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.
15 * $Source: /cvs/cvsroot/d2x/main/object.c,v $
18 * $Date: 2001-10-18 00:01:01 $
20 * FIXME: put description here
22 * $Log: not supported by cvs2svn $
34 #include <string.h> // for memset
94 #include "editor\editor.h"
101 void obj_detach_all(object *parent);
102 void obj_detach_one(object *sub);
103 int free_object_slots(int num_used);
109 extern byte WasRecorded[MAX_OBJECTS];
111 ubyte CollisionResult[MAX_OBJECT_TYPES][MAX_OBJECT_TYPES];
113 object *ConsoleObject; //the object that is the player
115 static short free_obj_list[MAX_OBJECTS];
121 //info on the various types of objects
123 object Object_minus_one;
126 object Objects[MAX_OBJECTS];
128 int Highest_object_index=0;
129 int Highest_ever_object_index=0;
131 // grs_bitmap *robot_bms[MAX_ROBOT_BITMAPS]; //all bitmaps for all robots
133 // int robot_bm_nums[MAX_ROBOT_TYPES]; //starting bitmap num for each robot
134 // int robot_n_bitmaps[MAX_ROBOT_TYPES]; //how many bitmaps for each robot
136 // char *robot_names[MAX_ROBOT_TYPES]; //name of each robot
138 //--unused-- int Num_robot_types=0;
140 int print_object_info = 0;
141 //@@int Object_viewer = 0;
143 //object * Slew_object = NULL; // Object containing slew object info.
145 //--unused-- int Player_controller_type = 0;
147 window_rendered_data Window_rendered_data[MAX_RENDERED_WINDOWS];
150 char Object_type_names[MAX_OBJECT_TYPES][9] = {
171 //set viewer object to next object in array
172 void object_goto_next_viewer()
174 int i, start_obj = 0;
176 start_obj = Viewer - Objects; //get viewer object number
178 for (i=0;i<=Highest_object_index;i++) {
181 if (start_obj > Highest_object_index ) start_obj = 0;
183 if (Objects[start_obj].type != OBJ_NONE ) {
184 Viewer = &Objects[start_obj];
189 Error( "Couldn't find a viewer object!" );
193 //set viewer object to next object in array
194 void object_goto_prev_viewer()
196 int i, start_obj = 0;
198 start_obj = Viewer - Objects; //get viewer object number
200 for (i=0; i<=Highest_object_index; i++) {
203 if (start_obj < 0 ) start_obj = Highest_object_index;
205 if (Objects[start_obj].type != OBJ_NONE ) {
206 Viewer = &Objects[start_obj];
211 Error( "Couldn't find a viewer object!" );
216 object *obj_find_first_of_type (int type)
220 for (i=0;i<=Highest_object_index;i++)
221 if (Objects[i].type==type)
222 return (&Objects[i]);
223 return ((object *)NULL);
226 int obj_return_num_of_type (int type)
230 for (i=0;i<=Highest_object_index;i++)
231 if (Objects[i].type==type)
235 int obj_return_num_of_typeid (int type,int id)
239 for (i=0;i<=Highest_object_index;i++)
240 if (Objects[i].type==type && Objects[i].id==id)
245 int global_orientation = 0;
247 //draw an object that has one bitmap & doesn't rotate
248 void draw_object_blob(object *obj,bitmap_index bmi)
251 grs_bitmap * bm = &GameBitmaps[bmi.index];
254 if (obj->type == OBJ_FIREBALL)
255 orientation = (obj-Objects) & 7;
257 orientation = global_orientation;
260 //@@ if (obj->type == OBJ_POWERUP) {
261 //@@ if ( GameBitmaps[(bmi).index].bm_flags & BM_FLAG_PAGED_OUT)
262 //@@ piggy_bitmap_page_in_w( bmi,1 );
264 //@@ if (bm->bm_handle) {
265 //@@ DDGRUNLOCK(dd_grd_curcanv);
268 PIGGY_PAGE_IN( bmi );
271 if (bm->bm_w > bm->bm_h)
273 g3_draw_bitmap(&obj->pos,obj->size,fixmuldiv(obj->size,bm->bm_h,bm->bm_w),bm, orientation);
277 g3_draw_bitmap(&obj->pos,fixmuldiv(obj->size,bm->bm_w,bm->bm_h),obj->size,bm, orientation);
280 //@@ if (bm->bm_handle) {
281 //@@ DDGRLOCK(dd_grd_curcanv);
286 //draw an object that is a texture-mapped rod
287 void draw_object_tmap_rod(object *obj,bitmap_index bitmapi,int lighted)
289 grs_bitmap * bitmap = &GameBitmaps[bitmapi.index];
292 vms_vector delta,top_v,bot_v;
293 g3s_point top_p,bot_p;
295 PIGGY_PAGE_IN(bitmapi);
297 bitmap->bm_handle = bitmapi.index;
299 vm_vec_copy_scale(&delta,&obj->orient.uvec,obj->size);
301 vm_vec_add(&top_v,&obj->pos,&delta);
302 vm_vec_sub(&bot_v,&obj->pos,&delta);
304 g3_rotate_point(&top_p,&top_v);
305 g3_rotate_point(&bot_p,&bot_v);
308 light = compute_object_light(obj,&top_p.p3_vec);
313 _3dfx_rendering_poly_obj = 1;
316 #ifdef PA_3DFX_VOODOO
320 g3_draw_rod_tmap(bitmap,&bot_p,obj->size,&top_p,obj->size,light);
323 _3dfx_rendering_poly_obj = 0;
328 int Linear_tmap_polygon_objects = 1;
330 extern fix Max_thrust;
332 //used for robot engine glow
333 #define MAX_VELOCITY i2f(50)
335 //function that takes the same parms as draw_tmap, but renders as flat poly
336 //we need this to do the cloaked effect
337 extern void draw_tmap_flat();
339 //what darkening level to use when cloaked
340 #define CLOAKED_FADE_LEVEL 28
342 #define CLOAK_FADEIN_DURATION_PLAYER F2_0
343 #define CLOAK_FADEOUT_DURATION_PLAYER F2_0
345 #define CLOAK_FADEIN_DURATION_ROBOT F1_0
346 #define CLOAK_FADEOUT_DURATION_ROBOT F1_0
348 //do special cloaked render
349 void draw_cloaked_object(object *obj,fix light,fix *glow,fix cloak_start_time,fix cloak_end_time)
351 fix cloak_delta_time,total_cloaked_time;
352 fix light_scale=F1_0;
354 int fading=0; //if true, fading, else cloaking
355 fix Cloak_fadein_duration=F1_0;
356 fix Cloak_fadeout_duration=F1_0;
359 total_cloaked_time = cloak_end_time-cloak_start_time;
363 Cloak_fadein_duration = CLOAK_FADEIN_DURATION_PLAYER;
364 Cloak_fadeout_duration = CLOAK_FADEOUT_DURATION_PLAYER;
367 Cloak_fadein_duration = CLOAK_FADEIN_DURATION_ROBOT;
368 Cloak_fadeout_duration = CLOAK_FADEOUT_DURATION_ROBOT;
371 Int3(); // Contact Mike: Unexpected object type in draw_cloaked_object.
374 cloak_delta_time = GameTime - cloak_start_time;
376 if (cloak_delta_time < Cloak_fadein_duration/2) {
378 light_scale = fixdiv(Cloak_fadein_duration/2 - cloak_delta_time,Cloak_fadein_duration/2);
382 else if (cloak_delta_time < Cloak_fadein_duration) {
384 cloak_value = f2i(fixdiv(cloak_delta_time - Cloak_fadein_duration/2,Cloak_fadein_duration/2) * CLOAKED_FADE_LEVEL);
386 } else if (GameTime < cloak_end_time-Cloak_fadeout_duration) {
387 static int cloak_delta=0,cloak_dir=1;
388 static fix cloak_timer=0;
390 //note, if more than one cloaked object is visible at once, the
391 //pulse rate will change!
393 cloak_timer -= FrameTime;
394 while (cloak_timer < 0) {
396 cloak_timer += Cloak_fadeout_duration/12;
398 cloak_delta += cloak_dir;
400 if (cloak_delta==0 || cloak_delta==4)
401 cloak_dir = -cloak_dir;
404 cloak_value = CLOAKED_FADE_LEVEL - cloak_delta;
406 } else if (GameTime < cloak_end_time-Cloak_fadeout_duration/2) {
408 cloak_value = f2i(fixdiv(total_cloaked_time - Cloak_fadeout_duration/2 - cloak_delta_time,Cloak_fadeout_duration/2) * CLOAKED_FADE_LEVEL);
412 light_scale = fixdiv(Cloak_fadeout_duration/2 - (total_cloaked_time - cloak_delta_time),Cloak_fadeout_duration/2);
418 fix new_light,save_glow;
419 bitmap_index * alt_textures = NULL;
422 if ( obj->rtype.pobj_info.alt_textures > 0 )
423 alt_textures = multi_player_textures[obj->rtype.pobj_info.alt_textures-1];
426 new_light = fixmul(light,light_scale);
428 glow[0] = fixmul(glow[0],light_scale);
429 draw_polygon_model(&obj->pos,
431 (vms_angvec *)&obj->rtype.pobj_info.anim_angles,
432 obj->rtype.pobj_info.model_num,obj->rtype.pobj_info.subobj_flags,
439 Gr_scanline_darkening_level = cloak_value;
440 gr_setcolor(BM_XRGB(0,0,0)); //set to black (matters for s3)
441 g3_set_special_render(draw_tmap_flat,NULL,NULL); //use special flat drawer
442 draw_polygon_model(&obj->pos,
444 (vms_angvec *)&obj->rtype.pobj_info.anim_angles,
445 obj->rtype.pobj_info.model_num,obj->rtype.pobj_info.subobj_flags,
449 g3_set_special_render(NULL,NULL,NULL);
450 Gr_scanline_darkening_level = GR_FADE_LEVELS;
455 //draw an object which renders as a polygon model
456 void draw_polygon_object(object *obj)
460 fix engine_glow_value[2]; //element 0 is for engine glow, 1 for headlight
462 light = compute_object_light(obj,NULL);
464 // If option set for bright players in netgame, brighten them!
466 if (Game_mode & GM_MULTI)
467 if (Netgame.BrightPlayers)
471 //make robots brighter according to robot glow field
472 if (obj->type == OBJ_ROBOT)
473 light += (Robot_info[obj->id].glow<<12); //convert 4:4 to 16:16
475 if (obj->type == OBJ_WEAPON)
476 if (obj->id == FLARE_ID)
479 if (obj->type == OBJ_MARKER)
483 imsave = Interpolation_method;
484 if (Linear_tmap_polygon_objects)
485 Interpolation_method = 1;
487 //set engine glow value
488 engine_glow_value[0] = f1_0/5;
489 if (obj->movement_type == MT_PHYSICS) {
491 if (obj->mtype.phys_info.flags & PF_USES_THRUST && obj->type==OBJ_PLAYER && obj->id==Player_num) {
492 fix thrust_mag = vm_vec_mag_quick(&obj->mtype.phys_info.thrust);
493 engine_glow_value[0] += (fixdiv(thrust_mag,Player_ship->max_thrust)*4)/5;
496 fix speed = vm_vec_mag_quick(&obj->mtype.phys_info.velocity);
497 engine_glow_value[0] += (fixdiv(speed,MAX_VELOCITY)*3)/5;
501 //set value for player headlight
502 if (obj->type == OBJ_PLAYER) {
503 if (Players[obj->id].flags & PLAYER_FLAGS_HEADLIGHT && !Endlevel_sequence)
504 if (Players[obj->id].flags & PLAYER_FLAGS_HEADLIGHT_ON)
505 engine_glow_value[1] = -2; //draw white!
507 engine_glow_value[1] = -1; //draw normal color (grey)
509 engine_glow_value[1] = -3; //don't draw
512 if (obj->rtype.pobj_info.tmap_override != -1) {
514 polymodel *pm = &Polygon_models[obj->rtype.pobj_info.model_num];
516 bitmap_index bm_ptrs[12];
520 Assert(pm->n_textures<=12);
522 for (i=0;i<12;i++) //fill whole array, in case simple model needs more
523 bm_ptrs[i] = Textures[obj->rtype.pobj_info.tmap_override];
525 draw_polygon_model(&obj->pos,
527 (vms_angvec *)&obj->rtype.pobj_info.anim_angles,
528 obj->rtype.pobj_info.model_num,
529 obj->rtype.pobj_info.subobj_flags,
536 if (obj->type==OBJ_PLAYER && (Players[obj->id].flags&PLAYER_FLAGS_CLOAKED))
537 draw_cloaked_object(obj,light,engine_glow_value,Players[obj->id].cloak_time,Players[obj->id].cloak_time+CLOAK_TIME_MAX);
538 else if ((obj->type == OBJ_ROBOT) && (obj->ctype.ai_info.CLOAKED)) {
539 if (Robot_info[obj->id].boss_flag)
540 draw_cloaked_object(obj,light,engine_glow_value, Boss_cloak_start_time, Boss_cloak_end_time);
542 draw_cloaked_object(obj,light,engine_glow_value, GameTime-F1_0*10, GameTime+F1_0*10);
544 bitmap_index * alt_textures = NULL;
547 if ( obj->rtype.pobj_info.alt_textures > 0 )
548 alt_textures = multi_player_textures[obj->rtype.pobj_info.alt_textures-1];
551 // Snipers get bright when they fire.
552 if (Ai_local_info[obj-Objects].next_fire < F1_0/8) {
553 if (obj->ctype.ai_info.behavior == AIB_SNIPE)
554 light = 2*light + F1_0;
557 draw_polygon_model(&obj->pos,
559 (vms_angvec *)&obj->rtype.pobj_info.anim_angles,obj->rtype.pobj_info.model_num,
560 obj->rtype.pobj_info.subobj_flags,
564 if (obj->type == OBJ_WEAPON && (Weapon_info[obj->id].model_num_inner > -1 )) {
565 fix dist_to_eye = vm_vec_dist_quick(&Viewer->pos, &obj->pos);
566 if (dist_to_eye < Simple_model_threshhold_scale * F1_0*2)
567 draw_polygon_model(&obj->pos,
569 (vms_angvec *)&obj->rtype.pobj_info.anim_angles,
570 Weapon_info[obj->id].model_num_inner,
571 obj->rtype.pobj_info.subobj_flags,
579 Interpolation_method = imsave;
583 //------------------------------------------------------------------------------
584 // These variables are used to keep a list of the 3 closest robots to the viewer.
585 // The code works like this: Every time render object is called with a polygon model,
586 // it finds the distance of that robot to the viewer. If this distance if within 10
587 // segments of the viewer, it does the following: If there aren't already 3 robots in
588 // the closet-robots list, it just sticks that object into the list along with its distance.
589 // If the list already contains 3 robots, then it finds the robot in that list that is
590 // farthest from the viewer. If that object is farther than the object currently being
591 // rendered, then the new object takes over that far object's slot. *Then* after all
592 // objects are rendered, object_render_targets is called an it draws a target on top
593 // of all the objects.
595 //091494: #define MAX_CLOSE_ROBOTS 3
596 //--unused-- static int Object_draw_lock_boxes = 0;
597 //091494: static int Object_num_close = 0;
598 //091494: static object * Object_close_ones[MAX_CLOSE_ROBOTS];
599 //091494: static fix Object_close_distance[MAX_CLOSE_ROBOTS];
601 //091494: set_close_objects(object *obj)
605 //091494: if ( (obj->type != OBJ_ROBOT) || (Object_draw_lock_boxes==0) )
608 //091494: // The following code keeps a list of the 10 closest robots to the
609 //091494: // viewer. See comments in front of this function for how this works.
610 //091494: dist = vm_vec_dist( &obj->pos, &Viewer->pos );
611 //091494: if ( dist < i2f(20*10) ) {
612 //091494: if ( Object_num_close < MAX_CLOSE_ROBOTS ) {
613 //091494: Object_close_ones[Object_num_close] = obj;
614 //091494: Object_close_distance[Object_num_close] = dist;
615 //091494: Object_num_close++;
617 //091494: int i, farthest_robot;
618 //091494: fix farthest_distance;
619 //091494: // Find the farthest robot in the list
620 //091494: farthest_robot = 0;
621 //091494: farthest_distance = Object_close_distance[0];
622 //091494: for (i=1; i<Object_num_close; i++ ) {
623 //091494: if ( Object_close_distance[i] > farthest_distance ) {
624 //091494: farthest_distance = Object_close_distance[i];
625 //091494: farthest_robot = i;
628 //091494: // If this object is closer to the viewer than
629 //091494: // the farthest in the list, replace the farthest with this object.
630 //091494: if ( farthest_distance > dist ) {
631 //091494: Object_close_ones[farthest_robot] = obj;
632 //091494: Object_close_distance[farthest_robot] = dist;
638 int Player_fired_laser_this_frame=-1;
642 // -----------------------------------------------------------------------------
643 //this routine checks to see if an robot rendered near the middle of
644 //the screen, and if so and the player had fired, "warns" the robot
645 void set_robot_location_info(object *objp)
647 if (Player_fired_laser_this_frame != -1) {
650 g3_rotate_point(&temp,&objp->pos);
652 if (temp.p3_codes & CC_BEHIND) //robot behind the screen
655 //the code below to check for object near the center of the screen
656 //completely ignores z, which may not be good
658 if ((abs(temp.p3_x) < F1_0*4) && (abs(temp.p3_y) < F1_0*4)) {
659 objp->ctype.ai_info.danger_laser_num = Player_fired_laser_this_frame;
660 objp->ctype.ai_info.danger_laser_signature = Objects[Player_fired_laser_this_frame].signature;
667 // ------------------------------------------------------------------------------------------------------------------
668 void create_small_fireball_on_object(object *objp, fix size_scale, int sound_flag)
671 vms_vector pos, rand_vec;
675 make_random_vector(&rand_vec);
677 vm_vec_scale(&rand_vec, objp->size/2);
679 vm_vec_add2(&pos, &rand_vec);
681 size = fixmul(size_scale, F1_0/2 + d_rand()*4/2);
683 segnum = find_point_seg(&pos, objp->segnum);
686 expl_obj = object_create_explosion(segnum, &pos, size, VCLIP_SMALL_EXPLOSION);
689 obj_attach(objp,expl_obj);
690 if (d_rand() < 8192) {
692 if (objp->type == OBJ_ROBOT)
695 digi_link_sound_to_object(SOUND_EXPLODING_WALL, objp-Objects, 0, vol);
700 // ------------------------------------------------------------------------------------------------------------------
701 void create_vclip_on_object(object *objp, fix size_scale, int vclip_num)
704 vms_vector pos, rand_vec;
708 make_random_vector(&rand_vec);
710 vm_vec_scale(&rand_vec, objp->size/2);
712 vm_vec_add2(&pos, &rand_vec);
714 size = fixmul(size_scale, F1_0 + d_rand()*4);
716 segnum = find_point_seg(&pos, objp->segnum);
719 expl_obj = object_create_explosion(segnum, &pos, size, vclip_num);
723 expl_obj->movement_type = MT_PHYSICS;
724 expl_obj->mtype.phys_info.velocity.x = objp->mtype.phys_info.velocity.x/2;
725 expl_obj->mtype.phys_info.velocity.y = objp->mtype.phys_info.velocity.y/2;
726 expl_obj->mtype.phys_info.velocity.z = objp->mtype.phys_info.velocity.z/2;
730 // -- mk, 02/05/95 -- #define VCLIP_INVULNERABILITY_EFFECT VCLIP_SMALL_EXPLOSION
731 // -- mk, 02/05/95 --
732 // -- mk, 02/05/95 -- // -----------------------------------------------------------------------------
733 // -- mk, 02/05/95 -- void do_player_invulnerability_effect(object *objp)
734 // -- mk, 02/05/95 -- {
735 // -- mk, 02/05/95 -- if (d_rand() < FrameTime*8) {
736 // -- mk, 02/05/95 -- create_vclip_on_object(objp, F1_0, VCLIP_INVULNERABILITY_EFFECT);
737 // -- mk, 02/05/95 -- }
738 // -- mk, 02/05/95 -- }
740 // -----------------------------------------------------------------------------
741 // Render an object. Calls one of several routines based on type
742 void render_object(object *obj)
746 if ( obj == Viewer ) return;
748 if ( obj->type==OBJ_NONE ) {
750 mprintf( (1, "ERROR!!!! Bogus obj %d in seg %d is rendering!\n", obj-Objects, obj->segnum ));
756 mld_save = Max_linear_depth;
757 Max_linear_depth = Max_linear_depth_objects;
759 switch (obj->render_type) {
761 case RT_NONE: break; //doesn't render, like the player
765 draw_polygon_object(obj);
767 //"warn" robot if being shot at
768 if (obj->type == OBJ_ROBOT)
769 set_robot_location_info(obj);
771 //JOHN SAID TO: if ( (obj->type==OBJ_PLAYER) && ((keyd_pressed[KEY_W]) || (keyd_pressed[KEY_I])))
772 //JOHN SAID TO: object_render_id(obj);
774 // -- mk, 02/05/95 -- if (obj->type == OBJ_PLAYER)
775 // -- mk, 02/05/95 -- if (Players[obj->id].flags & PLAYER_FLAGS_INVULNERABLE)
776 // -- mk, 02/05/95 -- do_player_invulnerability_effect(obj);
780 case RT_MORPH: draw_morph_object(obj); break;
782 case RT_FIREBALL: draw_fireball(obj); break;
784 case RT_WEAPON_VCLIP: draw_weapon_vclip(obj); break;
786 case RT_HOSTAGE: draw_hostage(obj); break;
788 case RT_POWERUP: draw_powerup(obj); break;
790 case RT_LASER: Laser_render(obj); break;
792 default: Error("Unknown render_type <%d>",obj->render_type);
796 if ( obj->render_type != RT_NONE )
797 if ( Newdemo_state == ND_STATE_RECORDING ) {
798 if (!WasRecorded[obj-Objects]) {
799 newdemo_record_render_object(obj);
800 WasRecorded[obj-Objects]=1;
805 Max_linear_depth = mld_save;
809 //--unused-- void object_toggle_lock_targets() {
810 //--unused-- Object_draw_lock_boxes ^= 1;
813 //091494: //draw target boxes for nearby robots
814 //091494: void object_render_targets()
816 //091494: g3s_point pt;
817 //091494: ubyte codes;
819 //091494: int radius,x,y;
821 //091494: if (Object_draw_lock_boxes==0)
824 //091494: for (i=0; i<Object_num_close; i++ ) {
826 //091494: codes = g3_rotate_point(&pt, &Object_close_ones[i]->pos );
827 //091494: if ( !(codes & CC_BEHIND) ) {
828 //091494: g3_project_point(&pt);
829 //091494: if (pt.p3_flags & PF_PROJECTED) {
830 //091494: x = f2i(pt.p3_sx);
831 //091494: y = f2i(pt.p3_sy);
832 //091494: radius = f2i(fixdiv((grd_curcanv->cv_bitmap.bm_w*Object_close_ones[i]->size)/8,pt.z));
833 //091494: gr_setcolor( BM_XRGB(0,31,0) );
834 //091494: gr_box(x-radius,y-radius,x+radius,y+radius);
838 //091494: Object_num_close=0;
840 //--unused-- //draw target boxes for nearby robots
841 //--unused-- void object_render_id(object * obj)
843 //--unused-- g3s_point pt;
844 //--unused-- ubyte codes;
845 //--unused-- int x,y;
846 //--unused-- int w, h, aw;
847 //--unused-- char s[20], *s1;
849 //--unused-- s1 = network_get_player_name( obj-Objects );
852 //--unused-- sprintf( s, "%s", s1 );
854 //--unused-- sprintf( s, "<%d>", obj->id );
856 //--unused-- codes = g3_rotate_point(&pt, &obj->pos );
857 //--unused-- if ( !(codes & CC_BEHIND) ) {
858 //--unused-- g3_project_point(&pt);
859 //--unused-- if (pt.p3_flags & PF_PROJECTED) {
860 //--unused-- gr_get_string_size( s, &w, &h, &aw );
861 //--unused-- x = f2i(pt.p3_sx) - w/2;
862 //--unused-- y = f2i(pt.p3_sy) - h/2;
863 //--unused-- if ( x>= 0 && y>=0 && (x+w)<=grd_curcanv->cv_bitmap.bm_w && (y+h)<grd_curcanv->cv_bitmap.bm_h ) {
864 //--unused-- gr_set_fontcolor( BM_XRGB(0,31,0), -1 );
865 //--unused-- gr_string( x, y, s );
871 void check_and_fix_matrix(vms_matrix *m);
873 #define vm_angvec_zero(v) (v)->p=(v)->b=(v)->h=0
875 void reset_player_object()
881 vm_vec_zero(&ConsoleObject->mtype.phys_info.velocity);
882 vm_vec_zero(&ConsoleObject->mtype.phys_info.thrust);
883 vm_vec_zero(&ConsoleObject->mtype.phys_info.rotvel);
884 vm_vec_zero(&ConsoleObject->mtype.phys_info.rotthrust);
885 ConsoleObject->mtype.phys_info.brakes = ConsoleObject->mtype.phys_info.turnroll = 0;
886 ConsoleObject->mtype.phys_info.mass = Player_ship->mass;
887 ConsoleObject->mtype.phys_info.drag = Player_ship->drag;
888 ConsoleObject->mtype.phys_info.flags |= PF_TURNROLL | PF_LEVELLING | PF_WIGGLE | PF_USES_THRUST;
892 ConsoleObject->render_type = RT_POLYOBJ;
893 ConsoleObject->rtype.pobj_info.model_num = Player_ship->model_num; //what model is this?
894 ConsoleObject->rtype.pobj_info.subobj_flags = 0; //zero the flags
895 ConsoleObject->rtype.pobj_info.tmap_override = -1; //no tmap override!
897 for (i=0;i<MAX_SUBMODELS;i++)
898 vm_angvec_zero(&ConsoleObject->rtype.pobj_info.anim_angles[i]);
902 ConsoleObject->flags = 0;
907 //make object0 the player, setting all relevant fields
908 void init_player_object()
910 ConsoleObject->type = OBJ_PLAYER;
911 ConsoleObject->id = 0; //no sub-types for player
913 ConsoleObject->signature = 0; //player has zero, others start at 1
915 ConsoleObject->size = Polygon_models[Player_ship->model_num].rad;
917 ConsoleObject->control_type = CT_SLEW; //default is player slewing
918 ConsoleObject->movement_type = MT_PHYSICS; //change this sometime
920 ConsoleObject->lifeleft = IMMORTAL_TIME;
922 ConsoleObject->attached_obj = -1;
924 reset_player_object();
928 //sets up the free list & init player & whatever else
935 for (i=0;i<MAX_OBJECTS;i++) {
936 free_obj_list[i] = i;
937 Objects[i].type = OBJ_NONE;
938 Objects[i].segnum = -1;
941 for (i=0;i<MAX_SEGMENTS;i++)
942 Segments[i].objects = -1;
944 ConsoleObject = Viewer = &Objects[0];
946 init_player_object();
947 obj_link(ConsoleObject-Objects,0); //put in the world in segment 0
949 num_objects = 1; //just the player
950 Highest_object_index = 0;
955 //after calling init_object(), the network code has grabbed specific
956 //object slots without allocating them. Go though the objects & build
957 //the free list, then set the apporpriate globals
958 void special_reset_objects(void)
962 num_objects=MAX_OBJECTS;
964 Highest_object_index = 0;
965 Assert(Objects[0].type != OBJ_NONE); //0 should be used
967 for (i=MAX_OBJECTS;i--;)
968 if (Objects[i].type == OBJ_NONE)
969 free_obj_list[--num_objects] = i;
971 if (i > Highest_object_index)
972 Highest_object_index = i;
976 int is_object_in_seg( int segnum, int objn )
978 int objnum, count = 0;
980 for (objnum=Segments[segnum].objects;objnum!=-1;objnum=Objects[objnum].next) {
981 if ( count > MAX_OBJECTS ) {
985 if ( objnum==objn ) count++;
990 int search_all_segments_for_object( int objnum )
995 for (i=0; i<=Highest_segment_index; i++) {
996 count += is_object_in_seg( i, objnum );
1001 void johns_obj_unlink(int segnum, int objnum)
1003 object *obj = &Objects[objnum];
1004 segment *seg = &Segments[segnum];
1006 Assert(objnum != -1);
1008 if (obj->prev == -1)
1009 seg->objects = obj->next;
1011 Objects[obj->prev].next = obj->next;
1013 if (obj->next != -1) Objects[obj->next].prev = obj->prev;
1016 void remove_incorrect_objects()
1018 int segnum, objnum, count;
1020 for (segnum=0; segnum <= Highest_segment_index; segnum++) {
1022 for (objnum=Segments[segnum].objects;objnum!=-1;objnum=Objects[objnum].next) {
1025 if ( count > MAX_OBJECTS ) {
1026 mprintf((1, "Object list in segment %d is circular.\n", segnum ));
1030 if (Objects[objnum].segnum != segnum ) {
1032 mprintf((0, "Removing object %d from segment %d.\n", objnum, segnum ));
1035 johns_obj_unlink(segnum,objnum);
1041 void remove_all_objects_but( int segnum, int objnum )
1045 for (i=0; i<=Highest_segment_index; i++) {
1047 if (is_object_in_seg( i, objnum )) {
1048 johns_obj_unlink( i, objnum );
1054 int check_duplicate_objects()
1058 for (i=0;i<=Highest_object_index;i++) {
1059 if ( Objects[i].type != OBJ_NONE ) {
1060 count = search_all_segments_for_object( i );
1063 mprintf((1, "Object %d is in %d segments!\n", i, count ));
1066 remove_all_objects_but( Objects[i].segnum, i );
1074 void list_seg_objects( int segnum )
1076 int objnum, count = 0;
1078 for (objnum=Segments[segnum].objects;objnum!=-1;objnum=Objects[objnum].next) {
1080 if ( count > MAX_OBJECTS ) {
1090 //link the object into the list for its segment
1091 void obj_link(int objnum,int segnum)
1093 object *obj = &Objects[objnum];
1095 Assert(objnum != -1);
1097 Assert(obj->segnum == -1);
1099 Assert(segnum>=0 && segnum<=Highest_segment_index);
1101 obj->segnum = segnum;
1103 obj->next = Segments[segnum].objects;
1106 Segments[segnum].objects = objnum;
1108 if (obj->next != -1) Objects[obj->next].prev = objnum;
1110 //list_seg_objects( segnum );
1111 //check_duplicate_objects();
1113 Assert(Objects[0].next != 0);
1114 if (Objects[0].next == 0)
1115 Objects[0].next = -1;
1117 Assert(Objects[0].prev != 0);
1118 if (Objects[0].prev == 0)
1119 Objects[0].prev = -1;
1122 void obj_unlink(int objnum)
1124 object *obj = &Objects[objnum];
1125 segment *seg = &Segments[obj->segnum];
1127 Assert(objnum != -1);
1129 if (obj->prev == -1)
1130 seg->objects = obj->next;
1132 Objects[obj->prev].next = obj->next;
1134 if (obj->next != -1) Objects[obj->next].prev = obj->prev;
1138 Assert(Objects[0].next != 0);
1139 Assert(Objects[0].prev != 0);
1142 int Object_next_signature = 1; //player gets 0, others start at 1
1144 int Debris_object_count=0;
1146 int Unused_object_slots;
1148 //returns the number of a free object, updating Highest_object_index.
1149 //Generally, obj_create() should be called to get an object, since it
1150 //fills in important fields and does the linking.
1151 //returns -1 if no free objects
1152 int obj_allocate(void)
1156 if ( num_objects >= MAX_OBJECTS-2 ) {
1159 num_freed = free_object_slots(MAX_OBJECTS-10);
1160 mprintf((0, " *** Freed %i objects in frame %i\n", num_freed, FrameCount));
1163 if ( num_objects >= MAX_OBJECTS ) {
1165 mprintf((1, "Object creation failed - too many objects!\n" ));
1170 objnum = free_obj_list[num_objects++];
1172 if (objnum > Highest_object_index) {
1173 Highest_object_index = objnum;
1174 if (Highest_object_index > Highest_ever_object_index)
1175 Highest_ever_object_index = Highest_object_index;
1180 Unused_object_slots=0;
1181 for (i=0; i<=Highest_object_index; i++)
1182 if (Objects[i].type == OBJ_NONE)
1183 Unused_object_slots++;
1188 //frees up an object. Generally, obj_delete() should be called to get
1189 //rid of an object. This function deallocates the object entry after
1190 //the object has been unlinked
1191 void obj_free(int objnum)
1193 free_obj_list[--num_objects] = objnum;
1194 Assert(num_objects >= 0);
1196 if (objnum == Highest_object_index)
1197 while (Objects[--Highest_object_index].type == OBJ_NONE);
1200 //-----------------------------------------------------------------------------
1201 // Scan the object list, freeing down to num_used objects
1202 // Returns number of slots freed.
1203 int free_object_slots(int num_used)
1206 int obj_list[MAX_OBJECTS];
1207 int num_already_free, num_to_free, original_num_to_free;
1210 num_already_free = MAX_OBJECTS - Highest_object_index - 1;
1212 if (MAX_OBJECTS - num_already_free < num_used)
1215 for (i=0; i<=Highest_object_index; i++) {
1216 if (Objects[i].flags & OF_SHOULD_BE_DEAD) {
1218 if (MAX_OBJECTS - num_already_free < num_used)
1219 return num_already_free;
1221 switch (Objects[i].type) {
1224 if (MAX_OBJECTS - num_already_free < num_used)
1229 Int3(); // This is curious. What is an object that is a wall?
1234 obj_list[olind++] = i;
1250 num_to_free = MAX_OBJECTS - num_used - num_already_free;
1251 original_num_to_free = num_to_free;
1253 if (num_to_free > olind) {
1254 mprintf((1, "Warning: Asked to free %i objects, but can only free %i.\n", num_to_free, olind));
1255 num_to_free = olind;
1258 for (i=0; i<num_to_free; i++)
1259 if (Objects[obj_list[i]].type == OBJ_DEBRIS) {
1261 mprintf((0, "Freeing DEBRIS object %3i\n", obj_list[i]));
1262 Objects[obj_list[i]].flags |= OF_SHOULD_BE_DEAD;
1266 return original_num_to_free;
1268 for (i=0; i<num_to_free; i++)
1269 if (Objects[obj_list[i]].type == OBJ_FIREBALL && Objects[obj_list[i]].ctype.expl_info.delete_objnum==-1) {
1271 mprintf((0, "Freeing FIREBALL object %3i\n", obj_list[i]));
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 Objects[obj_list[i]].flags |= OF_SHOULD_BE_DEAD;
1285 return original_num_to_free;
1287 for (i=0; i<num_to_free; i++)
1288 if ((Objects[obj_list[i]].type == OBJ_WEAPON) && (Objects[obj_list[i]].id != FLARE_ID)) {
1290 mprintf((0, "Freeing WEAPON object %3i\n", obj_list[i]));
1291 Objects[obj_list[i]].flags |= OF_SHOULD_BE_DEAD;
1294 return original_num_to_free - num_to_free;
1297 //-----------------------------------------------------------------------------
1298 //initialize a new object. adds to the list for the given segment
1299 //note that segnum is really just a suggestion, since this routine actually
1300 //searches for the correct segment
1301 //returns the object number
1302 int obj_create(ubyte type,ubyte id,int segnum,vms_vector *pos,
1303 vms_matrix *orient,fix size,ubyte ctype,ubyte mtype,ubyte rtype)
1308 Assert(segnum <= Highest_segment_index);
1309 Assert (segnum >= 0);
1310 Assert(ctype <= CT_CNTRLCEN);
1312 if (type==OBJ_DEBRIS && Debris_object_count>=Max_debris_objects)
1315 if (get_seg_masks(pos,segnum,0).centermask!=0)
1316 if ((segnum=find_point_seg(pos,segnum))==-1) {
1318 mprintf((0,"Bad segnum in obj_create (type=%d)\n",type));
1320 return -1; //don't create this object
1323 // Find next free object
1324 objnum = obj_allocate();
1326 if (objnum == -1) //no free objects
1329 Assert(Objects[objnum].type == OBJ_NONE); //make sure unused
1331 obj = &Objects[objnum];
1333 Assert(obj->segnum == -1);
1335 // Zero out object structure to keep weird bugs from happening
1336 // in uninitialized fields.
1337 memset( obj, 0, sizeof(object) );
1339 obj->signature = Object_next_signature++;
1342 obj->last_pos = *pos;
1346 //@@if (orient != NULL)
1347 //@@ obj->orient = *orient;
1349 obj->orient = orient?*orient:vmd_identity_matrix;
1351 obj->control_type = ctype;
1352 obj->movement_type = mtype;
1353 obj->render_type = rtype;
1354 obj->contains_type = -1;
1356 obj->lifeleft = IMMORTAL_TIME; //assume immortal
1357 obj->attached_obj = -1;
1359 if (obj->control_type == CT_POWERUP)
1360 obj->ctype.powerup_info.count = 1;
1362 // Init physics info for this object
1363 if (obj->movement_type == MT_PHYSICS) {
1365 vm_vec_zero(&obj->mtype.phys_info.velocity);
1366 vm_vec_zero(&obj->mtype.phys_info.thrust);
1367 vm_vec_zero(&obj->mtype.phys_info.rotvel);
1368 vm_vec_zero(&obj->mtype.phys_info.rotthrust);
1370 obj->mtype.phys_info.mass = 0;
1371 obj->mtype.phys_info.drag = 0;
1372 obj->mtype.phys_info.brakes = 0;
1373 obj->mtype.phys_info.turnroll = 0;
1374 obj->mtype.phys_info.flags = 0;
1377 if (obj->render_type == RT_POLYOBJ)
1378 obj->rtype.pobj_info.tmap_override = -1;
1380 obj->shields = 20*F1_0;
1382 segnum = find_point_seg(pos,segnum); //find correct segment
1386 obj->segnum = -1; //set to zero by memset, above
1387 obj_link(objnum,segnum);
1389 // Set (or not) persistent bit in phys_info.
1390 if (obj->type == OBJ_WEAPON) {
1391 Assert(obj->control_type == CT_WEAPON);
1392 obj->mtype.phys_info.flags |= (Weapon_info[obj->id].persistent*PF_PERSISTENT);
1393 obj->ctype.laser_info.creation_time = GameTime;
1394 obj->ctype.laser_info.last_hitobj = -1;
1395 obj->ctype.laser_info.multiplier = F1_0;
1398 if (obj->control_type == CT_POWERUP)
1399 obj->ctype.powerup_info.creation_time = GameTime;
1401 if (obj->control_type == CT_EXPLOSION)
1402 obj->ctype.expl_info.next_attach = obj->ctype.expl_info.prev_attach = obj->ctype.expl_info.attach_parent = -1;
1405 if (print_object_info)
1406 mprintf( (0, "Created object %d of type %d\n", objnum, obj->type ));
1409 if (obj->type == OBJ_DEBRIS)
1410 Debris_object_count++;
1416 //create a copy of an object. returns new object number
1417 int obj_create_copy(int objnum, vms_vector *new_pos, int newsegnum)
1422 // Find next free object
1423 newobjnum = obj_allocate();
1425 if (newobjnum == -1)
1428 obj = &Objects[newobjnum];
1430 *obj = Objects[objnum];
1432 obj->pos = obj->last_pos = *new_pos;
1434 obj->next = obj->prev = obj->segnum = -1;
1436 obj_link(newobjnum,newsegnum);
1438 obj->signature = Object_next_signature++;
1440 //we probably should initialize sub-structures here
1447 extern void newdemo_record_guided_end();
1449 //remove object from the world
1450 void obj_delete(int objnum)
1453 object *obj = &Objects[objnum];
1455 Assert(objnum != -1);
1456 Assert(objnum != 0 );
1457 Assert(obj->type != OBJ_NONE);
1458 Assert(obj != ConsoleObject);
1460 if (obj->type==OBJ_WEAPON && obj->id==GUIDEDMISS_ID) {
1461 pnum=Objects[obj->ctype.laser_info.parent_num].id;
1462 mprintf ((0,"Deleting a guided missile! Player %d\n\n",pnum));
1464 if (pnum!=Player_num) {
1465 mprintf ((0,"deleting missile that belongs to %d (%s)!\n",pnum,Players[pnum].callsign));
1466 Guided_missile[pnum]=NULL;
1468 else if (Newdemo_state==ND_STATE_RECORDING)
1469 newdemo_record_guided_end();
1473 if (obj == Viewer) //deleting the viewer?
1474 Viewer = ConsoleObject; //..make the player the viewer
1476 if (obj->flags & OF_ATTACHED) //detach this from object
1477 obj_detach_one(obj);
1479 if (obj->attached_obj != -1) //detach all objects from this
1480 obj_detach_all(obj);
1482 #if !defined(NDEBUG) && !defined(NMONO)
1483 if (print_object_info) mprintf( (0, "Deleting object %d of type %d\n", objnum, Objects[objnum].type ));
1486 if (obj->type == OBJ_DEBRIS)
1487 Debris_object_count--;
1491 Assert(Objects[0].next != 0);
1493 obj->type = OBJ_NONE; //unused!
1494 obj->signature = -1;
1495 obj->segnum=-1; // zero it!
1500 #define DEATH_SEQUENCE_LENGTH (F1_0*5)
1501 #define DEATH_SEQUENCE_EXPLODE_TIME (F1_0*2)
1503 int Player_is_dead = 0; // If !0, then player is dead, but game continues so he can watch.
1504 object *Dead_player_camera = NULL; // Object index of object watching deader.
1505 fix Player_time_of_death; // Time at which player died.
1506 object *Viewer_save;
1507 int Player_flags_save;
1508 int Player_exploded = 0;
1509 int Death_sequence_aborted=0;
1510 int Player_eggs_dropped=0;
1511 fix Camera_to_player_dist_goal=F1_0*4;
1513 ubyte Control_type_save, Render_type_save;
1514 extern int Cockpit_mode_save; //set while in letterbox or rear view, or -1
1516 // ------------------------------------------------------------------------------------------------------------------
1517 void dead_player_end(void)
1519 if (!Player_is_dead)
1522 if (Newdemo_state == ND_STATE_RECORDING)
1523 newdemo_record_restore_cockpit();
1526 Player_exploded = 0;
1527 obj_delete(Dead_player_camera-Objects);
1528 Dead_player_camera = NULL;
1529 select_cockpit(Cockpit_mode_save);
1530 Cockpit_mode_save = -1;
1531 Viewer = Viewer_save;
1532 ConsoleObject->type = OBJ_PLAYER;
1533 ConsoleObject->flags = Player_flags_save;
1535 Assert((Control_type_save == CT_FLYING) || (Control_type_save == CT_SLEW));
1537 ConsoleObject->control_type = Control_type_save;
1538 ConsoleObject->render_type = Render_type_save;
1539 Players[Player_num].flags &= ~PLAYER_FLAGS_INVULNERABLE;
1540 Player_eggs_dropped = 0;
1544 // ------------------------------------------------------------------------------------------------------------------
1545 // Camera is less than size of player away from
1546 void set_camera_pos(vms_vector *camera_pos, object *objp)
1549 fix camera_player_dist;
1552 camera_player_dist = vm_vec_dist_quick(camera_pos, &objp->pos);
1554 if (camera_player_dist < Camera_to_player_dist_goal) { //2*objp->size) {
1555 // Camera is too close to player object, so move it away.
1556 vms_vector player_camera_vec;
1559 vms_vector local_p1;
1561 vm_vec_sub(&player_camera_vec, camera_pos, &objp->pos);
1562 if ((player_camera_vec.x == 0) && (player_camera_vec.y == 0) && (player_camera_vec.z == 0))
1563 player_camera_vec.x += F1_0/16;
1565 hit_data.hit_type = HIT_WALL;
1568 while ((hit_data.hit_type != HIT_NONE) && (count++ < 6)) {
1569 vms_vector closer_p1;
1570 vm_vec_normalize_quick(&player_camera_vec);
1571 vm_vec_scale(&player_camera_vec, Camera_to_player_dist_goal);
1574 vm_vec_add(&closer_p1, &objp->pos, &player_camera_vec); // This is the actual point we want to put the camera at.
1575 vm_vec_scale(&player_camera_vec, far_scale); // ...but find a point 50% further away...
1576 vm_vec_add(&local_p1, &objp->pos, &player_camera_vec); // ...so we won't have to do as many cuts.
1579 fq.startseg = objp->segnum;
1581 fq.thisobjnum = objp-Objects;
1582 fq.ignore_obj_list = NULL;
1584 find_vector_intersection( &fq, &hit_data);
1586 if (hit_data.hit_type == HIT_NONE) {
1587 *camera_pos = closer_p1;
1589 make_random_vector(&player_camera_vec);
1590 far_scale = 3*F1_0/2;
1596 extern void drop_player_eggs(object *objp);
1597 extern int get_explosion_vclip(object *obj,int stage);
1598 extern void multi_cap_objects();
1599 extern int Proximity_dropped,Smartmines_dropped;
1601 // ------------------------------------------------------------------------------------------------------------------
1602 void dead_player_frame(void)
1607 if (Player_is_dead) {
1608 time_dead = GameTime - Player_time_of_death;
1610 // If unable to create camera at time of death, create now.
1611 if (Dead_player_camera == Viewer_save) {
1613 object *player = &Objects[Players[Player_num].objnum];
1615 objnum = obj_create(OBJ_CAMERA, 0, player->segnum, &player->pos, &player->orient, 0, CT_NONE, MT_NONE, RT_NONE);
1617 mprintf((0, "Creating new dead player camera.\n"));
1619 Viewer = Dead_player_camera = &Objects[objnum];
1621 mprintf((1, "Can't create dead player camera.\n"));
1626 ConsoleObject->mtype.phys_info.rotvel.x = max(0, DEATH_SEQUENCE_EXPLODE_TIME - time_dead)/4;
1627 ConsoleObject->mtype.phys_info.rotvel.y = max(0, DEATH_SEQUENCE_EXPLODE_TIME - time_dead)/2;
1628 ConsoleObject->mtype.phys_info.rotvel.z = max(0, DEATH_SEQUENCE_EXPLODE_TIME - time_dead)/3;
1630 Camera_to_player_dist_goal = min(time_dead*8, F1_0*20) + ConsoleObject->size;
1632 set_camera_pos(&Dead_player_camera->pos, ConsoleObject);
1634 // if (time_dead < DEATH_SEQUENCE_EXPLODE_TIME+F1_0*2) {
1635 vm_vec_sub(&fvec, &ConsoleObject->pos, &Dead_player_camera->pos);
1636 vm_vector_2_matrix(&Dead_player_camera->orient, &fvec, NULL, NULL);
1638 // Dead_player_camera->movement_type = MT_PHYSICS;
1639 // Dead_player_camera->mtype.phys_info.rotvel.y = F1_0/8;
1642 if (time_dead > DEATH_SEQUENCE_EXPLODE_TIME) {
1643 if (!Player_exploded) {
1645 if (Players[Player_num].hostages_on_board > 1)
1646 HUD_init_message(TXT_SHIP_DESTROYED_2, Players[Player_num].hostages_on_board);
1647 else if (Players[Player_num].hostages_on_board == 1)
1648 HUD_init_message(TXT_SHIP_DESTROYED_1);
1650 HUD_init_message(TXT_SHIP_DESTROYED_0);
1658 Player_exploded = 1;
1660 if (Game_mode & GM_NETWORK)
1663 multi_cap_objects();
1667 drop_player_eggs(ConsoleObject);
1668 Player_eggs_dropped = 1;
1670 if (Game_mode & GM_MULTI)
1672 //multi_send_position(Players[Player_num].objnum);
1673 multi_send_player_explode(MULTI_PLAYER_EXPLODE);
1677 explode_badass_player(ConsoleObject);
1679 //is this next line needed, given the badass call above?
1680 explode_object(ConsoleObject,0);
1681 ConsoleObject->flags &= ~OF_SHOULD_BE_DEAD; //don't really kill player
1682 ConsoleObject->render_type = RT_NONE; //..just make him disappear
1683 ConsoleObject->type = OBJ_GHOST; //..and kill intersections
1684 Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
1687 if (d_rand() < FrameTime*4) {
1689 if (Game_mode & GM_MULTI)
1690 multi_send_create_explosion(Player_num);
1692 create_small_fireball_on_object(ConsoleObject, F1_0, 1);
1697 if (Death_sequence_aborted) { //time_dead > DEATH_SEQUENCE_LENGTH) {
1698 if (!Player_eggs_dropped) {
1701 if (Game_mode & GM_NETWORK)
1704 multi_cap_objects();
1708 drop_player_eggs(ConsoleObject);
1709 Player_eggs_dropped = 1;
1711 if (Game_mode & GM_MULTI)
1713 //multi_send_position(Players[Player_num].objnum);
1714 multi_send_player_explode(MULTI_PLAYER_EXPLODE);
1719 DoPlayerDead(); //kill_player();
1725 void AdjustMineSpawn()
1727 if (!(Game_mode & GM_NETWORK))
1728 return; // No need for this function in any other mode
1730 if (!(Game_mode & GM_HOARD))
1731 Players[Player_num].secondary_ammo[PROXIMITY_INDEX]+=Proximity_dropped;
1732 Players[Player_num].secondary_ammo[SMART_MINE_INDEX]+=Smartmines_dropped;
1733 Proximity_dropped=0;
1734 Smartmines_dropped=0;
1739 int Killed_in_frame = -1;
1740 short Killed_objnum = -1;
1741 extern char Multi_killed_yourself;
1743 // ------------------------------------------------------------------------------------------------------------------
1744 void start_player_death_sequence(object *player)
1748 Assert(player == ConsoleObject);
1749 if ((Player_is_dead != 0) || (Dead_player_camera != NULL))
1752 //Assert(Player_is_dead == 0);
1753 //Assert(Dead_player_camera == NULL);
1757 if (!(Game_mode & GM_MULTI))
1758 HUD_clear_messages();
1760 Killed_in_frame = FrameCount;
1761 Killed_objnum = player-Objects;
1762 Death_sequence_aborted = 0;
1765 if (Game_mode & GM_MULTI)
1767 multi_send_kill(Players[Player_num].objnum);
1769 // If Hoard, increase number of orbs by 1
1770 // Only if you haven't killed yourself
1771 // This prevents cheating
1773 if (Game_mode & GM_HOARD)
1774 if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]<12)
1775 if (!Multi_killed_yourself)
1776 Players[Player_num].secondary_ammo[PROXIMITY_INDEX]++;
1788 //Players[Player_num].flags &= ~(PLAYER_FLAGS_AFTERBURNER);
1790 vm_vec_zero(&player->mtype.phys_info.rotthrust);
1791 vm_vec_zero(&player->mtype.phys_info.thrust);
1793 Player_time_of_death = GameTime;
1795 objnum = obj_create(OBJ_CAMERA, 0, player->segnum, &player->pos, &player->orient, 0, CT_NONE, MT_NONE, RT_NONE);
1796 Viewer_save = Viewer;
1798 Viewer = Dead_player_camera = &Objects[objnum];
1800 mprintf((1, "Can't create dead player camera.\n"));
1802 Dead_player_camera = Viewer;
1805 if (Cockpit_mode_save == -1) //if not already saved
1806 Cockpit_mode_save = Cockpit_mode;
1807 select_cockpit(CM_LETTERBOX);
1808 if (Newdemo_state == ND_STATE_RECORDING)
1809 newdemo_record_letterbox();
1811 Player_flags_save = player->flags;
1812 Control_type_save = player->control_type;
1813 Render_type_save = player->render_type;
1815 player->flags &= ~OF_SHOULD_BE_DEAD;
1816 // Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
1817 player->control_type = CT_NONE;
1818 player->shields = F1_0*1000;
1820 PALETTE_FLASH_SET(0,0,0);
1823 // ------------------------------------------------------------------------------------------------------------------
1824 void obj_delete_all_that_should_be_dead()
1828 int local_dead_player_object=-1;
1833 for (i=0;i<=Highest_object_index;i++) {
1834 if ((objp->type!=OBJ_NONE) && (objp->flags&OF_SHOULD_BE_DEAD) ) {
1835 Assert(!(objp->type==OBJ_FIREBALL && objp->ctype.expl_info.delete_time!=-1));
1836 if (objp->type==OBJ_PLAYER) {
1837 if ( objp->id == Player_num ) {
1838 if (local_dead_player_object == -1) {
1839 start_player_death_sequence(objp);
1840 local_dead_player_object = objp-Objects;
1842 Int3(); // Contact Mike: Illegal, killed player twice in this frame!
1843 // Ok to continue, won't start death sequence again!
1854 //when an object has moved into a new segment, this function unlinks it
1855 //from its old segment, and links it into the new segment
1856 void obj_relink(int objnum,int newsegnum)
1859 Assert((objnum >= 0) && (objnum <= Highest_object_index));
1860 Assert((newsegnum <= Highest_segment_index) && (newsegnum >= 0));
1864 obj_link(objnum,newsegnum);
1867 if (get_seg_masks(&Objects[objnum].pos,Objects[objnum].segnum,0).centermask!=0)
1868 mprintf((1, "obj_relink violates seg masks.\n"));
1872 //process a continuously-spinning object
1874 spin_object(object *obj)
1877 vms_matrix rotmat, new_pm;
1879 Assert(obj->movement_type == MT_SPINNING);
1881 rotangs.p = fixmul(obj->mtype.spin_rate.x,FrameTime);
1882 rotangs.h = fixmul(obj->mtype.spin_rate.y,FrameTime);
1883 rotangs.b = fixmul(obj->mtype.spin_rate.z,FrameTime);
1885 vm_angles_2_matrix(&rotmat,&rotangs);
1887 vm_matrix_x_matrix(&new_pm,&obj->orient,&rotmat);
1888 obj->orient = new_pm;
1890 check_and_fix_matrix(&obj->orient);
1893 int Drop_afterburner_blob_flag; //ugly hack
1894 extern void multi_send_drop_blobs(char);
1895 extern void fuelcen_check_for_goal (segment *);
1897 //see if wall is volatile, and if so, cause damage to player
1898 //returns true if player is in lava
1899 int check_volatile_wall(object *obj,int segnum,int sidenum,vms_vector *hitpt);
1901 // Time at which this object last created afterburner blobs.
1902 fix Last_afterburner_time[MAX_OBJECTS];
1904 //--------------------------------------------------------------------
1905 //move an object for the current frame
1906 void object_move_one( object * obj )
1911 int previous_segment = obj->segnum;
1913 obj->last_pos = obj->pos; // Save the current position
1915 if ((obj->type==OBJ_PLAYER) && (Player_num==obj->id)) {
1919 if (Game_mode & GM_CAPTURE)
1920 fuelcen_check_for_goal (&Segments[obj->segnum]);
1921 if (Game_mode & GM_HOARD)
1922 fuelcen_check_for_hoard_goal (&Segments[obj->segnum]);
1925 fuel=fuelcen_give_fuel( &Segments[obj->segnum], INITIAL_ENERGY-Players[Player_num].energy );
1927 Players[Player_num].energy += fuel;
1932 if (obj->lifeleft != IMMORTAL_TIME) { //if not immortal...
1933 // Ok, this is a big hack by MK.
1934 // If you want an object to last for exactly one frame, then give it a lifeleft of ONE_FRAME_TIME.
1935 if (obj->lifeleft != ONE_FRAME_TIME)
1936 obj->lifeleft -= FrameTime; //...inevitable countdown towards death
1939 Drop_afterburner_blob_flag = 0;
1941 switch (obj->control_type) {
1943 case CT_NONE: break;
1947 #if !defined(NDEBUG) && !defined(NMONO)
1948 if (print_object_info>1) mprintf( (0, "Moving player object #%d\n", obj-Objects ));
1951 read_flying_controls( obj );
1955 case CT_REPAIRCEN: Int3(); // -- hey! these are no longer supported!! -- do_repair_sequence(obj); break;
1957 case CT_POWERUP: do_powerup_frame(obj); break;
1959 case CT_MORPH: //morph implies AI
1960 do_morph_frame(obj);
1961 //NOTE: FALLS INTO AI HERE!!!!
1964 //NOTE LINK TO CT_MORPH ABOVE!!!
1965 if (Game_suspended & SUSP_ROBOTS) return;
1966 #if !defined(NDEBUG) && !defined(NMONO)
1967 if (print_object_info>1) mprintf( (0, "AI: Moving robot object #%d\n",obj-Objects ));
1972 case CT_WEAPON: Laser_do_weapon_sequence(obj); break;
1973 case CT_EXPLOSION: do_explosion_sequence(obj); break;
1977 if ( keyd_pressed[KEY_PAD5] ) slew_stop( obj );
1978 if ( keyd_pressed[KEY_NUMLOCK] ) {
1979 slew_reset_orient( obj );
1980 * (ubyte *) 0x417 &= ~0x20; //kill numlock
1982 slew_frame(0 ); // Does velocity addition for us.
1987 // case CT_FLYTHROUGH:
1988 // do_flythrough(obj,0); // HACK:do_flythrough should operate on an object!!!!
1989 // //check_object_seg(obj);
1990 // return; // DON'T DO THE REST OF OBJECT STUFF SINCE THIS IS A SPECIAL CASE!!!
1993 case CT_DEBRIS: do_debris_frame(obj); break;
1995 case CT_LIGHT: break; //doesn't do anything
1997 case CT_REMOTE: break; //movement is handled in com_process_input
1999 case CT_CNTRLCEN: do_controlcen_frame(obj); break;
2004 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);
2006 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);
2013 if (obj->lifeleft < 0 ) { // We died of old age
2014 obj->flags |= OF_SHOULD_BE_DEAD;
2015 if ( obj->type==OBJ_WEAPON && Weapon_info[obj->id].damage_radius )
2016 explode_badass_weapon(obj,&obj->pos);
2017 else if ( obj->type==OBJ_ROBOT) //make robots explode
2018 explode_object(obj,0);
2021 if (obj->type == OBJ_NONE || obj->flags&OF_SHOULD_BE_DEAD)
2022 return; //object has been deleted
2024 switch (obj->movement_type) {
2026 case MT_NONE: break; //this doesn't move
2028 case MT_PHYSICS: do_physics_sim(obj); break; //move by physics
2030 case MT_SPINNING: spin_object(obj); break;
2034 // If player and moved to another segment, see if hit any triggers.
2035 // also check in player under a lavafall
2036 if (obj->type == OBJ_PLAYER && obj->movement_type==MT_PHYSICS) {
2038 if (previous_segment != obj->segnum) {
2041 int old_level = Current_level_num;
2043 for (i=0;i<n_phys_segs-1;i++) {
2044 connect_side = find_connect_side(&Segments[phys_seglist[i+1]], &Segments[phys_seglist[i]]);
2045 if (connect_side != -1)
2046 check_trigger(&Segments[phys_seglist[i]], connect_side, obj-Objects,0);
2048 else { // segments are not directly connected, so do binary subdivision until you find connected segments.
2049 mprintf((1, "UNCONNECTED SEGMENTS %d,%d\n",phys_seglist[i+1],phys_seglist[i]));
2050 // -- Unnecessary, MK, 09/04/95 -- Int3();
2054 //maybe we've gone on to the next level. if so, bail!
2056 if (Current_level_num != old_level)
2063 int sidemask,under_lavafall=0;
2064 static int lavafall_hiss_playing[MAX_PLAYERS]={0};
2066 sidemask = get_seg_masks(&obj->pos,obj->segnum,obj->size).sidemask;
2068 int sidenum,bit,wall_num;
2070 for (sidenum=0,bit=1;sidenum<6;bit<<=1,sidenum++)
2071 if ((sidemask & bit) && ((wall_num=Segments[obj->segnum].sides[sidenum].wall_num)!=-1) && Walls[wall_num].type==WALL_ILLUSION) {
2073 if ((type=check_volatile_wall(obj,obj->segnum,sidenum,&obj->pos))!=0) {
2074 int sound = (type==1)?SOUND_LAVAFALL_HISS:SOUND_SHIP_IN_WATERFALL;
2076 if (!lavafall_hiss_playing[obj->id]) {
2077 digi_link_sound_to_object3( sound, obj-Objects, 1, F1_0, i2f(256), -1, -1);
2078 lavafall_hiss_playing[obj->id] = 1;
2084 if (!under_lavafall && lavafall_hiss_playing[obj->id]) {
2085 digi_kill_sound_linked_to_object( obj-Objects);
2086 lavafall_hiss_playing[obj->id] = 0;
2091 //see if guided missile has flown through exit trigger
2092 if (obj==Guided_missile[Player_num] && obj->signature==Guided_missile_sig[Player_num]) {
2093 if (previous_segment != obj->segnum) {
2095 connect_side = find_connect_side(&Segments[obj->segnum], &Segments[previous_segment]);
2096 if (connect_side != -1) {
2097 int wall_num,trigger_num;
2098 wall_num = Segments[previous_segment].sides[connect_side].wall_num;
2099 if ( wall_num != -1 ) {
2100 trigger_num = Walls[wall_num].trigger;
2101 if (trigger_num != -1)
2102 if (Triggers[trigger_num].type == TT_EXIT)
2103 Guided_missile[Player_num]->lifeleft = 0;
2109 if (Drop_afterburner_blob_flag) {
2110 Assert(obj==ConsoleObject);
2111 drop_afterburner_blobs(obj, 2, i2f(5)/2, -1); // -1 means use default lifetime
2113 if (Game_mode & GM_MULTI)
2114 multi_send_drop_blobs(Player_num);
2116 Drop_afterburner_blob_flag = 0;
2119 if ((obj->type == OBJ_WEAPON) && (Weapon_info[obj->id].afterburner_size)) {
2120 int objnum = obj-Objects;
2121 fix vel = vm_vec_mag_quick(&obj->mtype.phys_info.velocity);
2122 fix delay, lifetime;
2126 else if (vel > F1_0*40)
2127 delay = fixdiv(F1_0*13,vel);
2131 lifetime = (delay * 3)/2;
2132 if (!(Game_mode & GM_MULTI)) {
2137 if ((Last_afterburner_time[objnum] + delay < GameTime) || (Last_afterburner_time[objnum] > GameTime)) {
2138 drop_afterburner_blobs(obj, 1, i2f(Weapon_info[obj->id].afterburner_size)/16, lifetime);
2139 Last_afterburner_time[objnum] = GameTime;
2144 obj++; //kill warning
2148 int Max_used_objects = MAX_OBJECTS - 20;
2150 //--------------------------------------------------------------------
2151 //move all objects for the current frame
2152 void object_move_all()
2157 // -- mprintf((0, "Frame %i: %i/%i objects used.\n", FrameCount, num_objects, MAX_OBJECTS));
2159 // check_duplicate_objects();
2160 // remove_incorrect_objects();
2162 if (Highest_object_index > Max_used_objects)
2163 free_object_slots(Max_used_objects); // Free all possible object slots.
2165 obj_delete_all_that_should_be_dead();
2167 if (Auto_leveling_on)
2168 ConsoleObject->mtype.phys_info.flags |= PF_LEVELLING;
2170 ConsoleObject->mtype.phys_info.flags &= ~PF_LEVELLING;
2176 for (i=0;i<=Highest_object_index;i++) {
2177 if ( (objp->type != OBJ_NONE) && (!(objp->flags&OF_SHOULD_BE_DEAD)) ) {
2178 object_move_one( objp );
2186 // check_duplicate_objects();
2187 // remove_incorrect_objects();
2192 //--unused-- // -----------------------------------------------------------
2193 //--unused-- // Moved here from eobject.c on 02/09/94 by MK.
2194 //--unused-- int find_last_obj(int i)
2196 //--unused-- for (i=MAX_OBJECTS;--i>=0;)
2197 //--unused-- if (Objects[i].type != OBJ_NONE) break;
2199 //--unused-- return i;
2204 //make object array non-sparse
2205 void compress_objects(void)
2207 int start_i; //,last_i;
2209 //last_i = find_last_obj(MAX_OBJECTS);
2211 // Note: It's proper to do < (rather than <=) Highest_object_index here because we
2212 // are just removing gaps, and the last object can't be a gap.
2213 for (start_i=0;start_i<Highest_object_index;start_i++)
2215 if (Objects[start_i].type == OBJ_NONE) {
2219 segnum_copy = Objects[Highest_object_index].segnum;
2221 obj_unlink(Highest_object_index);
2223 Objects[start_i] = Objects[Highest_object_index];
2226 if (Cur_object_index == Highest_object_index)
2227 Cur_object_index = start_i;
2230 Objects[Highest_object_index].type = OBJ_NONE;
2232 obj_link(start_i,segnum_copy);
2234 while (Objects[--Highest_object_index].type == OBJ_NONE);
2236 //last_i = find_last_obj(last_i);
2240 reset_objects(num_objects);
2244 //called after load. Takes number of objects, and objects should be
2245 //compressed. resets free list, marks unused objects as unused
2246 void reset_objects(int n_objs)
2250 num_objects = n_objs;
2252 Assert(num_objects>0);
2254 for (i=num_objects;i<MAX_OBJECTS;i++) {
2255 free_obj_list[i] = i;
2256 Objects[i].type = OBJ_NONE;
2257 Objects[i].segnum = -1;
2260 Highest_object_index = num_objects-1;
2262 Debris_object_count = 0;
2265 //Tries to find a segment for an object, using find_point_seg()
2266 int find_object_seg(object * obj )
2268 return find_point_seg(&obj->pos,obj->segnum);
2272 //If an object is in a segment, set its segnum field and make sure it's
2273 //properly linked. If not in any segment, returns 0, else 1.
2274 //callers should generally use find_vector_intersection()
2275 int update_object_seg(object * obj )
2279 newseg = find_object_seg(obj);
2284 if ( newseg != obj->segnum )
2285 obj_relink(obj-Objects, newseg );
2291 //go through all objects and make sure they have the correct segment numbers
2297 for (i=0;i<=Highest_object_index;i++)
2298 if (Objects[i].type != OBJ_NONE)
2299 if (update_object_seg(&Objects[i]) == 0) {
2300 mprintf((1,"Cannot find segment for object %d in fix_object_segs()\n"));
2302 compute_segment_center(&Objects[i].pos,&Segments[Objects[i].segnum]);
2307 //--unused-- void object_use_new_object_list( object * new_list )
2309 //--unused-- int i, segnum;
2310 //--unused-- object *obj;
2312 //--unused-- // First, unlink all the old objects for the segments array
2313 //--unused-- for (segnum=0; segnum <= Highest_segment_index; segnum++) {
2314 //--unused-- Segments[segnum].objects = -1;
2316 //--unused-- // Then, erase all the objects
2317 //--unused-- reset_objects(1);
2319 //--unused-- // Fill in the object array
2320 //--unused-- memcpy( Objects, new_list, sizeof(object)*MAX_OBJECTS );
2322 //--unused-- Highest_object_index=-1;
2324 //--unused-- // Relink 'em
2325 //--unused-- for (i=0; i<MAX_OBJECTS; i++ ) {
2326 //--unused-- obj = &Objects[i];
2327 //--unused-- if ( obj->type != OBJ_NONE ) {
2328 //--unused-- num_objects++;
2329 //--unused-- Highest_object_index = i;
2330 //--unused-- segnum = obj->segnum;
2331 //--unused-- obj->next = obj->prev = obj->segnum = -1;
2332 //--unused-- obj_link(i,segnum);
2333 //--unused-- } else {
2334 //--unused-- obj->next = obj->prev = obj->segnum = -1;
2340 //delete objects, such as weapons & explosions, that shouldn't stay between levels
2341 // Changed by MK on 10/15/94, don't remove proximity bombs.
2342 //if clear_all is set, clear even proximity bombs
2343 void clear_transient_objects(int clear_all)
2348 for (objnum=0,obj=&Objects[0];objnum<=Highest_object_index;objnum++,obj++)
2349 if (((obj->type == OBJ_WEAPON) && !(Weapon_info[obj->id].flags&WIF_PLACABLE) && (clear_all || ((obj->id != PROXIMITY_ID) && (obj->id != SUPERPROX_ID)))) ||
2350 obj->type == OBJ_FIREBALL ||
2351 obj->type == OBJ_DEBRIS ||
2352 obj->type == OBJ_DEBRIS ||
2353 (obj->type!=OBJ_NONE && obj->flags & OF_EXPLODING)) {
2356 if (Objects[objnum].lifeleft > i2f(2))
2357 mprintf((0,"Note: Clearing object %d (type=%d, id=%d) with lifeleft=%x\n",objnum,Objects[objnum].type,Objects[objnum].id,Objects[objnum].lifeleft));
2362 else if (Objects[objnum].type!=OBJ_NONE && Objects[objnum].lifeleft < i2f(2))
2363 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));
2367 //attaches an object, such as a fireball, to another object, such as a robot
2368 void obj_attach(object *parent,object *sub)
2370 Assert(sub->type == OBJ_FIREBALL);
2371 Assert(sub->control_type == CT_EXPLOSION);
2373 Assert(sub->ctype.expl_info.next_attach==-1);
2374 Assert(sub->ctype.expl_info.prev_attach==-1);
2376 Assert(parent->attached_obj==-1 || Objects[parent->attached_obj].ctype.expl_info.prev_attach==-1);
2378 sub->ctype.expl_info.next_attach = parent->attached_obj;
2380 if (sub->ctype.expl_info.next_attach != -1)
2381 Objects[sub->ctype.expl_info.next_attach].ctype.expl_info.prev_attach = sub-Objects;
2383 parent->attached_obj = sub-Objects;
2385 sub->ctype.expl_info.attach_parent = parent-Objects;
2386 sub->flags |= OF_ATTACHED;
2388 Assert(sub->ctype.expl_info.next_attach != sub-Objects);
2389 Assert(sub->ctype.expl_info.prev_attach != sub-Objects);
2392 //dettaches one object
2393 void obj_detach_one(object *sub)
2395 Assert(sub->flags & OF_ATTACHED);
2396 Assert(sub->ctype.expl_info.attach_parent != -1);
2398 if ((Objects[sub->ctype.expl_info.attach_parent].type == OBJ_NONE) || (Objects[sub->ctype.expl_info.attach_parent].attached_obj == -1))
2400 sub->flags &= ~OF_ATTACHED;
2404 if (sub->ctype.expl_info.next_attach != -1) {
2405 Assert(Objects[sub->ctype.expl_info.next_attach].ctype.expl_info.prev_attach=sub-Objects);
2406 Objects[sub->ctype.expl_info.next_attach].ctype.expl_info.prev_attach = sub->ctype.expl_info.prev_attach;
2409 if (sub->ctype.expl_info.prev_attach != -1) {
2410 Assert(Objects[sub->ctype.expl_info.prev_attach].ctype.expl_info.next_attach=sub-Objects);
2411 Objects[sub->ctype.expl_info.prev_attach].ctype.expl_info.next_attach = sub->ctype.expl_info.next_attach;
2414 Assert(Objects[sub->ctype.expl_info.attach_parent].attached_obj=sub-Objects);
2415 Objects[sub->ctype.expl_info.attach_parent].attached_obj = sub->ctype.expl_info.next_attach;
2418 sub->ctype.expl_info.next_attach = sub->ctype.expl_info.prev_attach = -1;
2419 sub->flags &= ~OF_ATTACHED;
2423 //dettaches all objects from this object
2424 void obj_detach_all(object *parent)
2426 while (parent->attached_obj != -1)
2427 obj_detach_one(&Objects[parent->attached_obj]);
2430 //creates a marker object in the world. returns the object number
2431 int drop_marker_object(vms_vector *pos,int segnum,vms_matrix *orient, int marker_num)
2435 Assert(Marker_model_num != -1);
2437 objnum = obj_create(OBJ_MARKER, marker_num, segnum, pos, orient, Polygon_models[Marker_model_num].rad, CT_NONE, MT_NONE, RT_POLYOBJ);
2440 object *obj = &Objects[objnum];
2442 obj->rtype.pobj_info.model_num = Marker_model_num;
2444 vm_vec_copy_scale(&obj->mtype.spin_rate,&obj->orient.uvec,F1_0/2);
2446 // MK, 10/16/95: Using lifeleft to make it flash, thus able to trim lightlevel from all objects.
2447 obj->lifeleft = IMMORTAL_TIME - 1;
2453 extern int Ai_last_missile_camera;
2455 // *viewer is a viewer, probably a missile.
2456 // wake up all robots that were rendered last frame subject to some constraints.
2457 void wake_up_rendered_objects(object *viewer, int window_num)
2461 // Make sure that we are processing current data.
2462 if (FrameCount != Window_rendered_data[window_num].frame) {
2463 mprintf((1, "Warning: Called wake_up_rendered_objects with a bogus window.\n"));
2467 Ai_last_missile_camera = viewer-Objects;
2469 for (i=0; i<Window_rendered_data[window_num].num_objects; i++) {
2472 int fcval = FrameCount & 3;
2474 objnum = Window_rendered_data[window_num].rendered_objects[i];
2475 if ((objnum & 3) == fcval) {
2476 objp = &Objects[objnum];
2478 if (objp->type == OBJ_ROBOT) {
2479 if (vm_vec_dist_quick(&viewer->pos, &objp->pos) < F1_0*100) {
2480 ai_local *ailp = &Ai_local_info[objnum];
2481 if (ailp->player_awareness_type == 0) {
2482 objp->ctype.ai_info.SUB_FLAGS |= SUB_FLAGS_CAMERA_AWAKE;
2483 ailp->player_awareness_type = PA_WEAPON_ROBOT_COLLISION;
2484 ailp->player_awareness_time = F1_0*3;
2485 ailp->previous_visibility = 2;