1 /* $Id: object.h,v 1.6 2003-10-08 17:09:48 schaffner Exp $ */
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17 * object system definitions
20 * Revision 1.6 1995/09/20 14:24:45 allender
21 * swap bytes on extractshortpos
23 * Revision 1.5 1995/09/14 14:11:42 allender
24 * fix_object_segs returns void
26 * Revision 1.4 1995/08/12 12:02:44 allender
27 * added flag to create_shortpos
29 * Revision 1.3 1995/07/12 12:55:08 allender
30 * move structures back to original form as found on PC because
33 * Revision 1.2 1995/06/19 07:55:06 allender
34 * rearranged structure members for possible better alignment
36 * Revision 1.1 1995/05/16 16:00:40 allender
39 * Revision 2.1 1995/03/31 12:24:10 john
40 * I had changed alt_textures from a pointer to a byte. This hosed old
41 * saved games, so I restored it to an int.
43 * Revision 2.0 1995/02/27 11:26:47 john
44 * New version 2.0, which has no anonymous unions, builds with
45 * Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
47 * Revision 1.122 1995/02/22 12:35:53 allender
48 * remove anonymous unions
50 * Revision 1.121 1995/02/06 20:43:25 rob
51 * Extern'ed Dead_player_camera so it can be reset by multi.c
53 * Revision 1.120 1995/02/01 16:34:07 john
56 * Revision 1.119 1995/01/29 13:46:42 mike
57 * adapt to new create_small_fireball_on_object prototype.
59 * Revision 1.118 1995/01/26 22:11:27 mike
60 * Purple chromo-blaster (ie, fusion cannon) spruce up (chromification)
62 * Revision 1.117 1995/01/24 12:09:29 mike
63 * Boost MAX_OBJECTS from 250 to 350.
65 * Revision 1.116 1995/01/13 19:39:51 rob
66 * Removed outdated remote_info structure. (looking for cause of bugs
68 * Revision 1.115 1995/01/12 12:09:38 yuan
69 * Added coop object capability.
71 * Revision 1.114 1994/12/15 13:04:20 mike
72 * Replace Players[Player_num].time_total references with GameTime.
74 * Revision 1.113 1994/12/12 17:18:09 mike
75 * make boss cloak/teleport when get hit, make quad laser 3/4 as powerful.
77 * Revision 1.112 1994/12/09 14:58:42 matt
78 * Added system to attach a fireball to another object for rendering purposes,
79 * so the fireball always renders on top of (after) the object.
81 * Revision 1.111 1994/12/08 12:35:35 matt
82 * Added new object allocation & deallocation functions so other code
83 * could stop messing around with internal object data structures.
85 * Revision 1.110 1994/11/21 17:30:21 matt
86 * Increased max number of objects
88 * Revision 1.109 1994/11/18 23:41:52 john
89 * Changed some shorts to ints.
91 * Revision 1.108 1994/11/10 14:02:45 matt
92 * Hacked in support for player ships with different textures
94 * Revision 1.107 1994/11/08 12:19:27 mike
95 * Small explosions on objects.
97 * Revision 1.106 1994/10/25 10:51:17 matt
98 * Vulcan cannon powerups now contain ammo count
100 * Revision 1.105 1994/10/21 12:19:41 matt
101 * Clear transient objects when saving (& loading) games
103 * Revision 1.104 1994/10/21 11:25:04 mike
106 * Revision 1.103 1994/10/17 21:34:54 matt
107 * Added support for new Control Center/Main Reactor
109 * Revision 1.102 1994/10/14 18:12:28 mike
110 * Make egg dropping return object number.
112 * Revision 1.101 1994/10/12 21:07:19 matt
113 * Killed unused field in object structure
115 * Revision 1.100 1994/10/12 10:38:24 mike
116 * Add field OF_SILENT to obj->flags.
118 * Revision 1.99 1994/10/11 20:35:48 matt
119 * Clear "transient" objects (weapons,explosions,etc.) when starting a level
121 * Revision 1.98 1994/10/03 20:56:13 rob
122 * Added velocity to shortpos strucutre.
124 * Revision 1.97 1994/09/30 18:24:00 rob
125 * Added new control type CT_REMOTE for remote controlled objects.
126 * Also added a union struct 'remote_info' for this type.
128 * Revision 1.96 1994/09/28 09:23:05 mike
129 * Prototype Object_type_names.
131 * Revision 1.95 1994/09/25 23:32:37 matt
132 * Changed the object load & save code to read/write the structure fields one
133 * at a time (rather than the whole structure at once). This mean that the
134 * object structure can be changed without breaking the load/save functions.
135 * As a result of this change, the local_object data can be and has been
136 * incorporated into the object array. Also, timeleft is now a property
137 * of all objects, and the object structure has been otherwise cleaned up.
139 * Revision 1.94 1994/09/25 15:45:28 matt
140 * Added OBJ_LIGHT, a type of object that casts light
141 * Added generalized lifeleft, and moved it to local_object
143 * Revision 1.93 1994/09/24 17:41:19 mike
144 * Add stuff to Local_object structure for materialization centers.
146 * Revision 1.92 1994/09/24 13:16:50 matt
147 * Added (hacked in, really) support for overriding the bitmaps used on to
148 * texture map a polygon object, and using a new bitmap for all the faces.
150 * Revision 1.91 1994/09/22 19:02:14 mike
151 * Prototype functions extract_shortpos and create_shortpos which reside in
152 * gameseg.c, but are prototyped here to prevent circular dependencies.
154 * Revision 1.90 1994/09/15 21:47:14 mike
155 * Prototype dead_player_end().
157 * Revision 1.89 1994/09/15 16:34:47 mike
158 * Add danger_laser_num and danger_laser_signature to object_local to
159 * enable robots to efficiently (too efficiently!) avoid player fire.
161 * Revision 1.88 1994/09/11 22:46:19 mike
162 * Death_sequence_aborted prototyped.
164 * Revision 1.87 1994/09/09 20:04:30 mike
165 * Add vclips for weapons.
167 * Revision 1.86 1994/09/09 14:20:54 matt
168 * Added flag that says object uses thrust
170 * Revision 1.85 1994/09/08 14:51:32 mike
171 * Make a crucial name change to a field of local_object struct.
173 * Revision 1.84 1994/09/07 19:16:45 mike
176 * Revision 1.83 1994/09/06 17:05:43 matt
177 * Added new type for dead player
179 * Revision 1.82 1994/09/02 11:56:09 mike
180 * Add persistency (PF_PERSISTENT) to physics_info.
182 * Revision 1.81 1994/08/28 19:10:28 mike
183 * Add Player_is_dead.
185 * Revision 1.80 1994/08/18 15:11:44 mike
188 * Revision 1.79 1994/08/15 15:24:54 john
189 * Made players know who killed them; Disabled cheat menu
190 * during net player; fixed bug with not being able to turn
191 * of invulnerability; Made going into edit/starting new leve
192 * l drop you out of a net game; made death dialog box.
194 * Revision 1.78 1994/08/14 23:15:12 matt
195 * Added animating bitmap hostages, and cleaned up vclips a bit
197 * Revision 1.77 1994/08/13 14:58:27 matt
198 * Finished adding support for miscellaneous objects
200 * Revision 1.76 1994/08/09 16:04:13 john
201 * Added network players to editor.
203 * Revision 1.75 1994/08/03 21:06:19 matt
204 * Added prototype for fix_object_segs(), and renamed now-unused spawn_pos
206 * Revision 1.74 1994/08/02 12:30:27 matt
207 * Added support for spinning objects
209 * Revision 1.73 1994/07/27 20:53:25 matt
210 * Added rotational drag & thrust, so turning now has momemtum like moving
212 * Revision 1.72 1994/07/27 19:44:21 mike
213 * Objects containing objects.
215 * Revision 1.71 1994/07/22 20:43:29 matt
216 * Fixed flares, by adding a physics flag that makes them stick to walls.
218 * Revision 1.70 1994/07/21 12:42:10 mike
219 * Prototype new find_object_seg and update_object_seg.
221 * Revision 1.69 1994/07/19 15:26:39 mike
222 * New ai_static structure.
224 * Revision 1.68 1994/07/13 00:15:06 matt
225 * Moved all (or nearly all) of the values that affect player movement to
228 * Revision 1.67 1994/07/12 12:40:12 matt
229 * Revamped physics system
231 * Revision 1.66 1994/07/06 15:26:23 yuan
245 #include "aistruct.h"
253 #define MAX_OBJECTS 350 // increased on 01/24/95 for multiplayer. --MK; total number of objects in world
256 #define OBJ_NONE 255 // unused object
257 #define OBJ_WALL 0 // A wall... not really an object, but used for collisions
258 #define OBJ_FIREBALL 1 // a fireball, part of an explosion
259 #define OBJ_ROBOT 2 // an evil enemy
260 #define OBJ_HOSTAGE 3 // a hostage you need to rescue
261 #define OBJ_PLAYER 4 // the player on the console
262 #define OBJ_WEAPON 5 // a laser, missile, etc
263 #define OBJ_CAMERA 6 // a camera to slew around with
264 #define OBJ_POWERUP 7 // a powerup you can pick up
265 #define OBJ_DEBRIS 8 // a piece of robot
266 #define OBJ_CNTRLCEN 9 // the control center
267 #define OBJ_FLARE 10 // a flare
268 #define OBJ_CLUTTER 11 // misc objects
269 #define OBJ_GHOST 12 // what the player turns into when dead
270 #define OBJ_LIGHT 13 // a light source, & not much else
271 #define OBJ_COOP 14 // a cooperative player object.
272 #define OBJ_MARKER 15 // a map marker
274 // WARNING!! If you add a type here, add its name to Object_type_names
276 #define MAX_OBJECT_TYPES 16
279 #define RESULT_NOTHING 0 // Ignore this collision
280 #define RESULT_CHECK 1 // Check for this collision
282 // Control types - what tells this object what do do
283 #define CT_NONE 0 // doesn't move (or change movement)
284 #define CT_AI 1 // driven by AI
285 #define CT_EXPLOSION 2 // explosion sequencer
286 #define CT_FLYING 4 // the player is flying
287 #define CT_SLEW 5 // slewing
288 #define CT_FLYTHROUGH 6 // the flythrough system
289 #define CT_WEAPON 9 // laser, etc.
290 #define CT_REPAIRCEN 10 // under the control of the repair center
291 #define CT_MORPH 11 // this object is being morphed
292 #define CT_DEBRIS 12 // this is a piece of debris
293 #define CT_POWERUP 13 // animating powerup blob
294 #define CT_LIGHT 14 // doesn't actually do anything
295 #define CT_REMOTE 15 // controlled by another net player
296 #define CT_CNTRLCEN 16 // the control center/main reactor
299 #define MT_NONE 0 // doesn't move
300 #define MT_PHYSICS 1 // moves by physics
301 #define MT_SPINNING 3 // this object doesn't move, just sits and spins
304 #define RT_NONE 0 // does not render
305 #define RT_POLYOBJ 1 // a polygon model
306 #define RT_FIREBALL 2 // a fireball
307 #define RT_LASER 3 // a laser
308 #define RT_HOSTAGE 4 // a hostage
309 #define RT_POWERUP 5 // a powerup
310 #define RT_MORPH 6 // a robot being morphed
311 #define RT_WEAPON_VCLIP 7 // a weapon that renders as a vclip
314 #define OF_EXPLODING 1 // this object is exploding
315 #define OF_SHOULD_BE_DEAD 2 // this object should be dead, so next time we can, we should delete this object.
316 #define OF_DESTROYED 4 // this has been killed, and is showing the dead version
317 #define OF_SILENT 8 // this makes no sound when it hits a wall. Added by MK for weapons, if you extend it to other types, do it completely!
318 #define OF_ATTACHED 16 // this object is a fireball attached to another object
319 #define OF_HARMLESS 32 // this object does no damage. Added to make quad lasers do 1.5 damage as normal lasers.
320 #define OF_PLAYER_DROPPED 64 // this object was dropped by the player...
322 // Different Weapon ID types...
323 #define WEAPON_ID_LASER 0
324 #define WEAPON_ID_MISSLE 1
325 #define WEAPON_ID_CANNONBALL 2
327 // Object Initial shields...
328 #define OBJECT_INITIAL_SHIELDS F1_0/2
331 #define PF_TURNROLL 0x01 // roll when turning
332 #define PF_LEVELLING 0x02 // level object with closest side
333 #define PF_BOUNCE 0x04 // bounce (not slide) when hit will
334 #define PF_WIGGLE 0x08 // wiggle while flying
335 #define PF_STICK 0x10 // object sticks (stops moving) when hits wall
336 #define PF_PERSISTENT 0x20 // object keeps going even after it hits another object (eg, fusion cannon)
337 #define PF_USES_THRUST 0x40 // this object uses its thrust
338 #define PF_BOUNCED_ONCE 0x80 // Weapon has bounced once.
339 #define PF_FREE_SPINNING 0x100 // Drag does not apply to rotation of this object
340 #define PF_BOUNCES_TWICE 0x200 // This weapon bounces twice, then dies
342 #define IMMORTAL_TIME 0x3fffffff // Time assigned to immortal objects, about 32768 seconds, or about 9 hours.
343 #define ONE_FRAME_TIME 0x3ffffffe // Objects with this lifeleft will live for exactly one frame
345 extern char Object_type_names[MAX_OBJECT_TYPES][9];
347 // List of objects rendered last frame in order. Created at render
348 // time, used by homing missiles in laser.c
349 #define MAX_RENDERED_OBJECTS 50
355 // A compressed form for sending crucial data about via slow devices,
356 // such as modems and buggies.
357 typedef struct shortpos {
361 short velx, vely, velz;
364 // This is specific to the shortpos extraction routines in gameseg.c.
365 #define RELPOS_PRECISION 10
366 #define MATRIX_PRECISION 9
367 #define MATRIX_MAX 0x7f // This is based on MATRIX_PRECISION, 9 => 0x7f
369 // information for physics sim for an object
370 typedef struct physics_info {
371 vms_vector velocity; // velocity vector of this object
372 vms_vector thrust; // constant force applied to this object
373 fix mass; // the mass of this object
374 fix drag; // how fast this slows down
375 fix brakes; // how much brakes applied
376 vms_vector rotvel; // rotational velecity (angles)
377 vms_vector rotthrust; // rotational acceleration
378 fixang turnroll; // rotation caused by turn banking
379 ushort flags; // misc physics flags
380 } __pack__ physics_info;
382 // stuctures for different kinds of simulation
384 typedef struct laser_info {
385 short parent_type; // The type of the parent of this object
386 short parent_num; // The object's parent's number
387 int parent_signature; // The object's parent's signature...
388 fix creation_time; // Absolute time of creation.
389 short last_hitobj; // For persistent weapons (survive object collision), object it most recently hit.
390 short track_goal; // Object this object is tracking.
391 fix multiplier; // Power if this is a fusion bolt (or other super weapon to be added).
392 } __pack__ laser_info;
394 typedef struct explosion_info {
395 fix spawn_time; // when lifeleft is < this, spawn another
396 fix delete_time; // when to delete object
397 short delete_objnum; // and what object to delete
398 short attach_parent; // explosion is attached to this object
399 short prev_attach; // previous explosion in attach list
400 short next_attach; // next explosion in attach list
401 } __pack__ explosion_info;
403 typedef struct light_info {
404 fix intensity; // how bright the light is
405 } __pack__ light_info;
407 #define PF_SPAT_BY_PLAYER 1 //this powerup was spat by the player
409 typedef struct powerup_info {
410 int count; // how many/much we pick up (vulcan cannon only?)
411 fix creation_time; // Absolute time of creation.
412 int flags; // spat by player?
413 } __pack__ powerup_info;
415 typedef struct vclip_info {
419 } __pack__ vclip_info;
421 // structures for different kinds of rendering
423 typedef struct polyobj_info {
424 int model_num; // which polygon model
425 vms_angvec anim_angles[MAX_SUBMODELS]; // angles for each subobject
426 int subobj_flags; // specify which subobjs to draw
427 int tmap_override; // if this is not -1, map all face to this
428 int alt_textures; // if not -1, use these textures instead
429 } __pack__ polyobj_info;
431 typedef struct object {
432 int signature; // Every object ever has a unique signature...
433 ubyte type; // what type of object this is... robot, weapon, hostage, powerup, fireball
434 ubyte id; // which form of object...which powerup, robot, etc.
435 #ifdef WORDS_NEED_ALIGNMENT
438 short next,prev; // id of next and previous connected object in Objects, -1 = no connection
439 ubyte control_type; // how this object is controlled
440 ubyte movement_type; // how this object moves
441 ubyte render_type; // how this object renders
442 ubyte flags; // misc flags
443 short segnum; // segment number containing object
444 short attached_obj; // number of attached fireball object
445 vms_vector pos; // absolute x,y,z coordinate of center of object
446 vms_matrix orient; // orientation of object in world
447 fix size; // 3d size of object - for collision detection
448 fix shields; // Starts at maximum, when <0, object dies..
449 vms_vector last_pos; // where object was last frame
450 sbyte contains_type; // Type of object this object contains (eg, spider contains powerup)
451 sbyte contains_id; // ID of object this object contains (eg, id = blue type = key)
452 sbyte contains_count; // number of objects of type:id this object contains
453 sbyte matcen_creator; // Materialization center that created this object, high bit set if matcen-created
454 fix lifeleft; // how long until goes away, or 7fff if immortal
455 // -- Removed, MK, 10/16/95, using lifeleft instead: int lightlevel;
457 // movement info, determined by MOVEMENT_TYPE
459 physics_info phys_info; // a physics object
460 vms_vector spin_rate; // for spinning objects
463 // control info, determined by CONTROL_TYPE
465 laser_info laser_info;
466 explosion_info expl_info; // NOTE: debris uses this also
468 light_info light_info; // why put this here? Didn't know what else to do with it.
469 powerup_info powerup_info;
472 // render info, determined by RENDER_TYPE
474 polyobj_info pobj_info; // polygon model
475 vclip_info vclip_info; // vclip
478 #ifdef WORDS_NEED_ALIGNMENT
483 typedef struct obj_position {
484 vms_vector pos; // absolute x,y,z coordinate of center of object
485 vms_matrix orient; // orientation of object in world
486 short segnum; // segment number containing object
495 short rendered_objects[MAX_RENDERED_OBJECTS];
496 } window_rendered_data;
498 #define MAX_RENDERED_WINDOWS 3
500 extern window_rendered_data Window_rendered_data[MAX_RENDERED_WINDOWS];
506 extern int Object_next_signature; // The next signature for the next newly created object
508 extern ubyte CollisionResult[MAX_OBJECT_TYPES][MAX_OBJECT_TYPES];
509 // ie CollisionResult[a][b]== what happens to a when it collides with b
511 extern object Objects[];
512 extern int Highest_object_index; // highest objnum
514 extern char *robot_names[]; // name of each robot
516 extern int Num_robot_types;
518 extern object *ConsoleObject; // pointer to the object that is the player
519 extern object *Viewer; // which object we are seeing from
520 extern object *Dead_player_camera;
522 extern object Follow;
523 extern int Player_is_dead; // !0 means player is dead!
524 extern int Player_exploded;
525 extern int Death_sequence_aborted;
526 extern int Player_fired_laser_this_frame;
533 // do whatever setup needs to be done
536 // returns segment number object is in. Searches out from object's current
537 // seg, so this shouldn't be called if the object has "jumped" to a new seg
538 int obj_get_new_seg(object *obj);
540 // when an object has moved into a new segment, this function unlinks it
541 // from its old segment, and links it into the new segment
542 void obj_relink(int objnum,int newsegnum);
544 // move an object from one segment to another. unlinks & relinks
545 void obj_set_new_seg(int objnum,int newsegnum);
547 // links an object into a segment's list of objects.
548 // takes object number and segment number
549 void obj_link(int objnum,int segnum);
551 // unlinks an object from a segment's list of objects
552 void obj_unlink(int objnum);
554 // initialize a new object. adds to the list for the given segment
555 // returns the object number
556 int obj_create(ubyte type, ubyte id, int segnum, vms_vector *pos,
557 vms_matrix *orient, fix size,
558 ubyte ctype, ubyte mtype, ubyte rtype);
560 // make a copy of an object. returs num of new object
561 int obj_create_copy(int objnum, vms_vector *new_pos, int newsegnum);
563 // remove object from the world
564 void obj_delete(int objnum);
566 // called after load. Takes number of objects, and objects should be
568 void reset_objects(int n_objs);
570 // make object array non-sparse
571 void compress_objects(void);
573 // Render an object. Calls one of several routines based on type
574 void render_object(object *obj);
576 // Draw a blob-type object, like a fireball
577 void draw_object_blob(object *obj, bitmap_index bitmap);
579 // draw an object that is a texture-mapped rod
580 void draw_object_tmap_rod(object *obj, bitmap_index bitmap, int lighted);
582 // Deletes all objects that have been marked for death.
583 void obj_delete_all_that_should_be_dead();
585 // Toggles whether or not lock-boxes draw.
586 void object_toggle_lock_targets();
588 // move all objects for the current frame
589 void object_move_all(); // moves all objects
591 // set viewer object to next object in array
592 void object_goto_next_viewer();
594 // draw target boxes for nearby robots
595 void object_render_targets(void);
597 // move an object for the current frame
598 void object_move_one(object * obj);
600 // make object0 the player, setting all relevant fields
601 void init_player_object();
603 // check if object is in object->segnum. if not, check the adjacent
604 // segs. if not any of these, returns false, else sets obj->segnum &
605 // returns true callers should really use find_vector_intersection()
606 // Note: this function is in gameseg.c
607 extern int update_object_seg(struct object *obj);
610 // Finds what segment *obj is in, returns segment number. If not in
611 // any segment, returns -1. Note: This function is defined in
612 // gameseg.h, but object.h depends on gameseg.h, and object.h is where
613 // object is defined...get it?
614 extern int find_object_seg(object * obj );
616 // go through all objects and make sure they have the correct segment
617 // numbers used when debugging is on
618 void fix_object_segs();
620 // Drops objects contained in objp.
621 int object_create_egg(object *objp);
623 // Interface to object_create_egg, puts count objects of type type, id
624 // = id in objp and then drops them.
625 int call_object_create_egg(object *objp, int count, int type, int id);
627 extern void dead_player_end(void);
629 // Extract information from an object (objp->orient, objp->pos,
630 // objp->segnum), stuff in a shortpos structure. See typedef
632 extern void create_shortpos(shortpos *spp, object *objp, int swap_bytes);
634 // Extract information from a shortpos, stuff in objp->orient
635 // (matrix), objp->pos, objp->segnum
636 extern void extract_shortpos(object *objp, shortpos *spp, int swap_bytes);
638 // delete objects, such as weapons & explosions, that shouldn't stay
639 // between levels if clear_all is set, clear even proximity bombs
640 void clear_transient_objects(int clear_all);
642 // returns the number of a free object, updating Highest_object_index.
643 // Generally, obj_create() should be called to get an object, since it
644 // fills in important fields and does the linking. returns -1 if no
646 int obj_allocate(void);
648 // frees up an object. Generally, obj_delete() should be called to
649 // get rid of an object. This function deallocates the object entry
650 // after the object has been unlinked
651 void obj_free(int objnum);
653 // after calling init_object(), the network code has grabbed specific
654 // object slots without allocating them. Go though the objects &
655 // build the free list, then set the apporpriate globals Don't call
656 // this function if you don't know what you're doing.
657 void special_reset_objects(void);
659 // attaches an object, such as a fireball, to another object, such as
661 void obj_attach(object *parent,object *sub);
663 extern void create_small_fireball_on_object(object *objp, fix size_scale, int sound_flag);
665 // returns object number
666 int drop_marker_object(vms_vector *pos, int segnum, vms_matrix *orient, int marker_num);
668 extern void wake_up_rendered_objects(object *gmissp, int window_num);
670 extern void AdjustMineSpawn();
672 void reset_player_object(void);