEATH_SEQUENCE_EXPLODE_TIME+F1_0*2) {
1626 vm_vec_sub(&fvec, &ConsoleObject->pos, &Dead_player_camera->pos);
1627 vm_vector_2_matrix(&Dead_player_camera->orient, &fvec, NULL, NULL);
1629 // Dead_player_camera->movement_type = MT_PHYSICS;
1630 // Dead_player_camera->mtype.phys_info.rotvel.y = F1_0/8;
1633 if (time_dead > DEATH_SEQUENCE_EXPLODE_TIME) {
1634 if (!Player_exploded) {
1636 if (Players[Player_num].hostages_on_board > 1)
1637 HUD_init_message(TXT_SHIP_DESTROYED_2, Players[Player_num].hostages_on_board);
1638 else if (Players[Player_num].hostages_on_board == 1)
1639 HUD_init_message(TXT_SHIP_DESTROYED_1);
1641 HUD_init_message(TXT_SHIP_DESTROYED_0);
1649 Player_exploded = 1;
1651 if (Game_mode & GM_NETWORK)
1654 multi_cap_objects();
1658 drop_player_eggs(ConsoleObject);
1659 Player_eggs_dropped = 1;
1661 if (Game_mode & GM_MULTI)
1663 //multi_send_position(Players[Player_num].objnum);
1664 multi_send_player_explode(MULTI_PLAYER_EXPLODE);
1668 explode_badass_player(ConsoleObject);
1670 //is this next line needed, given the badass call above?
1671 explode_object(ConsoleObject,0);
1672 ConsoleObject->flags &= ~OF_SHOULD_BE_DEAD; //don't really kill player
1673 ConsoleObject->render_type = RT_NONE; //..just make him disappear
1674 ConsoleObject->type = OBJ_GHOST; //..and kill intersections
1675 Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
1678 if (d_rand() < FrameTime*4) {
1680 if (Game_mode & GM_MULTI)
1681 multi_send_create_explosion(Player_num);
1683 create_small_fireball_on_object(ConsoleObject, F1_0, 1);
1688 if (Death_sequence_aborted) { //time_dead > DEATH_SEQUENCE_LENGTH) {
1689 if (!Player_eggs_dropped) {
1692 if (Game_mode & GM_NETWORK)
1695 multi_cap_objects();
1699 drop_player_eggs(ConsoleObject);
1700 Player_eggs_dropped = 1;
1702 if (Game_mode & GM_MULTI)
1704 //multi_send_position(Players[Player_num].objnum);
1705 multi_send_player_explode(MULTI_PLAYER_EXPLODE);
1710 DoPlayerDead(); //kill_player();
1716 void AdjustMineSpawn()
1718 if (!(Game_mode & GM_NETWORK))
1719 return; // No need for this function in any other mode
1721 if (!(Game_mode & GM_HOARD))
1722 Players[Player_num].secondary_ammo[PROXIMITY_INDEX]+=Proximity_dropped;
1723 Players[Player_num].secondary_ammo[SMART_MINE_INDEX]+=Smartmines_dropped;
1724 Proximity_dropped=0;
1725 Smartmines_dropped=0;
1730 int Killed_in_frame = -1;
1731 short Killed_objnum = -1;
1732 extern char Multi_killed_yourself;
1734 // ------------------------------------------------------------------------------------------------------------------
1735 void start_player_death_sequence(object *player)
1739 Assert(player == ConsoleObject);
1740 if ((Player_is_dead != 0) || (Dead_player_camera != NULL))
1743 //Assert(Player_is_dead == 0);
1744 //Assert(Dead_player_camera == NULL);
1748 if (!(Game_mode & GM_MULTI))
1749 HUD_clear_messages();
1751 Killed_in_frame = FrameCount;
1752 Killed_objnum = player-Objects;
1753 Death_sequence_aborted = 0;
1756 if (Game_mode & GM_MULTI)
1758 multi_send_kill(Players[Player_num].objnum);
1760 // If Hoard, increase number of orbs by 1
1761 // Only if you haven't killed yourself
1762 // This prevents cheating
1764 if (Game_mode & GM_HOARD)
1765 if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]<12)
1766 if (!Multi_killed_yourself)
1767 Players[Player_num].secondary_ammo[PROXIMITY_INDEX]++;
1779 //Players[Player_num].flags &= ~(PLAYER_FLAGS_AFTERBURNER);
1781 vm_vec_zero(&player->mtype.phys_info.rotthrust);
1782 vm_vec_zero(&player->mtype.phys_info.thrust);
1784 Player_time_of_death = GameTime;
1786 objnum = obj_create(OBJ_CAMERA, 0, player->segnum, &player->pos, &player->orient, 0, CT_NONE, MT_NONE, RT_NONE);
1787 Viewer_save = Viewer;
1789 Viewer = Dead_player_camera = &Objects[objnum];
1791 mprintf((1, "Can't create dead player camera.\n"));
1793 Dead_player_camera = Viewer;
1796 if (Cockpit_mode_save == -1) //if not already saved
1797 Cockpit_mode_save = Cockpit_mode;
1798 select_cockpit(CM_LETTERBOX);
1799 if (Newdemo_state == ND_STATE_RECORDING)
1800 newdemo_record_letterbox();
1802 Player_flags_save = player->flags;
1803 Control_type_save = player->control_type;
1804 Render_type_save = player->render_type;
1806 player->flags &= ~OF_SHOULD_BE_DEAD;
1807 // Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
1808 player->control_type = CT_NONE;
1809 player->shields = F1_0*1000;
1811 PALETTE_FLASH_SET(0,0,0);
1814 // ------------------------------------------------------------------------------------------------------------------
1815 void obj_delete_all_that_should_be_dead()
1819 int local_dead_player_object=-1;
1824 for (i=0;i<=Highest_object_index;i++) {
1825 if ((objp->type!=OBJ_NONE) && (objp->flags&OF_SHOULD_BE_DEAD) ) {
1826 Assert(!(objp->type==OBJ_FIREBALL && objp->ctype.expl_info.delete_time!=-1));
1827 if (objp->type==OBJ_PLAYER) {
1828 if ( objp->id == Player_num ) {
1829 if (local_dead_player_object == -1) {
1830 start_player_death_sequence(objp);
1831 local_dead_player_object = objp-Objects;
1833 Int3(); // Contact Mike: Illegal, killed player twice in this frame!
1834 // Ok to continue, won't start death sequence again!
1845 //when an object has moved into a new segment, this function unlinks it
1846 //from its old segment, and links it into the new segment
1847 void obj_relink(int objnum,int newsegnum)
1850 Assert((objnum >= 0) && (objnum <= Highest_object_index));
1851 Assert((newsegnum <= Highest_segment_index) && (newsegnum >= 0));
1855 obj_link(objnum,newsegnum);
1858 if (get_seg_masks(&Objects[objnum].pos,Objects[objnum].segnum,0).centermask!=0)
1859 mprintf((1, "obj_relink violates seg masks.\n"));
1863 //process a continuously-spinning object
1865 spin_object(object *obj)
1868 vms_matrix rotmat, new_pm;
1870 Assert(obj->movement_type == MT_SPINNING);
1872 rotangs.p = fixmul(obj->mtype.spin_rate.x,FrameTime);
1873 rotangs.h = fixmul(obj->mtype.spin_rate.y,FrameTime);
1874 rotangs.b = fixmul(obj->mtype.spin_rate.z,FrameTime);
1876 vm_angles_2_matrix(&rotmat,&rotangs);
1878 vm_matrix_x_matrix(&new_pm,&obj->orient,&rotmat);
1879 obj->orient = new_pm;
1881 check_and_fix_matrix(&obj->orient);
1884 int Drop_afterburner_blob_flag; //ugly hack
1885 extern void multi_send_drop_blobs(char);
1886 extern void fuelcen_check_for_goal (segment *);
1888 //see if wall is volatile, and if so, cause damage to player
1889 //returns true if player is in lava
1890 int check_volatile_wall(object *obj,int segnum,int sidenum,vms_vector *hitpt);
1892 // Time at which this object last created afterburner blobs.
1893 fix Last_afterburner_time[MAX_OBJECTS];
1895 //--------------------------------------------------------------------
1896 //move an object for the current frame
1897 void object_move_one( object * obj )
1902 int previous_segment = obj->segnum;
1904 obj->last_pos = obj->pos; // Save the current position
1906 if ((obj->type==OBJ_PLAYER) && (Player_num==obj->id)) {
1910 if (Game_mode & GM_CAPTURE)
1911 fuelcen_check_for_goal (&Segments[obj->segnum]);
1912 if (Game_mode & GM_HOARD)
1913 fuelcen_check_for_hoard_goal (&Segments[obj->segnum]);
1916 fuel=fuelcen_give_fuel( &Segments[obj->segnum], INITIAL_ENERGY-Players[Player_num].energy );
1918 Players[Player_num].energy += fuel;
1923 if (obj->lifeleft != IMMORTAL_TIME) { //if not immortal...
1924 // Ok, this is a big hack by MK.
1925 // If you want an object to last for exactly one frame, then give it a lifeleft of ONE_FRAME_TIME.
1926 if (obj->lifeleft != ONE_FRAME_TIME)
1927 obj->lifeleft -= FrameTime; //...inevitable countdown towards death
1930 Drop_afterburner_blob_flag = 0;
1932 switch (obj->control_type) {
1934 case CT_NONE: break;
1938 #if !defined(NDEBUG) && !defined(NMONO)
1939 if (print_object_info>1) mprintf( (0, "Moving player object #%d\n", obj-Objects ));
1942 read_flying_controls( obj );
1946 case CT_REPAIRCEN: Int3(); // -- hey! these are no longer supported!! -- do_repair_sequence(obj); break;
1948 case CT_POWERUP: do_powerup_frame(obj); break;
1950 case CT_MORPH: //morph implies AI
1951 do_morph_frame(obj);
1952 //NOTE: FALLS INTO AI HERE!!!!
1955 //NOTE LINK TO CT_MORPH ABOVE!!!
1956 if (Game_suspended & SUSP_ROBOTS) return;
1957 #if !defined(NDEBUG) && !defined(NMONO)
1958 if (print_object_info>1) mprintf( (0, "AI: Moving robot object #%d\n",obj-Objects ));
1963 case CT_WEAPON: Laser_do_weapon_sequence(obj); break;
1964 case CT_EXPLOSION: do_explosion_sequence(obj); break;
1968 if ( keyd_pressed[KEY_PAD5] ) slew_stop( obj );
1969 if ( keyd_pressed[KEY_NUMLOCK] ) {
1970 slew_reset_orient( obj );
1971 * (ubyte *) 0x417 &= ~0x20; //kill numlock
1973 slew_frame(0 ); // Does velocity addition for us.
1978 // case CT_FLYTHROUGH:
1979 // do_flythrough(obj,0); // HACK:do_flythrough should operate on an object!!!!
1980 // //check_object_seg(obj);
1981 // return; // DON'T DO THE REST OF OBJECT STUFF SINCE THIS IS A SPECIAL CASE!!!
1984 case CT_DEBRIS: do_debris_frame(obj); break;
1986 case CT_LIGHT: break; //doesn't do anything
1988 case CT_REMOTE: break; //movement is handled in com_process_input
1990 case CT_CNTRLCEN: do_controlcen_frame(obj); break;
1994 #ifdef __ENV_DJGPP__
1995 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);
1997 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);
2004 if (obj->lifeleft < 0 ) { // We died of old age
2005 obj->flags |= OF_SHOULD_BE_DEAD;
2006 if ( obj->type==OBJ_WEAPON && Weapon_info[obj->id].damage_radius )
2007 explode_badass_weapon(obj,&obj->pos);
2008 else if ( obj->type==OBJ_ROBOT) //make robots explode
2009 explode_object(obj,0);
2012 if (obj->type == OBJ_NONE || obj->flags&OF_SHOULD_BE_DEAD)
2013 return; //object has been deleted
2015 switch (obj->movement_type) {
2017 case MT_NONE: break; //this doesn't move
2019 case MT_PHYSICS: do_physics_sim(obj); break; //move by physics
2021 case MT_SPINNING: spin_object(obj); break;
2025 // If player and moved to another segment, see if hit any triggers.
2026 // also check in player under a lavafall
2027 if (obj->type == OBJ_PLAYER && obj->movement_type==MT_PHYSICS) {
2029 if (previous_segment != obj->segnum) {
2032 int old_level = Current_level_num;
2034 for (i=0;i<n_phys_segs-1;i++) {
2035 connect_side = find_connect_side(&Segments[phys_seglist[i+1]], &Segments[phys_seglist[i]]);
2036 if (connect_side != -1)
2037 check_trigger(&Segments[phys_seglist[i]], connect_side, obj-Objects,0);
2039 else { // segments are not directly connected, so do binary subdivision until you find connected segments.
2040 mprintf((1, "UNCONNECTED SEGMENTS %d,%d\n",phys_seglist[i+1],phys_seglist[i]));
2041 // -- Unnecessary, MK, 09/04/95 -- Int3();
2045 //maybe we've gone on to the next level. if so, bail!
2047 if (Current_level_num != old_level)
2054 int sidemask,under_lavafall=0;
2055 static int lavafall_hiss_playing[MAX_PLAYERS]={0};
2057 sidemask = get_seg_masks(&obj->pos,obj->segnum,obj->size).sidemask;
2059 int sidenum,bit,wall_num;
2061 for (sidenum=0,bit=1;sidenum<6;bit<<=1,sidenum++)
2062 if ((sidemask & bit) && ((wall_num=Segments[obj->segnum].sides[sidenum].wall_num)!=-1) && Walls[wall_num].type==WALL_ILLUSION) {
2064 if ((type=check_volatile_wall(obj,obj->segnum,sidenum,&obj->pos))!=0) {
2065 int sound = (type==1)?SOUND_LAVAFALL_HISS:SOUND_SHIP_IN_WATERFALL;
2067 if (!lavafall_hiss_playing[obj->id]) {
2068 digi_link_sound_to_object3( sound, obj-Objects, 1, F1_0, i2f(256), -1, -1);
2069 lavafall_hiss_playing[obj->id] = 1;
2075 if (!under_lavafall && lavafall_hiss_playing[obj->id]) {
2076 digi_kill_sound_linked_to_object( obj-Objects);
2077 lavafall_hiss_playing[obj->id] = 0;
2082 //see if guided missile has flown through exit trigger
2083 if (obj==Guided_missile[Player_num] && obj->signature==Guided_missile_sig[Player_num]) {
2084 if (previous_segment != obj->segnum) {
2086 connect_side = find_connect_side(&Segments[obj->segnum], &Segments[previous_segment]);
2087 if (connect_side != -1) {
2088 int wall_num,trigger_num;
2089 wall_num = Segments[previous_segment].sides[connect_side].wall_num;
2090 if ( wall_num != -1 ) {
2091 trigger_num = Walls[wall_num].trigger;
2092 if (trigger_num != -1)
2093 if (Triggers[trigger_num].type == TT_EXIT)
2094 Guided_missile[Player_num]->lifeleft = 0;
2100 if (Drop_afterburner_blob_flag) {
2101 Assert(obj==ConsoleObject);
2102 drop_afterburner_blobs(obj, 2, i2f(5)/2, -1); // -1 means use default lifetime
2104 if (Game_mode & GM_MULTI)
2105 multi_send_drop_blobs(Player_num);
2107 Drop_afterburner_blob_flag = 0;
2110 if ((obj->type == OBJ_WEAPON) && (Weapon_info[obj->id].afterburner_size)) {
2111 int objnum = obj-Objects;
2112 fix vel = vm_vec_mag_quick(&obj->mtype.phys_info.velocity);
2113 fix delay, lifetime;
2117 else if (vel > F1_0*40)
2118 delay = fixdiv(F1_0*13,vel);
2122 lifetime = (delay * 3)/2;
2123 if (!(Game_mode & GM_MULTI)) {
2128 if ((Last_afterburner_time[objnum] + delay < GameTime) || (Last_afterburner_time[objnum] > GameTime)) {
2129 drop_afterburner_blobs(obj, 1, i2f(Weapon_info[obj->id].afterburner_size)/16, lifetime);
2130 Last_afterburner_time[objnum] = GameTime;
2135 obj++; //kill warning
2139 int Max_used_objects = MAX_OBJECTS - 20;
2141 //--------------------------------------------------------------------
2142 //move all objects for the current frame
2143 void object_move_all()
2148 // -- mprintf((0, "Frame %i: %i/%i objects used.\n", FrameCount, num_objects, MAX_OBJECTS));
2150 // check_duplicate_objects();
2151 // remove_incorrect_objects();
2153 if (Highest_object_index > Max_used_objects)
2154 free_object_slots(Max_used_objects); // Free all possible object slots.
2156 obj_delete_all_that_should_be_dead();
2158 if (Auto_leveling_on)
2159 ConsoleObject->mtype.phys_info.flags |= PF_LEVELLING;
2161 ConsoleObject->mtype.phys_info.flags &= ~PF_LEVELLING;
2167 for (i=0;i<=Highest_object_index;i++) {
2168 if ( (objp->type != OBJ_NONE) && (!(objp->flags&OF_SHOULD_BE_DEAD)) ) {
2169 object_move_one( objp );
2177 // check_duplicate_objects();
2178 // remove_incorrect_objects();
2183 //--unused-- // -----------------------------------------------------------
2184 //--unused-- // Moved here from eobject.c on 02/09/94 by MK.
2185 //--unused-- int find_last_obj(int i)
2187 //--unused-- for (i=MAX_OBJECTS;--i>=0;)
2188 //--unused-- if (Objects[i].type != OBJ_NONE) break;
2190 //--unused-- return i;
2195 //make object array non-sparse
2196 void compress_objects(void)
2198 int start_i; //,last_i;
2200 //last_i = find_last_obj(MAX_OBJECTS);
2202 // Note: It's proper to do < (rather than <=) Highest_object_index here because we
2203 // are just removing gaps, and the last object can't be a gap.
2204 for (start_i=0;start_i<Highest_object_index;start_i++)
2206 if (Objects[start_i].type == OBJ_NONE) {
2210 segnum_copy = Objects[Highest_object_index].segnum;
2212 obj_unlink(Highest_object_index);
2214 Objects[start_i] = Objects[Highest_object_index];
2217 if (Cur_object_index == Highest_object_index)
2218 Cur_object_index = start_i;
2221 Objects[Highest_object_index].type = OBJ_NONE;
2223 obj_link(start_i,segnum_copy);
2225 while (Objects[--Highest_object_index].type == OBJ_NONE);
2227 //last_i = find_last_obj(last_i);
2231 reset_objects(num_objects);
2235 //called after load. Takes number of objects, and objects should be
2236 //compressed. resets free list, marks unused objects as unused
2237 void reset_objects(int n_objs)
2241 num_objects = n_objs;
2243 Assert(num_objects>0);
2245 for (i=num_objects;i<MAX_OBJECTS;i++) {
2246 free_obj_list[i] = i;
2247 Objects[i].type = OBJ_NONE;
2248 Objects[i].segnum = -1;
2251 Highest_object_index = num_objects-1;
2253 Debris_object_count = 0;
2256 //Tries to find a segment for an object, using find_point_seg()
2257 int find_object_seg(object * obj )
2259 return find_point_seg(&obj->pos,obj->segnum);
2263 //If an object is in a segment, set its segnum field and make sure it's
2264 //properly linked. If not in any segment, returns 0, else 1.
2265 //callers should generally use find_vector_intersection()
2266 int update_object_seg(object * obj )
2270 newseg = find_object_seg(obj);
2275 if ( newseg != obj->segnum )
2276 obj_relink(obj-Objects, newseg );
2282 //go through all objects and make sure they have the correct segment numbers
2288 for (i=0;i<=Highest_object_index;i++)
2289 if (Objects[i].type != OBJ_NONE)
2290 if (update_object_seg(&Objects[i]) == 0) {
2291 mprintf((1,"Cannot find segment for object %d in fix_object_segs()\n"));
2293 compute_segment_center(&Objects[i].pos,&Segments[Objects[i].segnum]);
2298 //--unused-- void object_use_new_object_list( object * new_list )
2300 //--unused-- int i, segnum;
2301 //--unused-- object *obj;
2303 //--unused-- // First, unlink all the old objects for the segments array
2304 //--unused-- for (segnum=0; segnum <= Highest_segment_index; segnum++) {
2305 //--unused-- Segments[segnum].objects = -1;
2307 //--unused-- // Then, erase all the objects
2308 //--unused-- reset_objects(1);
2310 //--unused-- // Fill in the object array
2311 //--unused-- memcpy( Objects, new_list, sizeof(object)*MAX_OBJECTS );
2313 //--unused-- Highest_object_index=-1;
2315 //--unused-- // Relink 'em
2316 //--unused-- for (i=0; i<MAX_OBJECTS; i++ ) {
2317 //--unused-- obj = &Objects[i];
2318 //--unused-- if ( obj->type != OBJ_NONE ) {
2319 //--unused-- num_objects++;
2320 //--unused-- Highest_object_index = i;
2321 //--unused-- segnum = obj->segnum;
2322 //--unused-- obj->next = obj->prev = obj->segnum = -1;
2323 //--unused-- obj_link(i,segnum);
2324 //--unused-- } else {
2325 //--unused-- obj->next = obj->prev = obj->segnum = -1;
2331 //delete objects, such as weapons & explosions, that shouldn't stay between levels
2332 // Changed by MK on 10/15/94, don't remove proximity bombs.
2333 //if clear_all is set, clear even proximity bombs
2334 void clear_transient_objects(int clear_all)
2339 for (objnum=0,obj=&Objects[0];objnum<=Highest_object_index;objnum++,obj++)
2340 if (((obj->type == OBJ_WEAPON) && !(Weapon_info[obj->id].flags&WIF_PLACABLE) && (clear_all || ((obj->id != PROXIMITY_ID) && (obj->id != SUPERPROX_ID)))) ||
2341 obj->type == OBJ_FIREBALL ||
2342 obj->type == OBJ_DEBRIS ||
2343 obj->type == OBJ_DEBRIS ||
2344 (obj->type!=OBJ_NONE && obj->flags & OF_EXPLODING)) {
2347 if (Objects[objnum].lifeleft > i2f(2))
2348 mprintf((0,"Note: Clearing object %d (type=%d, id=%d) with lifeleft=%x\n",objnum,Objects[objnum].type,Objects[objnum].id,Objects[objnum].lifeleft));
2353 else if (Objects[objnum].type!=OBJ_NONE && Objects[objnum].lifeleft < i2f(2))
2354 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));
2358 //attaches an object, such as a fireball, to another object, such as a robot
2359 void obj_attach(object *parent,object *sub)
2361 Assert(sub->type == OBJ_FIREBALL);
2362 Assert(sub->control_type == CT_EXPLOSION);
2364 Assert(sub->ctype.expl_info.next_attach==-1);
2365 Assert(sub->ctype.expl_info.prev_attach==-1);
2367 Assert(parent->attached_obj==-1 || Objects[parent->attached_obj].ctype.expl_info.prev_attach==-1);
2369 sub->ctype.expl_info.next_attach = parent->attached_obj;
2371 if (sub->ctype.expl_info.next_attach != -1)
2372 Objects[sub->ctype.expl_info.next_attach].ctype.expl_info.prev_attach = sub-Objects;
2374 parent->attached_obj = sub-Objects;
2376 sub->ctype.expl_info.attach_parent = parent-Objects;
2377 sub->flags |= OF_ATTACHED;
2379 Assert(sub->ctype.expl_info.next_attach != sub-Objects);
2380 Assert(sub->ctype.expl_info.prev_attach != sub-Objects);
2383 //dettaches one object
2384 void obj_detach_one(object *sub)
2386 Assert(sub->flags & OF_ATTACHED);
2387 Assert(sub->ctype.expl_info.attach_parent != -1);
2389 if ((Objects[sub->ctype.expl_info.attach_parent].type == OBJ_NONE) || (Objects[sub->ctype.expl_info.attach_parent].attached_obj == -1))
2391 sub->flags &= ~OF_ATTACHED;
2395 if (sub->ctype.expl_info.next_attach != -1) {
2396 Assert(Objects[sub->ctype.expl_info.next_attach].ctype.expl_info.prev_attach=sub-Objects);
2397 Objects[sub->ctype.expl_info.next_attach].ctype.expl_info.prev_attach = sub->ctype.expl_info.prev_attach;
2400 if (sub->ctype.expl_info.prev_attach != -1) {
2401 Assert(Objects[sub->ctype.expl_info.prev_attach].ctype.expl_info.next_attach=sub-Objects);
2402 Objects[sub->ctype.expl_info.prev_attach].ctype.expl_info.next_attach = sub->ctype.expl_info.next_attach;
2405 Assert(Objects[sub->ctype.expl_info.attach_parent].attached_obj=sub-Objects);
2406 Objects[sub->ctype.expl_info.attach_parent].attached_obj = sub->ctype.expl_info.next_attach;
2409 sub->ctype.expl_info.next_attach = sub->ctype.expl_info.prev_attach = -1;
2410 sub->flags &= ~OF_ATTACHED;
2414 //dettaches all objects from this object
2415 void obj_detach_all(object *parent)
2417 while (parent->attached_obj != -1)
2418 obj_detach_one(&Objects[parent->attached_obj]);
2421 //creates a marker object in the world. returns the object number
2422 int drop_marker_object(vms_vector *pos,int segnum,vms_matrix *orient, int marker_num)
2426 Assert(Marker_model_num != -1);
2428 objnum = obj_create(OBJ_MARKER, marker_num, segnum, pos, orient, Polygon_models[Marker_model_num].rad, CT_NONE, MT_NONE, RT_POLYOBJ);
2431 object *obj = &Objects[objnum];
2433 obj->rtype.pobj_info.model_num = Marker_model_num;
2435 vm_vec_copy_scale(&obj->mtype.spin_rate,&obj->orient.uvec,F1_0/2);
2437 // MK, 10/16/95: Using lifeleft to make it flash, thus able to trim lightlevel from all objects.
2438 obj->lifeleft = IMMORTAL_TIME - 1;
2444 extern int Ai_last_missile_camera;
2446 // *viewer is a viewer, probably a missile.
2447 // wake up all robots that were rendered last frame subject to some constraints.
2448 void wake_up_rendered_objects(object *viewer, int window_num)
2452 // Make sure that we are processing current data.
2453 if (FrameCount != Window_rendered_data[window_num].frame) {
2454 mprintf((1, "Warning: Called wake_up_rendered_objects with a bogus window.\n"));
2458 Ai_last_missile_camera = viewer-Objects;
2460 for (i=0; i<Window_rendered_data[window_num].num_objects; i++) {
2463 int fcval = FrameCount & 3;
2465 objnum = Window_rendered_data[window_num].rendered_objects[i];
2466 if ((objnum & 3) == fcval) {
2467 objp = &Objects[objnum];
2469 if (objp->type == OBJ_ROBOT) {
2470 if (vm_vec_dist_quick(&viewer->pos, &objp->pos) < F1_0*100) {
2471 ai_local *ailp = &Ai_local_info[objnum];
2472 if (ailp->player_awareness_type == 0) {
2473 objp->ctype.ai_info.SUB_FLAGS |= SUB_FLAGS_CAMERA_AWAKE;
2474 ailp->player_awareness_type = PA_WEAPON_ROBOT_COLLISION;
2475 ailp->player_awareness_time = F1_0*3;
2476 ailp->previous_visibility = 2;