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/*
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ( " PARALLAX " ) . PARALLAX , IN DISTRIBUTING THE CODE TO
END - USERS , AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN , GRANTS A
ROYALTY - FREE , PERPETUAL LICENSE TO SUCH END - USERS FOR USE BY SUCH END - USERS
IN USING , DISPLAYING , AND CREATING DERIVATIVE WORKS THEREOF , SO LONG AS
SUCH USE , DISPLAY OR CREATION IS FOR NON - COMMERCIAL , ROYALTY OR REVENUE
FREE PURPOSES . IN NO EVENT SHALL THE END - USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE - BEARING PURPOSES . THE END - USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE .
COPYRIGHT 1993 - 1999 PARALLAX SOFTWARE CORPORATION . ALL RIGHTS RESERVED .
*/
# ifdef RCS
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static char rcsid [ ] = " $Id: object.c,v 1.4 2001-01-31 14:04:45 bradleyb Exp $ " ;
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# endif
# include <conf.h>
# ifdef WINDOWS
# include "desw.h"
# endif
# include <string.h> // for memset
# include <stdio.h>
# include "inferno.h"
# include "game.h"
# include "gr.h"
# include "stdlib.h"
# include "bm.h"
//#include "error.h"
# include "mono.h"
# include "3d.h"
# include "segment.h"
# include "texmap.h"
# include "laser.h"
# include "key.h"
# include "gameseg.h"
# include "textures.h"
# include "object.h"
# include "physics.h"
# include "slew.h"
# include "render.h"
# include "wall.h"
# include "vclip.h"
# include "polyobj.h"
# include "fireball.h"
# include "laser.h"
# include "error.h"
# include "pa_enabl.h"
# include "ai.h"
# include "hostage.h"
# include "morph.h"
# include "cntrlcen.h"
# include "powerup.h"
# include "fuelcen.h"
# include "endlevel.h"
# include "sounds.h"
# include "collide.h"
# include "lighting.h"
# include "newdemo.h"
# include "player.h"
# include "weapon.h"
# include "network.h"
# include "newmenu.h"
# include "gauges.h"
# include "multi.h"
# include "menu.h"
# include "args.h"
# include "text.h"
# include "piggy.h"
# include "switch.h"
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# include "gameseq.h"
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# ifdef TACTILE
# include "tactile.h"
# endif
# ifdef EDITOR
# include "editor\editor.h"
# endif
# ifdef _3DFX
# include "3dfx_des.h"
# endif
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void obj_detach_all ( object * parent ) ;
void obj_detach_one ( object * sub ) ;
int free_object_slots ( int num_used ) ;
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/*
* Global variables
*/
extern byte WasRecorded [ MAX_OBJECTS ] ;
ubyte CollisionResult [ MAX_OBJECT_TYPES ] [ MAX_OBJECT_TYPES ] ;
object * ConsoleObject ; //the object that is the player
static short free_obj_list [ MAX_OBJECTS ] ;
//Data for objects
// -- Object stuff
//info on the various types of objects
# ifndef NDEBUG
object Object_minus_one ;
# endif
object Objects [ MAX_OBJECTS ] ;
int num_objects = 0 ;
int Highest_object_index = 0 ;
int Highest_ever_object_index = 0 ;
// grs_bitmap *robot_bms[MAX_ROBOT_BITMAPS]; //all bitmaps for all robots
// int robot_bm_nums[MAX_ROBOT_TYPES]; //starting bitmap num for each robot
// int robot_n_bitmaps[MAX_ROBOT_TYPES]; //how many bitmaps for each robot
// char *robot_names[MAX_ROBOT_TYPES]; //name of each robot
//--unused-- int Num_robot_types=0;
int print_object_info = 0 ;
//@@int Object_viewer = 0;
//object * Slew_object = NULL; // Object containing slew object info.
//--unused-- int Player_controller_type = 0;
window_rendered_data Window_rendered_data [ MAX_RENDERED_WINDOWS ] ;
# ifndef NDEBUG
char Object_type_names [ MAX_OBJECT_TYPES ] [ 9 ] = {
" WALL " ,
" FIREBALL " ,
" ROBOT " ,
" HOSTAGE " ,
" PLAYER " ,
" WEAPON " ,
" CAMERA " ,
" POWERUP " ,
" DEBRIS " ,
" CNTRLCEN " ,
" FLARE " ,
" CLUTTER " ,
" GHOST " ,
" LIGHT " ,
" COOP " ,
" MARKER " ,
} ;
# endif
# ifndef RELEASE
//set viewer object to next object in array
void object_goto_next_viewer ( )
{
int i , start_obj = 0 ;
start_obj = Viewer - Objects ; //get viewer object number
for ( i = 0 ; i < = Highest_object_index ; i + + ) {
start_obj + + ;
if ( start_obj > Highest_object_index ) start_obj = 0 ;
if ( Objects [ start_obj ] . type ! = OBJ_NONE ) {
Viewer = & Objects [ start_obj ] ;
return ;
}
}
Error ( " Couldn't find a viewer object! " ) ;
}
//set viewer object to next object in array
void object_goto_prev_viewer ( )
{
int i , start_obj = 0 ;
start_obj = Viewer - Objects ; //get viewer object number
for ( i = 0 ; i < = Highest_object_index ; i + + ) {
start_obj - - ;
if ( start_obj < 0 ) start_obj = Highest_object_index ;
if ( Objects [ start_obj ] . type ! = OBJ_NONE ) {
Viewer = & Objects [ start_obj ] ;
return ;
}
}
Error ( " Couldn't find a viewer object! " ) ;
}
# endif
object * obj_find_first_of_type ( int type )
{
int i ;
for ( i = 0 ; i < = Highest_object_index ; i + + )
if ( Objects [ i ] . type = = type )
return ( & Objects [ i ] ) ;
return ( ( object * ) NULL ) ;
}
int obj_return_num_of_type ( int type )
{
int i , count = 0 ;
for ( i = 0 ; i < = Highest_object_index ; i + + )
if ( Objects [ i ] . type = = type )
count + + ;
return ( count ) ;
}
int obj_return_num_of_typeid ( int type , int id )
{
int i , count = 0 ;
for ( i = 0 ; i < = Highest_object_index ; i + + )
if ( Objects [ i ] . type = = type & & Objects [ i ] . id = = id )
count + + ;
return ( count ) ;
}
int global_orientation = 0 ;
//draw an object that has one bitmap & doesn't rotate
void draw_object_blob ( object * obj , bitmap_index bmi )
{
int orientation = 0 ;
grs_bitmap * bm = & GameBitmaps [ bmi . index ] ;
if ( obj - > type = = OBJ_FIREBALL )
orientation = ( obj - Objects ) & 7 ;
orientation = global_orientation ;
//@@#ifdef WINDOWS
//@@ if (obj->type == OBJ_POWERUP) {
//@@ if ( GameBitmaps[(bmi).index].bm_flags & BM_FLAG_PAGED_OUT)
//@@ piggy_bitmap_page_in_w( bmi,1 );
//@@ }
//@@ if (bm->bm_handle) {
//@@ DDGRUNLOCK(dd_grd_curcanv);
//@@ }
//@@#else
PIGGY_PAGE_IN ( bmi ) ;
//@@#endif
if ( bm - > bm_w > bm - > bm_h )
g3_draw_bitmap ( & obj - > pos , obj - > size , fixmuldiv ( obj - > size , bm - > bm_h , bm - > bm_w ) , bm , orientation ) ;
else
g3_draw_bitmap ( & obj - > pos , fixmuldiv ( obj - > size , bm - > bm_w , bm - > bm_h ) , obj - > size , bm , orientation ) ;
//@@#ifdef WINDOWS
//@@ if (bm->bm_handle) {
//@@ DDGRLOCK(dd_grd_curcanv);
//@@ }
//@@#endif
}
//draw an object that is a texture-mapped rod
void draw_object_tmap_rod ( object * obj , bitmap_index bitmapi , int lighted )
{
grs_bitmap * bitmap = & GameBitmaps [ bitmapi . index ] ;
fix light ;
vms_vector delta , top_v , bot_v ;
g3s_point top_p , bot_p ;
PIGGY_PAGE_IN ( bitmapi ) ;
bitmap - > bm_handle = bitmapi . index ;
vm_vec_copy_scale ( & delta , & obj - > orient . uvec , obj - > size ) ;
vm_vec_add ( & top_v , & obj - > pos , & delta ) ;
vm_vec_sub ( & bot_v , & obj - > pos , & delta ) ;
g3_rotate_point ( & top_p , & top_v ) ;
g3_rotate_point ( & bot_p , & bot_v ) ;
if ( lighted )
light = compute_object_light ( obj , & top_p . p3_vec ) ;
else
light = f1_0 ;
# ifdef _3DFX
_3dfx_rendering_poly_obj = 1 ;
# endif
# ifdef PA_3DFX_VOODOO
light = f1_0 ;
# endif
g3_draw_rod_tmap ( bitmap , & bot_p , obj - > size , & top_p , obj - > size , light ) ;
# ifdef _3DFX
_3dfx_rendering_poly_obj = 0 ;
# endif
}
int Linear_tmap_polygon_objects = 1 ;
extern fix Max_thrust ;
//used for robot engine glow
# define MAX_VELOCITY i2f(50)
//function that takes the same parms as draw_tmap, but renders as flat poly
//we need this to do the cloaked effect
extern void draw_tmap_flat ( ) ;
//what darkening level to use when cloaked
# define CLOAKED_FADE_LEVEL 28
# define CLOAK_FADEIN_DURATION_PLAYER F2_0
# define CLOAK_FADEOUT_DURATION_PLAYER F2_0
# define CLOAK_FADEIN_DURATION_ROBOT F1_0
# define CLOAK_FADEOUT_DURATION_ROBOT F1_0
//do special cloaked render
void draw_cloaked_object ( object * obj , fix light , fix * glow , fix cloak_start_time , fix cloak_end_time )
{
fix cloak_delta_time , total_cloaked_time ;
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fix light_scale = F1_0 ;
int cloak_value = 0 ;
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int fading = 0 ; //if true, fading, else cloaking
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fix Cloak_fadein_duration = F1_0 ;
fix Cloak_fadeout_duration = F1_0 ;
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total_cloaked_time = cloak_end_time - cloak_start_time ;
switch ( obj - > type ) {
case OBJ_PLAYER :
Cloak_fadein_duration = CLOAK_FADEIN_DURATION_PLAYER ;
Cloak_fadeout_duration = CLOAK_FADEOUT_DURATION_PLAYER ;
break ;
case OBJ_ROBOT :
Cloak_fadein_duration = CLOAK_FADEIN_DURATION_ROBOT ;
Cloak_fadeout_duration = CLOAK_FADEOUT_DURATION_ROBOT ;
break ;
default :
Int3 ( ) ; // Contact Mike: Unexpected object type in draw_cloaked_object.
}
cloak_delta_time = GameTime - cloak_start_time ;
if ( cloak_delta_time < Cloak_fadein_duration / 2 ) {
light_scale = fixdiv ( Cloak_fadein_duration / 2 - cloak_delta_time , Cloak_fadein_duration / 2 ) ;
fading = 1 ;
}
else if ( cloak_delta_time < Cloak_fadein_duration ) {
cloak_value = f2i ( fixdiv ( cloak_delta_time - Cloak_fadein_duration / 2 , Cloak_fadein_duration / 2 ) * CLOAKED_FADE_LEVEL ) ;
} else if ( GameTime < cloak_end_time - Cloak_fadeout_duration ) {
static int cloak_delta = 0 , cloak_dir = 1 ;
static fix cloak_timer = 0 ;
//note, if more than one cloaked object is visible at once, the
//pulse rate will change!
cloak_timer - = FrameTime ;
while ( cloak_timer < 0 ) {
cloak_timer + = Cloak_fadeout_duration / 12 ;
cloak_delta + = cloak_dir ;
if ( cloak_delta = = 0 | | cloak_delta = = 4 )
cloak_dir = - cloak_dir ;
}
cloak_value = CLOAKED_FADE_LEVEL - cloak_delta ;
} else if ( GameTime < cloak_end_time - Cloak_fadeout_duration / 2 ) {
cloak_value = f2i ( fixdiv ( total_cloaked_time - Cloak_fadeout_duration / 2 - cloak_delta_time , Cloak_fadeout_duration / 2 ) * CLOAKED_FADE_LEVEL ) ;
} else {
light_scale = fixdiv ( Cloak_fadeout_duration / 2 - ( total_cloaked_time - cloak_delta_time ) , Cloak_fadeout_duration / 2 ) ;
fading = 1 ;
}
if ( fading ) {
fix new_light , save_glow ;
bitmap_index * alt_textures = NULL ;
# ifdef NETWORK
if ( obj - > rtype . pobj_info . alt_textures > 0 )
alt_textures = multi_player_textures [ obj - > rtype . pobj_info . alt_textures - 1 ] ;
# endif
new_light = fixmul ( light , light_scale ) ;
save_glow = glow [ 0 ] ;
glow [ 0 ] = fixmul ( glow [ 0 ] , light_scale ) ;
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draw_polygon_model ( & obj - > pos ,
& obj - > orient ,
( vms_angvec * ) & obj - > rtype . pobj_info . anim_angles ,
obj - > rtype . pobj_info . model_num , obj - > rtype . pobj_info . subobj_flags ,
new_light ,
glow ,
alt_textures ) ;
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glow [ 0 ] = save_glow ;
}
else {
Gr_scanline_darkening_level = cloak_value ;
gr_setcolor ( BM_XRGB ( 0 , 0 , 0 ) ) ; //set to black (matters for s3)
g3_set_special_render ( draw_tmap_flat , NULL , NULL ) ; //use special flat drawer
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draw_polygon_model ( & obj - > pos ,
& obj - > orient ,
( vms_angvec * ) & obj - > rtype . pobj_info . anim_angles ,
obj - > rtype . pobj_info . model_num , obj - > rtype . pobj_info . subobj_flags ,
light ,
glow ,
NULL ) ;
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g3_set_special_render ( NULL , NULL , NULL ) ;
Gr_scanline_darkening_level = GR_FADE_LEVELS ;
}
}
//draw an object which renders as a polygon model
void draw_polygon_object ( object * obj )
{
fix light ;
int imsave ;
fix engine_glow_value [ 2 ] ; //element 0 is for engine glow, 1 for headlight
light = compute_object_light ( obj , NULL ) ;
// If option set for bright players in netgame, brighten them!
# ifdef NETWORK
if ( Game_mode & GM_MULTI )
if ( Netgame . BrightPlayers )
light = F1_0 ;
# endif
//make robots brighter according to robot glow field
if ( obj - > type = = OBJ_ROBOT )
light + = ( Robot_info [ obj - > id ] . glow < < 12 ) ; //convert 4:4 to 16:16
if ( obj - > type = = OBJ_WEAPON )
if ( obj - > id = = FLARE_ID )
light + = F1_0 * 2 ;
if ( obj - > type = = OBJ_MARKER )
light + = F1_0 * 2 ;
imsave = Interpolation_method ;
if ( Linear_tmap_polygon_objects )
Interpolation_method = 1 ;
//set engine glow value
engine_glow_value [ 0 ] = f1_0 / 5 ;
if ( obj - > movement_type = = MT_PHYSICS ) {
if ( obj - > mtype . phys_info . flags & PF_USES_THRUST & & obj - > type = = OBJ_PLAYER & & obj - > id = = Player_num ) {
fix thrust_mag = vm_vec_mag_quick ( & obj - > mtype . phys_info . thrust ) ;
engine_glow_value [ 0 ] + = ( fixdiv ( thrust_mag , Player_ship - > max_thrust ) * 4 ) / 5 ;
}
else {
fix speed = vm_vec_mag_quick ( & obj - > mtype . phys_info . velocity ) ;
engine_glow_value [ 0 ] + = ( fixdiv ( speed , MAX_VELOCITY ) * 3 ) / 5 ;
}
}
//set value for player headlight
if ( obj - > type = = OBJ_PLAYER ) {
if ( Players [ obj - > id ] . flags & PLAYER_FLAGS_HEADLIGHT & & ! Endlevel_sequence )
if ( Players [ obj - > id ] . flags & PLAYER_FLAGS_HEADLIGHT_ON )
engine_glow_value [ 1 ] = - 2 ; //draw white!
else
engine_glow_value [ 1 ] = - 1 ; //draw normal color (grey)
else
engine_glow_value [ 1 ] = - 3 ; //don't draw
}
if ( obj - > rtype . pobj_info . tmap_override ! = - 1 ) {
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# ifndef NDEBUG
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polymodel * pm = & Polygon_models [ obj - > rtype . pobj_info . model_num ] ;
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# endif
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bitmap_index bm_ptrs [ 12 ] ;
int i ;
Assert ( pm - > n_textures < = 12 ) ;
for ( i = 0 ; i < 12 ; i + + ) //fill whole array, in case simple model needs more
bm_ptrs [ i ] = Textures [ obj - > rtype . pobj_info . tmap_override ] ;
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draw_polygon_model ( & obj - > pos ,
& obj - > orient ,
( vms_angvec * ) & obj - > rtype . pobj_info . anim_angles ,
obj - > rtype . pobj_info . model_num ,
obj - > rtype . pobj_info . subobj_flags ,
light ,
engine_glow_value ,
bm_ptrs ) ;
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}
else {
if ( obj - > type = = OBJ_PLAYER & & ( Players [ obj - > id ] . flags & PLAYER_FLAGS_CLOAKED ) )
draw_cloaked_object ( obj , light , engine_glow_value , Players [ obj - > id ] . cloak_time , Players [ obj - > id ] . cloak_time + CLOAK_TIME_MAX ) ;
else if ( ( obj - > type = = OBJ_ROBOT ) & & ( obj - > ctype . ai_info . CLOAKED ) ) {
if ( Robot_info [ obj - > id ] . boss_flag )
draw_cloaked_object ( obj , light , engine_glow_value , Boss_cloak_start_time , Boss_cloak_end_time ) ;
else
draw_cloaked_object ( obj , light , engine_glow_value , GameTime - F1_0 * 10 , GameTime + F1_0 * 10 ) ;
} else {
bitmap_index * alt_textures = NULL ;
# ifdef NETWORK
if ( obj - > rtype . pobj_info . alt_textures > 0 )
alt_textures = multi_player_textures [ obj - > rtype . pobj_info . alt_textures - 1 ] ;
# endif
// Snipers get bright when they fire.
if ( Ai_local_info [ obj - Objects ] . next_fire < F1_0 / 8 ) {
if ( obj - > ctype . ai_info . behavior = = AIB_SNIPE )
light = 2 * light + F1_0 ;
}
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draw_polygon_model ( & obj - > pos ,
& obj - > orient ,
( vms_angvec * ) & obj - > rtype . pobj_info . anim_angles , obj - > rtype . pobj_info . model_num ,
obj - > rtype . pobj_info . subobj_flags ,
light ,
engine_glow_value ,
alt_textures ) ;
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if ( obj - > type = = OBJ_WEAPON & & ( Weapon_info [ obj - > id ] . model_num_inner > - 1 ) ) {
fix dist_to_eye = vm_vec_dist_quick ( & Viewer - > pos , & obj - > pos ) ;
if ( dist_to_eye < Simple_model_threshhold_scale * F1_0 * 2 )
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draw_polygon_model ( & obj - > pos ,
& obj - > orient ,
( vms_angvec * ) & obj - > rtype . pobj_info . anim_angles ,
Weapon_info [ obj - > id ] . model_num_inner ,
obj - > rtype . pobj_info . subobj_flags ,
light ,
engine_glow_value ,
alt_textures ) ;
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}
}
}
Interpolation_method = imsave ;
}
//------------------------------------------------------------------------------
// These variables are used to keep a list of the 3 closest robots to the viewer.
// The code works like this: Every time render object is called with a polygon model,
// it finds the distance of that robot to the viewer. If this distance if within 10
// segments of the viewer, it does the following: If there aren't already 3 robots in
// the closet-robots list, it just sticks that object into the list along with its distance.
// If the list already contains 3 robots, then it finds the robot in that list that is
// farthest from the viewer. If that object is farther than the object currently being
// rendered, then the new object takes over that far object's slot. *Then* after all
// objects are rendered, object_render_targets is called an it draws a target on top
// of all the objects.
//091494: #define MAX_CLOSE_ROBOTS 3
//--unused-- static int Object_draw_lock_boxes = 0;
//091494: static int Object_num_close = 0;
//091494: static object * Object_close_ones[MAX_CLOSE_ROBOTS];
//091494: static fix Object_close_distance[MAX_CLOSE_ROBOTS];
//091494: set_close_objects(object *obj)
//091494: {
//091494: fix dist;
//091494:
//091494: if ( (obj->type != OBJ_ROBOT) || (Object_draw_lock_boxes==0) )
//091494: return;
//091494:
//091494: // The following code keeps a list of the 10 closest robots to the
//091494: // viewer. See comments in front of this function for how this works.
//091494: dist = vm_vec_dist( &obj->pos, &Viewer->pos );
//091494: if ( dist < i2f(20*10) ) {
//091494: if ( Object_num_close < MAX_CLOSE_ROBOTS ) {
//091494: Object_close_ones[Object_num_close] = obj;
//091494: Object_close_distance[Object_num_close] = dist;
//091494: Object_num_close++;
//091494: } else {
//091494: int i, farthest_robot;
//091494: fix farthest_distance;
//091494: // Find the farthest robot in the list
//091494: farthest_robot = 0;
//091494: farthest_distance = Object_close_distance[0];
//091494: for (i=1; i<Object_num_close; i++ ) {
//091494: if ( Object_close_distance[i] > farthest_distance ) {
//091494: farthest_distance = Object_close_distance[i];
//091494: farthest_robot = i;
//091494: }
//091494: }
//091494: // If this object is closer to the viewer than
//091494: // the farthest in the list, replace the farthest with this object.
//091494: if ( farthest_distance > dist ) {
//091494: Object_close_ones[farthest_robot] = obj;
//091494: Object_close_distance[farthest_robot] = dist;
//091494: }
//091494: }
//091494: }
//091494: }
int Player_fired_laser_this_frame = - 1 ;
// -----------------------------------------------------------------------------
//this routine checks to see if an robot rendered near the middle of
//the screen, and if so and the player had fired, "warns" the robot
void set_robot_location_info ( object * objp )
{
if ( Player_fired_laser_this_frame ! = - 1 ) {
g3s_point temp ;
g3_rotate_point ( & temp , & objp - > pos ) ;
if ( temp . p3_codes & CC_BEHIND ) //robot behind the screen
return ;
//the code below to check for object near the center of the screen
//completely ignores z, which may not be good
if ( ( abs ( temp . p3_x ) < F1_0 * 4 ) & & ( abs ( temp . p3_y ) < F1_0 * 4 ) ) {
objp - > ctype . ai_info . danger_laser_num = Player_fired_laser_this_frame ;
objp - > ctype . ai_info . danger_laser_signature = Objects [ Player_fired_laser_this_frame ] . signature ;
}
}
}
// ------------------------------------------------------------------------------------------------------------------
void create_small_fireball_on_object ( object * objp , fix size_scale , int sound_flag )
{
fix size ;
vms_vector pos , rand_vec ;
int segnum ;
pos = objp - > pos ;
make_random_vector ( & rand_vec ) ;
vm_vec_scale ( & rand_vec , objp - > size / 2 ) ;
vm_vec_add2 ( & pos , & rand_vec ) ;
size = fixmul ( size_scale , F1_0 / 2 + d_rand ( ) * 4 / 2 ) ;
segnum = find_point_seg ( & pos , objp - > segnum ) ;
if ( segnum ! = - 1 ) {
object * expl_obj ;
expl_obj = object_create_explosion ( segnum , & pos , size , VCLIP_SMALL_EXPLOSION ) ;
if ( ! expl_obj )
return ;
obj_attach ( objp , expl_obj ) ;
if ( d_rand ( ) < 8192 ) {
fix vol = F1_0 / 2 ;
if ( objp - > type = = OBJ_ROBOT )
vol * = 2 ;
else if ( sound_flag )
digi_link_sound_to_object ( SOUND_EXPLODING_WALL , objp - Objects , 0 , vol ) ;
}
}
}
// ------------------------------------------------------------------------------------------------------------------
void create_vclip_on_object ( object * objp , fix size_scale , int vclip_num )
{
fix size ;
vms_vector pos , rand_vec ;
int segnum ;
pos = objp - > pos ;
make_random_vector ( & rand_vec ) ;
vm_vec_scale ( & rand_vec , objp - > size / 2 ) ;
vm_vec_add2 ( & pos , & rand_vec ) ;
size = fixmul ( size_scale , F1_0 + d_rand ( ) * 4 ) ;
segnum = find_point_seg ( & pos , objp - > segnum ) ;
if ( segnum ! = - 1 ) {
object * expl_obj ;
expl_obj = object_create_explosion ( segnum , & pos , size , vclip_num ) ;
if ( ! expl_obj )
return ;
expl_obj - > movement_type = MT_PHYSICS ;
expl_obj - > mtype . phys_info . velocity . x = objp - > mtype . phys_info . velocity . x / 2 ;
expl_obj - > mtype . phys_info . velocity . y = objp - > mtype . phys_info . velocity . y / 2 ;
expl_obj - > mtype . phys_info . velocity . z = objp - > mtype . phys_info . velocity . z / 2 ;
}
}
// -- mk, 02/05/95 -- #define VCLIP_INVULNERABILITY_EFFECT VCLIP_SMALL_EXPLOSION
// -- mk, 02/05/95 --
// -- mk, 02/05/95 -- // -----------------------------------------------------------------------------
// -- mk, 02/05/95 -- void do_player_invulnerability_effect(object *objp)
// -- mk, 02/05/95 -- {
// -- mk, 02/05/95 -- if (d_rand() < FrameTime*8) {
// -- mk, 02/05/95 -- create_vclip_on_object(objp, F1_0, VCLIP_INVULNERABILITY_EFFECT);
// -- mk, 02/05/95 -- }
// -- mk, 02/05/95 -- }
// -----------------------------------------------------------------------------
// Render an object. Calls one of several routines based on type
void render_object ( object * obj )
{
int mld_save ;
if ( obj = = Viewer ) return ;
if ( obj - > type = = OBJ_NONE ) {
# ifndef NDEBUG
mprintf ( ( 1 , " ERROR!!!! Bogus obj %d in seg %d is rendering! \n " , obj - Objects , obj - > segnum ) ) ;
Int3 ( ) ;
# endif
return ;
}
mld_save = Max_linear_depth ;
Max_linear_depth = Max_linear_depth_objects ;
switch ( obj - > render_type ) {
case RT_NONE : break ; //doesn't render, like the player
case RT_POLYOBJ :
draw_polygon_object ( obj ) ;
//"warn" robot if being shot at
if ( obj - > type = = OBJ_ROBOT )
set_robot_location_info ( obj ) ;
//JOHN SAID TO: if ( (obj->type==OBJ_PLAYER) && ((keyd_pressed[KEY_W]) || (keyd_pressed[KEY_I])))
//JOHN SAID TO: object_render_id(obj);
// -- mk, 02/05/95 -- if (obj->type == OBJ_PLAYER)
// -- mk, 02/05/95 -- if (Players[obj->id].flags & PLAYER_FLAGS_INVULNERABLE)
// -- mk, 02/05/95 -- do_player_invulnerability_effect(obj);
break ;
case RT_MORPH : draw_morph_object ( obj ) ; break ;
case RT_FIREBALL : draw_fireball ( obj ) ; break ;
case RT_WEAPON_VCLIP : draw_weapon_vclip ( obj ) ; break ;
case RT_HOSTAGE : draw_hostage ( obj ) ; break ;
case RT_POWERUP : draw_powerup ( obj ) ; break ;
case RT_LASER : Laser_render ( obj ) ; break ;
default : Error ( " Unknown render_type <%d> " , obj - > render_type ) ;
}
# ifdef NEWDEMO
if ( obj - > render_type ! = RT_NONE )
if ( Newdemo_state = = ND_STATE_RECORDING ) {
if ( ! WasRecorded [ obj - Objects ] ) {
newdemo_record_render_object ( obj ) ;
WasRecorded [ obj - Objects ] = 1 ;
}
}
# endif
Max_linear_depth = mld_save ;
}
//--unused-- void object_toggle_lock_targets() {
//--unused-- Object_draw_lock_boxes ^= 1;
//--unused-- }
//091494: //draw target boxes for nearby robots
//091494: void object_render_targets()
//091494: {
//091494: g3s_point pt;
//091494: ubyte codes;
//091494: int i;
//091494: int radius,x,y;
//091494:
//091494: if (Object_draw_lock_boxes==0)
//091494: return;
//091494:
//091494: for (i=0; i<Object_num_close; i++ ) {
//091494:
//091494: codes = g3_rotate_point(&pt, &Object_close_ones[i]->pos );
//091494: if ( !(codes & CC_BEHIND) ) {
//091494: g3_project_point(&pt);
//091494: if (pt.p3_flags & PF_PROJECTED) {
//091494: x = f2i(pt.p3_sx);
//091494: y = f2i(pt.p3_sy);
//091494: radius = f2i(fixdiv((grd_curcanv->cv_bitmap.bm_w*Object_close_ones[i]->size)/8,pt.z));
//091494: gr_setcolor( BM_XRGB(0,31,0) );
//091494: gr_box(x-radius,y-radius,x+radius,y+radius);
//091494: }
//091494: }
//091494: }
//091494: Object_num_close=0;
//091494: }
//--unused-- //draw target boxes for nearby robots
//--unused-- void object_render_id(object * obj)
//--unused-- {
//--unused-- g3s_point pt;
//--unused-- ubyte codes;
//--unused-- int x,y;
//--unused-- int w, h, aw;
//--unused-- char s[20], *s1;
//--unused--
//--unused-- s1 = network_get_player_name( obj-Objects );
//--unused--
//--unused-- if (s1)
//--unused-- sprintf( s, "%s", s1 );
//--unused-- else
//--unused-- sprintf( s, "<%d>", obj->id );
//--unused--
//--unused-- codes = g3_rotate_point(&pt, &obj->pos );
//--unused-- if ( !(codes & CC_BEHIND) ) {
//--unused-- g3_project_point(&pt);
//--unused-- if (pt.p3_flags & PF_PROJECTED) {
//--unused-- gr_get_string_size( s, &w, &h, &aw );
//--unused-- x = f2i(pt.p3_sx) - w/2;
//--unused-- y = f2i(pt.p3_sy) - h/2;
//--unused-- if ( x>= 0 && y>=0 && (x+w)<=grd_curcanv->cv_bitmap.bm_w && (y+h)<grd_curcanv->cv_bitmap.bm_h ) {
//--unused-- gr_set_fontcolor( BM_XRGB(0,31,0), -1 );
//--unused-- gr_string( x, y, s );
//--unused-- }
//--unused-- }
//--unused-- }
//--unused-- }
void check_and_fix_matrix ( vms_matrix * m ) ;
# define vm_angvec_zero(v) (v)->p=(v)->b=(v)->h=0
void reset_player_object ( )
{
int i ;
//Init physics
vm_vec_zero ( & ConsoleObject - > mtype . phys_info . velocity ) ;
vm_vec_zero ( & ConsoleObject - > mtype . phys_info . thrust ) ;
vm_vec_zero ( & ConsoleObject - > mtype . phys_info . rotvel ) ;
vm_vec_zero ( & ConsoleObject - > mtype . phys_info . rotthrust ) ;
ConsoleObject - > mtype . phys_info . brakes = ConsoleObject - > mtype . phys_info . turnroll = 0 ;
ConsoleObject - > mtype . phys_info . mass = Player_ship - > mass ;
ConsoleObject - > mtype . phys_info . drag = Player_ship - > drag ;
ConsoleObject - > mtype . phys_info . flags | = PF_TURNROLL | PF_LEVELLING | PF_WIGGLE | PF_USES_THRUST ;
//Init render info
ConsoleObject - > render_type = RT_POLYOBJ ;
ConsoleObject - > rtype . pobj_info . model_num = Player_ship - > model_num ; //what model is this?
ConsoleObject - > rtype . pobj_info . subobj_flags = 0 ; //zero the flags
ConsoleObject - > rtype . pobj_info . tmap_override = - 1 ; //no tmap override!
for ( i = 0 ; i < MAX_SUBMODELS ; i + + )
vm_angvec_zero ( & ConsoleObject - > rtype . pobj_info . anim_angles [ i ] ) ;
// Clear misc
ConsoleObject - > flags = 0 ;
}
//make object0 the player, setting all relevant fields
void init_player_object ( )
{
ConsoleObject - > type = OBJ_PLAYER ;
ConsoleObject - > id = 0 ; //no sub-types for player
ConsoleObject - > signature = 0 ; //player has zero, others start at 1
ConsoleObject - > size = Polygon_models [ Player_ship - > model_num ] . rad ;
ConsoleObject - > control_type = CT_SLEW ; //default is player slewing
ConsoleObject - > movement_type = MT_PHYSICS ; //change this sometime
ConsoleObject - > lifeleft = IMMORTAL_TIME ;
ConsoleObject - > attached_obj = - 1 ;
reset_player_object ( ) ;
}
//sets up the free list & init player & whatever else
void init_objects ( )
{
int i ;
collide_init ( ) ;
for ( i = 0 ; i < MAX_OBJECTS ; i + + ) {
free_obj_list [ i ] = i ;
Objects [ i ] . type = OBJ_NONE ;
Objects [ i ] . segnum = - 1 ;
}
for ( i = 0 ; i < MAX_SEGMENTS ; i + + )
Segments [ i ] . objects = - 1 ;
ConsoleObject = Viewer = & Objects [ 0 ] ;
init_player_object ( ) ;
obj_link ( ConsoleObject - Objects , 0 ) ; //put in the world in segment 0
num_objects = 1 ; //just the player
Highest_object_index = 0 ;
}
//after calling init_object(), the network code has grabbed specific
//object slots without allocating them. Go though the objects & build
//the free list, then set the apporpriate globals
void special_reset_objects ( void )
{
int i ;
num_objects = MAX_OBJECTS ;
Highest_object_index = 0 ;
Assert ( Objects [ 0 ] . type ! = OBJ_NONE ) ; //0 should be used
for ( i = MAX_OBJECTS ; i - - ; )
if ( Objects [ i ] . type = = OBJ_NONE )
free_obj_list [ - - num_objects ] = i ;
else
if ( i > Highest_object_index )
Highest_object_index = i ;
}
# ifndef NDEBUG
int is_object_in_seg ( int segnum , int objn )
{
int objnum , count = 0 ;
for ( objnum = Segments [ segnum ] . objects ; objnum ! = - 1 ; objnum = Objects [ objnum ] . next ) {
if ( count > MAX_OBJECTS ) {
Int3 ( ) ;
return count ;
}
if ( objnum = = objn ) count + + ;
}
return count ;
}
int search_all_segments_for_object ( int objnum )
{
int i ;
int count = 0 ;
for ( i = 0 ; i < = Highest_segment_index ; i + + ) {
count + = is_object_in_seg ( i , objnum ) ;
}
return count ;
}
void johns_obj_unlink ( int segnum , int objnum )
{
object * obj = & Objects [ objnum ] ;
segment * seg = & Segments [ segnum ] ;
Assert ( objnum ! = - 1 ) ;
if ( obj - > prev = = - 1 )
seg - > objects = obj - > next ;
else
Objects [ obj - > prev ] . next = obj - > next ;
if ( obj - > next ! = - 1 ) Objects [ obj - > next ] . prev = obj - > prev ;
}
void remove_incorrect_objects ( )
{
int segnum , objnum , count ;
for ( segnum = 0 ; segnum < = Highest_segment_index ; segnum + + ) {
count = 0 ;
for ( objnum = Segments [ segnum ] . objects ; objnum ! = - 1 ; objnum = Objects [ objnum ] . next ) {
count + + ;
# ifndef NDEBUG
if ( count > MAX_OBJECTS ) {
mprintf ( ( 1 , " Object list in segment %d is circular. \n " , segnum ) ) ;
Int3 ( ) ;
}
# endif
if ( Objects [ objnum ] . segnum ! = segnum ) {
# ifndef NDEBUG
mprintf ( ( 0 , " Removing object %d from segment %d. \n " , objnum , segnum ) ) ;
Int3 ( ) ;
# endif
johns_obj_unlink ( segnum , objnum ) ;
}
}
}
}
void remove_all_objects_but ( int segnum , int objnum )
{
int i ;
for ( i = 0 ; i < = Highest_segment_index ; i + + ) {
if ( segnum ! = i ) {
if ( is_object_in_seg ( i , objnum ) ) {
johns_obj_unlink ( i , objnum ) ;
}
}
}
}
int check_duplicate_objects ( )
{
int i , count = 0 ;
for ( i = 0 ; i < = Highest_object_index ; i + + ) {
if ( Objects [ i ] . type ! = OBJ_NONE ) {
count = search_all_segments_for_object ( i ) ;
if ( count > 1 ) {
# ifndef NDEBUG
mprintf ( ( 1 , " Object %d is in %d segments! \n " , i , count ) ) ;
Int3 ( ) ;
# endif
remove_all_objects_but ( Objects [ i ] . segnum , i ) ;
return count ;
}
}
}
return count ;
}
void list_seg_objects ( int segnum )
{
int objnum , count = 0 ;
for ( objnum = Segments [ segnum ] . objects ; objnum ! = - 1 ; objnum = Objects [ objnum ] . next ) {
count + + ;
if ( count > MAX_OBJECTS ) {
Int3 ( ) ;
return ;
}
}
return ;
}
# endif
//link the object into the list for its segment
void obj_link ( int objnum , int segnum )
{
object * obj = & Objects [ objnum ] ;
Assert ( objnum ! = - 1 ) ;
Assert ( obj - > segnum = = - 1 ) ;
Assert ( segnum > = 0 & & segnum < = Highest_segment_index ) ;
obj - > segnum = segnum ;
obj - > next = Segments [ segnum ] . objects ;
obj - > prev = - 1 ;
Segments [ segnum ] . objects = objnum ;
if ( obj - > next ! = - 1 ) Objects [ obj - > next ] . prev = objnum ;
//list_seg_objects( segnum );
//check_duplicate_objects();
Assert ( Objects [ 0 ] . next ! = 0 ) ;
if ( Objects [ 0 ] . next = = 0 )
Objects [ 0 ] . next = - 1 ;
Assert ( Objects [ 0 ] . prev ! = 0 ) ;
if ( Objects [ 0 ] . prev = = 0 )
Objects [ 0 ] . prev = - 1 ;
}
void obj_unlink ( int objnum )
{
object * obj = & Objects [ objnum ] ;
segment * seg = & Segments [ obj - > segnum ] ;
Assert ( objnum ! = - 1 ) ;
if ( obj - > prev = = - 1 )
seg - > objects = obj - > next ;
else
Objects [ obj - > prev ] . next = obj - > next ;
if ( obj - > next ! = - 1 ) Objects [ obj - > next ] . prev = obj - > prev ;
obj - > segnum = - 1 ;
Assert ( Objects [ 0 ] . next ! = 0 ) ;
Assert ( Objects [ 0 ] . prev ! = 0 ) ;
}
int Object_next_signature = 1 ; //player gets 0, others start at 1
int Debris_object_count = 0 ;
int Unused_object_slots ;
//returns the number of a free object, updating Highest_object_index.
//Generally, obj_create() should be called to get an object, since it
//fills in important fields and does the linking.
//returns -1 if no free objects
int obj_allocate ( void )
{
int objnum ;
if ( num_objects > = MAX_OBJECTS - 2 ) {
int num_freed ;
num_freed = free_object_slots ( MAX_OBJECTS - 10 ) ;
mprintf ( ( 0 , " *** Freed %i objects in frame %i \n " , num_freed , FrameCount ) ) ;
}
if ( num_objects > = MAX_OBJECTS ) {
# ifndef NDEBUG
mprintf ( ( 1 , " Object creation failed - too many objects! \n " ) ) ;
# endif
return - 1 ;
}
objnum = free_obj_list [ num_objects + + ] ;
if ( objnum > Highest_object_index ) {
Highest_object_index = objnum ;
if ( Highest_object_index > Highest_ever_object_index )
Highest_ever_object_index = Highest_object_index ;
}
{
int i ;
Unused_object_slots = 0 ;
for ( i = 0 ; i < = Highest_object_index ; i + + )
if ( Objects [ i ] . type = = OBJ_NONE )
Unused_object_slots + + ;
}
return objnum ;
}
//frees up an object. Generally, obj_delete() should be called to get
//rid of an object. This function deallocates the object entry after
//the object has been unlinked
void obj_free ( int objnum )
{
free_obj_list [ - - num_objects ] = objnum ;
Assert ( num_objects > = 0 ) ;
if ( objnum = = Highest_object_index )
while ( Objects [ - - Highest_object_index ] . type = = OBJ_NONE ) ;
}
//-----------------------------------------------------------------------------
// Scan the object list, freeing down to num_used objects
// Returns number of slots freed.
int free_object_slots ( int num_used )
{
int i , olind ;
int obj_list [ MAX_OBJECTS ] ;
int num_already_free , num_to_free , original_num_to_free ;
olind = 0 ;
num_already_free = MAX_OBJECTS - Highest_object_index - 1 ;
if ( MAX_OBJECTS - num_already_free < num_used )
return 0 ;
for ( i = 0 ; i < = Highest_object_index ; i + + ) {
if ( Objects [ i ] . flags & OF_SHOULD_BE_DEAD ) {
num_already_free + + ;
if ( MAX_OBJECTS - num_already_free < num_used )
return num_already_free ;
} else
switch ( Objects [ i ] . type ) {
case OBJ_NONE :
num_already_free + + ;
if ( MAX_OBJECTS - num_already_free < num_used )
return 0 ;
break ;
case OBJ_WALL :
case OBJ_FLARE :
Int3 ( ) ; // This is curious. What is an object that is a wall?
break ;
case OBJ_FIREBALL :
case OBJ_WEAPON :
case OBJ_DEBRIS :
obj_list [ olind + + ] = i ;
break ;
case OBJ_ROBOT :
case OBJ_HOSTAGE :
case OBJ_PLAYER :
case OBJ_CNTRLCEN :
case OBJ_CLUTTER :
case OBJ_GHOST :
case OBJ_LIGHT :
case OBJ_CAMERA :
case OBJ_POWERUP :
break ;
}
}
num_to_free = MAX_OBJECTS - num_used - num_already_free ;
original_num_to_free = num_to_free ;
if ( num_to_free > olind ) {
mprintf ( ( 1 , " Warning: Asked to free %i objects, but can only free %i. \n " , num_to_free , olind ) ) ;
num_to_free = olind ;
}
for ( i = 0 ; i < num_to_free ; i + + )
if ( Objects [ obj_list [ i ] ] . type = = OBJ_DEBRIS ) {
num_to_free - - ;
mprintf ( ( 0 , " Freeing DEBRIS object %3i \n " , obj_list [ i ] ) ) ;
Objects [ obj_list [ i ] ] . flags | = OF_SHOULD_BE_DEAD ;
}
if ( ! num_to_free )
return original_num_to_free ;
for ( i = 0 ; i < num_to_free ; i + + )
if ( Objects [ obj_list [ i ] ] . type = = OBJ_FIREBALL & & Objects [ obj_list [ i ] ] . ctype . expl_info . delete_objnum = = - 1 ) {
num_to_free - - ;
mprintf ( ( 0 , " Freeing FIREBALL object %3i \n " , obj_list [ i ] ) ) ;
Objects [ obj_list [ i ] ] . flags | = OF_SHOULD_BE_DEAD ;
}
if ( ! num_to_free )
return original_num_to_free ;
for ( i = 0 ; i < num_to_free ; i + + )
if ( ( Objects [ obj_list [ i ] ] . type = = OBJ_WEAPON ) & & ( Objects [ obj_list [ i ] ] . id = = FLARE_ID ) ) {
num_to_free - - ;
Objects [ obj_list [ i ] ] . flags | = OF_SHOULD_BE_DEAD ;
}
if ( ! num_to_free )
return original_num_to_free ;
for ( i = 0 ; i < num_to_free ; i + + )
if ( ( Objects [ obj_list [ i ] ] . type = = OBJ_WEAPON ) & & ( Objects [ obj_list [ i ] ] . id ! = FLARE_ID ) ) {
num_to_free - - ;
mprintf ( ( 0 , " Freeing WEAPON object %3i \n " , obj_list [ i ] ) ) ;
Objects [ obj_list [ i ] ] . flags | = OF_SHOULD_BE_DEAD ;
}
return original_num_to_free - num_to_free ;
}
//-----------------------------------------------------------------------------
//initialize a new object. adds to the list for the given segment
//note that segnum is really just a suggestion, since this routine actually
//searches for the correct segment
//returns the object number
int obj_create ( ubyte type , ubyte id , int segnum , vms_vector * pos ,
vms_matrix * orient , fix size , ubyte ctype , ubyte mtype , ubyte rtype )
{
int objnum ;
object * obj ;
Assert ( segnum < = Highest_segment_index ) ;
Assert ( segnum > = 0 ) ;
Assert ( ctype < = CT_CNTRLCEN ) ;
if ( type = = OBJ_DEBRIS & & Debris_object_count > = Max_debris_objects )
return - 1 ;
if ( get_seg_masks ( pos , segnum , 0 ) . centermask ! = 0 )
if ( ( segnum = find_point_seg ( pos , segnum ) ) = = - 1 ) {
# ifndef NDEBUG
mprintf ( ( 0 , " Bad segnum in obj_create (type=%d) \n " , type ) ) ;
# endif
return - 1 ; //don't create this object
}
// Find next free object
objnum = obj_allocate ( ) ;
if ( objnum = = - 1 ) //no free objects
return - 1 ;
Assert ( Objects [ objnum ] . type = = OBJ_NONE ) ; //make sure unused
obj = & Objects [ objnum ] ;
Assert ( obj - > segnum = = - 1 ) ;
// Zero out object structure to keep weird bugs from happening
// in uninitialized fields.
memset ( obj , 0 , sizeof ( object ) ) ;
obj - > signature = Object_next_signature + + ;
obj - > type = type ;
obj - > id = id ;
obj - > last_pos = * pos ;
obj - > pos = * pos ;
obj - > size = size ;
obj - > flags = 0 ;
//@@if (orient != NULL)
//@@ obj->orient = *orient;
obj - > orient = orient ? * orient : vmd_identity_matrix ;
obj - > control_type = ctype ;
obj - > movement_type = mtype ;
obj - > render_type = rtype ;
obj - > contains_type = - 1 ;
obj - > lifeleft = IMMORTAL_TIME ; //assume immortal
obj - > attached_obj = - 1 ;
if ( obj - > control_type = = CT_POWERUP )
obj - > ctype . powerup_info . count = 1 ;
// Init physics info for this object
if ( obj - > movement_type = = MT_PHYSICS ) {
vm_vec_zero ( & obj - > mtype . phys_info . velocity ) ;
vm_vec_zero ( & obj - > mtype . phys_info . thrust ) ;
vm_vec_zero ( & obj - > mtype . phys_info . rotvel ) ;
vm_vec_zero ( & obj - > mtype . phys_info . rotthrust ) ;
obj - > mtype . phys_info . mass = 0 ;
obj - > mtype . phys_info . drag = 0 ;
obj - > mtype . phys_info . brakes = 0 ;
obj - > mtype . phys_info . turnroll = 0 ;
obj - > mtype . phys_info . flags = 0 ;
}
if ( obj - > render_type = = RT_POLYOBJ )
obj - > rtype . pobj_info . tmap_override = - 1 ;
obj - > shields = 20 * F1_0 ;
segnum = find_point_seg ( pos , segnum ) ; //find correct segment
Assert ( segnum ! = - 1 ) ;
obj - > segnum = - 1 ; //set to zero by memset, above
obj_link ( objnum , segnum ) ;
// Set (or not) persistent bit in phys_info.
if ( obj - > type = = OBJ_WEAPON ) {
Assert ( obj - > control_type = = CT_WEAPON ) ;
obj - > mtype . phys_info . flags | = ( Weapon_info [ obj - > id ] . persistent * PF_PERSISTENT ) ;
obj - > ctype . laser_info . creation_time = GameTime ;
obj - > ctype . laser_info . last_hitobj = - 1 ;
obj - > ctype . laser_info . multiplier = F1_0 ;
}
if ( obj - > control_type = = CT_POWERUP )
obj - > ctype . powerup_info . creation_time = GameTime ;
if ( obj - > control_type = = CT_EXPLOSION )
obj - > ctype . expl_info . next_attach = obj - > ctype . expl_info . prev_attach = obj - > ctype . expl_info . attach_parent = - 1 ;
# ifndef NDEBUG
if ( print_object_info )
mprintf ( ( 0 , " Created object %d of type %d \n " , objnum , obj - > type ) ) ;
# endif
if ( obj - > type = = OBJ_DEBRIS )
Debris_object_count + + ;
return objnum ;
}
# ifdef EDITOR
//create a copy of an object. returns new object number
int obj_create_copy ( int objnum , vms_vector * new_pos , int newsegnum )
{
int newobjnum ;
object * obj ;
// Find next free object
newobjnum = obj_allocate ( ) ;
if ( newobjnum = = - 1 )
return - 1 ;
obj = & Objects [ newobjnum ] ;
* obj = Objects [ objnum ] ;
obj - > pos = obj - > last_pos = * new_pos ;
obj - > next = obj - > prev = obj - > segnum = - 1 ;
obj_link ( newobjnum , newsegnum ) ;
obj - > signature = Object_next_signature + + ;
//we probably should initialize sub-structures here
return newobjnum ;
}
# endif
extern void newdemo_record_guided_end ( ) ;
//remove object from the world
void obj_delete ( int objnum )
{
int pnum ;
object * obj = & Objects [ objnum ] ;
Assert ( objnum ! = - 1 ) ;
Assert ( objnum ! = 0 ) ;
Assert ( obj - > type ! = OBJ_NONE ) ;
Assert ( obj ! = ConsoleObject ) ;
if ( obj - > type = = OBJ_WEAPON & & obj - > id = = GUIDEDMISS_ID ) {
pnum = Objects [ obj - > ctype . laser_info . parent_num ] . id ;
mprintf ( ( 0 , " Deleting a guided missile! Player %d \n \n " , pnum ) ) ;
if ( pnum ! = Player_num ) {
mprintf ( ( 0 , " deleting missile that belongs to %d (%s)! \n " , pnum , Players [ pnum ] . callsign ) ) ;
Guided_missile [ pnum ] = NULL ;
}
else if ( Newdemo_state = = ND_STATE_RECORDING )
newdemo_record_guided_end ( ) ;
}
if ( obj = = Viewer ) //deleting the viewer?
Viewer = ConsoleObject ; //..make the player the viewer
if ( obj - > flags & OF_ATTACHED ) //detach this from object
obj_detach_one ( obj ) ;
if ( obj - > attached_obj ! = - 1 ) //detach all objects from this
obj_detach_all ( obj ) ;
# if !defined(NDEBUG) && !defined(NMONO)
if ( print_object_info ) mprintf ( ( 0 , " Deleting object %d of type %d \n " , objnum , Objects [ objnum ] . type ) ) ;
# endif
if ( obj - > type = = OBJ_DEBRIS )
Debris_object_count - - ;
obj_unlink ( objnum ) ;
Assert ( Objects [ 0 ] . next ! = 0 ) ;
obj - > type = OBJ_NONE ; //unused!
obj - > signature = - 1 ;
obj - > segnum = - 1 ; // zero it!
obj_free ( objnum ) ;
}
# define DEATH_SEQUENCE_LENGTH (F1_0*5)
# define DEATH_SEQUENCE_EXPLODE_TIME (F1_0*2)
int Player_is_dead = 0 ; // If !0, then player is dead, but game continues so he can watch.
object * Dead_player_camera = NULL ; // Object index of object watching deader.
fix Player_time_of_death ; // Time at which player died.
object * Viewer_save ;
int Player_flags_save ;
int Player_exploded = 0 ;
int Death_sequence_aborted = 0 ;
int Player_eggs_dropped = 0 ;
fix Camera_to_player_dist_goal = F1_0 * 4 ;
ubyte Control_type_save , Render_type_save ;
extern int Cockpit_mode_save ; //set while in letterbox or rear view, or -1
// ------------------------------------------------------------------------------------------------------------------
void dead_player_end ( void )
{
if ( ! Player_is_dead )
return ;
if ( Newdemo_state = = ND_STATE_RECORDING )
newdemo_record_restore_cockpit ( ) ;
Player_is_dead = 0 ;
Player_exploded = 0 ;
obj_delete ( Dead_player_camera - Objects ) ;
Dead_player_camera = NULL ;
select_cockpit ( Cockpit_mode_save ) ;
Cockpit_mode_save = - 1 ;
Viewer = Viewer_save ;
ConsoleObject - > type = OBJ_PLAYER ;
ConsoleObject - > flags = Player_flags_save ;
Assert ( ( Control_type_save = = CT_FLYING ) | | ( Control_type_save = = CT_SLEW ) ) ;
ConsoleObject - > control_type = Control_type_save ;
ConsoleObject - > render_type = Render_type_save ;
Players [ Player_num ] . flags & = ~ PLAYER_FLAGS_INVULNERABLE ;
Player_eggs_dropped = 0 ;
}
// ------------------------------------------------------------------------------------------------------------------
// Camera is less than size of player away from
void set_camera_pos ( vms_vector * camera_pos , object * objp )
{
int count = 0 ;
fix camera_player_dist ;
fix far_scale ;
camera_player_dist = vm_vec_dist_quick ( camera_pos , & objp - > pos ) ;
if ( camera_player_dist < Camera_to_player_dist_goal ) { //2*objp->size) {
// Camera is too close to player object, so move it away.
vms_vector player_camera_vec ;
fvi_query fq ;
fvi_info hit_data ;
vms_vector local_p1 ;
vm_vec_sub ( & player_camera_vec , camera_pos , & objp - > pos ) ;
if ( ( player_camera_vec . x = = 0 ) & & ( player_camera_vec . y = = 0 ) & & ( player_camera_vec . z = = 0 ) )
player_camera_vec . x + = F1_0 / 16 ;
hit_data . hit_type = HIT_WALL ;
far_scale = F1_0 ;
while ( ( hit_data . hit_type ! = HIT_NONE ) & & ( count + + < 6 ) ) {
vms_vector closer_p1 ;
vm_vec_normalize_quick ( & player_camera_vec ) ;
vm_vec_scale ( & player_camera_vec , Camera_to_player_dist_goal ) ;
fq . p0 = & objp - > pos ;
vm_vec_add ( & closer_p1 , & objp - > pos , & player_camera_vec ) ; // This is the actual point we want to put the camera at.
vm_vec_scale ( & player_camera_vec , far_scale ) ; // ...but find a point 50% further away...
vm_vec_add ( & local_p1 , & objp - > pos , & player_camera_vec ) ; // ...so we won't have to do as many cuts.
fq . p1 = & local_p1 ;
fq . startseg = objp - > segnum ;
fq . rad = 0 ;
fq . thisobjnum = objp - Objects ;
fq . ignore_obj_list = NULL ;
fq . flags = 0 ;
find_vector_intersection ( & fq , & hit_data ) ;
if ( hit_data . hit_type = = HIT_NONE ) {
* camera_pos = closer_p1 ;
} else {
make_random_vector ( & player_camera_vec ) ;
far_scale = 3 * F1_0 / 2 ;
}
}
}
}
extern void drop_player_eggs ( object * objp ) ;
extern int get_explosion_vclip ( object * obj , int stage ) ;
extern void multi_cap_objects ( ) ;
extern int Proximity_dropped , Smartmines_dropped ;
// ------------------------------------------------------------------------------------------------------------------
void dead_player_frame ( void )
{
fix time_dead ;
vms_vector fvec ;
if ( Player_is_dead ) {
time_dead = GameTime - Player_time_of_death ;
// If unable to create camera at time of death, create now.
if ( Dead_player_camera = = Viewer_save ) {
int objnum ;
object * player = & Objects [ Players [ Player_num ] . objnum ] ;
objnum = obj_create ( OBJ_CAMERA , 0 , player - > segnum , & player - > pos , & player - > orient , 0 , CT_NONE , MT_NONE , RT_NONE ) ;
mprintf ( ( 0 , " Creating new dead player camera. \n " ) ) ;
if ( objnum ! = - 1 )
Viewer = Dead_player_camera = & Objects [ objnum ] ;
else {
mprintf ( ( 1 , " Can't create dead player camera. \n " ) ) ;
Int3 ( ) ;
}
}
ConsoleObject - > mtype . phys_info . rotvel . x = max ( 0 , DEATH_SEQUENCE_EXPLODE_TIME - time_dead ) / 4 ;
ConsoleObject - > mtype . phys_info . rotvel . y = max ( 0 , DEATH_SEQUENCE_EXPLODE_TIME - time_dead ) / 2 ;
ConsoleObject - > mtype . phys_info . rotvel . z = max ( 0 , DEATH_SEQUENCE_EXPLODE_TIME - time_dead ) / 3 ;
Camera_to_player_dist_goal = min ( time_dead * 8 , F1_0 * 20 ) + ConsoleObject - > size ;
set_camera_pos ( & Dead_player_camera - > pos , ConsoleObject ) ;
// if (time_dead < DEATH_SEQUENCE_EXPLODE_TIME+F1_0*2) {
vm_vec_sub ( & fvec , & ConsoleObject - > pos , & Dead_player_camera - > pos ) ;
vm_vector_2_matrix ( & Dead_player_camera - > orient , & fvec , NULL , NULL ) ;
// } else {
// Dead_player_camera->movement_type = MT_PHYSICS;
// Dead_player_camera->mtype.phys_info.rotvel.y = F1_0/8;
// }
if ( time_dead > DEATH_SEQUENCE_EXPLODE_TIME ) {
if ( ! Player_exploded ) {
if ( Players [ Player_num ] . hostages_on_board > 1 )
HUD_init_message ( TXT_SHIP_DESTROYED_2 , Players [ Player_num ] . hostages_on_board ) ;
else if ( Players [ Player_num ] . hostages_on_board = = 1 )
HUD_init_message ( TXT_SHIP_DESTROYED_1 ) ;
else
HUD_init_message ( TXT_SHIP_DESTROYED_0 ) ;
# ifdef TACTILE
if ( TactileStick )
{
ClearForces ( ) ;
}
# endif
Player_exploded = 1 ;
# ifdef NETWORK
if ( Game_mode & GM_NETWORK )
{
AdjustMineSpawn ( ) ;
multi_cap_objects ( ) ;
}
# endif
drop_player_eggs ( ConsoleObject ) ;
Player_eggs_dropped = 1 ;
# ifdef NETWORK
if ( Game_mode & GM_MULTI )
{
//multi_send_position(Players[Player_num].objnum);
multi_send_player_explode ( MULTI_PLAYER_EXPLODE ) ;
}
# endif
explode_badass_player ( ConsoleObject ) ;
//is this next line needed, given the badass call above?
explode_object ( ConsoleObject , 0 ) ;
ConsoleObject - > flags & = ~ OF_SHOULD_BE_DEAD ; //don't really kill player
ConsoleObject - > render_type = RT_NONE ; //..just make him disappear
ConsoleObject - > type = OBJ_GHOST ; //..and kill intersections
Players [ Player_num ] . flags & = ~ PLAYER_FLAGS_HEADLIGHT_ON ;
}
} else {
if ( d_rand ( ) < FrameTime * 4 ) {
# ifdef NETWORK
if ( Game_mode & GM_MULTI )
multi_send_create_explosion ( Player_num ) ;
# endif
create_small_fireball_on_object ( ConsoleObject , F1_0 , 1 ) ;
}
}
if ( Death_sequence_aborted ) { //time_dead > DEATH_SEQUENCE_LENGTH) {
if ( ! Player_eggs_dropped ) {
# ifdef NETWORK
if ( Game_mode & GM_NETWORK )
{
AdjustMineSpawn ( ) ;
multi_cap_objects ( ) ;
}
# endif
drop_player_eggs ( ConsoleObject ) ;
Player_eggs_dropped = 1 ;
# ifdef NETWORK
if ( Game_mode & GM_MULTI )
{
//multi_send_position(Players[Player_num].objnum);
multi_send_player_explode ( MULTI_PLAYER_EXPLODE ) ;
}
# endif
}
DoPlayerDead ( ) ; //kill_player();
}
}
}
void AdjustMineSpawn ( )
{
if ( ! ( Game_mode & GM_NETWORK ) )
return ; // No need for this function in any other mode
if ( ! ( Game_mode & GM_HOARD ) )
Players [ Player_num ] . secondary_ammo [ PROXIMITY_INDEX ] + = Proximity_dropped ;
Players [ Player_num ] . secondary_ammo [ SMART_MINE_INDEX ] + = Smartmines_dropped ;
Proximity_dropped = 0 ;
Smartmines_dropped = 0 ;
}
int Killed_in_frame = - 1 ;
short Killed_objnum = - 1 ;
extern char Multi_killed_yourself ;
// ------------------------------------------------------------------------------------------------------------------
void start_player_death_sequence ( object * player )
{
int objnum ;
Assert ( player = = ConsoleObject ) ;
if ( ( Player_is_dead ! = 0 ) | | ( Dead_player_camera ! = NULL ) )
return ;
//Assert(Player_is_dead == 0);
//Assert(Dead_player_camera == NULL);
reset_rear_view ( ) ;
if ( ! ( Game_mode & GM_MULTI ) )
HUD_clear_messages ( ) ;
Killed_in_frame = FrameCount ;
Killed_objnum = player - Objects ;
Death_sequence_aborted = 0 ;
# ifdef NETWORK
if ( Game_mode & GM_MULTI )
{
multi_send_kill ( Players [ Player_num ] . objnum ) ;
// If Hoard, increase number of orbs by 1
// Only if you haven't killed yourself
// This prevents cheating
if ( Game_mode & GM_HOARD )
if ( Players [ Player_num ] . secondary_ammo [ PROXIMITY_INDEX ] < 12 )
if ( ! Multi_killed_yourself )
Players [ Player_num ] . secondary_ammo [ PROXIMITY_INDEX ] + + ;
}
# endif
PaletteRedAdd = 40 ;
Player_is_dead = 1 ;
# ifdef TACTILE
if ( TactileStick )
Buffeting ( 70 ) ;
# endif
//Players[Player_num].flags &= ~(PLAYER_FLAGS_AFTERBURNER);
vm_vec_zero ( & player - > mtype . phys_info . rotthrust ) ;
vm_vec_zero ( & player - > mtype . phys_info . thrust ) ;
Player_time_of_death = GameTime ;
objnum = obj_create ( OBJ_CAMERA , 0 , player - > segnum , & player - > pos , & player - > orient , 0 , CT_NONE , MT_NONE , RT_NONE ) ;
Viewer_save = Viewer ;
if ( objnum ! = - 1 )
Viewer = Dead_player_camera = & Objects [ objnum ] ;
else {
mprintf ( ( 1 , " Can't create dead player camera. \n " ) ) ;
Int3 ( ) ;
Dead_player_camera = Viewer ;
}
if ( Cockpit_mode_save = = - 1 ) //if not already saved
Cockpit_mode_save = Cockpit_mode ;
select_cockpit ( CM_LETTERBOX ) ;
if ( Newdemo_state = = ND_STATE_RECORDING )
newdemo_record_letterbox ( ) ;
Player_flags_save = player - > flags ;
Control_type_save = player - > control_type ;
Render_type_save = player - > render_type ;
player - > flags & = ~ OF_SHOULD_BE_DEAD ;
// Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
player - > control_type = CT_NONE ;
player - > shields = F1_0 * 1000 ;
PALETTE_FLASH_SET ( 0 , 0 , 0 ) ;
}
// ------------------------------------------------------------------------------------------------------------------
void obj_delete_all_that_should_be_dead ( )
{
int i ;
object * objp ;
int local_dead_player_object = - 1 ;
// Move all objects
objp = Objects ;
for ( i = 0 ; i < = Highest_object_index ; i + + ) {
if ( ( objp - > type ! = OBJ_NONE ) & & ( objp - > flags & OF_SHOULD_BE_DEAD ) ) {
Assert ( ! ( objp - > type = = OBJ_FIREBALL & & objp - > ctype . expl_info . delete_time ! = - 1 ) ) ;
if ( objp - > type = = OBJ_PLAYER ) {
if ( objp - > id = = Player_num ) {
if ( local_dead_player_object = = - 1 ) {
start_player_death_sequence ( objp ) ;
local_dead_player_object = objp - Objects ;
} else
Int3 ( ) ; // Contact Mike: Illegal, killed player twice in this frame!
// Ok to continue, won't start death sequence again!
// kill_player();
}
} else {
obj_delete ( i ) ;
}
}
objp + + ;
}
}
//when an object has moved into a new segment, this function unlinks it
//from its old segment, and links it into the new segment
void obj_relink ( int objnum , int newsegnum )
{
Assert ( ( objnum > = 0 ) & & ( objnum < = Highest_object_index ) ) ;
Assert ( ( newsegnum < = Highest_segment_index ) & & ( newsegnum > = 0 ) ) ;
obj_unlink ( objnum ) ;
obj_link ( objnum , newsegnum ) ;
# ifndef NDEBUG
if ( get_seg_masks ( & Objects [ objnum ] . pos , Objects [ objnum ] . segnum , 0 ) . centermask ! = 0 )
mprintf ( ( 1 , " obj_relink violates seg masks. \n " ) ) ;
# endif
}
//process a continuously-spinning object
2001-01-20 13:49:18 +00:00
void
2001-01-19 03:30:16 +00:00
spin_object ( object * obj )
{
vms_angvec rotangs ;
vms_matrix rotmat , new_pm ;
Assert ( obj - > movement_type = = MT_SPINNING ) ;
rotangs . p = fixmul ( obj - > mtype . spin_rate . x , FrameTime ) ;
rotangs . h = fixmul ( obj - > mtype . spin_rate . y , FrameTime ) ;
rotangs . b = fixmul ( obj - > mtype . spin_rate . z , FrameTime ) ;
vm_angles_2_matrix ( & rotmat , & rotangs ) ;
vm_matrix_x_matrix ( & new_pm , & obj - > orient , & rotmat ) ;
obj - > orient = new_pm ;
check_and_fix_matrix ( & obj - > orient ) ;
}
int Drop_afterburner_blob_flag ; //ugly hack
extern void multi_send_drop_blobs ( char ) ;
extern void fuelcen_check_for_goal ( segment * ) ;
//see if wall is volatile, and if so, cause damage to player
//returns true if player is in lava
int check_volatile_wall ( object * obj , int segnum , int sidenum , vms_vector * hitpt ) ;
// Time at which this object last created afterburner blobs.
fix Last_afterburner_time [ MAX_OBJECTS ] ;
//--------------------------------------------------------------------
//move an object for the current frame
void object_move_one ( object * obj )
{
# ifndef DEMO_ONLY
int previous_segment = obj - > segnum ;
obj - > last_pos = obj - > pos ; // Save the current position
if ( ( obj - > type = = OBJ_PLAYER ) & & ( Player_num = = obj - > id ) ) {
fix fuel ;
# ifdef NETWORK
if ( Game_mode & GM_CAPTURE )
fuelcen_check_for_goal ( & Segments [ obj - > segnum ] ) ;
if ( Game_mode & GM_HOARD )
fuelcen_check_for_hoard_goal ( & Segments [ obj - > segnum ] ) ;
# endif
fuel = fuelcen_give_fuel ( & Segments [ obj - > segnum ] , INITIAL_ENERGY - Players [ Player_num ] . energy ) ;
if ( fuel > 0 ) {
Players [ Player_num ] . energy + = fuel ;
}
}
if ( obj - > lifeleft ! = IMMORTAL_TIME ) { //if not immortal...
// Ok, this is a big hack by MK.
// If you want an object to last for exactly one frame, then give it a lifeleft of ONE_FRAME_TIME.
if ( obj - > lifeleft ! = ONE_FRAME_TIME )
obj - > lifeleft - = FrameTime ; //...inevitable countdown towards death
}
Drop_afterburner_blob_flag = 0 ;
switch ( obj - > control_type ) {
case CT_NONE : break ;
case CT_FLYING :
# if !defined(NDEBUG) && !defined(NMONO)
if ( print_object_info > 1 ) mprintf ( ( 0 , " Moving player object #%d \n " , obj - Objects ) ) ;
# endif
read_flying_controls ( obj ) ;
break ;
case CT_REPAIRCEN : Int3 ( ) ; // -- hey! these are no longer supported!! -- do_repair_sequence(obj); break;
case CT_POWERUP : do_powerup_frame ( obj ) ; break ;
case CT_MORPH : //morph implies AI
do_morph_frame ( obj ) ;
//NOTE: FALLS INTO AI HERE!!!!
case CT_AI :
//NOTE LINK TO CT_MORPH ABOVE!!!
if ( Game_suspended & SUSP_ROBOTS ) return ;
# if !defined(NDEBUG) && !defined(NMONO)
if ( print_object_info > 1 ) mprintf ( ( 0 , " AI: Moving robot object #%d \n " , obj - Objects ) ) ;
# endif
do_ai_frame ( obj ) ;
break ;
case CT_WEAPON : Laser_do_weapon_sequence ( obj ) ; break ;
case CT_EXPLOSION : do_explosion_sequence ( obj ) ; break ;
# ifndef RELEASE
case CT_SLEW :
if ( keyd_pressed [ KEY_PAD5 ] ) slew_stop ( obj ) ;
if ( keyd_pressed [ KEY_NUMLOCK ] ) {
slew_reset_orient ( obj ) ;
* ( ubyte * ) 0x417 & = ~ 0x20 ; //kill numlock
}
slew_frame ( 0 ) ; // Does velocity addition for us.
break ;
# endif
// case CT_FLYTHROUGH:
// do_flythrough(obj,0); // HACK:do_flythrough should operate on an object!!!!
// //check_object_seg(obj);
// return; // DON'T DO THE REST OF OBJECT STUFF SINCE THIS IS A SPECIAL CASE!!!
// break;
case CT_DEBRIS : do_debris_frame ( obj ) ; break ;
case CT_LIGHT : break ; //doesn't do anything
case CT_REMOTE : break ; //movement is handled in com_process_input
case CT_CNTRLCEN : do_controlcen_frame ( obj ) ; break ;
default :
2001-01-31 14:04:46 +00:00
# ifdef __ENV_DJGPP__
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 ) ;
# else
2001-01-19 03:30:16 +00:00
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 ) ;
2001-01-31 14:04:46 +00:00
# endif
2001-01-19 03:30:16 +00:00
break ;
}
if ( obj - > lifeleft < 0 ) { // We died of old age
obj - > flags | = OF_SHOULD_BE_DEAD ;
if ( obj - > type = = OBJ_WEAPON & & Weapon_info [ obj - > id ] . damage_radius )
explode_badass_weapon ( obj , & obj - > pos ) ;
else if ( obj - > type = = OBJ_ROBOT ) //make robots explode
explode_object ( obj , 0 ) ;
}
if ( obj - > type = = OBJ_NONE | | obj - > flags & OF_SHOULD_BE_DEAD )
return ; //object has been deleted
switch ( obj - > movement_type ) {
case MT_NONE : break ; //this doesn't move
case MT_PHYSICS : do_physics_sim ( obj ) ; break ; //move by physics
case MT_SPINNING : spin_object ( obj ) ; break ;
}
// If player and moved to another segment, see if hit any triggers.
// also check in player under a lavafall
if ( obj - > type = = OBJ_PLAYER & & obj - > movement_type = = MT_PHYSICS ) {
if ( previous_segment ! = obj - > segnum ) {
int connect_side , i ;
# ifdef NETWORK
int old_level = Current_level_num ;
# endif
for ( i = 0 ; i < n_phys_segs - 1 ; i + + ) {
connect_side = find_connect_side ( & Segments [ phys_seglist [ i + 1 ] ] , & Segments [ phys_seglist [ i ] ] ) ;
if ( connect_side ! = - 1 )
check_trigger ( & Segments [ phys_seglist [ i ] ] , connect_side , obj - Objects , 0 ) ;
# ifndef NDEBUG
else { // segments are not directly connected, so do binary subdivision until you find connected segments.
mprintf ( ( 1 , " UNCONNECTED SEGMENTS %d,%d \n " , phys_seglist [ i + 1 ] , phys_seglist [ i ] ) ) ;
// -- Unnecessary, MK, 09/04/95 -- Int3();
}
# endif
//maybe we've gone on to the next level. if so, bail!
# ifdef NETWORK
if ( Current_level_num ! = old_level )
return ;
# endif
}
}
{
int sidemask , under_lavafall = 0 ;
static int lavafall_hiss_playing [ MAX_PLAYERS ] = { 0 } ;
sidemask = get_seg_masks ( & obj - > pos , obj - > segnum , obj - > size ) . sidemask ;
if ( sidemask ) {
int sidenum , bit , wall_num ;
for ( sidenum = 0 , bit = 1 ; sidenum < 6 ; bit < < = 1 , sidenum + + )
if ( ( sidemask & bit ) & & ( ( wall_num = Segments [ obj - > segnum ] . sides [ sidenum ] . wall_num ) ! = - 1 ) & & Walls [ wall_num ] . type = = WALL_ILLUSION ) {
int type ;
if ( ( type = check_volatile_wall ( obj , obj - > segnum , sidenum , & obj - > pos ) ) ! = 0 ) {
int sound = ( type = = 1 ) ? SOUND_LAVAFALL_HISS : SOUND_SHIP_IN_WATERFALL ;
under_lavafall = 1 ;
if ( ! lavafall_hiss_playing [ obj - > id ] ) {
digi_link_sound_to_object3 ( sound , obj - Objects , 1 , F1_0 , i2f ( 256 ) , - 1 , - 1 ) ;
lavafall_hiss_playing [ obj - > id ] = 1 ;
}
}
}
}
if ( ! under_lavafall & & lavafall_hiss_playing [ obj - > id ] ) {
digi_kill_sound_linked_to_object ( obj - Objects ) ;
lavafall_hiss_playing [ obj - > id ] = 0 ;
}
}
}
//see if guided missile has flown through exit trigger
if ( obj = = Guided_missile [ Player_num ] & & obj - > signature = = Guided_missile_sig [ Player_num ] ) {
if ( previous_segment ! = obj - > segnum ) {
int connect_side ;
connect_side = find_connect_side ( & Segments [ obj - > segnum ] , & Segments [ previous_segment ] ) ;
if ( connect_side ! = - 1 ) {
int wall_num , trigger_num ;
wall_num = Segments [ previous_segment ] . sides [ connect_side ] . wall_num ;
if ( wall_num ! = - 1 ) {
trigger_num = Walls [ wall_num ] . trigger ;
if ( trigger_num ! = - 1 )
if ( Triggers [ trigger_num ] . type = = TT_EXIT )
Guided_missile [ Player_num ] - > lifeleft = 0 ;
}
}
}
}
if ( Drop_afterburner_blob_flag ) {
Assert ( obj = = ConsoleObject ) ;
drop_afterburner_blobs ( obj , 2 , i2f ( 5 ) / 2 , - 1 ) ; // -1 means use default lifetime
# ifdef NETWORK
if ( Game_mode & GM_MULTI )
multi_send_drop_blobs ( Player_num ) ;
# endif
Drop_afterburner_blob_flag = 0 ;
}
if ( ( obj - > type = = OBJ_WEAPON ) & & ( Weapon_info [ obj - > id ] . afterburner_size ) ) {
int objnum = obj - Objects ;
fix vel = vm_vec_mag_quick ( & obj - > mtype . phys_info . velocity ) ;
fix delay , lifetime ;
if ( vel > F1_0 * 200 )
delay = F1_0 / 16 ;
else if ( vel > F1_0 * 40 )
delay = fixdiv ( F1_0 * 13 , vel ) ;
else
delay = F1_0 / 4 ;
lifetime = ( delay * 3 ) / 2 ;
if ( ! ( Game_mode & GM_MULTI ) ) {
delay / = 2 ;
lifetime * = 2 ;
}
if ( ( Last_afterburner_time [ objnum ] + delay < GameTime ) | | ( Last_afterburner_time [ objnum ] > GameTime ) ) {
drop_afterburner_blobs ( obj , 1 , i2f ( Weapon_info [ obj - > id ] . afterburner_size ) / 16 , lifetime ) ;
Last_afterburner_time [ objnum ] = GameTime ;
}
}
# else
obj + + ; //kill warning
# endif //DEMO_ONLY
}
int Max_used_objects = MAX_OBJECTS - 20 ;
//--------------------------------------------------------------------
//move all objects for the current frame
void object_move_all ( )
{
int i ;
object * objp ;
// -- mprintf((0, "Frame %i: %i/%i objects used.\n", FrameCount, num_objects, MAX_OBJECTS));
// check_duplicate_objects();
// remove_incorrect_objects();
if ( Highest_object_index > Max_used_objects )
free_object_slots ( Max_used_objects ) ; // Free all possible object slots.
obj_delete_all_that_should_be_dead ( ) ;
if ( Auto_leveling_on )
ConsoleObject - > mtype . phys_info . flags | = PF_LEVELLING ;
else
ConsoleObject - > mtype . phys_info . flags & = ~ PF_LEVELLING ;
// Move all objects
objp = Objects ;
# ifndef DEMO_ONLY
for ( i = 0 ; i < = Highest_object_index ; i + + ) {
if ( ( objp - > type ! = OBJ_NONE ) & & ( ! ( objp - > flags & OF_SHOULD_BE_DEAD ) ) ) {
object_move_one ( objp ) ;
}
objp + + ;
}
# else
i = 0 ; //kill warning
# endif
// check_duplicate_objects();
// remove_incorrect_objects();
}
//--unused-- // -----------------------------------------------------------
//--unused-- // Moved here from eobject.c on 02/09/94 by MK.
//--unused-- int find_last_obj(int i)
//--unused-- {
//--unused-- for (i=MAX_OBJECTS;--i>=0;)
//--unused-- if (Objects[i].type != OBJ_NONE) break;
//--unused--
//--unused-- return i;
//--unused--
//--unused-- }
//make object array non-sparse
void compress_objects ( void )
{
int start_i ; //,last_i;
//last_i = find_last_obj(MAX_OBJECTS);
// Note: It's proper to do < (rather than <=) Highest_object_index here because we
// are just removing gaps, and the last object can't be a gap.
for ( start_i = 0 ; start_i < Highest_object_index ; start_i + + )
if ( Objects [ start_i ] . type = = OBJ_NONE ) {
int segnum_copy ;
segnum_copy = Objects [ Highest_object_index ] . segnum ;
obj_unlink ( Highest_object_index ) ;
Objects [ start_i ] = Objects [ Highest_object_index ] ;
# ifdef EDITOR
if ( Cur_object_index = = Highest_object_index )
Cur_object_index = start_i ;
# endif
Objects [ Highest_object_index ] . type = OBJ_NONE ;
obj_link ( start_i , segnum_copy ) ;
while ( Objects [ - - Highest_object_index ] . type = = OBJ_NONE ) ;
//last_i = find_last_obj(last_i);
}
reset_objects ( num_objects ) ;
}
//called after load. Takes number of objects, and objects should be
//compressed. resets free list, marks unused objects as unused
void reset_objects ( int n_objs )
{
int i ;
num_objects = n_objs ;
Assert ( num_objects > 0 ) ;
for ( i = num_objects ; i < MAX_OBJECTS ; i + + ) {
free_obj_list [ i ] = i ;
Objects [ i ] . type = OBJ_NONE ;
Objects [ i ] . segnum = - 1 ;
}
Highest_object_index = num_objects - 1 ;
Debris_object_count = 0 ;
}
//Tries to find a segment for an object, using find_point_seg()
int find_object_seg ( object * obj )
{
return find_point_seg ( & obj - > pos , obj - > segnum ) ;
}
//If an object is in a segment, set its segnum field and make sure it's
//properly linked. If not in any segment, returns 0, else 1.
//callers should generally use find_vector_intersection()
int update_object_seg ( object * obj )
{
int newseg ;
newseg = find_object_seg ( obj ) ;
if ( newseg = = - 1 )
return 0 ;
if ( newseg ! = obj - > segnum )
obj_relink ( obj - Objects , newseg ) ;
return 1 ;
}
//go through all objects and make sure they have the correct segment numbers
2001-01-20 13:49:18 +00:00
void
2001-01-19 03:30:16 +00:00
fix_object_segs ( )
{
int i ;
for ( i = 0 ; i < = Highest_object_index ; i + + )
if ( Objects [ i ] . type ! = OBJ_NONE )
if ( update_object_seg ( & Objects [ i ] ) = = 0 ) {
mprintf ( ( 1 , " Cannot find segment for object %d in fix_object_segs() \n " ) ) ;
Int3 ( ) ;
compute_segment_center ( & Objects [ i ] . pos , & Segments [ Objects [ i ] . segnum ] ) ;
}
}
//--unused-- void object_use_new_object_list( object * new_list )
//--unused-- {
//--unused-- int i, segnum;
//--unused-- object *obj;
//--unused--
//--unused-- // First, unlink all the old objects for the segments array
//--unused-- for (segnum=0; segnum <= Highest_segment_index; segnum++) {
//--unused-- Segments[segnum].objects = -1;
//--unused-- }
//--unused-- // Then, erase all the objects
//--unused-- reset_objects(1);
//--unused--
//--unused-- // Fill in the object array
//--unused-- memcpy( Objects, new_list, sizeof(object)*MAX_OBJECTS );
//--unused--
//--unused-- Highest_object_index=-1;
//--unused--
//--unused-- // Relink 'em
//--unused-- for (i=0; i<MAX_OBJECTS; i++ ) {
//--unused-- obj = &Objects[i];
//--unused-- if ( obj->type != OBJ_NONE ) {
//--unused-- num_objects++;
//--unused-- Highest_object_index = i;
//--unused-- segnum = obj->segnum;
//--unused-- obj->next = obj->prev = obj->segnum = -1;
//--unused-- obj_link(i,segnum);
//--unused-- } else {
//--unused-- obj->next = obj->prev = obj->segnum = -1;
//--unused-- }
//--unused-- }
//--unused--
//--unused-- }
//delete objects, such as weapons & explosions, that shouldn't stay between levels
// Changed by MK on 10/15/94, don't remove proximity bombs.
//if clear_all is set, clear even proximity bombs
void clear_transient_objects ( int clear_all )
{
int objnum ;
object * obj ;
for ( objnum = 0 , obj = & Objects [ 0 ] ; objnum < = Highest_object_index ; objnum + + , obj + + )
if ( ( ( obj - > type = = OBJ_WEAPON ) & & ! ( Weapon_info [ obj - > id ] . flags & WIF_PLACABLE ) & & ( clear_all | | ( ( obj - > id ! = PROXIMITY_ID ) & & ( obj - > id ! = SUPERPROX_ID ) ) ) ) | |
obj - > type = = OBJ_FIREBALL | |
obj - > type = = OBJ_DEBRIS | |
obj - > type = = OBJ_DEBRIS | |
( obj - > type ! = OBJ_NONE & & obj - > flags & OF_EXPLODING ) ) {
# ifndef NDEBUG
if ( Objects [ objnum ] . lifeleft > i2f ( 2 ) )
mprintf ( ( 0 , " Note: Clearing object %d (type=%d, id=%d) with lifeleft=%x \n " , objnum , Objects [ objnum ] . type , Objects [ objnum ] . id , Objects [ objnum ] . lifeleft ) ) ;
# endif
obj_delete ( objnum ) ;
}
# ifndef NDEBUG
else if ( Objects [ objnum ] . type ! = OBJ_NONE & & Objects [ objnum ] . lifeleft < i2f ( 2 ) )
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 ) ) ;
# endif
}
//attaches an object, such as a fireball, to another object, such as a robot
void obj_attach ( object * parent , object * sub )
{
Assert ( sub - > type = = OBJ_FIREBALL ) ;
Assert ( sub - > control_type = = CT_EXPLOSION ) ;
Assert ( sub - > ctype . expl_info . next_attach = = - 1 ) ;
Assert ( sub - > ctype . expl_info . prev_attach = = - 1 ) ;
Assert ( parent - > attached_obj = = - 1 | | Objects [ parent - > attached_obj ] . ctype . expl_info . prev_attach = = - 1 ) ;
sub - > ctype . expl_info . next_attach = parent - > attached_obj ;
if ( sub - > ctype . expl_info . next_attach ! = - 1 )
Objects [ sub - > ctype . expl_info . next_attach ] . ctype . expl_info . prev_attach = sub - Objects ;
parent - > attached_obj = sub - Objects ;
sub - > ctype . expl_info . attach_parent = parent - Objects ;
sub - > flags | = OF_ATTACHED ;
Assert ( sub - > ctype . expl_info . next_attach ! = sub - Objects ) ;
Assert ( sub - > ctype . expl_info . prev_attach ! = sub - Objects ) ;
}
//dettaches one object
void obj_detach_one ( object * sub )
{
Assert ( sub - > flags & OF_ATTACHED ) ;
Assert ( sub - > ctype . expl_info . attach_parent ! = - 1 ) ;
if ( ( Objects [ sub - > ctype . expl_info . attach_parent ] . type = = OBJ_NONE ) | | ( Objects [ sub - > ctype . expl_info . attach_parent ] . attached_obj = = - 1 ) )
{
sub - > flags & = ~ OF_ATTACHED ;
return ;
}
if ( sub - > ctype . expl_info . next_attach ! = - 1 ) {
Assert ( Objects [ sub - > ctype . expl_info . next_attach ] . ctype . expl_info . prev_attach = sub - Objects ) ;
Objects [ sub - > ctype . expl_info . next_attach ] . ctype . expl_info . prev_attach = sub - > ctype . expl_info . prev_attach ;
}
if ( sub - > ctype . expl_info . prev_attach ! = - 1 ) {
Assert ( Objects [ sub - > ctype . expl_info . prev_attach ] . ctype . expl_info . next_attach = sub - Objects ) ;
Objects [ sub - > ctype . expl_info . prev_attach ] . ctype . expl_info . next_attach = sub - > ctype . expl_info . next_attach ;
}
else {
Assert ( Objects [ sub - > ctype . expl_info . attach_parent ] . attached_obj = sub - Objects ) ;
Objects [ sub - > ctype . expl_info . attach_parent ] . attached_obj = sub - > ctype . expl_info . next_attach ;
}
sub - > ctype . expl_info . next_attach = sub - > ctype . expl_info . prev_attach = - 1 ;
sub - > flags & = ~ OF_ATTACHED ;
}
//dettaches all objects from this object
void obj_detach_all ( object * parent )
{
while ( parent - > attached_obj ! = - 1 )
obj_detach_one ( & Objects [ parent - > attached_obj ] ) ;
}
//creates a marker object in the world. returns the object number
int drop_marker_object ( vms_vector * pos , int segnum , vms_matrix * orient , int marker_num )
{
int objnum ;
Assert ( Marker_model_num ! = - 1 ) ;
objnum = obj_create ( OBJ_MARKER , marker_num , segnum , pos , orient , Polygon_models [ Marker_model_num ] . rad , CT_NONE , MT_NONE , RT_POLYOBJ ) ;
if ( objnum > = 0 ) {
object * obj = & Objects [ objnum ] ;
obj - > rtype . pobj_info . model_num = Marker_model_num ;
vm_vec_copy_scale ( & obj - > mtype . spin_rate , & obj - > orient . uvec , F1_0 / 2 ) ;
// MK, 10/16/95: Using lifeleft to make it flash, thus able to trim lightlevel from all objects.
obj - > lifeleft = IMMORTAL_TIME - 1 ;
}
return objnum ;
}
extern int Ai_last_missile_camera ;
// *viewer is a viewer, probably a missile.
// wake up all robots that were rendered last frame subject to some constraints.
void wake_up_rendered_objects ( object * viewer , int window_num )
{
int i ;
// Make sure that we are processing current data.
if ( FrameCount ! = Window_rendered_data [ window_num ] . frame ) {
mprintf ( ( 1 , " Warning: Called wake_up_rendered_objects with a bogus window. \n " ) ) ;
return ;
}
Ai_last_missile_camera = viewer - Objects ;
for ( i = 0 ; i < Window_rendered_data [ window_num ] . num_objects ; i + + ) {
int objnum ;
object * objp ;
int fcval = FrameCount & 3 ;
objnum = Window_rendered_data [ window_num ] . rendered_objects [ i ] ;
if ( ( objnum & 3 ) = = fcval ) {
objp = & Objects [ objnum ] ;
if ( objp - > type = = OBJ_ROBOT ) {
if ( vm_vec_dist_quick ( & viewer - > pos , & objp - > pos ) < F1_0 * 100 ) {
ai_local * ailp = & Ai_local_info [ objnum ] ;
if ( ailp - > player_awareness_type = = 0 ) {
objp - > ctype . ai_info . SUB_FLAGS | = SUB_FLAGS_CAMERA_AWAKE ;
ailp - > player_awareness_type = PA_WEAPON_ROBOT_COLLISION ;
ailp - > player_awareness_time = F1_0 * 3 ;
ailp - > previous_visibility = 2 ;
}
}
}
}
}
}